i3-151-Ind

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Thrignar Fraxix
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i3-151-Ind

Post by Thrignar Fraxix »

Claim type: Interior
Claim ID: TR_i3-151-Ind (#642)
Faction: Indoril
Parent claim: TR_3-12-Ind (#116)
Claimed by: Andres Indoril
Status: Approved (Progress: 100%)
Local map: Seyda Vano
Location: 1:(1721, -2393):0
Files: TR_i3-151-Ind_Andres Indoril_1.esp; TR_i3-151-Ind_Andres Indoril_2.esp; TR_i3-151-Ind_Thrignar Fraxix_1.esp

---

[13,-18] Seyda Vano #1: Stronghold Manor House. Craftsmer live on the ground floor, and are responsible for much of the estate's income. Experienced modders adept at makeshifting impressive interiors are preferred for this claim.

Download the exterior from Detailed Claim A4 West (in Finished)
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Post by Starcrunch »

Darth_Blade was last seen in April, revoked.

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Post by Lud »

I would love to claim this, but i have a question: the thread says that there are 3 buildings in the claim; but i see 4 in the map. Is one excluded, are they connected by the wall, or is this just a mistake?

Regarding plans, i intend to have the loggers as big gamblers and drinkers, while the indoril guards will be very pious, even for Indoril. I haven't thought of anything for the craftsmen yet, butwhen i think of more details i'll post it up.
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Post by Hermit »

Actually, it's five buildings, including the gate castle (two towers and the gate bridge). But don't do that just yet. :)

It's a fun claim though.

Anyway, granted and happy modding.

Recommeded OoT packages:
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.esm (1 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT_datafiles.rar (7.5 MB)
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.tar.gz (44.4 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (108.8 KB)
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Post by Sload »

One thing to remember: this is the player's stronghold if they join House Indoril. Make sure that there's not to much stuff (though still enough) and that there's plenty of shelves for them to play house with.
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Post by Lud »

I have 5 out of the 7 cells for this finished.
I won't have access to to the cs for a few weeks.
If thre's a rush on this (i know finishing map 3 ints is a priority, just pm me, i'll get my progress posted up and then revoke it.
Update: will finish this soon: 85% done
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Post by Lud »

It's finished.
Here is a summary of all the cells in the claim, along with some ideas I had in mind when designing it. Now that this claim is finished, I am well and truly sick of the Indoril tileset.`
http://tinypic.com/view/?pic=e6wuue
cell 7-prayer room
http://tinypic.com/view/?pic=e6wz5v
cell 7-officer's quarters.
http://tinypic.com/view/?pic=e6x106
cell 6-training room
http://tinypic.com/view/?pic=e6x1k3
cell 6-kitchen
http://tinypic.com/view/?pic=e6x25h
cell 4-gatehouse
http://tinypic.com/view/?pic=e6x2ls
cell 3-shop
http://tinypic.com/view/?pic=e6x4dy
cell 2-the loggers' game of dice
http://tinypic.com/view/?pic=e6x5bl
cell 2-the loggers' workshop
http://tinypic.com/view/?pic=e6x7hk
cell 1-PC's bedroom
http://tinypic.com/view/?pic=e6x7y1
cell 1-dining room


Claim i3-151

Indoril PC's stronghold

Cell: i3-151_01->First stage, cross shaped building
-PC's manor including quarters for some guards and servants

1 bedroom for pc
1 dining room for pc
1 prayer room
1 Living quarters for 3 personal guards of pc (unique indoril guards?)
1 storage room
1 bedroom for two servants
1 small armory

Cell: i3-151_02-> third stage, long building
home of craftsmen/loggers

1 bedroom/dining room for 2 craftsmen and 3 loggers
1 storage room
1 furniture making room
1 room for inintial processing of logs into planks etc

Cell: i3-151_03-> third stage, small 3x3 building
trading post

1 general store(selling a bit of everything, reasonably good quality)
1 bedroom/living room for shop owner


Cell: i3-151_04->Second stage, gatehouse north tower and walkway

1 bedroom for 2 guards
1 small storage room


Cell: i3-151_05->Second stage, gatehouse south tower

1 bedroom for 2 guards
1 storage room


Cell: i3-151_06->second stage, large tower, lower section(bottom 2 stories)
facilities for guards

1 Large training room
1 mess/kitchen for all guards in fortress

Cell: i3-151_07->second stage, large tower, upper section (top 3 stories)

quarters for 1 officer
1 storage room
1 bedroom for 4 guards
1 large prayer room/shrine

Notes: *craftsmen to be to be continually drinking, etc (guards dipleased- small quest?)
*guards to to be particularily devout- prayer rooms, temple books etc
*one logger is stealing gold from the outpost- lots of gold in his possesion
*Two indoril guards stripped to the waist training in the trainning room in i3-151-06. Possibly sparring using the script from "Helm of Tohan" Bethsoft plugin. (the two brothers)
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Post by Lady Nerevar »

submittifying
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Post by Indoril »

Prepare for something really LONG!

Here's the review:

------------------------------------------------------------
TESAME: Clean

Fits exterior: Yes

Northmarker set: Yes
Loading errors: No

Errors:

151-01: Top Floor

South Bedroom
-Object bk_LivesOfTheSaints is bleeding into the bottom shelf on the right side of object Furn_De_R_Bookshelf_02.
-Object bk_PilgrimsPath is bleeding into the bottom shelf on the left side of object Furn_De_R_Bookshelf_02.
-Object light_de_candle_09 is bleeding into the top of object de_r_drawers_01.
-Object extravagant_pants_01 is bleeding into object active_de_r_bed_06.
-Object extravagant_shirt_02 is bleeding into object active_de_r_bed_06.
-Both of objects misc_uni_pillow_01 active_de_r_bed_06 needs to bleed a bit more into the bed.
-Object de_r_drawers_01 is floating very obviously and severely.

West Dining Room
-Object light_de_candle_11 is bleeding into object Furn_De_R_Bookshelf_02.
-Object misc_de_bowl_glass_yellow_01 is balancing on a point. You should bleed it a slight bit into object Furn_De_R_Bookshelf_02, or have it sitting upside down.
-Object misc_de_bowl_white_01 is the same way. Either bleed it slightly into the object Furn_De_R_Bookshelf_02, or set it upside down.
-Object misc_de_bowl_orange_green_01 is also the same way. Either bleed it slightly into the object Furn_De_R_Bookshelf_02, or set it upside down.
-Ok, this one's unique. Object misc_de_pot_glass_peach_02 is a miscellanious item. However, TR_flora_Alm_flower01b is a container. The pc can remove the glass pot, and the flower will be floating in the air. Use a static plant pot, or use an ingredient flower, like a golden kainet, rather than a container flower.
-Object misc_de_bowl_bugdesign_01 is the same as earlier. It's balancing on only a point on object Furn_De_R_Bookshelf_02. Either bleed it in or turn it upside down.
-Object tr_misc_stn_bowl_02 Either bleed it slightly into the object Furn_De_R_Bookshelf_02, or set it upside down.
-Object tr_misc_stn_bowl_01 Either bleed it slightly into the object Furn_De_R_Bookshelf_02, or set it upside down.

Eastern Storage Room
-All three objects Com_Sack_02_Ingred is floating. They should sink into the ground a bit, since this gives the effect of the bag squishing.
-Object potion_comberry_brandy_01 is bleeding into object Furn_De_r_Winerack.
-Object Potion_Local_Brew_01 is floating noticeably in its slot of the wine rack (Furn_De_r_Winerack).
-Object potion_local_liquor_01 is floating noticeably in its slot of the wine rack (Furn_De_r_Winerack).
-Object misc_com_bottle_10 is also floating noticeable in its slot of the wine rack (Furn_De_r_Winerack).
-Object Potion_Local_Brew_01is also floating noticeable in its slot of the wine rack (Furn_De_r_Winerack).
-Objects TR_cont_indoril_01_food (all four of them) are sinking into the ground. In fact, two of them are sticking so far that their buts are sticking out of the roof of the floor below.
-Object TR_cont_indoril_01 is the same. It is sinking into the floor.

Middle/North Chapel
-Object bk_HomiliesOfBlessedAlmalexia is bleeding slightly on the top corners into furn_de_lecturn.
-Object furn_banner_temple_03_indoors is floating in the air. Also, this kind of banner should be connected to the wall or ceiling by the Furn_banner_hanger_01.
-Object bk_Anticipations is bleeding into the object TR_furn_de_r_bkend.
-Static in_MH_int_corner_01 (The one in the northeast corner of the north room) is not interfering with anything. However, it is totally unnecesarry. Its not connected to the rest of the architecture.


151_01: Bottom Floor:

Western Bedroom
-Object light_de_candle_18 is bleeding into object Furn_De_r_Table_09.
-Object light_de_candle_09 is bleeding into object Furn_De_r_Table_09.
-Both of objects misc_uni_pillow_01 need to bleed a little into each of their respective beds.

Southern Armory
-Object "steel warhammer" is bleeding slightly into both of the objects furn_hook_01.
-Object TR_a_ind_pauldron_left_02 is floating over its table. Sink it a bit.

Central Baracks
-Object TR_w_silver_mace is floating on one end above the middle table. Sink it on that side.
-Object light_de_candle_02 is bleeding into the Furn_De_r_Table_09.
-Objects misc_uni_pillow_01 (all three) should bleed a bit into respectively their beds.
-Objects de_r_chest_01_mcloth3 (all three) are all floating.
-Ok, you did it again. Object misc_de_pot_redware_01 is a miscellanious item. However, TR_flora_Alm_flower01a is a container. The pc can remove the glass pot, and the flower will be floating in the air. Use a static plant pot, or use an ingredient flower, like a golden kainet, rather than a container flower.
-Object furn_de_r_chair_03 is bleeding into the rug (Furn_de_rug_big_02).

151_02: Top Floor

-Object TR_misc_dice is floating above the table.
-Object furn_de_p_bench_03 is floating above the floor on the east side of the top floor.
-Object potion_local_liquor_01 is floating above the table on South West Side.
-Object light_de_candle_18_64 is bleeding into the table on North West Side.
-Object chest_small_02_gold_05 is bleeding into object de_p_chest_02_mclothes3 on the Northeast corner of the northwestern half of the upper floor.

151_02: Bottom Floor

-In General, a lot of the pieces of wood in the basement of this interior are sinking into the floor. Fix this.
-Both of Object com_sack_02_chpfood3 (in the North East Corner of the Basement) both need to be sunk a bit into the floor slightly.

151_03: Top Floor

-Object misc_de_bowl_redware_02 needs to be sunk to bleed slightly into object furn_de_p_shelf_02 on the south eastern corner of the top floor.
-Ok, you did it again. Object misc_de_pot_redware_01 is a miscellanious item. However, TR_flora_Alm_flower01c is a container. The pc can remove the redware pot, and the flower will be floating in the air. Use a static plant pot, or use an ingredient flower, like a golden kainet, rather than a container flower.

151_03: Bottom Floor

-Object TR_cont_indoril_02_ingr is floating slightly over the floor in the bottom floor south west corner.
-Object common_shirt_05 is floating above object furn_de_p_bookshelf_01. Sink it to make it touch.
-All three of object furn_de_p_bookshelf_01 are sinking into the floor. This bleed is too noticeable. Also, when you raise them up to where they should be, everything on the shelves will have to shift up.
-Object light_de_lamp_02_256 is sinking into the floor noticeably. Raise it.

151_04: Top Floor

-Object in_MH_int_column_01 and object in_MH_int_stairs_01 are causing what I call texture hemoriging (I forgot the propper name for it). This is happening elsewhere in the interior. I've hit such problems before. I'll attatch a possible fix.

151_04: Middle Floor

-Object TR_furn_de_tapestry_01 is bleeding slightly into the rim of where the floor meets the wall in the south western corner of the main room of the second floor.
-Object in_MH_int_rail_01 is floating out in the middle of nothing. You should delete this as it is just a waste of memory, no matter how small.

151_04: Bottom Floor

-Nothing Wrong.

151_05: Top Floor

-Object bk_Anticipations is floating slightly above object furn_de_p_table_05 on one side. Tilt it slightly so that it is meeting the table on at least three points.

151_05: Middle and Bottom Floors

-Nothing Wrong.

151_06: Top Floor

-Nothing Wrong

151_06: Middle Floor

-Nothing Wrong

151_06: Bottom Floor

-All four of object misc_de_tankard_01, object misc_de_pitcher_01, object misc_de_bowl_redware_01, are floating in midair near the diagnal wall in the north west quarter of the bottom floor. I assum a shelf was supposed to be there, but it's not, so they're all floating. Place a shelf.
-Object furn_hook_01 is not doing anything wrong, except that it is ment to be holding a lantern, or it is otherwise superfluous. You should place a lantern there.

151_07: Top Floor

-Object light_de_candle_12 is bleeding into object Furn_De_r_Table_09. Raise it up and rest it onto the table.
-Object Light_De_Candle_25 is bleeding into object Furn_De_r_Table_09. Raise it up and rest it onto the table.
-Object light_de_candle_06 is bleeding into object Furn_De_r_Table_09. Raise it up and rest it onto the table.
-Object light_de_candle_08 is bleeding into object Furn_De_r_Table_09. Raise it up and rest it onto the table.
-All four of object misc_uni_pillow_01 should be sunk a little into each of object active_de_r_bed_17.

151_07: Middle Floor

-Object tr_misc_stn_bowl_01 needs to bleed slightly into object Furn_De_R_Bookshelf_02. It is, after all, physically impossible for a bowl to ballance on a point.
-Object misc_de_bowl_orange_green_01 is doing the same. You need to bleed it slightly into the bookshelf.
-Object Light_De_Candle_20 is bleeding into object Furn_De_r_Table_09. Raise it up to where it is resting on the table, but not bleeding.

151_07: Bottom Floor

-Object TR_ex_ind_almstatue_01 is bleeding object into tr_ex_ind_stair03. More specifically, since their both big objects, the statue's sword is bleeding into the ground. This may be something you can't fix, but if you have a way to raise the statue up or move it forward, it wouldn't bleed.



Comments for the over all: Very good. I like the creativity and also how well you fit this interior to the Indoril style. The glitches of course need to be fixed (boy do they) but this is actually very good for a claim that spans 7 interiors. I like the way you did the chapel in the basement of 151_07. Anyways, good luck with further modding.

Score: 6.8/10 (more once fixed).
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Post by Lud »

Yeah I was quite the noob when I made this. :)

Yep, fix all these errors. About the statue, the way to fix this is to angle the statue forward ever so slightly.
By the way, indoril, there's no need to state every bleeder/floater when you're reviewing you don't need to be quite that specific anymore.(see "attention" thread) Also, this review is done in the wrong format, see the new one in the "attention" sticky in the reviewing forum.
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Post by Lady Nerevar »

fixed, cleaned, approving.
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Post by Haplo »

Uh what the fuck is up with this claim? Ludovic used the stronghold shit for it and I am not aware of this supposed to be a stronghold for the player? And if it is supposed to be some kind of staged thing I don't know how the fuck I'm supposed to set that up.
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Post by Hemitheon »

I remember Seyda Vano being the player stronghold for House Indoril.
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Post by Lud »

Yeah, it's the player stronghold
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Post by Bloodthirsty Crustacean »

I've also heard Enamor Dayn suggested, I think?

But if you look up top, this is stated to be the PC stronghold.

Anyway, you shouldn't have to muck much with an int. in order to get it working stronghold stylee. AFAIK, the majority of that stuff goes on in the exterior.
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Post by theviking »

I've suggested Enamor Dayn to be the players stronghold because of the nice looks and we had to have a function for it. I had no idea of Seyda Vano then and neither had TF so we liked the idea of Enamor Dayn to be the stronghold. But why can't Enamor Dayn be the stronghold of another quick rising indoril noble?
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Post by Gnomey »

In vanilla Morrowind there are hardly any alterations in the interior. Actually, I can only think of two altered things; both are in Tel Uvirith, and both are hall caps to close off the dungeon and upper tower to the player if the player isn't House Telvanni. I don't think that that is really necessary for an Indoril fortress. :wink: Generally the door to the interior remains static until all work on the building is done.
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Post by Haplo »

My question goes unanswered. Do I simply link the interiors to the exteriors, and let whoever does the quests (or possibly NPCs/Dialogue) in this area deal with it, or do I need to add some sort of script? As of now, the interiors are all linked to the exteriors, but the exteriors do not link to the interiors (because the doors are blocked by the stronghold_Script attached)
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Post by Thrignar Fraxix »

IIRC scripts are already on ythe buildings man
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Post by RelinQ »

REVIVING THREAD FOR DATA FIX UP

The current .esp uses old data which causes missing statics (EoT & OOT_Main).
Currently Lud will be fixing these errors, unless something comes up.

The following pieces of statics (causing errors) could not be found:

TR_a_wood_sheild
TR_act_De_Bed_06
Tr_b_bottle_02
Tr_b_bottle_03
Tr_barrel_ring_02
TR_Basin_dgl
TR_de_bot_exc_AA01
TR_de_bot_exc_AA02
TR_de_bot_exc_AA03
TR_de_tapestry_04
TR_de_tapestry_05
TR_de_tapestry_10
TR_in_MH_Wall_KL01
TR_in_MH_Wall_KL02
TR_in_MH_Wall_KL03
TR_in_MHwall_KL02
TR_in_MHwall_KL03
Tr_misc_botle_b00
Tr_misc_botle_b01
TR_Q_qf_misc_sltw_qf_grind

I think these errors occur in most, if not all of the Seyda Vano interiors, but mainly Tr_i3-151_01.

Also there is a cauldron in TR_i3-151_06 that appears to be floating.

On another note: besides the errors, these Interiors a very very nice. :)
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Post by blackbird »

I think most of those objects are renamed.
some of them will be TR_furn_... and I believe some other refs have a bit different name.
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Post by Thrignar Fraxix »

RelinQ wrote:Currently Lud will be fixing these errors
You're funny, better keep this on hand because this is how you are going to fix those things. Create a new .esp, create objects with those names of the same type (if it doesn't say, guess. When in doubt, its a static) Then load up that esp with the interior file as the active file. Then it should be a simple search and replace.
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Post by Haplo »

RelinQ wrote: TR_Q_qf_misc_sltw_qf_grind
lol TR_Quest_QuentinFortune_SilgradTower_QuentinFOrtune_grind
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Post by Lud »

Thrignar Fraxix wrote:
RelinQ wrote:Currently Lud will be fixing these errors
You're funny, better keep this on hand because this is how you are going to fix those things.
Whatchoo talking about, Cletus?

New version is below. The errors relating to missing objects & dependencies are fixed. I've also taken the time to add a little dais to the chapel in cell number 1. It annoyed me to see that the speaker would be on the same level as the congregation, just looked wrong as is.
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New TR_i3-151-Ind.esp
(101.05 KiB) Downloaded 411 times
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Post by Thrignar Fraxix »

for some reason I thought he was just assuming that you would fix it.
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Post by RelinQ »

heh, well I did actaully ask Lud.

Anyway looks great :D, I'll add these into my claim now.

I might have to change the direction of the north arrows in the cells though, I have a bit of a differnt (external) layout now, still working it out.

Now I just need to match all the correct exterior buildings :P

Thanks Lud, you rock!
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Post by Katze »

This place is being repurposed.
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
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Katze
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Post by Katze »

Unlocking for claiming.
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Andres Indoril
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Post by Andres Indoril »

Claiming.

Entrance hall has a 3x2 two-floor spot, as that is the most that can be fit here, since this is quite a small shell. A living quarters for the owner of the manor upstairs, with the usual player-fort riches and I'll see if I can fit a craftsmer on the ground floor, but I will certainly stick some people into the basement.
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Katze
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Post by Katze »

Go for it, and good luck.

Granted.
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Andres Indoril
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Post by Andres Indoril »

A shell already! Behold its lameness and unimpressiveness! Seriously, I am happy that I even managed to fit something manorlike in this. The last time I used that exterior shell, I could only fit a garden in it. :P
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
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Andres Indoril
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Post by Andres Indoril »

[url=http://andresindoril.blogspot.com/2011/01/i3-151.html]Finished.[/url]

The upper floor is practically all playahspace, the basement has beds for three of the players so called personal guard and a smith and a female enchanter/apotechary mixed in one. She also takes care of the garden. Anyway, there is also a silly scroll to blame the growth of the garden on.
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
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Katze
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Post by Katze »

Sending to review.
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Scamp
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Post by Scamp »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review:
-spirit of indoril was bleeding
-TR_cont_indoril_02_scrl was bleeding (x2)
-Furn_De_R_Bookshelf_02 was bleeding
-holy_tower_shield was bleeding
-TR_com_basket_01_ingred was bleeding
-minor adjustments (x20)
-light_de_lamp_02_128 was bleeding
-furn_de_r_wallscreen_02 was bleeding (x2)
-TR_cont_indoril_02_food was bleeding
-active_de_r_bed_01 was bleeding
-in_MH_window_01 was caspering (x2)
-terrain_rock_bc_01 was bleeding
-flora_sedge_02 was bleeding
-bookskill_long blade4 was bleeding
-furn_de_r_chair_03 was bleeding
-furn_de_r_wallscreen_02 was floating
-TR_indoril_amulet was floating
-Furn_de_rug_big_08 was floating
-de_r_chest_01_empty was floating (x2)
-light_de_lamp_02_128 was bleeding
-active_de_r_bed_02 was bleeding
-TR_a_ind_shield_05 was bleeding
-some minor stuff here and there


Comments I loved your furnace...

Rating Awesome/Magnificent
Attachments
TR_i3-151-Ind_Andres Indoril_2.esp
(54.99 KiB) Downloaded 311 times
"Scamp you are the wonderboy" - Praedator

[url=http://scamp.blogspot.com/][img]http://i.imgur.com/Ea8ABeM.png[/img][/url]
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Thrignar Fraxix
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Post by Thrignar Fraxix »

Approving. THIS is how you make balconies in the indoril style
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