Burneddi's Showcase

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Burneddi
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Joined: Tue Jan 01, 2008 3:53 pm
Location: Finland

Burneddi's Showcase

Post by Burneddi »

Hello. I've been a member for quite a time now, but haven't posted much.

I've been messing around with the TESCS for quite a time now, and I'd prefer making interiors and maybe NPCs, since I suck at exterior cells. I have some skill with scripting, but I'm not that skilled. Willing to learn the script language through :p.

So. For this showcase I made a very simple housing in Balmora. It took about 3 hours to create it since I'm pretty tired, but here it is. It has one interior cell, crappy exterior to Balmora, next to the South Wall, and an "NPC", Intelligent Guar the booze merchant.

Cleaned it with TESAME, or atleast I think I did, tell me if it's dirty, thank you.
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adasishouseshowcase.esp
My Showcase.
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kyletamarane
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Welcome to TR Burneddi

Post by kyletamarane »

Welcome mate. Glad to have you on board.

Kyle T
Kyle Tamarane - my first (Redguard) character in Oblivion
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Haplo
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Post by Haplo »

Some basic things:

Add some tapestries to the walls; they're super bare at the moment.

You do a good job of placing vanilla objects correctly, but a few are floating/bleeding slightly. Also, for any you rotate, they are resting improperly. (Check the overturned goblets and cups) Make sure you rotate them accordingly so that, were physics applied to MW objects like they are in Oblivion, the objects would not fall or move when the cell was loaded.

Mixing styles: baad. You have a Hlaalu interior with common fixtures (odd enough) but then you go and add some de_ stuff (dunmer) throughout the house. Things that are okay are like... drinks, rugs, tapestries, etc.

Another thing: rugs. There's one spot where you have 1 leg of a chair is resting on a rug and the other 3 on the floor. This would be okay except the top of the rug is now the floor, and the chair's 1 leg is bleeding through the rug, thus bleeding through the floor. Either don't place parts of objects on a rug, or rotate it(lean it) accordingly.

Finally: all the bottles are local brews and such and as it is it's very bland and boring. Delete some of the copies and add some plates, cloths, more sacks, a small chest, a big chest, some pots and urns and glassware of varying size, etc.
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Burneddi
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Post by Burneddi »

Ok. I will fix those or maybe make a whole new mod when I have time..
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Jedak
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Post by Jedak »

Things that are ok are definately not tapestries, Haplo. And some drinks (mead) aren't ether ;)
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Burneddi
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Post by Burneddi »

I have made a new mod to this showcase, which was meant to be a rather big project, but due to my lack of time recently it hasn't gone far yet.

It's a Hunters Guild mod, it adds the Hunters Guild to the game. You can find it in Caldera, and it has a whopping one quest ready. But I'm posting it here because of the interior it has, not the quests :P, since I like about interior making much more than quests/exteriors.

Well. You can find the guild in Caldera. I had to expand the town walls a bit to fit it in there, but it shouldn't cause any problems. It's near the Caldera castle thingy. There is, as I said, one quest, which is not good due to my lack of ideas. Well, check it out :p.
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Clean huntersguild.esp
Burneddi's Showcase file #2
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PoHa!
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Post by PoHa! »

Hiya Burneddi! taking a quick look at your interior, and typing things as I find them:

- Why is a cursed Daedra heart here? And why the Common Tongue pamphlet (are people in Caldera really that concerned with Helseth's doings)?
- personally, I'd replace the crate of glass armor with something less uber
- The beds could use a pillow for each... kinda looks weird otherwise
- The stairs to the basement seem rather long (you could fit a level and a half between them) and the corner for it shouldn't be c_rich when the rest of the architecture is c_plain
- A rug here and there would help the empty spots on the floor
- chest_small_01 bleeds into the shelf its resting on
- too many skill books for a single interior
- the bunkbeds and the chests that you've placed in the basement look out of place with the rest of the rich furniture (old, white wood contrasting with the new, darker wood)... same with the chandeliers
- I would remove the cliffracer; I didn't playtest it, but it looks like it might interfere with the walking path of the player on that staircase... plus its kind of a Easter Egg/Joke-type-thing from Bloodmoon, no?
- the imperial fireplace doesn't quite fit here
- a little more clutter here and there couldn't hurt (but not too bad as it stands)
- ownership on the objects is kinda hit and miss

+ Clutter placement is decent; not too many floaters/bleeders
+ Fits the exterior
+ Northmarker is set, and Gridsnap was used

? Horker tusks, bear pelt, wolf pelt... did they have a hunting trip up north recently?
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Burneddi
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Post by Burneddi »

PoHa! wrote:- Why is a cursed Daedra heart here? And why the Common Tongue pamphlet (are people in Caldera really that concerned with Helseth's doings)?
The cursed Daedra heart was simply mistace :p. I'll replace it with a normal one when I have time.. And the common tongue just slipped in with other books, had to add some clutter there..
PoHa! wrote: - The stairs to the basement seem rather long (you could fit a level and a half between them) and the corner for it shouldn't be c_rich when the rest of the architecture is c_plain
Yeah, I though about adding more rooms but actually forgot the whole thing.. :D
PoHa! wrote: - I would remove the cliffracer; I didn't playtest it, but it looks like it might interfere with the walking path of the player on that staircase... plus its kind of a Easter Egg/Joke-type-thing from Bloodmoon, no?
Well yeah. It doesn't bug, so you can walk under it (did alot of tests with this one), but yeah, it's "unique" and all so not very great idea to put it there..
PoHa! wrote: ? Horker tusks, bear pelt, wolf pelt... did they have a hunting trip up north recently?
Why not? :)



Yeah. I'll fix those A.S.A.P, which is when I got enough time from my schoolwork..
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