i1-32-Tel
Moderators: Seneca37, Lead Developers
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
i1-32-Tel
Claim type: Interior
Claim ID: TR_i1-32-Tel (#951)
Faction: Telvanni
Parent claim: TR_1-32-Tel (#54)
Claimed by: El Scumbago
Status: Approved (Progress: 100%)
Location: 1:(3651, 1607):0
Files: TR_i1-32-Tel_Lady Nerevar_1.esp
---
medium sized ashalnder burial cavern
http://img.photobucket.com/albums/v642/massalinie/Tamriel%20Rebuilt/13.jpg
Claim ID: TR_i1-32-Tel (#951)
Faction: Telvanni
Parent claim: TR_1-32-Tel (#54)
Claimed by: El Scumbago
Status: Approved (Progress: 100%)
Location: 1:(3651, 1607):0
Files: TR_i1-32-Tel_Lady Nerevar_1.esp
---
medium sized ashalnder burial cavern
http://img.photobucket.com/albums/v642/massalinie/Tamriel%20Rebuilt/13.jpg
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
- Hermit
- Developer Emeritus
- Posts: 2373
- Joined: Fri Oct 17, 2003 8:59 pm
- Location: The North German plains
Since the entrance isn't Velothi Tomb but a cave, you canot make it a velothi tomb. You CAN make it an ashlander tomb, however, and use TR's ashlander mummy creature to spice things up for enterprising adventurers! OR make it a vampire cave, but using cave meshes (and the appropriate furnishings). Since Vampires in MW aren't really choicy about their housing, that would work too.
Please use Gridsnap, change the ambience lighting to a cave setting (from default) and check for floating objects - the f button hardly ever really works. Rortate and scale to get a better effect. Use OoT meshes, too.
Granted, under condition that it's built using cave tiles. Happy modding!
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 (47.2 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (112.6 KB)
Please use Gridsnap, change the ambience lighting to a cave setting (from default) and check for floating objects - the f button hardly ever really works. Rortate and scale to get a better effect. Use OoT meshes, too.
Granted, under condition that it's built using cave tiles. Happy modding!
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 (47.2 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (112.6 KB)
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
-
- Developer Emeritus
- Posts: 1742
- Joined: Sat Apr 09, 2005 4:01 pm
- Location: Athens, Greece
Claiming this one too. Medium sized, I'll choose between vamp hideout and ashlander cave. As in my previous ints, I'll include as much OoT stuff as possible. Perhaps it will begin as a cavern and end up to a tomb entrance just like Shallit (or Shargon, I cannot remember which of these two was like that).
-
- Developer Emeritus
- Posts: 1742
- Joined: Sat Apr 09, 2005 4:01 pm
- Location: Athens, Greece
Claiming this one too. Medium sized, I'll choose between vamp hideout and ashlander cave. As in my previous ints, I'll include as much OoT stuff as possible. Perhaps it will begin as a cavern and end up to a tomb entrance just like Shallit (or Shargon, I cannot remember which of these two was like that).
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
-
- Developer Emeritus
- Posts: 1742
- Joined: Sat Apr 09, 2005 4:01 pm
- Location: Athens, Greece
Readme included. My ass steal hurts from this one's making.
- Attachments
-
- TR_i1-32.zip
- (24.84 KiB) Downloaded 86 times
Moving to review.
In oreder that nobody misses it, here is the readme. Must be read by anybody who reviews this.
i1-32 Initial
Claiming this one too. Medium sized, I'll choose between vamp hideout and ashlander cave. As in my previous ints, I'll include as much OoT stuff as possible. Perhaps it will begin
as a cavern and end up to a tomb entrance just like Shallit (or Shargon, I cannot remember which of these two was like that).
==========================================================================================
i1-32 Final
Ashlander burial cave was my choice. Medium sized cave, a rocky corridor that goes deep underground and leads to a crossroad of three different burial subcaverns. These are not
separate cells like the ones in Urshilaku Burial Cavern. The whole place has the heavy
atmosphere of the Urshilaku Burial, so it can easily be used as a vamp lair at the same time.
Having UBC as my example, I included no ladders. It seems that Ashlanders do not alter their caves in any way, so all kinds of stairs are made of rocks, which might prove troublesome
when an enemy has to climb up to the PC.
-Cleaned.
-Floaters/bleeders I could spot are fixed.
-Good use of OoT stuff.
-Playtested.
-No Northmarker (forgot to copy the screenie of the exterior).
Warning: I'm not sure about this, but I think that the furn_moldpool and vivec_waterfall pieces should be under the 'Statics' tab. In my case they're in the 'Activators'. I have Neccesities of Morrowind installed, which affects these two. Of course, I did not check its box while in the CS, but perhaps the mod changes these things anyway. If any problem occurs with these statics, the cause will be NoM. If you ask me to reinstall MW just for this, (which means a whole day's time to reinstall the mods I'm running it with) I'll commit suicide!
-El Scumbago-
In oreder that nobody misses it, here is the readme. Must be read by anybody who reviews this.
i1-32 Initial
Claiming this one too. Medium sized, I'll choose between vamp hideout and ashlander cave. As in my previous ints, I'll include as much OoT stuff as possible. Perhaps it will begin
as a cavern and end up to a tomb entrance just like Shallit (or Shargon, I cannot remember which of these two was like that).
==========================================================================================
i1-32 Final
Ashlander burial cave was my choice. Medium sized cave, a rocky corridor that goes deep underground and leads to a crossroad of three different burial subcaverns. These are not
separate cells like the ones in Urshilaku Burial Cavern. The whole place has the heavy
atmosphere of the Urshilaku Burial, so it can easily be used as a vamp lair at the same time.
Having UBC as my example, I included no ladders. It seems that Ashlanders do not alter their caves in any way, so all kinds of stairs are made of rocks, which might prove troublesome
when an enemy has to climb up to the PC.
-Cleaned.
-Floaters/bleeders I could spot are fixed.
-Good use of OoT stuff.
-Playtested.
-No Northmarker (forgot to copy the screenie of the exterior).
Warning: I'm not sure about this, but I think that the furn_moldpool and vivec_waterfall pieces should be under the 'Statics' tab. In my case they're in the 'Activators'. I have Neccesities of Morrowind installed, which affects these two. Of course, I did not check its box while in the CS, but perhaps the mod changes these things anyway. If any problem occurs with these statics, the cause will be NoM. If you ask me to reinstall MW just for this, (which means a whole day's time to reinstall the mods I'm running it with) I'll commit suicide!
-El Scumbago-
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
TESAME: Clean
Fits exterior: Yes
Northmarker set: No
Loading errors: No
Review: There is no northmarker
- There are too many ambient lights used. You can cut the number down by just using one or two with larger range to replace each cluster
- furn_burial00 floats off the rock. Either angle it to fit on the rock or stick it in the rock behind it
- Gold_025 floats
- TR_furn_skel_skull_01 bleeds into the ground
- Add more variation in the stairs
- Add more variation in the rocks the mummies are on
- urn_03_ingred bleeds into a rock on the stairs
- TR_a_wood_sheild floats
- contain_corpse10_water bleeds into the ground
- The willow anthers float on one end
- TR_a_chitin_helm_open doesn't rest right
- TR_ingred_blackrose_petal01 bleeds
- The mummies don't look good in the bug bowls
- in_moldcave_form20 caspers at the top
- in_mold_rock_05 caspers at the end (under dead body)
- ingred_heather_01 bleeds
- silver shardaxe doesn't rest properly
- TR_common_robe_01 doesn't rest right
- ingred_green_lichen_01 floats
- The rock stairs could use more variation (down from the door this time)
- in_moldcave_stal10 caspers at the top
- in_moldcave_form00 caspers at the top
- The stairs down could use more variation
- Misc_SoulGem_Lesser floats
- The quality potions don't rest right
- urn_02_ingred bleeds (straight from the stairs below the door)
- furn_moldcave_pool00 doesn't reach the ground entirely
- Replace com_chest_02_tomb_rare with a Dunmer chest
- TR_furn_de_urn_open01 floats
- There are no creatures/NPCs placed in this interior. As a Map 1 interior, pathgrids, creatures and NPCs are supposed to be added
Comments Pretty nice. A lot of small errors though. Also, don't forget to add a northmarker.
Rating 8 / 10
Fits exterior: Yes
Northmarker set: No
Loading errors: No
Review: There is no northmarker
- There are too many ambient lights used. You can cut the number down by just using one or two with larger range to replace each cluster
- furn_burial00 floats off the rock. Either angle it to fit on the rock or stick it in the rock behind it
- Gold_025 floats
- TR_furn_skel_skull_01 bleeds into the ground
- Add more variation in the stairs
- Add more variation in the rocks the mummies are on
- urn_03_ingred bleeds into a rock on the stairs
- TR_a_wood_sheild floats
- contain_corpse10_water bleeds into the ground
- The willow anthers float on one end
- TR_a_chitin_helm_open doesn't rest right
- TR_ingred_blackrose_petal01 bleeds
- The mummies don't look good in the bug bowls
- in_moldcave_form20 caspers at the top
- in_mold_rock_05 caspers at the end (under dead body)
- ingred_heather_01 bleeds
- silver shardaxe doesn't rest properly
- TR_common_robe_01 doesn't rest right
- ingred_green_lichen_01 floats
- The rock stairs could use more variation (down from the door this time)
- in_moldcave_stal10 caspers at the top
- in_moldcave_form00 caspers at the top
- The stairs down could use more variation
- Misc_SoulGem_Lesser floats
- The quality potions don't rest right
- urn_02_ingred bleeds (straight from the stairs below the door)
- furn_moldcave_pool00 doesn't reach the ground entirely
- Replace com_chest_02_tomb_rare with a Dunmer chest
- TR_furn_de_urn_open01 floats
- There are no creatures/NPCs placed in this interior. As a Map 1 interior, pathgrids, creatures and NPCs are supposed to be added
Comments Pretty nice. A lot of small errors though. Also, don't forget to add a northmarker.
Rating 8 / 10
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA