Red Knight's Showcase

In order to implement content in-game, you must be a Developer. This is the place for you to introduce yourself, and apply to become a TR Developer.

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Red Knight
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Red Knight's Showcase

Post by Red Knight »

Hey all, Red Knight here. I'm a long-time Morrowind player, and I've dabbled in the Construction set as well, but I have never actually uploaded anything I've made. I think the time has come to change that, and I would like to join the project as an interior designer. I can also do exteriors, but for now I'll focus on interiors. I have Oblivion, too, but I'm not familiar with it's construction set yet, and for now I'll stick to Morrowind.

Anyways, my first showcase is of a standard-sized Indoril (MH) residence, the home of a middle-class couple. Like most Indorils, this couple is religious, and they read the Temple sermons often. I don't know how favorably the Temple views alcohol consumption, but this couple certainly enjoys fine wines.
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TR_Showcase_RK_IndorilHouse.esp
Cell name is RK Indoril House

I had to get a little creative with the positioning of the planter box behind the bed.
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Post by Harke the Apostle »

Interesting... what are the In_Lava_Blacksquares for?
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Post by Red Knight »

The blacksquares are only there to hide what I did with the planter box from the map. I had other boxes placed there so that there would be borders along the corner.
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Post by Harke the Apostle »

Red Knight wrote:The blacksquares are only there to hide what I did with the planter box from the map. I had other boxes placed there so that there would be borders along the corner.
I'm a modding n00b myself, so I didn't know that trick. Have you read these rules yet?

http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=3837

If you haven't, take the time to read them well.
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Post by Haplo »

yeah, blacksquares are good for hiding things you don't want seen in the minimap; things that aren't visible ingame but are still there.
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Post by Andres Indoril »

Harke, you do know that the interior rules are in hidden forums, right?


But I quoted them in [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=17701]Nihilus' Showcase[/url] so go look there.
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Post by Harke the Apostle »

Andres Indoril wrote:Harke, you do know that the interior rules are in hidden forums, right?
Oh dear! Red Knight, I am sorry, half of the time I have difficulties to find what I need myself.
Last edited by Harke the Apostle on Thu Nov 30, 2006 1:44 pm, edited 1 time in total.
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Post by Red Knight »

Andres Indoril:

I was about to say that the "rules page" didn't exist. Thanks!

I looked over a lot of other showcase threads before making mine, to find out what I should expect, and the thread you linked to was one of them. As far as I know I followed those rules. If you find something out of place, or have any suggestions, be sure to let me know.
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Post by Kicon »

I have Oblivion, too, but I'm not familiar with it's construction set yet, and for now I'll stick to Morrowind.
well the CS for morrowind is near identical to oblivion's ecept for that oblivions has a better way of navgating the objects panel
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Post by Andres Indoril »

Your int looks pretty nice, I'm still giving a bug list, though.

-chest_small_01_pos should be rotated 180 degrees and should be locked too.
-chest_small_02_rndgold should be rotated 180 degrees.
-ingred_ash_yam_01 bleeds trough the bowl it's in.
-light_de_candle_15's are floating.
-I saw some architecture out of grid.
-Some of the lightning settings should be using the ones used in MH.
-I also saw mixing of de_p and de_r furniture.
-I also saw imperial items, but it was redware so it should be dunmeri so it ain't an error, just giving you a warning.
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Post by Nanu »

Don't have the CS here, but I'll review this when I get back, and edit this post.
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Post by Red Knight »

Alright, here's the new version, with the fixes. The De_p items have been replaced with their de_r equivalents. The upper corner piece near the stairs appeared to be the one that went out of the grid, and it should be in its proper place now.

Edit: Ack! I just noticed that the table upstairs was bleeding through the floor. This should also be fixed now.
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TR_Showcase_RK_IndorilHouse.esp
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Post by Red Knight »

For the last week or so, I've been working on my second showcase. This one is a lot bigger than my first in scale, and in detail. This time, it's an ebony mine. The idea behind this mine is that it is a Redoran-controlled mine, somewhere in a volcanic region (and not too far away from a Daedric ruin.) The uncharted depths are a fairly recent expansion, but that area is too dangerous for mine work.

There are two cells involved in this esp. They're called "Ravinor Mine" and "Ravinor Mine, Uncharted Depths" and the two of them are linked. At the end of the uncharted depths is a bridge leading to a Daedric shrine, but I haven't built the shrine, so that door leads nowhere.
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Clean Showcase_RK_EbonyMineDepths.esp
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Post by NEENJA »

I know how annoying it is not to have people post in your showcase for a long time, so I'll check this out. Morrowind, I presume? 'K.

EDIT: Looked very nice to me. I noticed that the wooden stairway that leads to the door to the Uncharted Depths has ropes that aren't attached to anything, which I suppose would fall under the "floaters" category. Also, the red light around where the lava is seems overly intense. Just my thoughts, though.

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Post by matts05 »

I'll take a look at your Indoril house within the next couple of days and give you a little review for it.

Also, do you have Bloodmoon?
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Post by Red Knight »

matts05: I have Morrowind and all the expansions, yes, as well as Oblivion.

NEENJA: The issue with the ropes has now been fixed, but I'll wait until an official review before I post the new version.
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Post by matts05 »

Hey RK (is it okay if I call you that?), here's a couple things about your updated Indoril house interior.

Let me say first though, that it looked really nice. It was well detailed.

For the errors:
-bk_saryonissermons bleeds
-com_sack_02_gold_100 bleeds into wall and drawers. Also, for being a sack that is easily accessible, it should probably be for a lower amount (at least, I wouldn't keep a sack with 100 dollars out in the open unguarded).
-expensive_shirt_mournhold bleeds
-two chairs at the table downstair bleed into ground
-table upstairs bleeds into ground
-furn_de_rug_big_02 floats
-a piece of bread in the basket bleeds into the basket
-both light_de_lantern_05 bleed into the rope

Other than those errors, you did a nice job on it.

Also, you should make the file dependant on the Bloodmoon masterfile even if you didn't need any items from it, because the TR data files are dependant on it.
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Post by Red Knight »

The new version is ready. Hopefully, the errors reported have been effectively fixed.
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TR_Showcase_RK_IndorilHouse.esp
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Post by Red Knight »

Alright, not much going on here, so I'll take it as an opportunity to upload my new showcase. "Reaver's Retreat" is a small island to the north of Big Head's shack. (Located At Cell -3, 28 ) It's used as a resupply base and a resting stop by Nordic reavers in between raids.

A warlord presides over the meadhall on Reaver's retreat. He's not hard to recognize, as he is equipped with full Nordic Mail. He's a powerful foe, and he's not alone in there, either...
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RK Reaver's Retreat.esp
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Post by matts05 »

Hey Red Knight, I'll try to find some time over the weekend and give you a review on this. Things have been pretty busy for me lately, but I'll make sure to take a look at it in the next couple of days. :)
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Post by matts05 »

I looked at your Indoril house again, and it looks great. You fixed all of the errors except, there was still some bread that bled into the inside of the basket (but I'm not gonna make you post an .esp just fixing that :p ). Good job on it overall.

As for Reaver's Retreat, I don't do exteriors, as I'm not even good at making them. Just at a first look, it didn't look that bad, though. As for the interior, here's what I found.

-the interior settings are wrong--you need to make it illegal to sleep there
-the furn_com_rm_chair_03 that is lying down is off balance; the back of the chair is okay, but the legs don't touch the ground.
-furn_com_rm_table_03 bleeds into ground
-the fireplace needs to be moved inside a bit more, because you can see a piece of the wall bleed into it.
-the hook on the southwest wall closest to the fireplace floats away from the wall
-the hook in the middle of the southwest wall floats away from the wall
-the hook closest to the door on the southwest wall flots away from the wall
-furn_rug_bearskin closest to the door bleeds into the floor
-potion_nord_mead lying down on the table is not balanced right, it needs to be re-rotated.
-the potion_nord_mead on the ground bleeds into the ground
-potion_nord_mead leaning against the post bleeds into the post

Go ahead and fix these errors, and I'll recommend you for moddership. :)
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Post by Red Knight »

Matts05: Thanks for the review! The updated version is ready.

As well as fixing the errors you found, I also added shadows to the exterior around the rocks, trees, and mead hall (something I forgot to do before I submitted Reaver's Retreat the first time). I also fixed the door outside, which had a doorknob bleeding into the doorframe.
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RK Reaver's Retreat.esp
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Post by matts05 »

Great job on both the interiors. You fixed all the errors, and it looks great. :)
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Post by Thrignar Fraxix »

I am no exterior reviewer but this is what I found

Exterior:
Flora_BM_grass_01 bleeds into the building (SE corner of the Building)
Flora_BM_treebranch_03 floats (in this case because the branch would decompose it is better to bleed than to float[I don't believe it would be possible to avoid both]) (South side of the building)
Many of the bm_ex_reavers are farther up than they need to be, however it would not be enough to cause fall damage. I would say that although it wouldn't hurt anything these should be lowered

Interior:
The furs are meant to go over bedrolls, otherwise they float.
Looks good beyond this.

Fix these and I will recommend you.

PS. LOL!!!! THROWING MEAD!!! LMAO!!
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Post by Red Knight »

The exterior should be fixed now, no problem.

As for the rugs, I've had a bit of difficulty getting them to look right. I couldn't get the bear rugs any lower without part of them bleeding into the floor, so I eventually gave up on them and replaced them with wolf rugs. They seem to conform better to flat surfaces. Any further suggestions on these rugs would be welcome.

BTW, thanks for taking the time to review these mods!
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RK Reaver's Retreat.esp
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Post by Red Knight »

This is my showcase quest, which takes place near the border of map 1.

Special thanks go to Groza528 for the inspiration and the original idea for this quest, as well as help in formulating the plotline.

As before, any comments are welcome.
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TR_RK_QuestShowcase.esp
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Post by Haplo »

Promoted for interiors. Get a recommendation from groza & I'll add you to the quests usergroup as well.
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Post by groza528 »

Just downloaded, haven't opened it up yet, but I just wanted to say that in the future you should post a more specific location. I know where it is because, as you said, I helped with the idea, but if anyone else wants to try it they'll have to scour the border of map 1 (and you didn't even say which border.)

So in the future please say something along the lines of "To initiate this quest, talk to Uneleas Rangirth, who is on the road south of Ranyon-Ruhn in cell (xx,yy)" Thanks!

Edit: And here's the review.
Overall, this is quite good. You took my simple idea and developed it well, into a complex quest with a variety of options.
That being said, it's not perfect.

- You have some dirty cell references. Clean them out with TESAME. If you doubleclick on the cell reference in TESAME, it will give you a list at the bottom of what was changed which will help you to figure out which cell has Uneleas.
- It is possible to complete the quest without ever hearing a word about the ring, so you should not name the quest after it.
- If you tell Uneleas to go check on his friend himself, his walking is a little bit choppy. Try to smooth that up if you can.
- If you leave the area while Uneleas is walking toward the Rangirth Tomb, he stops until you come back (because his script doesn't operate unless you're no more than one cell away.) It doesn't make sense that he'd still be walking three days later when you came back from Bal Oyra. I would not have a journal entry when he physically enters the tomb, but instead have one when he says he's going and then script him such that if it's that journal entry AND he's alive AND CellChanged == 1, he ends up dead inside the tomb.
- The offerings by the side of the ashpit are not intially disabled
- There is a journal entry announcing Uneleas's death which triggers even if Uneleas has not entered the tomb and been killed.
- If you tell Uneleas you don't have time, there should be a "finished" journal entry, and he should not greet you by asking for help again. You can still change your mind and help him, but he should not ask you as if he's never spoken to you. Perhaps he just makes a comment about the family tomb, and if you ask about, he asks if you've changed your mind.
- If you tell Uneleas his friend's death is enough to please the familial spirits, you have scripted the screen to fade out and Uneleas to disable. To keep it more consistent with Bethesda's work, you should not fade out, but instad only disable him on CellChanged = 1.
- Likewise, don't fade out when you place the offerings. You can just enable them. If you pick things up, they just vanish and if you drop things, they just appear. No reason the offerings can't be the same.
- After placing the offerings, Uneleas tells you he "doesn't need to come back here anytime soon," but he never leaves. Again, you should have him disable on CellChanged.
- If you show Uneleas the note before telling him about Alvar's death, you lose the chance to place the offerings. This isn't necessarily a bad thing since he never actually asked you to place the offerings, but I wasn't sure if it was intentional.
- Uneleas gives you a day to find the ring, but he doesn't leave after a day. I don't particularly like time limits and I'd rather you just get rid of it altogether, but if you say a day you should stick to it.
- "Mid-quest greetings" should contain the dialogue topic so the player doesn't have to scroll through their topic list to find it.
- The note from Azariah Thelas should say something like "When you find the ring, bring it to my house in Ranyon-Ruhn" because most people don't know how to find every NPC in map 1 (and 2 for that matter, seeing as you're so close to the border)
- There are redundant journal entries for giving the ring to Azariah. Put the longer one in the main journal topic and get rid of the shorter one; you don't need it. If you were using it for dialogue control purposes, you should instead take advantage of the local variable "control" that is scripted into every NPC in map 1 (by the way, whoever came up with the control variable is a bloody genius.)
- Discovering the secret passage deserves its own journal entry. Here's a little trick, though: since finding the secret passage doesn't change any of the dialogue, you should give it a low journal index. That way it won't prematurely jumpstart the ring portion of the quest if you stumble upon the hidden switch by mistake.
Last edited by groza528 on Sun Feb 25, 2007 11:59 pm, edited 1 time in total.
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Post by Red Knight »

Sorry about that...

You can start the quest at cell (27, 8 ) by talking to Uneleas Rangirth, or you can start by activating the corpse of Alvar Omothan in the Rangirth Ancestral Tomb (This just makes you skip the first part of the quest, which is finding out that this guy is, indeed, dead.)

You can also skip Uneleas's involvement in the quest altogether, by grabbing the note on the floor of the Rangirth Ancestral tomb, finding the Ring of Rising Fortunes in the hidden chamber (and finding the hidden chamber, of course) and taking it to Azariah Thelas in Ranyon-Ruhn.
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Post by groza528 »

(Review above) if you have any trouble understanding or correcting any of my comments let me know and I'll try to clear things up or help.
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Post by Nemon »

Congrats! New member! :banana:
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Post by theviking »

Congratulations, welcome to the team!
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Post by Red Knight »

Thank you for the promotion!

I will fix up the quest as soon as I can, but since it is pretty complex, it may take a while to get everything working perfectly.
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Post by groza528 »

That's fine; take your time :)
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Post by Red Knight »

Everything should be done now... just let me know if there's anything I've missed.
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TR_RK_QuestShowcase.esp
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Post by groza528 »

Excellent :) I'll take a look after work today
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Post by groza528 »

Better... a couple of issues remain. Bold are comments pertaining to the old issues.

- If you tell Uneleas to go check on his friend himself, his walking is a little bit choppy. Try to smooth that up if you can. I don't know; maybe you can't. Don't worry about this one too much. It's very minor. I may take a quick look at it myself when all is said and done.
- If you leave the area while Uneleas is walking toward the Rangirth Tomb, he stops until you come back (because his script doesn't operate unless you're no more than one cell away.) It doesn't make sense that he'd still be walking three days later when you came back from Bal Oyra. I would not have a journal entry when he physically enters the tomb, but instead have one when he says he's going and then script him such that if it's that journal entry AND he's alive AND CellChanged == 1, he ends up dead inside the tomb. You did add this, but there's one trouble spot, and this one's my bad: Uneleas actually crosses a cell border while he's walking, which means if you just watch him he will disappear in front of you on the road. To avoid this I'd say use a GetDistance condition instead of CellChanged, and make the distance high (about 4000 maybe)
- If you tell Uneleas you don't have time, there should be a "finished" journal entry, and he should not greet you by asking for help again. You can still change your mind and help him, but he should not ask you as if he's never spoken to you. Perhaps he just makes a comment about the family tomb, and if you ask about, he asks if you've changed your mind. What is it that everyone has against this concern? It seems like common sense to me: If you say "no" Uneleas should remember you said no. That doesn't mean you can't come back and say "Hey, whatever happened with that family tomb?" but he shouldn't keep asking for your help.
- After placing the offerings, Uneleas tells you he "doesn't need to come back here anytime soon," but he never leaves. Again, you should have him disable on CellChanged. He still sticks around.
- If you show Uneleas the note before telling him about Alvar's death, you lose the chance to place the offerings. This isn't necessarily a bad thing since he never actually asked you to place the offerings, but I wasn't sure if it was intentional. I'm not certain if this is related or not, but *after* asking about the ring, if you report Alvar's death Uneleas will say "I had already come to that conclusion..." [continue] "Tell me when they've been placed." This sounds like an issue of using the same 'choice' number for multiple decisions.
- Uneleas gives you a day to find the ring, but he doesn't leave after a day. I don't particularly like time limits and I'd rather you just get rid of it altogether, but if you say a day you should stick to it. He still says he's leaving tomorrow, but never does. I would recommend taking out the part about leaving tomorrow; like I said, I hate time limits.
- "Mid-quest greetings" should contain the dialogue topic so the player doesn't have to scroll through their topic list to find it. This is fixed for "family tomb" but not for "Ring of Rising Fortunes"
- NEW ISSUE, or at least one I didn't notice the first time: Uneleas greets me with "Have you placed the offerings?" after I already reported placing the offerings.
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Post by Red Knight »

The new version is ready. I don't think I can do much about the choppiness in the AITravel portion of the script, but the dialogue issues should be fixed now, and GetDistance is used instead of CellChanged.
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Post by groza528 »

Fantastic :) I'll give it another look when I get home from work. As I said by PM, we may be able to help the choppiness by adapting the code from one of the existing wilderness quests.
Imagine my insult to find that "Raw Glass has no effect on you." I became very huffy at the implication that my intelligence could not be lowered further. Then again, I did just eat a piece of glass.
groza528
Developer Emeritus
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Joined: Mon May 24, 2004 9:26 pm
Location: Maine

Post by groza528 »

*thumbs up*
Imagine my insult to find that "Raw Glass has no effect on you." I became very huffy at the implication that my intelligence could not be lowered further. Then again, I did just eat a piece of glass.
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