i1-3-Tel

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i1-3-Tel

Post by Lady Nerevar »

Claim type: Interior
Claim ID: TR_i1-3-Tel (#922)
Faction: Telvanni
Parent claim: TR_1-9-Tel (#25)
Claimed by: Lud
Status: Approved (Progress: 100%)
Location: 1:(4910, 1859):0
Files: TR_i1-3-Tel_Lady Nerevar_1.esp; TR_i1-3-Tel_Ludovic_1.esp; TR_i1-3-Tel_Mr. Sorry Of Balmora_1.rar; TR_i1-3-Tel_Stalker_1.esp

---

Dwemer Ruin with Telvanni overgrowth. Originally was coherer and cylinder production facility. Upper levels completly ruined, lower levels still contain working machinery and production line.

Planned to be biggest m1 Dwemeri ruins. And heavily scipted. I've got Aaron's ruins to beat :p

Exterior by PoHa

http://i5.photobucket.com/albums/y171/PoHaEiFor/3815.jpg
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Massalinie
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Post by Massalinie »

Revoking from sload so Aaron can claim it (apparantly they've come to some sort of arrangement)
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Post by Aaron »

Not sure what it'll be yet, exactly (asside from large), but... I'll let you know when I am!
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Post by Sload »

Senility now.
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Post by Massalinie »

Right well I trust you with dwemer claims, your good at them :P do keep us informed though. I trust you know the recommended OoT packages but for the record:
Recommeded OoT packages:
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.esm (1.3 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT_datafiles.rar (7.6 MB)
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.tar.gz (47.1 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (112.6 KB)
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Post by Stalker »

Revoked because I want to claim it :p Seriously though Aaron is dropping it. But I am taking it anyway.
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Post by Stalker »

Claiming.
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Post by PoHa! »

Awww... Aaron, how could you? You had my hopes up so high... did our IM discussions mean nothing to you? I... I feel so... so used...

Anyways, Aaron convinced me to do some slight alterations to this exterior... including adding another entrance in the cell to the south of this cell. If need be, I can post a pic, the current .esp, or revert this to the way it was.

Tell me if you want something changed. It might just spark me back into Map 1 detailing again :P
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Post by Stalker »

I need to take a look at the ext before I say what will it be and either it will require any changes or not but all I can say is that it'll be the biggest Map 1 Dwemeri ruin. Probably heavily scripted too.
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Post by Hermit »

Granted. Happy modding, Stalker!
Recommeded OoT packages:
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.esm (1.3 MB)
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.tar.gz (57.1 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (112.6 KB)
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Post by Aaron »

Yeah, afraid I haven't really had the motivation to do a large ruin. Sorry PoHa. Stalker will do a good job I'm sure.
Claims completed:
Yashazmus, Shrine of Mehrunes Dagon
Mzankh, Dwemer Ruin
Nchazdrumn, Dwemer Ruin
Sirrilas, Shrine of Mephala
Moriken, Abandoned Dunmer Stronghold
Old Necrom Morag Tong GH
Darconis Diamond Mine
Assorted other boring claims.
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Post by PoHa! »

Indeed. I have faith in Stalker. Its just that, well... he's apparently suing me over that Dwemer Trout... I've got Lady N's Squirrel Lawyers on my side, but I don't know how well they'll stand up against Zephyr...

Anyways, err... Stalker, I guess you want to see the changes that I made to the exterior thus far? Well, here be the latest on my detailing claim...
Attachments
TR_M1Detailing_PH.esp
Dammit Dexter! I'm the fourth wise man, not a doctor!
(549.71 KiB) Downloaded 86 times
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Post by Stalker »

Sadly I am dropping it. I have no inspirtion to work on it and I am too busy with making Map 1 release-worthy.
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Post by Mr. Sorry of Balmora »

i'll pick up this claim and i'll eusing stalkers original floor plan as well this is sure to be intresting....
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Post by Stalker »

The "Claim" button is up there...
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Post by Mr. Sorry of Balmora »

Ok i will pick this up as stalker said i can use his floor plan he also added water so that adds an eliment of suspence and danger.

I think Hermit said it was a factory for producing dwermer cohers and tubes that is still producing the items top levels are mostly inacessable. Lower levels however are, and still contain running machienery.

If you delve deep enough into this production factory you'll find that the tubes an cohers (can never spell that) are used in the powering of dwermer centurions especially the Explodo.

Has a testing chamber that has several explodos running around(i will not place creatures) a few that are exploded and on the ground due to crashing.

If you go even farther youll end up in a uderground water chamer that if you can survive the treck will lead to a secret dwermer opening in an adjesent cell (i think PoHa! posted this).
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Post by Massalinie »

Sounds great,
Granted and Happy Modding

This claim is going to take more than a dew days, so keep her updated :)
Recommeded OoT packages:
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.esm (1.3 MB)
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.tar.gz (58.2 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (112.6 KB)
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Post by PoHa! »

Also, don't forget the mushrooms growing through it (don't know if Stalker put those in the floor plan or not).

Good luck, Mr. Sorry :)
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Post by Mr. Sorry of Balmora »

he did dont worry.

question is there anyway that i can put black marks for explosion on telvani roots i have a grand idea about a root dense testin chamber.
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Post by PoHa! »

I know of no way to put black marks on the texture itself (without editing the texture, of course). You could use a light with a setting of dark, but I strongly recomend against that.

What is this idea, anyways? If the idea is based on the thought that the roots were there before the Dwemer disappeared, I think you should rethink it. Otherwise, ignore that last part.
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Post by Stalker »

Also don't forget there's a second entrance in the sea.
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Post by Mr. Sorry of Balmora »

The idea, PoHa!, is that after the dewrmer suddeny disappeared the, Explodos were left running and continued to run until the Telvanni came and grew the roots and during the growing some of the Expldos, Exploded on the roots
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Post by Massalinie »

Mr Sorry has told me that he will be away for an extended period and thus wants this claim revoked.

Whoever claims this next can use the top file if they chose.
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Post by Lud »

Mmm, hot dwemer action. I've never done a dwemer claim before so this should be interesting. Read: wojusly bad. I'd like to give it a whirl. Is it ok to add small scripts?

Whoops, forgot the formalities:
[serious voice]Claiming.[/serious voice]
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Post by PoHa! »

Ludovic wrote:I'd like to give it a whirl. Is it ok to add small scripts?
Just in case you're not joking:
Claim Description wrote:Planned to be biggest m1 Dwemeri ruins. And heavily scipted.
Meh... you have to be joking... you crazy talking puppet... so please, if you get this, finish it :) Its passed through more hands than... uh... something that gets passed around a lot...
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Post by Lud »

Allow me to explain with a diagram:

Stalker's scripting ability: *************

My scripting abiltiy: *

Meh.
you crazy talking puppet
Who are you calling crazy, blue rotating monster?

And if I get this I will finish it. I've only ever dropped a claim once, and that was because it had no exterior.
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Post by PoHa! »

Ludovic wrote:Allow me to explain with a diagram:

Stalker's scripting ability: *************

My scripting abiltiy: *
In that case, tell me what you'd like, I'll see what I can do, or help you with anything you need :)

IF its granted to you, that is... :D
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Post by Lud »

Thanks!
Oh and by the way, Rick Flair?
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Post by Mr. Sorry of Balmora »

do a good job Ludovic were counting on you now......


i'll just be Rulering around somewere....
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Post by Morgoth »

Ludovic wrote: Who are you calling crazy, blue rotating monster?
Psst... He's purple. Purple I tell you! :shock:
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Post by Massalinie »

Granted, Happy modding!
Recommeded OoT packages:
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.esm (1.7 MB)
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.tar.gz (58.3 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (112.6 KB)
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Post by Lud »

Submitting. The ruin is spread across two cells. The structure is completely different from the WIP, but some detail elements were used (that circular staircase in shaft thing finally allows for proper use of all those spires you find in dwemer ruins) The original puzzle has been re-worked as a completely new one. I had a lot of fun doing this claim (as you can see from the lengthy description) and learned a load about scripting in the process. I lost a lot of sleep to get it in on time, though :p (you can sleep when you're dead........)

The upper cell has basically been trashed and contains no working constructs or machinery. This cell has the Telvanni roots in it. The lighting here is lower than the typical values for Dwemer stuff as the lights are broken. The only enemies in this cell are two hostile smugglers in the process of looting the ruin.

The entrance parts of this cell are looted like above and contain one other smuggler. The rear entrance leads into this part and and joins with the main section to go into the "puzzle room"
This is a room containing four powered-down steam centurions.(unique versions with paralyse constant effect on them) The door through this can only be unlocked by pulling the right one of the five cranks in the room. Each of the other cranks makes one of the centurions wake up and attack the player to the accompaniment of steam from the nearby pipes. The player will know that the door is open because the gears on the ceiling will start rotating. Past this point no looting has been done and there is plenty of still working machinery and rotating gears. Some loot is present, guarded by levelled dwemer constructs. There are plenty of coherers, tubes and cylinders around, in fitting with the function.
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Post by Lud »

Moving to review.
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Post by PoHa! »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: - Pathgrids could use some work in both cells
- Lighting is good
- NPCs are good

01:

General Errors:
- Lemme guess... parts of this interior were here before? Gridsnap not used...(for some pieces, at least)
- Some of the boulders (where the roots go through the ruin itself) don't look right. Some places, they don't really match up with what's there, and other places they're just overdone. There are some places that look really good, however, so its kind of a look-and-decide sort of thing... It may simply be that all that's used to represent the roots breaking through is boulders; try to use ex_dwrv_block's, and the TR_in_Dwrv pieces for more variety (TR_in_Dwrv_floor01, anyone?)
- The following objects are in the cell but not "in" the interior: ex_dwrv_pipefitting00, ex_t_root_spikes_01, furn_dwrv_cabinet00, furn_dwrv_fitting00, in_dwrv_wall00
- Place an endcap or longer walls behind the shafts of the towers; the walls that are there now don't always do that great of a job
- The railing on the stairs bleed in and out of the shaft; looks odd...
- You have a door in this one that will lead to the exterior to the south. If this is the one in the cell to the south of the cell shown in the pic above, then it needs to have water in the hall. Suggest using TR_Water meshes to avoid submerging other parts... OH! and my water sound script to make it sound like water :)

Bleeders/Floaters:
- dwrv_chest10 bleeds into the wall
- flora_t_podbud_01 is floating away from the root

************************************************************

02:

General:
- Why is it illegal to sleep in the second cell?
- There is a ex_dwrv_pipe00 that could have used an ex_dwrv_pipe10 instead; near the puzzle door, on its right side
- one of the furn_dwrv_tranny00 (@ 3110, 8452, 14587) could use a furn_dwrv_tranny01 underneath it
- its too easy to simply kill the paralyzed centurion before you open the levers... a message on the door telling you that it won't budge would be nice as well.

Bleeders/Floaters
- ex_dwrv_pipe00 (@ 1564, 8385, 14744) bleeds through a wall that it shouldn't (easy zRotate 180* fix)
- is there a reason why a pipe fitting is holding furn_dwrv_stove00 off the ground? It looks odd to me; should probably place something under its legs, or drop it to the floor
- TR_furn_dwrv_barrel_open02 bleeds into a barrel next to it
- TR_furn_dwrv_brrl_lid doesn't rest against the wall

Comments Very nice interior, for a very nice exterior! :lol:

I think that the second cell could use a *few* roots going through it, or at least on the upper levels, because now they look completely unrelated interiors, but that's just my opinion. Nice detailing and use of scripts for atmosphere. Include after these little errors are addressed.

Rating 9.3
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Post by Nomadic1 »

I'll review this.
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Post by Nomadic1 »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: TR_i1-3_01:
- furn_dwrv_well00 floats (bottom floor, big one)
- dwrv_chest10 bleeds into the wall
- ex_t_root_spikes_01 is in the grey far away from the interior
- The stair railings often bleed into the shaft. Looks strange
- On one of the towers, delete the two pipe fittings in the grey outside it
- furn_dwrv_cabinet00 is in the grey. Delete
- Ditto furn_dwrv_fitting00 (the last one)
- Ditto in_dwrv_wall00 (near the door to 2)

TR_i1-3_02:
- Uncheck "illegal to sleep here". It's an abandoned part of ruin struck by smugglers
- TR_furn_dwrv_barrel_open02 bleeds into the barrel next to it
- TR_furn_dwrv_brrl_lid floats off the wall
- I don't see any difference in the stats between the four centurions. Either I've missed something, or delete the duplicates and add in four of the same kind
- furn_dwrv_stove00 floats off the ground. I can't see any reason why either
- furn_dwrv_table10 bleeds into the ground
- misc_dwrv_artifact00 floats on one end
-

Comments Really good :) A couple of small errors.

Rating 9.5 / 10
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Post by Lud »

Noted for fixing.

Heh heh, there's quite bit of stuff outside the int, whoops.

@Nomadic: The centurions have to have unique IDs as they are each referenced by different scripts. (otherwise pulling any lever would activate all of the centurions)

@PoHa!: How exactly do you use the water sound script? (I've never worked with editor marker boxes before-are they just invisible collision wall activators that I can attach scripts to?
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Post by PoHa! »

Ludovic wrote: @PoHa!: How exactly do you use the water sound script? (I've never worked with editor marker boxes before-are they just invisible collision wall activators that I can attach scripts to?
That is exactly what they are. :)
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Post by Lud »

Fixed.
I planned to get this up yesterday, but I couldn't get online to submit it.
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Clean TR_Ruin_i1-3_Ludovic.esp
(75.8 KiB) Downloaded 40 times
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Post by Lud »

Moving for final. Use the version in my post.
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