Showcase RDV interior tomb

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RDV
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Showcase for an Ancestral Tomb. COC to "00 Sorothi Ancestral Tomb" I can't find a COC marker on Morrowind so it always COC's into a bunch of undead. Main door is not linked to the outside world.

The 00 at the start of the name is purely for ease of finding it to start, I can remove that for the final revision, I don't expect it to pass scrutineering on the first try anyway.. Let me know how I can improve and I'll do what I can.

My main concerns are that there may be issues with greenlighting. And also I always scale my doors to 1.02, (which is a Skyrim habit where nothing fits into the holes they are meant too) Scaling them up every so slightly makes them fit in the frames much better and without gaps, with very little visual difference. Again I can change the door scaling if needed. Also I have not used any assets from Tamriel Rebuilt, just Morrowind and Tribuneral.

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Binary Data RDV Showcase40.42 KB2022-06-16 16:31
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Mark
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Reviewing

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RDV
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Uploaded a new version, greenlighting hopefully fixed now..

Have had to use lower radius lights & reposition them slightly. Makes it much darker in there..

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Binary Data RDV Showcase.ESP40.43 KB2022-06-19 13:18
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Mark
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Sorry it's taken so long for me to respond here.

I admire the efforts in this interior, but it's too large to be a showcase (the reviewer must pore over every detail of a showcase and you must fix every issue). I recommend cutting the daedric portion.

A few style things as well:
- the large chamber in the tomb portion has some odd setups. The top layer of altars is creative, but unorthodox, and the walls should be replaced with normal big walls instead of these little inlets. Also, with the bookshelf and table it looks like a living person is living there, so I recommend doing something with that, either removing it or making it look more decorative or abandoned, instead of like it's being used at the moment.
- some greenlight in these giant tombs is unavoidable. It was good of you to decrease the radii of the lights near the doorjambs, but for the other ones in the middle of a room, the big ones light it up a bit better and are worth the tiny bit of greenlight they may produce.
- int devs generally don't put in NPCs or creatures in their interiors (although placement suggestions are allowed)
- even though I said to ditch the daedric part, I just want to point out the lava feature is odd. Usually lava is used in the cave sets or at the bottom of a pit in the daedric set. This isn't really a deep pit or anything, it actually rises above the ground level and blocks the front shrine, so it's not really a good idea
- please prefix your cellname with "TR_", it makes it much easier for reviewers and mergers to find

Now I know it sounds like a lot of negative so to balance it out there are a few stand-out positives in this int:
- great ruined scene in one of the early rooms, the use of the static door is creative
- besides the final room, it seems like you have a good idea of what tombs are supposed to look like, so that's great
- the transition from tomb to daedric ruin is pretty good

So you can either fix these issues to have an acceptable dungeon showcase (which I will review in more depth), or if it seems like too much work we always encourage newcomers to make a 2-story, 2x3 Hlaalu building that corresponds with an existing exterior shell. It's nice and small and easy to make.

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RDV
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Thank you for your feedback. I'm currently working on updating the tomb. Cell has been re-named, Daedric part is gone, alcoves in the main room are gone, replaced with the basic wall section, I'm re-working the entire room.

The tables and bookcase were there mainly to show that I can place items onto them at angles following the contours of the surfaces, thought it was a requirement for the showcase.. I'll see what I can do with them or remove them.

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RDV
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New version uploaded.

I haven't removed the poor level tables and bookshelf becuase they add much needed variety and clutter. I've removed all of the pitchers, goblets and bottles from them, so hopefully looks less lived in now.. I've pushed over the bookcase so that it is leaning against the wall and eveything has fallen off of it and I've put some bones on the table in the final room.

Creatures removed, pathgrid updated to reflect the dissapearance of the Daedric part and new layout in the final room.

COC is now "TR_Sorothi Ancestral Tomb" and you no longer get ambushed as soon as you enter.

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Binary Data RDV Showcase.ESP22.5 KB2022-07-05 12:06
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RDV
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Just out of curiosity, to see if theres anything that can be done with them..

I have currently another 11 tombs that I have prevoiusly made for personal use that are at the same build level as the previous upload. They are lore friendly, if occasionally a little unorthodox like the 2 tier alters. Items are (at least I hope) properly placed, no uber items etc. Have working pathgrids and are populated with creatures. They are at the stage of being ready for a door adding to the outside world if they pass scrutiny..

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RDV’s Showcase
Name: TR_Sorothi Ancestral Tomb
Clean: Yes
Lighting: Mostly good, add a few more lights around the darker areas (such as light_spear_skull00). Not too much ofc, but some areas are a little too dark for comfort
Northmarker: Present, good
Fits exterior: N/A
Pathgrid: Mostly good, add a few nodes to the long hallways that don’t have any
Illegal to Sleep Here: no, correct
Gridsnap: Good

Bleeders:

Floaters:

Other:

You switched up the sound activators: Sound_Spirit_Whisper00 should be used for the ash pits and Sound_Haunted00 for general use
I would add a few low-level potions, scroll, or ingredients in the first large room of altars. It will help out the player for the rest of the dungeon

Great job with the fixes, this only needs a few more things before promotion

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RDV
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Switched the sound generators and added a few more nodes to the pathgrid.

I've added an instance of light_spear_skull00 and another candle on an alter. I've raised light levels in a few other areas by adding in ambient lights.

I've put a potion, a scroll and a couple of ingedients into the first alter room.

 

Major change is that I've tagged the master file tamriel_data so that I get some Tamriel Rebuilt stuff, which I will need for future use if not so much on this tomb.

Can you check please that it's the correct file I've used and that I haven't imported any errors from having Bloodmoon & Tribuneral together. (A little paranoid about that as I've been bitten by it before).

Thank you.

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Binary Data RDV Showcase.ESP23.59 KB2022-07-16 15:09
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Denis418
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You shouldn't be afraid of using Teibunal and Bloodmoon. In fact, they are a prerequisite for our work. Just wanted to point this out before Mark gives a broader feedback. Good work!

There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment. 
The one who fears is not made perfect in love. 1 John 4:18

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RDV
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Thank you, I don't normally use bloodmoon when I make things for Morrowind, I find that there's very few usefull assets on there to pick from unles you're building something on Solstheim. I can see that it's a prerequiste, that's why I want to make sure that I've done it all correctly, loaded the correct file and not brought in any errors.

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Mark
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With all issues fixed, promoting you to Interior developer. Please consider joining the discord, feedback and communication can be quicker there!

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RDV
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That's brilliant, thank you very much.

Where do I go from here? Can I build generic interiors, tombs and caves etc, then submit them to be placed wherever they are needed?

As of yet I have been unable to get discord working. I keep going back to it and trying again.

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Denis418
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Congratulations and welcome to the team ^_^ 

RDV

Can I build generic interiors, tombs and caves etc, then submit them to be placed wherever they are needed?

not quite. The project has designated claims for you to choose from. They have descriptions of what the interior should be and where in the world it is located. As always, you don't have to connect it to the exterior.

Claims browser is our working place. You have every claim listed here. You can sort them by categories, -- interiors, exteriors or quests --, by priority, -- critical claims are for the next release, high are for the one after it, and low priorities is something optional, --  and by its status, -- unclaimed are free to take (say it in the comments and push Request this claim), the rest are claimed.

When you claim something and a senior dev grants it to you, you can work on the thing at your own pace. No strict deadlines are set, but usually, if the claimant doesn't show any activity in after three months, he gets contacted on whether he's still willing to work on the claim. It is good to upload work-in-progress updates of your work, so you'll have them as a back-up. And also for others to see how your progress is going. Do not hesitate to ask about even the smallest concern in the comments section (or ideally, in Discord). The more you ask, the easier your work will be. And everyone is always happy to help!

There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment. 
The one who fears is not made perfect in love. 1 John 4:18