i1-22-Tel
Moderators: Seneca37, Lead Developers
i1-22-Tel
Claim type: Interior
Claim ID: TR_i1-22-Tel (#941)
Faction: Telvanni
Parent claim: TR_1-17-Tel (#35)
Claimed by: The Old Ye Bard
Status: Approved (Progress: 100%)
Location: 1:(2889, 1306):0
Files: TR_i1-22-Tel_Khelior_1.esp; TR_i1-22-Tel_Khelior_2.esp; TR_i1-22-Tel_Ludovic_1.esp; TR_i1-22-Tel_The Old Ye Bard_1.esp
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small cavern
http://img.photobucket.com/albums/v642/massalinie/Tamriel%20Rebuilt/03.jpg
Claim ID: TR_i1-22-Tel (#941)
Faction: Telvanni
Parent claim: TR_1-17-Tel (#35)
Claimed by: The Old Ye Bard
Status: Approved (Progress: 100%)
Location: 1:(2889, 1306):0
Files: TR_i1-22-Tel_Khelior_1.esp; TR_i1-22-Tel_Khelior_2.esp; TR_i1-22-Tel_Ludovic_1.esp; TR_i1-22-Tel_The Old Ye Bard_1.esp
---
small cavern
http://img.photobucket.com/albums/v642/massalinie/Tamriel%20Rebuilt/03.jpg
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
-Ophelia Benson
- Hermit
- Developer Emeritus
- Posts: 2373
- Joined: Fri Oct 17, 2003 8:59 pm
- Location: The North German plains
Yeap, we need slave trader caverns. Granted. Happy modding!
Use the OoT versions attached, new items have been added in the last few days.
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)
Use the OoT versions attached, new items have been added in the last few days.
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)
- Khelior
- Member
- Posts: 16
- Joined: Wed Sep 28, 2005 7:29 am
- Location: Port Telvannis... Okay fine, Australia.
Finished
Okay my very first claim is done (it's the newest larger one) cell name is i1-22-Tel, from 22,11.
If I wanted lip from you I'd unzip my pants.
Woohooo my first claim made and it's Telvanni, somewhat. I'm a real, rompin, half crazy, egocentric, 2000 year old, mushroom livin' cat slaver.
Claims: i1-22-Tel 100%
Woohooo my first claim made and it's Telvanni, somewhat. I'm a real, rompin, half crazy, egocentric, 2000 year old, mushroom livin' cat slaver.
Claims: i1-22-Tel 100%
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
TESAME: NOT CLEAN
Errors Loading: None
Lighting: Don't know what, if any, cave the lighting is based off of but it doesn't look obscene
- that is, until you get into the big room, which has much too many bright things in it. This should all be darker
Northmarker: Present
NPCs/Monsters/Pathgrid:
- No pathgrid, no NPCs, no monsters. Looks like it needs to have NPCs here though.
General Errors:
- IDs for things added should be "TR_Mx_(description)_(claim ID) where "x" is the Map number, in this case, 1
- Gridsnap and Angle Snap not used
- The detailing is okay in places, but overall falls far short of being good
- this interior mixes de with com furniture
- there is no door for the entrance
- the configuration of the platforms in the large room will need to be reworked. The stairs leading to the upstairs places look clunky, and the platform itself looks as if it would fall, the pathspears look really weird, and the beams that hold it up go straight through the platform at odd Z angles to it.
- mixing ex_de_docks_steps with the in_cavern_ramp pieces looks odd
- needs to use mudrocks, instead of restricting to mud boulders
- in_mudcave_form10 doesn't bleed into the ceiling correctly
- Light_tikilamp is stuck into the flooring that leads through the doorway to the back room
- light_tikitorch00 stuck in the top of a beam looks strange
Remove/Replace:
- depending upon who inhabits the back room, the books there might need to be changed.
- I see no reason for door_cavern_doorsi1_22_tel to have its own ID. Beth's original can be used.
- the firepit shouldn't be made up of 3 different pieces, use Furn_De_Firepit_F or similar instead
- furn_de_rug_02; never saw a cave of this sort with a rug in it
- light_sconce00_128 and light_sconce10_256
Floaters/Bleeders:
- A LOT (possibly all) of the things sitting on the floor bleed into it (and each other, at times), including crates, bedrolls, bottles, sacks, urns, the table,... etc
- bk_darkestdarkness floats
- Ex_De_Railing_04 floats
- Ex_De_Railing_06 bleeds through the platform its on to a point that you can see "into" it from the bottom
- flora_bc_vine_06 bleeds into a rock
- flora_bc_vine_07 doesn't quite go into the ceiling
- misc_com_metal_plate_04 floats
- Misc_Uni_Pillow_02 bleeds through the hammock
Rating: 4.5
Errors Loading: None
Lighting: Don't know what, if any, cave the lighting is based off of but it doesn't look obscene
- that is, until you get into the big room, which has much too many bright things in it. This should all be darker
Northmarker: Present
NPCs/Monsters/Pathgrid:
- No pathgrid, no NPCs, no monsters. Looks like it needs to have NPCs here though.
General Errors:
- IDs for things added should be "TR_Mx_(description)_(claim ID) where "x" is the Map number, in this case, 1
- Gridsnap and Angle Snap not used
- The detailing is okay in places, but overall falls far short of being good
- this interior mixes de with com furniture
- there is no door for the entrance
- the configuration of the platforms in the large room will need to be reworked. The stairs leading to the upstairs places look clunky, and the platform itself looks as if it would fall, the pathspears look really weird, and the beams that hold it up go straight through the platform at odd Z angles to it.
- mixing ex_de_docks_steps with the in_cavern_ramp pieces looks odd
- needs to use mudrocks, instead of restricting to mud boulders
- in_mudcave_form10 doesn't bleed into the ceiling correctly
- Light_tikilamp is stuck into the flooring that leads through the doorway to the back room
- light_tikitorch00 stuck in the top of a beam looks strange
Remove/Replace:
- depending upon who inhabits the back room, the books there might need to be changed.
- I see no reason for door_cavern_doorsi1_22_tel to have its own ID. Beth's original can be used.
- the firepit shouldn't be made up of 3 different pieces, use Furn_De_Firepit_F or similar instead
- furn_de_rug_02; never saw a cave of this sort with a rug in it
- light_sconce00_128 and light_sconce10_256
Floaters/Bleeders:
- A LOT (possibly all) of the things sitting on the floor bleed into it (and each other, at times), including crates, bedrolls, bottles, sacks, urns, the table,... etc
- bk_darkestdarkness floats
- Ex_De_Railing_04 floats
- Ex_De_Railing_06 bleeds through the platform its on to a point that you can see "into" it from the bottom
- flora_bc_vine_06 bleeds into a rock
- flora_bc_vine_07 doesn't quite go into the ceiling
- misc_com_metal_plate_04 floats
- Misc_Uni_Pillow_02 bleeds through the hammock
Rating: 4.5
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
TESAME: no, many unnescary cell references,
Fits exterior: Yes
Northmarker set: Yes
Loading errors: yes, there are objects that don't belong in ToddTest, namely TR-Test_crate, and TR_test_crate_ingred. many conflicts with inner sea region and molagreahd region.
Review: there is a ton of bleeding almost every object on the map bleeds at some level
vine - Flora_bc_vine_07 floats on one end.
no NPCs, although there looks like their should be.
no door on entry
if your going to have it this bright, prehaps you should have some sort of hole in the ceiling that lets light in from the outside, kinda like a skylight or something?
Comments
this map needs alot of work, but it has alot of potential to
Rating 5
Fits exterior: Yes
Northmarker set: Yes
Loading errors: yes, there are objects that don't belong in ToddTest, namely TR-Test_crate, and TR_test_crate_ingred. many conflicts with inner sea region and molagreahd region.
Review: there is a ton of bleeding almost every object on the map bleeds at some level
vine - Flora_bc_vine_07 floats on one end.
no NPCs, although there looks like their should be.
no door on entry
if your going to have it this bright, prehaps you should have some sort of hole in the ceiling that lets light in from the outside, kinda like a skylight or something?
Comments
this map needs alot of work, but it has alot of potential to
Rating 5
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
- The Old Ye Bard
- Member
- Posts: 99
- Joined: Sun Jul 24, 2005 12:56 am
deep tunnel going straight down at bottom will have large undr ground lake with ferns, mushroom, etc around edge.
also culd i do this without use of Oot because soon i'm going to have to transfer all of the stuff on my computer to a diifernt computer so it would be a waste of time installing it then uninstalling it then installing it again.
also culd i do this without use of Oot because soon i'm going to have to transfer all of the stuff on my computer to a diifernt computer so it would be a waste of time installing it then uninstalling it then installing it again.
- The Old Ye Bard
- Member
- Posts: 99
- Joined: Sun Jul 24, 2005 12:56 am
- The Old Ye Bard
- Member
- Posts: 99
- Joined: Sun Jul 24, 2005 12:56 am
- The Old Ye Bard
- Member
- Posts: 99
- Joined: Sun Jul 24, 2005 12:56 am
- kapuhy
- Reviewer
- Posts: 374
- Joined: Sun Jan 22, 2006 10:26 am
- Location: Cracow, the true capital of Poland
Initial Review:
Criticals:None;
TESAME:Clean;
Fits exterior:It will, after adding northmarker;
Northmarker set: No;
Loading errors:
-"16 duplicate references removed" warning;
Lighting: Quite bright for a cave. May be wise to tone it down a bit.
NPCs: No NPCs here but for one "dead random female";
Logic:
-A treasure chest lying on the bottom consists quite rich loot, it's unlocked and since it's sunken, things like exquisite clothes would have been (i'm missing the word...unusable? spoiled? you know, thing that happens to non-waterproof things immersed in water);
Lore:
-I don't know if a clannfear is viable in a cavern, they mostly appear near Daedric ruins. But I'm no lore geek, so you'll convince me easily on that.
Physical/misc errors:
Cell "Test"
-Incorrectly named cell;
-Lacks door, there is only an empty doorjam;
-One plant is bleeding, no other floaters/bleeders noticed;
Recommendation/Comments:Smallest cavern I've ever seen. Consists of single in_moldcave_12 piece with an entrance, quite well-looking, though. If it's supposed to be that small indeed, fixing it will require no more that 10 minutes.
Overall Rating:6/10
Criticals:None;
TESAME:Clean;
Fits exterior:It will, after adding northmarker;
Northmarker set: No;
Loading errors:
-"16 duplicate references removed" warning;
Lighting: Quite bright for a cave. May be wise to tone it down a bit.
NPCs: No NPCs here but for one "dead random female";
Logic:
-A treasure chest lying on the bottom consists quite rich loot, it's unlocked and since it's sunken, things like exquisite clothes would have been (i'm missing the word...unusable? spoiled? you know, thing that happens to non-waterproof things immersed in water);
Lore:
-I don't know if a clannfear is viable in a cavern, they mostly appear near Daedric ruins. But I'm no lore geek, so you'll convince me easily on that.
Physical/misc errors:
Cell "Test"
-Incorrectly named cell;
-Lacks door, there is only an empty doorjam;
-One plant is bleeding, no other floaters/bleeders noticed;
Recommendation/Comments:Smallest cavern I've ever seen. Consists of single in_moldcave_12 piece with an entrance, quite well-looking, though. If it's supposed to be that small indeed, fixing it will require no more that 10 minutes.
Overall Rating:6/10
"We just wanted to check what would happen if we shut the power off" - Chernobyl Nuclear Power Plant Supervisor
Well, the description does say small...
Rename the cell, replace the clannfear with a non-daedric creature (OoT!) and fix the chest and the others you mentioned too. Thanks for being so quick, kap.
Rename the cell, replace the clannfear with a non-daedric creature (OoT!) and fix the chest and the others you mentioned too. Thanks for being so quick, kap.
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
-Ophelia Benson
- kapuhy
- Reviewer
- Posts: 374
- Joined: Sun Jan 22, 2006 10:26 am
- Location: Cracow, the true capital of Poland
-clannfear replaced by TR beetle;
-chest locked, and now contains less valuable loot;
-pathrgid made;
-minor physical errors fixed;
Fixed file attached.
EDIT: Northmarker was aligned according to my version of Map 1, but this version has rocks around the entrance missing in exterior (only has the doors hanging in air). If that's the "current" one, it has to be looked at.
-chest locked, and now contains less valuable loot;
-pathrgid made;
-minor physical errors fixed;
Fixed file attached.
EDIT: Northmarker was aligned according to my version of Map 1, but this version has rocks around the entrance missing in exterior (only has the doors hanging in air). If that's the "current" one, it has to be looked at.
- Attachments
-
- TR_i1-22-Tel_The Old Ye Bard_1_fixed.esp
- (7.01 KiB) Downloaded 24 times