M2 Detailing #3 NPC Claim [Bloodthirsty Crustacean]

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M2 Detailing #3 NPC Claim [Bloodthirsty Crustacean]

Post by Lud »

Featuring Helnim, Kemel-Ze and Marog village (it's a big 'un)
Please post your progress here.
Map:
[url=http://img513.imageshack.us/my.php?image=map2area3pw1.jpg][img]http://img513.imageshack.us/img513/23/map2area3pw1.th.jpg[/img][/url]
Last edited by Lud on Sat Jan 06, 2007 1:06 am, edited 2 times in total.
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Post by Stalker »

No progress yet. Personal reasons and weekend laziness. Sorry :(
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Post by Theo »

Hey Stalker, check this esp. I replaced the wrong meshes in Darconis with correct ones (you will still need to remove the old ones from map2 file). It is temporarily fix, but it may ease your work on Darconis...
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Post by Stalker »

Thanks.
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Post by Stalker »

Please revoke. Seems like I will have hardly any time in the foreseeable future to do anything with it.
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Post by Haplo »

Done.
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Post by Sky Captain »

Could I just ask what this is. Is it going over an already done map and putting foliage and stuff or something else?
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Post by Nanu »

Yes.
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Post by Haplo »

Aye, it's detailing the section outlined in the map in the 1st post. Making it richer and fuller.
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Post by Lud »

Thrig has claimed this, in order to work on int-fixing and Ootifying.
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Post by Lud »

Parted file, just for you :)

Also, I have shifted the bottom 4 cells of this claim to the one underneath, (mine) so that I can fix the messed up textures there.
I'll update the map to show this soon
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Post by Thrignar Fraxix »

This post will contain my WIPs as I post them:

V12: Alphabetically I am entering darconis. I saw two guard towers that are empty that I will be filling with crates and such tommorow. My only explanation of this would be that the naming convention wasn't followed and that the crates were deleted by mistake. meh... simple enough fix
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Post by Thrignar Fraxix »

ok, so I can't edit posts here...

UPDATE: Did all of the darconis palace. Let it be known that should I meet the creator of said ints in real life that they shall be eviscerated slowly. There are some inherent problems with the upperclass common tileset. that I did my best to fix. I removed a secret passage that led to nowhere and would have collided with a neighboring cell, I hope it wasn't important.

Summary: if you made darconis palace, reviewed it, or approved it you now officially suck.
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Post by Theo »

Just of curiosity. Did you find my Darconis-fix plugin helpful?
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Post by Thrignar Fraxix »

I am only doing the interiors so I haven't downloaded it
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Post by Thrignar Fraxix »

Looking back on the Darconis palace, I think perhaps it should be completely redone, even with my fixes there are still several weird things and problems and such. Also there are some wierd problems with the exterior. so.. um... yeah... perhaps the exterior and the interior should be completely redone
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Post by Theo »

Actually, I do personally think that Darconis (at least its imperial part) is not very representative for such a major Imperial town. Beside the palace the whole town is just a bunch of houses compressed into one cell between town walls and the fort.
If you are going to redo the palace, you might want to redo the whole of Darconis.
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Post by Thrignar Fraxix »

31 more ints fixed since my last post. I fixed the Census and excise office as it didn't fit the exterior AT ALL and now that I think about it, it STILL DOESN'T. It will be fixed by the next version. I believe I have about 30-40 ints left to check.
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Post by Theo »

On a second thought, Darconis is not that bad. True, it was a bit disappointing for me to see that you enter the gates, just walk around the palace and then you have been to 95 percent of the town already and that there is no opportunity to explore and get lost. But alas... The buildings are arranged quite nicely.
Perhaps if you are going to redo the palace, you can make it smaller or move it away from the city (perhaps on the hill on the north) so there would be a natural place in the center to place more houses there and main plaza with a market to create a more trade town - rather then expanded fort - look.
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Post by Thrignar Fraxix »

I just popped open the file again and found a 2x2 int that should be 3x3. Perhaps I could start a list of ints that need redos, find them with the accurate map and de-approve them and move them to unclaimed?

Edit: BTW lud, im still waiting on that second opinion on Darconis palace.
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Post by Thrignar Fraxix »

update: I have now redone two clothing related, Haplo made, 2x2 interiors, and checked several others. I should be finishing this soon assuming I don't tun into any more 2x2s. by finish I mean checking the interiors, remember I don't know jack about exterior modding.
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Post by Thrignar Fraxix »

Update: another interior redone, several more with major fixes... and then... the lighthouse...

it was almost comical how cookie cuttered it was. (well not really, its just that finding shit-riffic interiors tends to make one crazy...) The interior was an exact copy of the Seyda Neen Lighthouse minus an NPC. Apparently the hilarity of the cookie cuttering was once even greater: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=7942

So now that I have gone on my nice little tangent

so yeah, I fixed another 10 or so interiors, redid a house, and am working on the lighthouse (for the sake of the bandwidth no WIP)
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Post by Gez »

Thrignar Fraxix wrote:http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=7942
Thank you.
Hermit wrote:Darconis has partly skipped review (through some glitches that happened before I was put in office) and has already undergone a decisive change in shape and had some buildings added (using Zyndaar's fantastic modular exteriors tiles set) by me.
Now I know what were the missing resources from Darconis; so that if they're still needed, they could be added back.
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Post by Starcrunch »

Gez wrote: Now I know what were the missing resources from Darconis; so that if they're still needed, they could be added back.
Weren't these used in OE as well?

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Post by Thrignar Fraxix »

adjusting northmarkers may suck, but it is all I have left to do. Once I finish that up the next claimer will need to redo Darconis palace, inside and out.
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Post by theviking »

Thrignar, did you also review Marog, the telvanni library and other interiors in this detailling claim? Would you please do that?
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Post by Thrignar Fraxix »

If it is merged then I did it. If the rest are newer fillers then I am not going to worry about them as I probably already reviewed them.
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Post by theviking »

We decided to divide the extra fillers across the detailling claims. The fillers which are going to be in this claim are i2_340, which is a small bandit cave, and i2_342 which is the skooma lab. Can you place them somewhere in the detailling claim, TF? (Or the other modder which is going to do the exterior part of this?)
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Post by Thrignar Fraxix »

Fuck this. I hate Darconis. DROPPING! (not like I really touched this in the last month except for today anyway)

THINGS LEFT TO DO!:
Check the northmarkers for Marog, half of Darconis, and any other non city ints.
Merge the claims theviking listed
REDO DARCONIS PALACE! EXTERIOR AND INTERIOR! (Once whoever claims this does the exterior, I will put up the interior claim. Oddly enough one doesn't exist already)
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=11943]i2-129-Imp[/url] will need to be merged when the time comes
merge [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=11922]this as the tower near the docks[/url]
the claims for 2 ships will be going up shortly
There does not appear to be an actual Telvanni tower interior for Darconis (unless I missed it, which I am relatively certain I didn't) I will put up a claim for it unless someone can supply a file within the next 48 hours
oh, and just about all the exterior work.
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Post by Lud »

Moving to unclaimed.
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Post by Thrignar Fraxix »

oops! I forgot to post my latest file.
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Post by Swiftoak »

I would like to work on the exterior portion of this. I can also work on some of the interiors too.
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Post by Thrignar Fraxix »

Interiors just need northmarker checks unless you count merging interiors as interior work. Also, COULD SOMEONE PLEASE FIND OUT IF I NEED TO PUT UP A CLAIM FOR THE TELVANNI TOWER?! I AM SURE THERE IS A FILE SOMEWHERE WITH IT!
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Post by Swiftoak »

You mean this claim?

http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=11970

There are a whole bunch of old Darconis int files sitting around the 6th-7th page of the Finished Ints forum.
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Post by Thrignar Fraxix »

oops... yeah... merge that too...
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Post by Swiftoak »

Alright, so I can start working on this?
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Post by Haplo »

Yeah, I'll move it for you now.
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Post by Swiftoak »

Yay! First thing I did was fix the manor. I found the mesh that fits :)
Attachments
TR_ex_Imp_Wall_Cr_01B.rar
(3.6 KiB) Downloaded 99 times
"Idleness and lack of occupation tend - nay are dragged - towards evil."
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Post by Swiftoak »

First Update:

-Fully Detailed the northernmost 6 cells north of Darconis.
-Tweaked some of the signposts, replaced old "Helnim Watch" signs with those pointing to "Tel Muthada".
-Minor int fixes in Palace and Telvanni Tower.
-Re-merged the Telvanni Tower.
-Fixed all northmarkers correctly in Telvanni part of Necrom.
-Fixed the problem with the wrong mesh in the Darconis Palace, replaced it with one I downloaded from the OoT Browser*

v20.

*Note you will get <!> marks in the palace, as I manually replaced the incorrect mesh. This is a temporary solution until it can be merged with TR_Data properly. Simply download and extract the nif file in the above post and extract it to Data Files\Meshes and you should be fine.
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Post by Swiftoak »

Second Update

-Fully detailed another dozen or so cells, most of them are in the Helnim Fields south of Darconis. This makes about 70% of this section's exterior detailed.
-Added a tomb and a cave south of Darconis (the area didn't seem to have any wilderness ints, I hope this is okay with you guys)
-Renamed the cells to the syntax "TR3 Region/Cell Name"
-Fixed some little int issues, minor floats/bleeds in Darconis.

To Be Done

-About 12 more cells to the south of the claim need to be detailed.
-Add a few "Roamer" camps, similar to those in Map 1.
-Maybe add one or two more fillers in the south.
-Check Marog Ints
-Check some Darconis Ints
-Possibly make some minor changes Kemel-Ze's exterior to make it more interesting (this needs to be discussed with Lud I presume, so I will bring this up to him when I get there)

Estimated Progress - 65%
Estimated Completion Time - 2/3 Weeks depending on school stuff/RL


v23. WIP below
Note: You still need to manaully download the .nif file above and extract it manually to Data Files\Meshes in order to test this or you will be getting some yellow <!> bangs in the Darconis Palace
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