Map 1 Detailing Team

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Post by Stalker »

Dexter wrote:Arthmodeous, beautiful detailing, Your claim will be cleaned and added tomorrow.
Ehem. Remember who merges Map 1 ? :p Anyway I'm going to work magick on my PC today to create a half-working abomination out of two corpses. I just need to remember which HDD is my primary one :)
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Post by Hermit »

Well, naturally, I got me the go-ahead of Dexter's before I added these. AND I mention every new interior I create in my updates. Someone objects, it's gone.
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Post by Stalker »

I'm going to add an interior or too to my claim too (a shipwreck) so I won't object of course. And yes, Map 1 requires a few more misc. interiors.
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Post by PoHa! »

Well, its very good to get that cleared up.

I've completed (37, 15) now, and made the interior for the cave (an ebony mine) that's situated almost on the border between 15 and 16.

Pic of (37, 15):

[img]http://i5.photobucket.com/albums/y171/PoHaEiFor/3715.jpg[/img]

Also, Dexter suggested that I search around the area, and find the closest Dwemer or Daedric ruin, and choose the other if I wanted to add the sunken one off the coast. However, after a long time searching, I was unable to find one, and I suppose that the closest one is too far away to make a difference, unless someone has added one while detailing. If anyone has, please inform. :D
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Post by Hermit »

Might I have a copy of Arthmodeus' work, please? Just to see how I should do my stuff ... style-wise.

PoHa, I love your steps made of these flattop telvanni menhirs, mind if I steal that? ;)

Other than that, no progress here, my computer is half dead. Will try to work anyway, but after losing all work in two crashes today I am a bit discouraged for the time being. :(
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Post by Sload »

PoHa! wrote:Well, its very good to get that cleared up.

I've completed (37, 15) now, and made the interior for the cave (an ebony mine) that's situated almost on the border between 15 and 16.

Pic of (37, 15):

[img]http://i5.photobucket.com/albums/y171/PoHaEiFor/3715.jpg[/img]

Also, Dexter suggested that I search around the area, and find the closest Dwemer or Daedric ruin, and choose the other if I wanted to add the sunken one off the coast. However, after a long time searching, I was unable to find one, and I suppose that the closest one is too far away to make a difference, unless someone has added one while detailing. If anyone has, please inform. :D
There are two Dwemer ruins on Map 1, one is in the opposite corner in the map and one is a ways away, but sunken. So you probably shouldn't add a sunken Dwemer ruin, but a Dwemer ruin should probably be added.
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Post by PoHa! »

hermit wrote: PoHa, I love your steps made of these flattop telvanni menhirs, mind if I steal that? ;)
WHY! The nerve of some people! ;)

Actually, if you're referring to the gray rocks, those aren't menhirs, but "ex_t_rock_coastal" rocks, I believe, or something to that extent. Bethesda put those rocks in step formations quite a lot, I think.
Sload wrote:There are two Dwemer ruins on Map 1

Only two in the entirety of map 1? If so, are there any Daedric ruins at all? Oye... one more question: Is that due to lore, or just lack of anyone adding any?

Hmm... but if its not sunken, how does the consensus feel about a ruin with Telvanni vines growing through it...?

OOOOO! That would be sweet... my two favorite types of architecture combined into one! :D:D
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Post by Sload »

Quite a lot more Daedric ruins, no lore.
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Post by Hermit »

Only two in the entirety of map 1? If so, are there any Daedric ruins at all? Oye... one more question: Is that due to lore, or just lack of anyone adding any?

Hmm... but if its not sunken, how does the consensus feel about a ruin with Telvanni vines growing through it...?

OOOOO! That would be sweet... my two favorite types of architecture combined into one!
I had that idea too! I have an entire mountain in a cell with 50 objects total! I want to do this!!

No really, TI should have one dwemer and one daedric ruin at least. Telvanni weren't atheists from the beginning. And the ruins being overgrown by Telvanni fungi makes them all the more unique.
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Post by PoHa! »

Well, if you want to do one, and I do one, then we'll have to decide who does which... right? Dexter didn't seem to want two of the same type of ruin close to each other...

Personally, I like Dwemer architecture more, but I'm not against doing a Daedric ruin either, so I'll leave it up to you, Hermit.
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Post by Hermit »

I'll do the daedric, it'll be in 39/18 and small bits in 39/17. You get to play with the dwemer then. I'll keep interiors at a minimum, though, and the ruin will be mostly eaten up and covered by fungal plants.
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Post by PoHa! »

Woohoo! Dwemer ruin with fungi! Has there ever been a sweeter smelling smelly smell? Planning it for (38, 15), and possibly extending to 14. I'll be working on another cell in the mean time, just in case there is any objection to this. Obviously, it will have to have an interior, too.
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Post by Hermit »

Fun! Okay, so that's that. I think we can contact Xui'al or another dedicated interiormaker for this.
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Post by Xui'al »

Sure, what do you need me to do?
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Post by Sload »

I bet Aaron would absolutely love to do the Dwemer ruin, and he's great with them.
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Post by PoHa! »

Aaron? Never heard of him, I'm afraid...

While working on a coastal cell of my claim, I started to wonder "what ever happened to grottos?" I remember several being in the original game, though I don't remember seeing a single one when I was looking around Map 1 for ruins. Therefore, I thought about adding one in (37, 14)...
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Post by Vernon »

Yes, Aaron's Dwemer interiors are incredible. We just have to get in touch with him now. ;)
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Post by PoHa! »

After a search of Aaron's posts, I now know how good his dwarven interiors are based on pics. I've also noticed that his last post was June 21st, but there was mention of him using IRC somewhere in a post of his as well. I haven't been able to use IRC, and by the sound of Vernon's post, he hasn't been on it anyways... too bad, after seeing those pics, I was interested in seeing what he'd do with Telvanni mushrooms going through all that intricate stuff that he does...
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Post by Sload »

I have him on my trill. contacts.
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Post by Stalker »

My claim is definatly cursed (Firewatch one). Now half of OoT objects have dissapeared from it. Third time I am redoing it... Ain't fun. Absolutly. But other than that I am 99% done. With FW.
Hermit Arth's claim will be merged with Map 1 today and uploaded.
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Post by Stalker »

OK. I'm done. If there's anything wrong with it - fix it yourself please. No way I am touching this again. It is simply cursed.
BTW gate scripting is not completly ready. I'll finish it later and merge with Map 1 file. I am just afraid to do more work on it because something else might just dissapear...
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Post by Theo »

First of all: Great work Stalker. Adding some detail really brightened this place up, but most important of all you have removed all the illogical shortcomings in old Firewatch. Ebonheart statue in the docks, stone bridge to mainland, towers leading nowhere and the most frustrating ilogical, labyrinth-like structure of Firewatch palace.
However, ehm, ehm... Some pieces of fortifications and docks are missing. I can replace them for you, but should I use the new OoT or the old one?
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Post by Gez »

Theo wrote:However, ehm, ehm... Some pieces of fortifications and docks are missing.
I'm starting to believe in that curse story... :)

PS: Will the bridge to Vvardenfell be back, as seen in the old Arena map, or is it permanently gone, sacrificed on the "Don't Touch BethSoft" altar? Could be back as a bolt-on, then...
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Post by Xui'al »

Wouldn't it be gone because of the quarantine? The only reason that it should be kept is to show people that quarantine, and let them get to fight some guards upon trying to enter Firewatch.
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Post by Theo »

Eh, sorry for doing mess. I just seem not to have the most recent files. I will check once again after download...
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Post by Theo »

Well, the docks and the belltower meshes have been added quite recently, weren't they? Instead of Firewatch curse you should possibly start to believe on Theo's sillynes curse. However even with the most recent files and OOT there are floating trapdoors and entrances to tower to the NE of the fortifications, but the tower is missing and my CS shows no error marker. So i Have copied there tower from next corner it looks fine. I will upload the esp soon.
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Post by Stalker »

Yeap, you need the latest OoT_Main for it to work correctly. Oh and thanks for the nice words Theo.
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Post by Theo »

Here comes the fixing esp, but I guess it is easier just to place the tower there then to merge these esps.
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Post by Stalker »

Theo wrote:there are floating trapdoors and entrances to tower to the NE of the fortifications, but the tower is missing and my CS shows no error marker. So i Have copied there tower from next corner it looks fine. I will upload the esp soon.
No need to worry my friend. That tower is situated in the neighboring cell which is not my claim. Thus it doesn't show up :)
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Post by Theo »

Well :D then I could find absolutely no obvious errors in your claim until now. I guess your worries were not that necessary.
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Post by Stalker »

Actually it is cursed. The biggest error there is fucked up coords. Look on the road leading to N gate. On the texture. I can't draw a straight road...
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Post by kingfish »

@ stalker:

1. looks really great, good job
2. i makes few errors -see "1.jpg" - that mesh and about 5-6 others [some silver-plates mostly]
3. in docks, there is a place with vertex shadind, but no mesh - see "2.jpg" - missing object? [since i did the shading, i'm quite sure i'd erase it in case nothing was there]

no other errors/missing stuff on my comp

all and all, it finally looks like a nice city :]
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Post by Dexter »

And here are my fixes on Firewatch.
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Post by Theo »

It seems straight and it leads directly to the gate. What is more eye-bashing is the old area north of Firewatch which I think looks crap. Who is detailing it? If I could claim it I would like trying to place some terraces and caves of terr_cliffs on eastern slope. It would look cool, cover the stretched textures and corespond with your solution of hill bastion.
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Post by Vernon »

Theo. I have all of 1-6. Tell me which cells you want.
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Post by Theo »

I would like to have just area of 17,17 - 19,16 if you don't mind. I have quite precise vision of what to put in, but I am still new to exterior moding, so I may not be able to finish it so quickly.
Anyway, I am leaving for 10 days on friday so until that time I will submit what I have done and if it is crap you can just ignore it and do your way.
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Post by Vernon »

Go for it, Theo - I'm sure it will look great. Please just make sure whatever you upload is cleaned in TESAME first. :)
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Post by Stalker »

Sadly enough Arth's claim cannot be merged with Map 1 file because he hasn't done move-n-undo trick and when removing Map 1 dependency the cells are left almost empty. Please fix and resubmit.
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Post by Sload »

Aaron says he can't do it, but that he's very flattered we all thought he should. I love playing with architecture, so, um, can I, you know, do that... ;)
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Post by PoHa! »

Aaron says he can't do it, but that he's very flattered we all thought he should. I love playing with architecture, so, um, can I, you know, do that...
Yeah, just talked to Aaron over YIM... too sad. Nice guy, too.

As far as you doing it, I have no objections. Ever since the idea came into my mind, I wanted to have a go at it, though (with the exception of Aaron doing it instead of me). If nothing else, I want to at least play with it a little bit, even if you do the majority of it.
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