i1-48-Tel

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Lady Nerevar
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i1-48-Tel

Post by Lady Nerevar »

Claim type: Interior
Claim ID: TR_i1-48-Tel (#967)
Faction: Telvanni
Parent claim: TR_1-8-Tel (#23)
Claimed by: CodeMonkey360
Status: Approved (Progress: 100%)
Location: 1:(2705, 2362):0
Files: TR_i1-48-Tel_CodeMonkey360_1.esp; TR_i1-48-Tel_CodeMonkey360_2.esp; TR_i1-48-Tel_CodeMonkey360_3.esp; TR_i1-48-Tel_Lady Nerevar_1.esp; TR_i1-48-Tel_Massalinie_1.esp

---

Eggmine
http://img.photobucket.com/albums/v642/massalinie/Tamriel%20Rebuilt/Filler4.jpg
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Post by CodeMonkey360 »

I love to make interiors so I shall claim this one.
I've always had a thing for eggmines.
One Question though: Which type of cave should I use?
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Post by Xui'al »

I can't entirly answer your question with 100% accuracy, but mold or mud should probably be used. From what I have heard, pyrock is not to be used in map 1.
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Post by Nomadic1 »

Indeed. In_py_*** pieces are dark grey volcanic rock and would be out of place on Map 1. In_mold_*** is used the most often for eggmines, but in_mud_*** and in_lava_*** could also be used IMO. The difference is in what it looks like in the end. Mold pieces will make it look normal, Lava lighter and cleaner, and Mud darker and dirtier. In all three, you would set the atmosphere to brown so it turns out that way.

If you still aren't sure, use Mold pieces and set the atmosphere at the end to the same as the Shulk Eggmine.
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Post by CodeMonkey360 »

Forgot to say my plas, a few eggminers, plenty kwama workers, one or two foragers(everyone loves foragers :))), and maybe some water.
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Post by Teli »

If rules on int. claiming haven't changed alot the last year, you're not supposed to place creatures or NPC's yet ..
Working on:

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Post by PoHa! »

Teli wrote:If rules on int. claiming haven't changed alot the last year, you're not supposed to place creatures or NPC's yet ..
They have changed for Map 1. Placing NPCs and creatures is now done by the modder who makes the interiors and detailing of exteriors. ie, this interior having NPCs and creatures should be okay.
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Post by battle_bison »

I believe this only applies to the new filler interiors, as it would simply be way too much work to open up new NPC claims for all of these new cells.
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Post by Hermit »

For map 1 filler nts, yes, NPCs and Critters are among the interiormaker's duties.

Go for it. Granted and happy modding! ^^

Use OoT at your leisure.
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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WIP Screen

Post by CodeMonkey360 »

Here's a screenshot for the interior in the CS. Comments and Suggestions are welcome.
Attachments
csshot1.PNG
WIP Screenshot
(572.25 KiB) Downloaded 101 times
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Post by Swiftoak »

Nice, but maybe add some cavern beams in the passages. They look too empty.
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Post by CodeMonkey360 »

@Swiftoak
Caverns have been polished.

@everyone else
I have submitted a file. This is my near if not finished version. Please make suggestions or comments if an area is unpolished or too bland. Thank you. :)
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Post by Nomadic1 »

I'm not a good interior maker, but I do have suggestions if you want them.
- Cluster the eggs more. In Bethesda's eggmines, the egg sacks appear in groups, instead of being evenly spread out. There is also in the "Light" tab eggsack_glow_256 which will make the egg clusters glow.
- Add a couple more rocks to the sides of the tunnels, and a couple more tiktorches.
- The big room in the lower part seems a bit empty.
- Your NPCs are named incorrectly. The ID should be TR_M1_name/description, and their name should be a real name instead of an occupation. Use the name generator here: [url]http://tamriel-rebuilt.org/?p=modding_data/ngen[/url] if you can't think of your own names for them.

I do think the layout and everything is good. :)
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Post by CodeMonkey360 »

Adding too many tikitorches removes the "cave atmosphere". When I tested it in game, it felt like a perfect balance of light and dark(i did add two torches). Thanks for telling me about: eggsack_glow_256. I added some crates to the lower room. I also fixed the dude's name. The other egg miners are Bethesda-made NPC's. I'll post the file tomorrow(its almost 11:00 P.M.) because I'm basically almost done.
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Post by PoHa! »

Shouldn't use Bethesda made NPCs for egg-miners. Create your own.
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The newest file!

Post by CodeMonkey360 »

Here is the latest file featuring: all custom NPCs with real names, glowing egg sacks, and more!

I'm pretty much done, I did what PoHa! said and I did what Nomadic1 said. I myself thinks very good in-game.

Anyway, here is the latest file. When it is perfecctly finalized(that's where you more knowledgeable people come in), I'll attach the file to the entire claim.

EDIT: Fixed, Stalker.
Last edited by CodeMonkey360 on Sat Oct 22, 2005 9:06 pm, edited 2 times in total.
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Post by Stalker »

Use the claim uploading interface and only it when uploading any update to your claim.
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Post by CodeMonkey360 »

Final Version posted!
I'm pleased with the results.
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Post by Massalinie »

Submiterizing
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Post by Nomadic1 »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: Your NPCs are named incorrectly. Should be TR_M1_******.

Starting at the entrance:
- The door isn't in the doorframe correctly. You need to move it a little to the left

Left at the intersection:
- The eggsacks bleed into the ground too much
- TR_furn_barrel_broken01 bleeds into the ground. It should rest on the ground
- I don't see how the posts are holding the platform up. Place the posts so they hold the sides up
- The platforms don't seem to be snap-gridded
- several of the crates bleed through the top planks
- food_kwama_egg_01 doesn't have ownership

Straight at the intersection:
- The eggsacks bleed into the ground
- The egg cluster doesn't glow. Add the glow and another eggsack or two
- In the room with the kwama queen, the eggsacks either float or bleed. They are also arranged in a neat 3 x 3 arrangement. The eggsacks on the left of the room don't have a glow. Move some of the eggsacks to the left, randomise their arrangement and rotate them so they rest on the ground properly.
- There isn't a kwama anything guarding the queen

Right at the intersection:
- The eggsacks are arranged in a neat 3x5 arrangement. Again, randomise their arrangement and limit the number in each cluster to about 6.
- TR_furn_Plank_broke01 bleeds into the ground and wall
- barrel_02_eggs bleeds into the ground and doesn't have ownership
- The crates bleed into the ground, and crate_01_eggs doesn't have ownership
- Lower the in_moldcave_stal30 because two of them float a little bit on one side
- TR_in_mold_rock_01 needs to be rotated / moved because you can see it's end
- The eggsacks bleed into the ground

Left at cavein:
- The eggsacks float at the first corner
- The eggscaks bleed into the ground at the next corner eggsacks are located

Comments Good design. Interesting layout :) A few problems with the eggsacks though. Also, there don't appear to be many scribs or aggressive kwama in the mine, most notably in the queen's lair where normally one would expect to find two or three kwama warriors. Some parts could also do with a little more detail with rock formations, such as the queen's room. Fix and submit :)

Rating 7 / 10 (8 with fixes)
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Post by Gez »

TESAME: Clean

Fits exterior: Yes

Northmarker set: Yes
Loading errors: No



Review: IN-TESCS REVIEW

Entrance:
  • Gridsnap the door.
Right (on a top view) arm of the cave:
  • Isn't it a bit weird to put your bedroll in a place so damp? Not really an error, but it's surprising.
  • Move the eggsack glow a bit more toward the downward corridor, about halfway between eggsack 2 and 3, rather than just behind 2. The reason is to fix the sudden shading of the cave2s_4 piece, that looks ugly. By doing as suggested, the resulting lighting is more realistical.
  • The crates around the bedroll have mild sinkers, but that's hardly noticeable. Still, set the gridsnap to 1 and move them around just a small bit, then press F, and that should solve the problem. You may need to move the lantern after.
  • Other small bleeders and sinkers in the platform, because they wasn't gridsnapped.
  • Double the number of supporting beams, and move them to the sides rather than to the center of the platforms.
Kwama Queen room:
  • The eggsack cluster is too neatly aligned. Move them a bit around so that the cluster looks more organic.
  • Put a kwama warrior or two in this room, and maybe one other in front of the door in the corridor (leaving enough space for somebody to pass, of course).
Great Room:
  • Again, perfectly aligned eggsacks that look like the kwama are playing a game of go. Plus, they're in the middle of the room instead of being safely in the corners and next to the walls. Move them to the two ends of the room, up and down, behind the stalactites and stalagmites so that they'll be sheltered from the trampling feet of miners and touring Nerevarines. Move the eggsack glow accordingly, and add another for the other cluster since now they're two of them.
  • Same thing for the eggsack that's just in the middle of the entrance from the lower right corridor.
  • Finally, these many eggs deserve the vigilant watch of a kwama warrior.
Theta-shaped loop:
  • Everything seems fine enough at first.
General errors:
  • New IDs do not follow TR conventions, they should be TR_M1_CM360_Miner01, 02, 03 and _l_01.
  • One of the egg crates, the barrel, and all of the eggsacks are not attributed ownership. The empty crate also has no ownership, but since it's empty that's not a problem. (Indeed, if for some reason the player puts equipment there, it would be silly for it to be considered theft when he retrieves them.)
  • Ownership is also lacking for the ingredient kwama egg, and for the activator bedroll.
  • Put in some scribs! Everyone loves scribses!
  • VERY IMPORTANT: The pathgrid plots aren't connected!
IN-GAME REVIEW
  • The kwama queen bleeds into the ground. Try to put it on a flatter terrain, if needed by putting a flat stone beneath her. A properly rotated in_moldrock_23 could do the trick. Or maybe just rotating a bit the queen so she rests more in diagonal could help.
  • NPCs and kwama warriors also bled in the walls, so try to position them better, more in the center of their corridors. Also, they moved weirdly, because the pathgrid isn't connected. (To connect two path plots, click on one, then click on another while pressing Ctrl.)
  • In the theta-loop entrance, in the cave-in, you can see the bottom of the TR_in_moldrock_01.
Comments A solid base that needs a little bit of fixing, should be easy enough.
Rating No estimation for now, I feel I'm not experienced enough to give a fair one.
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Post by Massalinie »

Fixed, use top file
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Lady Nerevar
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Post by Lady Nerevar »

rearanged the eggs slightly to make them seem more natural, and fixed some smaller errors the reviewers missed.

aproving, use top file.
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