My Tamriel Rebuilt Submission

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Lintewathion
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My Tamriel Rebuilt Submission

Post by Lintewathion »

i decided to try and get accepted into the TR project, and decided to go with the tomb Suggestion in the sticky, however at the moment my mod is roughly 95% complete ( im still working on lighting, adding objects,tweaking enemies,ect


i suggest you check it out with your best character, as a level one character may have ...some trouble

let me know what you think of it so far, to get to it type

Code: Select all

CoC TRtomb2
there is another exterior cell , which in fact was the original island, but something caused a serious error( i presume it was Tesame, since i lost nearly all landscaping work i had done right after i cleaned a script out of it
anyways yea, tell me of any problems i missed, and as the sticky said i should, i used a few objects from the TR esps/zip. if you notice anything here that could be improved, let me know, i learn fast
Last edited by Lintewathion on Fri Mar 03, 2006 6:23 am, edited 1 time in total.
Nanu
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Post by Nanu »

Alright, I noticed a few problems right off.

The lighting, ALWAYS change the lighting. It's WAY to bright for an ancestral tomb.

"in_v_sTRtombcrypt" has a key assigned to it, but it's not locked. Not a problem, just noticed.

Your cell is a little... empty, to say the least. Look at some of the other ancestral tombs and try to work off of that.

Let there be light! Unless you plan on the player having to being a torch, light, or Night Eye, you may want to consider adding in some sconce torches.

You could consider locking or at least trapping some of the doors. The way it is now, the Drenin family dosen't care if people walk into their family's tomb.

You have talent and know how to use the grid/angle snap features. Fix a few of those things and I think that you have a shot.
Lintewathion
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Posts: 48
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Post by Lintewathion »

im kinda left wondering if you actually read what i said, as opposed to just downloading it and looking

i stated im still placing objects, fixing lighting, tweaking enemies ect. please take note of what ive said before responding :)

also, a couple of the doors are already locked, and one of the enemies drops a key.


consiter this a "Beta"

the finished version should be up here in a few days, if you still see problems you can fill me in on them then lol.



i have to fix the key itself, as it has no title. and if i forgot to add a lock to the crypt door i apologize. ill fix that right now in fact
Last edited by Lintewathion on Sun Feb 26, 2006 8:23 pm, edited 1 time in total.
Nanu
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Post by Nanu »

I read what you said, but I can only review what's given to me. Instead of telling us what not to look at, finish the product before you post it here. :)
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Lintewathion
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Post by Lintewathion »

ive added a couple things to my above post, also , do you think the skellies ive modified are too tough?( Hektor the Giant in particular, he is n fact meant to be a "Guardian boss" if you will)


also, the darkest room ( the one housing hektor the giant) is meant to be that dark, with the light on drenins corpse
Last edited by Lintewathion on Sun Feb 26, 2006 8:40 pm, edited 1 time in total.
Nanu
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Post by Nanu »

No, the guards that you have in your tomb are actually underpowered, considering the fact that the Ring of Cloaks would be one of the top three rings in the game. The way I see it now, you could either increase the attack of all of your creatures or decrease the ludicrous enchantment on that ring.
"You can remove spells from your list in Morrowind. I think it was shift-click, don't quote me on that though." - Cathartis
|[url=http://tinyurl.com/mnbsqv]Forum Rules[/url]
|[url=http://tinyurl.com/mj594z]Moratorium[/url]
| [url=http://tinyurl.com/6msxag]Writing for TR[/url]
Lintewathion
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Posts: 48
Joined: Sun Feb 19, 2006 8:50 am
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Post by Lintewathion »

ill do a little of both, ill shave 5 off the ring, and increast the attack power

also, im a bit of an edit wh0re, so skim over my previous posts if you get the chance ;)


also, in previous versions Hektor was somwhat too big for his room, and his head stuck through the cieling, i attempted to correct this but havent been in game as of yet, so does his head still stick in the cieling?
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Morden
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Post by Morden »

Welcome to the forums Lintewathion :). To answer any concerns about the ring, i'll mention that we have a very firm policy of not including overpowered items in our work. We've found that they tend to really unbalance the gameplay. You can include enchanted items, but just make sure they are well guarded (locked doors, monsters, ect.), and far below the most powerful rings in Morrowind. For example, the 'Vampiric Ring' and 'Ring of Toxic Cloud' were actually gameplay problems in the original game.. we're trying to avoid that.
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