Wasabi's Showcase "Maker of Mehrune's Elite"

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Wasabi
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Post by Wasabi »

Still no feedback on wth I should do with the tomb...
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Post by Nanu »

Post the *.esp file on here so that I can look at it in the CS, then I'll tell you. :)
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Post by Wasabi »

Not finished yet Nanu :) I am working stalwartly on it though... I just finished placing most of the altars... And I got the lighting down... Heres a pic...
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My Tomb Is Progressing...
My Tomb Is Progressing...
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matts05
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Post by matts05 »

It seems rather... symmetrical... or something (I can't think of the word). It's the way the altars are in those rooms which contain 4 altars on each side. Maybe make one of the rooms a "prayer" room with stools and a lectern or something. And maybe an ashpit, or even shrines. Just try mixing it up a bit.


AHHHH it kills me that I can't think of the words to explain it...
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Post by Wasabi »

Perhaps you mean bland? Hmm... There will be ashpits, the tomb is divided into several sectors... There is a Honorary knight chamber, extended family chambers, founding member chambers, etc. I designed this with real tombs in mind... I am open to suggestions, and I will take your post into consideration, the finished product will likely be quite different than previously projected...
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Post by Thrignar Fraxix »

I noticed the large pit on the right side of your screen shot, but I don't see a way out of it. If there is no way out then I would recommend adding one, as pits with nothing on the bottom and no way to escape REALLY annoy me (too cheap to buy a levitate spell)
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Post by Wasabi »

I have solved the problem of falling into the pit by using invisible walls and floors....
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Post by matts05 »

Wasabi wrote:Perhaps you mean bland?
Ahhhhh that's it. But that's probably because you're not finished yet. You'll eventually get there. :wink:
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Post by Wasabi »

As I said before, expect to see it finished within a week...
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Post by Gnomey »

Invisible walls and floors would work, but couldn't you place a skelly-container with a potion of levitation? That way it is realistic, in the way that you can fall over, and you get a glimpse of what happened to a fellow tomb raider. :twisted:
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Post by Wasabi »

Sounds like a great idea, but the cavern is designed in multiple pieces, so if u looked up while you were down there you would see alotta crap that did not make sense...
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Post by Wasabi »

Finished placing all the atmospheric items creatures and so on... Well my showcase is almost ready for reviewing...
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This is a preview of the beta...
This is a preview of the beta...
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Post by Andres Indoril »

Looks intresting. I might even try it ingame when you finish it.
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Post by Wasabi »

I used a few OOT resources, but some of the items *Ebony Closed Helm* had no icons while other TR resources did... I admit, the loot inside the tomb may be a bit too uber, but the descriptions says *Wealthy Dunmer Family* so It cannot be too bad... Well try it out, I know there is plenty of room for improvement, and as always I am open to suggestions... I will do all I can in order to reach Tr modder status :) COC into the "Ancient Othrendu Cave"
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Othrendu Ancestral Tomb.esp
This is the beta Showcase Tomb
(293.93 KiB) Downloaded 125 times
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Post by Nanu »

I'll start with the cave:

Bland. Try adding more rocks and stuff to the roof and sides of the cave.

There needs to be some sound in the cave. Wind, to be more precise.

There are some problems with Gridsnap that need to be addressed.

Into the tomb:

Wow, this is huge.

Ok, looked through most of the north wing and I must say that I am rather impressed.

I noticed a rose that bled into its' container.

You have an alter that bleeds into the ceiling of the stairway under it.

I hate Greater Bonewalkers.

I admire your attention to detail.

In the lowest-most room:

The belt on top of the chest is floating too high. I understand that they bleed into everything, but it needs to be sunk a bit.

Templar Armor is extremely rare, but I suppose that they are okay here.

I love how you used the steel sabers. :)

Upstairs in the first grand hall:

I like the gold in the cup idea.

Okay, in the bridge-pit room:

Get rid of the extra stuff around the bridge. "in_v_l_int_partition_01","a_in_Othrendu_Wall02"
Instead, use your "a_in_Othrendu Column"s to fill in the gap. You may have to shrink them a lot, but I know that you can get it done that way. Or, you can block it off with collision walls. Up to you. :P

Next room:

Great use of the rocks. :)

The gold ore bleeds through the plate.

Don't use those displays, the alters will do fine. :)


Overall, you did a very good job on this. This obviously took you a while to do. TR could use more modders like you, as you have a very keen eye for detail. You used OoT items better than anyone else that I've reviewed.

Fix those minute errors in your tomb, and just get rid of the cave, and you should be on the project.

I'm glad that you stuck with it. :)
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Post by Andres Indoril »

Templar armor is Imperial Legion only. Umm... You do mean Imperial Templar Armor, right?
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Post by Wasabi »

Thank you for your feedback, I will do my best to update the tomb and address the issues you mentioned. I agree the cave was a bit bland, I put it together in 5 min to link it to the outside. When you say get rid of it Nanu, do you want me to destroy the cave cell? Just trying to make it clear :) I will get to work on the tomb as soon as I can :) When you mention do not use those displays, which ones do you speak of? The tapestries behind the pulpits? The Frescos in the acolyte room (Dome Room)? Or some other place? Hmm


I forgot to mention that some of the loot is not obvious, the Othrendus had clever ways to store their offerings for their lost family members. For instance, did you notice in the bottom chamber where the Dead Robe Wearing Othrendu was? He had bowls of kwama eggs... A person so important to be put in the bottom chamber must surely have better things than kwama eggs right? He did, underneath the eggs were rubies, a creative ploy to distract tomb looters from the true treasures. Throughout the tomb I have placed things to reward true tomb raiders, who do not simply cast off simple things such as a bowl of kwama eggs. Those who explore every nook and cranny will discover far more riches than the ones who take offerings in plain view.


On a different note, I would like to mention I do not use gridsnap. I manually place each piece, and manually alter the coordinates. I feel designing in this way allows me to think as I build, it allows me to think more creatively as well :)
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Post by Nanu »

I was referring to the museum displays. Use the alters instead.

Destroy the cell, yes. :)
On a different note, I would like to mention I do not use gridsnap. I manually place each piece, and manually alter the coordinates. I feel designing in this way allows me to think as I build, it allows me to think more creatively as well
Well, more power to you. :P
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Post by Wasabi »

Well I tweaked it, fixed some bugs, took some suggestions into consideration... Here is my showcase... (Was not sure where collision walls were so I left the partitions...) 2 frescos had to stay, one was blocking a door hole. I Stayed with the museum displays, hope this will not abe a problem... Fixed that bleeding of the altar...
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I likes the museum display better :/
I likes the museum display better :/
Othrendu Ancestral Tomb.esp
My Showcase
(298.23 KiB) Downloaded 128 times
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Post by Nanu »

This is great Wasabi! I asked Morden to promote you. It's his decision - but I'm sure you'll be on the team as soon as he gets around to it. :)
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Post by Morden »

Hey Wasabi. :) You've definately shown that you can mod in the CS, and that you're willing to refine your work, but before I welcome you into the fold, I just wanted to make sure you realise that we operate under some pretty heavy lore standards, and many of the interiors we're working on already have a brief description of what they need to be.


eg: "i4-118-Hla Alchemist + home of owner, claim#50"
"i4-91-Hla Unclaimed South-West Stonefalls,fairly rich house, claim#33"
" i4-112-Hla Unclaimed Tavern-dodgy hangout for criminals, claim#43"


Additionally, for the sake of organisation we're no longer including new models or retextured items. The items already in OoT are what we have to work with.

If you're clear on these points just let me know by replying. :)
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Post by Gez »

Wasabi wrote:I Stayed with the museum displays, hope this will not abe a problem...
They should not be used in tombs (especially as a skeleton's bed) because they don't fit Velothi architecture, but Indoril architecture, and they have a soft cloth cover which would rot and decay in a tomb with a corpse above. Sorry, but if that tomb is used somewhere in the project, they will be replaced by altars during review. :)
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Post by Anonymous »

Plus dunmer tend to cremate the dead, so skeletons are not generally just left out like that.
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Post by Morden »

Plus dunmer tend to cremate the dead, so skeletons are not generally just left out like that.
While partially true... thats getting really damn fussy. :P
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Post by Wasabi »

I was not aware you could use showcase projects in Tamriel Rebuilt, if changes are necessary I will gladly "Alter" my mod :)... Ok that was a lame joke but I just woke up :)


Thank you Nanu for your support and reviews, and thank you Morden for considering me for joining. I fully understand that the interiors must comply with the description, as to avoid a huge interior with a small building or vice versa... I am curious though on how far I may stretch the description. For instance, a bandit tavern where bad guys hang out, might have a secret basement where they hold their loot. I hope things like that are ok :) If not that is fine as well.

When you say we are no longer using new models, do you mean you are no longer accepting them from modelers? Or do you mean you do not want custom resized static and such IE "a_in_Othrendu_Wall_Section"? Either is fine, but the latter may restrict many creative things :P I am looking forward to helping with Tamriel Rebuilt, and I will put as much work into each claim as I can.
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Post by Nanu »

You can re-size objects and rename them with new id's; we just have out own scheme for doing this. :)
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Post by Anonymous »

Resize? Cant you just use the scale tool? Hold S...
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Post by Wasabi »

I will have to learn this scheme if I am to join :P
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Post by Anonymous »

Wasabi wrote:I will have to learn this scheme if I am to join :P
Its handy to do so. The OoT mods do all the actual naming, but to use things its handy to know the scheme. Its basically just an extension of the Bethesda scheme.
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Post by Nanu »

[url=http://tamriel-rebuilt.org/?p=faq&section=142605]:([/url]<--FAQ Naming.

You are welcome. :P
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Post by Wasabi »

I will have to get a forum picture as well :P
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Post by matts05 »

Wait a tick... so do we put "TR_" as a prefix to the interior cell name? Because that's what I've been doing...
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Post by Morden »

Promoted to TR Modder

Welcome Wasabi :D Be sure to check out the Private Tavern and other forums that are available for you to post in. You can also download our maps and files, though bear with us as we just went through a server move and everything may not be where it should.
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Post by lb003g0676 »

Nice one Wasabi!
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Post by Wasabi »

Thank you morden for making me a modder, and thanks lb0 for the congrads :) I am looking forward to working on a claim :)
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Post by Gez »

matts05 wrote:Wait a tick... so do we put "TR_" as a prefix to the interior cell name? Because that's what I've been doing...
Yes and no. Yes, because that's what most everybody does. No, because the convention tells to just use the claim name. E.g., if your claim is i7-404, then you'll call your cell i7-404. Not TR_i7-404.

The reason is that TR is already used for the beta of the exterior cells. When checking interior/exterior correspondance, both the map and the interior esp are loaded; and it's troublesome to navigate through the ten thousands TR_prefixed exterior cells to find the interior one.
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Post by lb003g0676 »

Wasabi wrote:Thank you morden for making me a modder, and thanks lb0 for the congrads :) I am looking forward to working on a claim :)

lol, just BTW, you should call me pound.... easier to rember and write.
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Post by matts05 »

Gez wrote:Yes and no. Yes, because that's what most everybody does. No, because the convention tells to just use the claim name. E.g., if your claim is i7-404, then you'll call your cell i7-404. Not TR_i7-404.

The reason is that TR is already used for the beta of the exterior cells. When checking interior/exterior correspondance, both the map and the interior esp are loaded; and it's troublesome to navigate through the ten thousands TR_prefixed exterior cells to find the interior one.

I guess I'll just have to remember that the next time a claim something, and I'll go ahead and change the name of my current claim. Thanks for the info. :)

And to Wasabi, welcome to the family :)
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Post by Wasabi »

ty matt05
:)
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