black horse courier's OB Showcase

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

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Would you want to see streetlamps along the Official roads?

Poll ended at Wed Nov 22, 2006 9:30 pm

Yes
8
50%
No
8
50%
 
Total votes: 16

The_Black_Horse_Courier
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black horse courier's OB Showcase

Post by The_Black_Horse_Courier »

I am going to shift my focus away from morrowind, and start for the OB.

My project here in oblivion is to make a small house.
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Post by Noirgrim »

Sounds good, can't wait to see it.
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BHC OB

Post by The_Black_Horse_Courier »

Heres my first version.

ESP Uploaded.

Any testers, i would like you to bring your most powerful character to my home, and fight me there. I am worth it.

I included my PC as NPC. Thats what i look like in game.

edit: esp removed.
Last edited by The_Black_Horse_Courier on Fri Sep 08, 2006 12:08 am, edited 1 time in total.
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Post by Tyrion »

Way too sterile, and your character scares the hell outta me.
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Post by The_Black_Horse_Courier »

how do i unsteralize it?

and try to fight him, witha strong character.
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Post by Macar »

I'm assuming that he means that there isnt enough clutter: the space dosent look lived in. Even a very tidy person's house has some.

What's with the character? can I see a pic? I dont have OB.
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Post by PoHa! »

Yea, definately a rather empty interior. A few more rugs and tapestries (upstairs) wouldn't hurt, and a lot more misc items would really spiffy the place up.

There's also quite a few bleeders that I saw (the kennel bleeds into the window/wall, the two cupboards in the basement bleed into each other). It looks like you kinda got bored and rushed it, though it started well.

Oh, and lighting was pretty good. I've seen far too many interiors where lights were strewn everywhere, looking like the 4th of July and an intoxicated Christmas tree at the same time. But your lighting is much more subtle, which I liked to see. :)

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Post by The_Black_Horse_Courier »

No, the bleeders were on purpose.

i had gridsnap turned on, and they would go together like lego.
frustration set in and i just let it do what it wanted.

this house mod is as old as my save game, which is when the game 1st came out.

I just tweaked it by adding my nickname to the place, and the NPC being me as it looks if i was there and you were visiting.

I want you to battle with him.
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Re: .

Post by PoHa! »

The_Black_Horse_Courier wrote:No, the bleeders were on purpose.

i had gridsnap turned on, and they would go together like lego.
frustration set in and i just let it do what it wanted.
Then you should do what everyone else does, and only use gridsnap for modular things (ie things that have to be built in pieces).

Otherwise, you'll get bleeders/floaters, which is unnacceptable. :P
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Post by The_Black_Horse_Courier »

ill fix it for next release.

help with clutter, what clutter to use??
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Post by The_Black_Horse_Courier »

oh and thanks for the lighting compliment, but unfortunatly it isnt mine.


This interior was partially copied from chorrol's bookstore. i kept the bulbs intact, and everything else was deleted.
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clutter

Post by skittles »

clutter... clutter... everywhere!

bethesda put alot of it in morrowind. clutter is added by putting tipped-over tankards on the floor, putting rats in the SEPERATE CELL basements that are rarely interacted with by humans and putting forks spoons and knives on tables to make it look like it has been used before.

ex: in TES III caldera, halfway tavern is a good example of clutter.
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Post by Tyrion »

hmmmmmmmm

Ok, tonight at dinner look at the table after you've just gotten done eating. There is a good example of clutter.
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Post by The_Black_Horse_Courier »

okay, then cups and dirty laudndry should suffice.

My basement is ALWAYS being used.

My shitload of treasure that only I have access to is there.
as for it being there, i have an illusion spell shrouding my boxes to show would-be theives that it just aint worth it.

But, ya, ill drop some tankards and some dirty laundry, but i am usually not home, hence the cleanliness.
I will fork the table, i have cluttered my upper desk with shopping lists.

so i will be uploading later.
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Post by skittles »

perfect example tyrion!

that is, if you eat at the table or at your computer, on the couch, or somewhere else.

i stick to the table though. ;)
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Post by The_Black_Horse_Courier »

as promised

esp uploaded

newer version below
Last edited by The_Black_Horse_Courier on Sat Sep 09, 2006 8:54 pm, edited 1 time in total.
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Post by The_Black_Horse_Courier »

I was looking at my house in the cs and then in game.

the tall grass doesnt appear in the cs, but in game, i have a damn forest im itching to rid of.

how do i use the cs to expose it and chop it with my mouse-mower?
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Post by PoHa! »

I've not found a way to make the grass appear in the CS, so I've come to believe its generated in game, based upon the texture of the ground.

You can check to see how many and which textures will generate which grass by looking under Miscellaneous->LandTexture in the object window.

Another way to check on this is to open the Landscape Editor, then hit the "i" key, which should bring up a list of all the textures within the cell, separated into the four corners of that cell. I believe in this window it also states which textures will generate grass.

However, probably the easiest way would be to open the Landscape Editor, and Ctrl+Right Click on the different textures around your house. This will make whichever texture you click on to be the active texture.

In any of these events, if you look at the ID of the texture, then the ones that say NOGRASS at the end tend not to generate grass. Otherwise, it just might. So replace the ones that DO generate grass with ones that don't.

How to replace them? That can be done through the hit "i" key trick that I explained above, wherein you can right click on any texture, and replace it with another. Usually, for each texture that does generate grass, there's a version that doesn't.

Note that if you do go with the "replace" route, it will replace ALL instances of that texture within that quarter of the cell. It will also NOT smooth the new texture into old textures in adjacent cells, so you may need to tweak it.

Note also that if you go the "I'll just paint over the old texture way" that it will add to your texture/quarter/cell limit. So if your AT the limit already, you won't be able to. Again, if you need to check it, then you can hit the "i" key.

Hope that helps.
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Post by The_Black_Horse_Courier »

too much prep work.

ill have 2 live with the stupid grass.
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my showcase is done, please look.

Post by The_Black_Horse_Courier »

my showcase is finished. no more work on the house.
Can you please have a good look, and make a descision about my application to TR Modder Status
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Post by Tyrion »

Not bad, just a few minor errors. The cabinet downstairs bleeds into the wall. The blue rug bleeds into the fireplace. Two of the cabinets in the basement bleed into each other. Then there's that big castle wall sconce in the basement. Maybe something a little smaller would fit better there.
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Post by The_Black_Horse_Courier »

Oops

forgot to remove the sconce.

that sconce is stolen property.
i kinda lifted it off of a pole.

so yes i need to remove and put a smaller lamp down there.

maybe a stick-candle or a tri-stick candle.

as for the furnitur bleeding, i will fix it right now./
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Post by skittles »

off topic question:

what is a sconce? i think it is used to hold torches it think.

i dont really pay attention to what things actually are but if they go there or not.
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Post by The_Black_Horse_Courier »

a wall light is a sconce updated esp loaded.

esp error, reupdating

tell me of any other errors plz.

and can someone have a look from in game? and challenge my char?
Last edited by The_Black_Horse_Courier on Tue Sep 19, 2006 3:55 am, edited 1 time in total.
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My showcase

Post by The_Black_Horse_Courier »

i have made my showcase, and i see that the core hasnt reviewed my request to be upgraded to a TR Modder.

Can i get a response to my request? either a denial or an approval?

(edited for grammitical error)
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Post by Andres Indoril »

I'd review it, but it's for Oblivion. And I don't have Oblivion.
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Post by The_Black_Horse_Courier »

okay, then ill have to make a private request.

making my body of text by pencil.
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major major update

Post by The_Black_Horse_Courier »

I have a major update on my golden showcase.

This showcase is a major castle showcase.


umm


i updated the blueprint, as it had the 1st version of the cellblocks.

cellblocks a b c and d are finished.

doors are on the way in from the province.

all roughins for cellblock are complete.
the SHU is finished, needs doors, an update to the BP and its own cell placement.

the whack-shack needs roughins for its lower area and corpisarium, which will have friendly and aggressive patients locked in cells.

all doors, NPCs, and uniques (keys) will have their own IDs for compatibility with the mainland's.

Back to work we prisoners go.

(*pulls out whip: "Back to work. Group A on ADSEG; Group B on the basement roughins for the wack-shack")

esp attached.
Last edited by The_Black_Horse_Courier on Tue Sep 19, 2006 3:56 am, edited 1 time in total.
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Post by Noirgrim »

Looks like a really nice interior. You should PM Massey (interior mod) to take a look at it. Just from opening it in the CS, I can see the esp file isn't clean (it edits cells that are not supposed to be a part of your mod) and there is an unlinked pathgrid node in your int (not a big deal).
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Post by The_Black_Horse_Courier »

i edited the outer exterior, and how do i clean it when tesame doesnt work?
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Post by Noirgrim »

Check the CS Wiki "Help->Contents" then search for 'cleaning.' It's pretty simple, just open up the esp file in 'File->Data' then click on the esp then hit 'details.' It involved selecting refs then hitting the delete button on the keyboard. But the Wiki can explain it better than I can, but it is a necesity to know how to do this to mod for TR.

Note: always make a backup of your esp before cleaning, you might delete something you shouldn't have.
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Post by Haplo »

Please in the future stick to one showcase thread. I'll merge the two sometime tomorrow if no one beats me to it.
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Post by The_Black_Horse_Courier »

please dont merge

one is oblivion, the other is Morrowind.
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Post by The_Black_Horse_Courier »

oh i forgot.

thats what i used to do before tesame was introduced.

thanks for the reminder.
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Re: .

Post by Amrod »

The_Black_Horse_Courier wrote:oh i forgot.

thats what i used to do before tesame was introduced.

thanks for the reminder.
Has the the file been cleaned? Please post it here for review. People will look at it in time, if you get no response you should PM massey for an interior review, she is the head of that department(not me).
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Post by The_Black_Horse_Courier »

cleaned
Last edited by The_Black_Horse_Courier on Tue Sep 19, 2006 4:00 am, edited 1 time in total.
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Post by Tyrion »

I think they will be able to tell the difference.
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Post by The_Black_Horse_Courier »

the morrowind one isnt my application for tr modder ststus, it is just a regular golden globe showcase, something i dont want entered in my application.

spare time must be kept seperately from proffessional workforce.
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Post by Tyrion »

Then why is it here?
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Post by The_Black_Horse_Courier »

doing my doors.

group A group B and Group C are focusing on building Doorjambs and hauling the doors into the complex.

A new group D will be arriving here tomorrow morning to free group c.


Also the genpop will be housed by the prison workforce.

In the mean time, the ITBMSP will be placed on hold because this prison is the largest in whole tamriel.

"the elder council voted to shift funding from both projects into the one in Zifribel bay. 4 years ago The morrowind province began to build the Vos Maximum Security Jail, but had to end construction due to a lack of interest and funding and the local community protests."

I am hoping to have an alpha released by december.
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