i1-42-Tel

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Massalinie
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i1-42-Tel

Post by Massalinie »

Claim type: Interior
Claim ID: TR_i1-42-Tel (#961)
Faction: Telvanni
Parent claim: TR_1-9-Tel (#25)
Claimed by: Nomadic1
Status: Approved (Progress: 100%)
Location: 1:(4811, 1685):0
Files: TR_i1-42-Tel_Nomadic1_1.esp; TR_i1-42-Tel_Nomadic1_2.esp; TR_i1-42-Tel_Nomadic1_3.esp

---

Underwater cave
http://i5.photobucket.com/albums/y171/PoHaEiFor/3714.jpg
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The_Warder
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Post by The_Warder »

do you mean little areas of water and ruins like some dadric ruins that are in caves.
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Post by Swiftoak »

A grotto is an underwater cave.
"Idleness and lack of occupation tend - nay are dragged - towards evil."
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PoHa!
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Post by PoHa! »

This is just a cave which has an entrance underwater. A daedric ruin wouldn't work, as their is one fairly close by. And before any one asks, a dwemer ruin would be equally unsuitable, for the same reason. Other than that, I don't know that it really matters what's in here.
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Anonymous

Post by Anonymous »

I'll claim this one then, seems pretty straight forward.

One thing is I couldn't actually find the location as it appears on the picture link in the exterior cell for whatever reason.

Its pretty much a minor issue though, because its a grotto, how hard could it be :)
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Post by Zephyr »

You must press the "Claim" button at the top right corner of the topic view in order to claim.
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Post by Swiftoak »

In Group map 1 at (37,14)
Local map:
Parent: 1-9-Tel
There's the location.
"Idleness and lack of occupation tend - nay are dragged - towards evil."
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PoHa!
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Post by PoHa! »

This is part of my detailing claim. If you download my backup that I've placed in the Map 1 Detailing thread, then you should be able to find it within the aforementioned coordinates. If you still can't find it, then that backup is old, and I'll update it soon, if necessary.
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Post by gxdagger »

just an idea for design
seeing as its at the coast line from wat i can see maybe it could be sum sort of dreugh city thing ?
well well well
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Nomadic1
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Post by Nomadic1 »

TR doesn't have the meshes for a Dreugh city though. They are described as being made of either coral or glass (in this instance, it would be glass). Plus it isn't in a location described as having a dreugh city (there is one east of Tear IIRC though).
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Aaron
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Post by Aaron »

Could still be a dreugh "outpost" dwelling like Koal cave of course.
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 gxdagger »

i draw up sum concept for a dreugh city then
well well well
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Fuzzy
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It is claimed, right?

Post by Fuzzy »

Took me a while to find that, even with the helpful maps and tips from people as to where to look. I thought of laying claim to it, but it looks like Olsor would prefer it? It's still marked as unclaimed here, is all that's confusing me.
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Post by gxdagger »

ok im going to claim this one if no one else does in the next 24 hr k
well well well
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Post by Stalker »

OK guys. First one to find and press "Claim" button gets this claim
[img]http://img430.imageshack.us/img430/3336/oblivionforum5tb.jpg[/img]

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DarkQuiksilver
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Post by DarkQuiksilver »

I'm going to make the cave, with the entrance, and just make it a basic cave, with some slaughter fish and dreughs. I'll make it have some Telvanni tree's in it, and some gaps for air, and I'll leave some random loot everywhere.
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Post by Hermit »

No Telvanni Trees unless it's in the exterior too (ak swiftoak if he would consider adding some). No gaps either.

Other than that, cool plan, Granted and 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)
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Curses! Foiled again!

Post by Fuzzy »

Foiled again by my natural politeness... Eh, probably just as well. My experience with the CS is halting, although I do generally enjoy cves for all the variation they can give.
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Post by PoHa! »

hermit wrote:No Telvanni Trees unless it's in the exterior too (ak swiftoak if he would consider adding some). No gaps either.
*Ahem* Swiftoak? I made the exterior of this claim, Hermy-boy. :P And I think he meant air pockets when he said "gaps for air" which should be okay, no?.

@DarkQuiksilver: As far as the roots go, I've never seen any Telvanni mushrooms growing underwater, so I don't think adding them to the exterior is a good idea, and thus not good for the interior either.

If you need a better idea of what the exterior looks like, be certain to download the progress that I've done on this area from the Map 1 detailing thread.
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Lady Nerevar
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Post by Lady Nerevar »

user gone for over 2 months. revoking.
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Post by Nomadic1 »

I'll take this. I'll keep to the Dreugh outpost idea.

For the status of my other claims:
- I can't start one of them until I get an exterior screenie (the tombs)
- Hermit or someone else needs to figure out what the **** is going on with another claim and two nearby claims (lots of fun solving that one)
- The other one I need a break from (it is a massive claim, and I've done 70% of it)
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Post by Massalinie »

Granted
Give me a link to those other claims and I'll see what i can do about them.
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 Nomadic1 »

Massalinie wrote:Granted
Give me a link to those other claims and I'll see what i can do about them.
i3-143-Ind, Tombs: [url]http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=12194[/url]

i3-91-Ind, Tower: [url]http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=12142[/url]
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Post by Nomadic1 »

Update to say I'm almost done, and I'm glad I won't be the unfortunate soul who has to review this (about 700 refs at the moment) :]
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Post by Nomadic1 »

This one is done :]

It is a Dreugh outpost, complete with a bad-arse Dreugh Warlord in the prettiest part of the grotto.

Knowing full well that the PC could get rich in here, most of the kollops are empty.
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Post by Swiftoak »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: LOL! Hermit thought it was my detailing claim!

I. General Errors:
-naming convention wrong, take out the TR part.

II. Room Erros
-Dude, the last time I reviewed your grottos, I was stunned by the amount of detail you pit in this, but theese rocks, it's kinda overkill. It's also difficult to review.
i. First room
-The small kollop floats on the cave floor.
-some of the leaves on the kelp_03 bleed into the stalagmites.

ii. The ledge above.
-Large kollop sinks.
-one of the boulders bleeds into the other boulder in an un-natural way.

iii. The final room.
-the hallway leading to the glass room, there is some kelp floating.

III. NPC/CREATURE
-no pathgrid.


Comments IV. CONCLUSION: Dude, I really like the detail you put in this interior. The only issues were that it was tough to review, and people with crappy computers may not experience good framreate. Don't you think the kelp was a little of an overkill?

Rating 9/10
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
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Nomadic1
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Post by Nomadic1 »

Trust me: there is far worse out there. I've seen a TR cave with 1200 refs, and one cell (by Aaron) in the Map 1 claims with over 2000. 750 doesn't seem that bad all things considered (even BS did a couple a lot larger)

The TR thing, it's a force of habit :lol:
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Post by Swiftoak »

true. But i didnt say to get rid of them, just next time, try to ease it with the statics ;)
"Idleness and lack of occupation tend - nay are dragged - towards evil."
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Resadyn
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Post by Resadyn »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: Naming-
Should either be named just i1-42 or just the name you want it to be, not both.

A few floaters with Kollops and the floors.

I really think the glass down in the bottom is un-realistic how it looks and to much. I made a Glass Mine with half the much and they called it overkill.

Comments Wow....just wow. Very nice detail Nomadic. All the kelp makes this place look alive.

Rating 10
Last edited by Resadyn on Tue Feb 07, 2006 12:14 am, edited 1 time in total.
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Post by Sload »

Resadyn wrote:Should either be named just i1-42 or just the name you want it to be, not both.
It should not be whatever you want it to be. It should be TR_i#_##.
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Resadyn
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Post by Resadyn »

On map 1 interiors its ok nameing it what you want.
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Post by Sload »

This is my sighing.

The only reason any are named anything besides what I mentioned is that they were made before it actually was organized and had claim numbers. Naming them whatever you want is never anything but a hassle.
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Lady Nerevar
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Post by Lady Nerevar »

briliant interior. i coulnt find any of the errors listed in review... and i thought that the glass was not over kill because its so hard to get too

use top version for merging.
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