What you all have waited for....kingofall32's showcase!

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Kingofall32
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What you all have waited for....kingofall32's showcase!

Post by Kingofall32 »

Yup, I finally made it. And it will be a dissapointment to most. lol. Anyways, I figured why take weeks on a project that will only be used for a showcase. So please dont whine about how small it is. I made a house in Pelagiad, with a guy inside that gives you a really lame quest. I hope this is enough to show that i can do interiors, exteriors, NPCS/Items, and scripting/dialouge. I can also do landscaping, modeling/texturing, but I stink at the first one and the next two I don't have a good program for it. I put this together in a couple of hours, and I think it is ALMOST flawless. I have three questions about it. The first is what to do about the inside door. As you can see, it looks wierd. What static piece goes there? Two, how do you fix the "book" problem? (my quest involves picking the book up next to him). I realized you can pick the book up before you have the quest and get the journal update. How do you stop this? And three, when my NPC walks around he always walks over-top of everything like he has no collision. Is there a way around or are interior NPC's not supposed to wander? I hope you like this short showcase, and I hope you allow me into the clan. If i do get in I have a couple of questions. And finnally, please DO NOT yell and tell me how bad this was. I understand it was short, but keep rude opinions to yourself. Thanks and enjoy!
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House Showcase.esp
showcase of justice
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Lady Nerevar
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Post by Lady Nerevar »

the anwer to your wandering problem is undoutably in the pathgrid. if fixing the pathgrid dosent work you may have to disable his wandering compleatly; especialy if its a realy small house.
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Post by Argonaught »

If the dialogue with the dude gives you a journal entry then you could use that as a flag so the player only receives the journal entry for picking up the book if he's talked to the dude. and then instead of doing a check on if the player picks up the book, just check if he has it in his inventory. You probs want to put a flag in the script to make sure that it only runs the show journal code once and only checks the conditions while they they haven't been met so you don't get teh journal entry added lots of times and that, if you put the check flag line in before conditions as apposed to after conditions, should optimize the script as a bonus ( I think ).

pseudo

if (ARG_DoOnce != 1); this here
if ( journalindex = 1 then )
if ( player has book = 1 ); as apposed to here
add journal entry 2
set ARG_DoOnce to 1
endif
endif
endif

Hope this helps. Probs too much info =p
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Re: What you all have waited for....kingofall32's showcase!

Post by Bloodthirsty Crustacean »

For the book, make the script so that if GetJournalIndex Journal >= startindex, and if Player->GetItemCount bookID >= 1, then give relevant journal. Stick in a Doonce too.

That's the solution.

However, as for the quest, it might be better if you created a seperate .esp (or built on this one) in order to create a longer quest.

Basically, the trend in the past has been for a wannabe quester to do a slightly more complex showcase than for the other areas of modding, and make a decent sized (not big, but not a "FedEx" or "kill this" style, either) quest, with two endings/paths, just to prove you really are competent with the quests, and that you would have the skill to write a complex and engaging quest as well as implement it.

That's how it was for me, so that's how (I presume) it is for everyone else who wants to be a quester.

I hope I don't come across as rude here, and that I actually made sense. It would be great to have another quester on board, make no mistake, there aren't too many of us right now, but we just need to be sure that you have the quality needed etc.

Thanks, and good luck joining the project. :)
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Post by Kingofall32 »

thanks, all three of you. I understand what you mean by making a longer quest. Truth be told, I have started my scripting like a week ago, so thats not my best area. I can do dialouge, but im still fine tuning scripting. Ill get better at that, but meanwhile im still wanting to help with anything else i can. who can approve me in?
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Post by Bloodthirsty Crustacean »

Everyone who's anything but a TR Member (under their avatar) can recommend you for promotion into their particular area (so I could recommend you for promotion in questing but not interiors), but it's the Admin's discretion as to who actually gets promoted or not.
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Post by Lady Nerevar »

heads of a particular modding area can also promote people in the area.
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Post by Kingofall32 »

BTC, did you mean promotion in interiors but not questing?
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Post by Bloodthirsty Crustacean »

Well, as it stands I presume you're up for promotion for interiors, not questing, yes, once you have done enough work to satisfy an interiorer. You still have to create a whole new quest to be recommended for questing, so that's a little way off.

But personally, I could only recommend you for quests, as I only do quest work for TR. I would carry no weight if I recommended you for ints., 'cos I wouldn't know what I was talking about. :P
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Post by Kingofall32 »

oh ok i get it now. once i finish learning scripts ill work on a new one.
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fine

Post by Kingofall32 »

I am inferring here that no one shares my idea of it being a waste of time on a small thing, since no one liked my small house. So its back to the drawing board to make some magestic house that will get me in...
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Post by Lady Nerevar »

its been a day, no one has had time to look at it yet. we are buisy people, and i for one cant review a showcase as soon as its posted. you got plenty of helpfull comments, try to perhaps do something with them while you wait.
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Post by Zalzidrax »

Judging from the number of downloads, I'm not sure if too many people have looked at it yet...

But most importantly, this file is not clean. This means that the save file contains references to items and places it doesn't need to, and counts as editing those places. This is a bad bad thing, especially when you are trying to combine several small mods to make one bigger one like we do at TR. Download TESAME, open your file with it, and delete all items and scripts not mad by you and all cells that you do not need messed with for your mod. I'd assume that's pretty much all of them except Pelagiad and your interior. The sole exception to this is that if you're doing an exterior, you don't want to delete the land texture file references as it will untexture your land.

A level 7 dark elf should probably not be in possession of a daedric dagger, considering their price and rarity. Daedric is supposedly very hard to find and extremely sought after--it's in game placement should represent this.

All the objects on the dresser are floating, that is the models are not actually in contact with the top, but hovering above. It's difficult to get it looking right on surfaces that are uneven like that, but at least try.

In general you need to pay alot more attention to how the objects are placed. The sacks all rest oddly, and the bent at the end models should only be used when one end is actually resting against something.

A smaller error is that the tipped over bottle on the floor rests only on one point, you need to rotate it so that it contacts the ground on a side or two points (like the base of the bottle and the middle.

Also, for TR's purposes, typically you are only going to use one type of furnishing in a house, dunmer as abbreviated de or imperial, the sets with com at the beginning. This may be less of an issue considering y0u have a dark elf in an imperial style home.

Another point on item selection is that you should be very careful when deciding whether to place an item that is unique or almost unique, for example the extra comfy pillow. As far as I can tell it's only an easter egg type thing that gives you a message about comfiness when you sleep, but many other items are affected by in game scripts. One of the Telvanni ciies on map one had it's doors appear in the construction set and not be there in game, and it turned out whoever put the doors had accidently included some of those made for the player character Telvanni tower, which do not appear unless the tower quest is finished. So try to avoid using such items unless you are absolutely sure what they do, otherwise they may give you headaches later on.

The other things that need attention are the lighting (the default setting has a very light sunlight color which is very rarely much above black in interiors already in the game, and you need to check the illegal to sleep here box for it to act like other in city interiors/exteriors.

Even with all the placement issues (which are a pain even if you do this a lot), the amount of items in the house is good, I think. It gives the impression of a spartan but lived in household.

I've not gotten around to testing the quest, but I'll check it out if I have the time.
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Post by Kingofall32 »

Thanks, thanks alot! This is what I wanted!
Yes, I understand I made it dirty, I'll change that.
The reason for the daedric dagger is because I wanted this guy to be strong, but I do not know what level the TR mods are aimed for. I put the pillow in just for fun, I realize that normally that is not acceptable, but as for a showcase it was for fun. I tried placing the sacks so they were not all facing the same direction and instead more realistic like they were thrown down.
Ill change this now.
Thanks!

Zalzidrax wrote:Judging from the number of downloads, I'm not sure if too many people have looked at it yet...

But most importantly, this file is not clean. This means that the save file contains references to items and places it doesn't need to, and counts as editing those places. This is a bad bad thing, especially when you are trying to combine several small mods to make one bigger one like we do at TR. Download TESAME, open your file with it, and delete all items and scripts not mad by you and all cells that you do not need messed with for your mod. I'd assume that's pretty much all of them except Pelagiad and your interior. The sole exception to this is that if you're doing an exterior, you don't want to delete the land texture file references as it will untexture your land.

A level 7 dark elf should probably not be in possession of a daedric dagger, considering their price and rarity. Daedric is supposedly very hard to find and extremely sought after--it's in game placement should represent this.

All the objects on the dresser are floating, that is the models are not actually in contact with the top, but hovering above. It's difficult to get it looking right on surfaces that are uneven like that, but at least try.

In general you need to pay alot more attention to how the objects are placed. The sacks all rest oddly, and the bent at the end models should only be used when one end is actually resting against something.

A smaller error is that the tipped over bottle on the floor rests only on one point, you need to rotate it so that it contacts the ground on a side or two points (like the base of the bottle and the middle.

Also, for TR's purposes, typically you are only going to use one type of furnishing in a house, dunmer as abbreviated de or imperial, the sets with com at the beginning. This may be less of an issue considering y0u have a dark elf in an imperial style home.

Another point on item selection is that you should be very careful when deciding whether to place an item that is unique or almost unique, for example the extra comfy pillow. As far as I can tell it's only an easter egg type thing that gives you a message about comfiness when you sleep, but many other items are affected by in game scripts. One of the Telvanni ciies on map one had it's doors appear in the construction set and not be there in game, and it turned out whoever put the doors had accidently included some of those made for the player character Telvanni tower, which do not appear unless the tower quest is finished. So try to avoid using such items unless you are absolutely sure what they do, otherwise they may give you headaches later on.

The other things that need attention are the lighting (the default setting has a very light sunlight color which is very rarely much above black in interiors already in the game, and you need to check the illegal to sleep here box for it to act like other in city interiors/exteriors.

Even with all the placement issues (which are a pain even if you do this a lot), the amount of items in the house is good, I think. It gives the impression of a spartan but lived in household.

I've not gotten around to testing the quest, but I'll check it out if I have the time.
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Post by Kingofall32 »

I fixed the bottle and items on the dresser, and took out daedric dagger and pillow. But I am not the best with lighting- how does it work? And how do you use TESAME? I dont get the whole process.
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Post by gro-Dhal »

The easiest thing to do would be to copy the light settings of an existing interior cell- in your case one of the original Pelagiad interiors.

Load TESAME, then use that program to load the file you've created. A list will appear. Select everything on the list that isn't directly connected with your mod, then press the delete button and save.
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Post by Gnomey »

By the way, generally Admins dislike doubleposting. I suggest you edit your posts unless the last post is more than 24 hours old. Just giving you a heads up. :D
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Psha...I appear like a ghost. Again.

Post by Kingofall32 »

10 bucks to anyone who remembers me. I tried joining about a year ago but I got owned. Bascially, I wasn't that good at exteriors, my interiors wern't good enough, and I was just learning scripting. Seeing as how almost everything is claimed, I see no point in making more showcases.

BUT, I have a huge imagination, and I am great with lore/quests/background info. I wouldn't mind ATTEMPting to help again. Let me know what I can do to help. I can do almost anything.

And one last note...howcome, over a year later, only map 1 is available?

EDIT: I can do music-I am extremely gifted, can play 6 insturments/record my own music and make it.
Last edited by Kingofall32 on Wed Mar 05, 2008 10:31 pm, edited 1 time in total.
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Post by Kingofall32 »

http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=19235

Owned.
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Post by TheGooch »

A year ago? more like 5 months. Plus you should have posted in your showcase, not created a new one, only one showcase per member.
perhaps a merging is inorder admins...

What games do you have MW/OB or Both.
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Post by Kingofall32 »

Morrowind...calm down about the whole two showcase thing. I just want someone to tell me what I can do to help.
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Post by gro-Dhal »

Everything is claimed you say? Not from where i'm sitting.
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Post by Kingofall32 »

5.4 % and 4.4 %.
Small numbers. Besides, I wasn't accepted for interiors really anyways. Like I said, I will do whatever I can that you want. I can do interiors, books and music fluently, while questing, scripting and exteriors I would need some more training. I could learn more on Blender and do textures and meshes, worst come to worst.

If it's books you want, I can write a sample. I can give you samples of me on the piano, mostly zelda songs. Go to my original post for interior/questing "showcase."
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Post by Haplo »

I've merged your showcase threads for you; each member is only alloted 1 showcase thread.
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Post by Thrignar Fraxix »

Those numbers do not count the thousands of interiors that have yet to be made for either game. Believe me, there is still PLENTY to claim ESPECIALLY in interiors.
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Post by Nanu »

Thrignar would know, as he's the Head of Interiors.

And if you want to do a book, have at it.
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Post by Kingofall32 »

Nanu Ra wrote:Thrignar would know, as he's the Head of Interiors.

And if you want to do a book, have at it.
Well I don't get what you are saying. I wasn't officially approved last time. Do I have to make a new showcase for interiors if I want in again. And I'll try thinking up a sample book for ya.
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Post by Thrignar Fraxix »

post a sample of whatever you want to do. We will look it over and either make you a modder or help you make it better. (which will be followed by making you a modder once everything is fixed)
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Post by Kingofall32 »

Thrignar Fraxix wrote:post a sample of whatever you want to do. We will look it over and either make you a modder or help you make it better. (which will be followed by making you a modder once everything is fixed)
*sigh*

Let me make a whole new showcase then. For anyone who cares, attached is a folder with some of my music. It is zelda selections from 20 songs. My favorites. If you request a piece from Majora's mask or ocarina of time, I will most likely have it. All piano.
Attachments
15 Open Treasure Chest.mp3
(256.16 KiB) Downloaded 202 times
16 Outset Island.mp3
(1.28 MiB) Downloaded 140 times
04 Clocktown (Day 1).mp3
(1.02 MiB) Downloaded 163 times
14 Market.mp3
(1.56 MiB) Downloaded 130 times
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Post by Kingofall32 »

Ok, this is my new showcase. It's a small mountainside manor in SE Balmora (right behind the theives guild club.)

I didn't repeat any mistakes, everything seems to be not floating, It's clean and all. Two things that I do notice- The stairs on the right side of the house don't work. If you try and go up them, you get stuck. Why? And 2- I didn't clean the two balmora cells I didn't use, you should know by my other topic.

Besides that, I think its nice. Took a couple hours.
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Clean Darnay Manor Showcase..esp
Amazing.
(133.76 KiB) Downloaded 56 times
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Post by Thrignar Fraxix »

REVIEW:

Missing object error when I go outside. don't load other .esps or .esms when making a file for TR. (only the bethmade ESMs and our relevant files when applicable)
style mixing. In this _de int I see _com, _imp, and _s, none of which belong in this place.
This doesn't look like it fits the exterior, but knowing bethesda's use of the hlallu tileset you probably just copied the shell shape from another manor with this exterior... (grumble)
Since you have to replace 75% of the items in here anyway, I will just say "stuff floats" and call it good. (considering the floaters are all items that don't belong)
This interior also lacks detail in most places.
Your plugin is NOT clean as you edited the pathgrid in balmora for some reason. (unless this was to connect your house to it... but it doesn't look like this is the case)
exterior also lacks vertex shading.

Don't make new topics claiming we have stopped reading your showcase. Even if we don't post here for a few days you should at most bump this thread. FYI, this is the first I have been on today.
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Post by Kingofall32 »

Ouch. I didn't understand half of what you just said. I made sure pretty much nothing was floating. I'm just really confused. You message confusese me. I don't know anythign about vertex shading. I want to do interiors, not exteriors. Confused.
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Post by Nalin »

Kingofall32 wrote:Let me make a whole new showcase then. For anyone who cares, attached is a folder with some of my music. It is zelda selections from 20 songs. My favorites. If you request a piece from Majora's mask or ocarina of time, I will most likely have it. All piano.
Well done with those piano pieces, Nostalgic :) You really have a talent there. Do you play any other instruments or play around with any audio editing programs? I'd like to hear more.
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Post by blackbird »

I'll try to explain it.
your plugin is not clean (screenshot 1), use tesame to clean it or use the details option when your loading your plugin.
Most of the com_items do not belong in a dunmer interior. You have even used com_furniture! Only de_furniture is allowed and de_items are also allowed. Use also de_tapestries! Some places of your house are bare. You should add some baskets or urns or a bench or a planter and a rug will also help. You can add a table or so upstairs.
Please add some (de) lights, like candles or lamps or lanterns.
Those chairs are floating, they are not resting on the floor.
Look at suran tradehouse how the interior matches the exterior (although a 2*3 would be also ok for me) Your house should have a thrid floor.

read this: http://vernon.tamriel-rebuilt.org/tutorials/Vegor_Interiors_Tutorial.htm
Attachments
This place is bare. Please add some detail here
This place is bare. Please add some detail here
The selected items should be replaced by de items. The chair and shelf may never appear in dunmer interiors.
The selected items should be replaced by de items. The chair and shelf may never appear in dunmer interiors.
the details option. Every cell with balmora as name should be deleted (marked as deleted). Save it and the next time, your plugin is downloaded, those changes to that cell will be deleted.
the details option. Every cell with balmora as name should be deleted (marked as deleted). Save it and the next time, your plugin is downloaded, those changes to that cell will be deleted.
what tesame shows
what tesame shows
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Post by Kingofall32 »

Nalin wrote:
Kingofall32 wrote:Let me make a whole new showcase then. For anyone who cares, attached is a folder with some of my music. It is zelda selections from 20 songs. My favorites. If you request a piece from Majora's mask or ocarina of time, I will most likely have it. All piano.
Well done with those piano pieces, Nostalgic :) You really have a talent there. Do you play any other instruments or play around with any audio editing programs? I'd like to hear more.
Thanks ;)
It's always good to hear that kind of comment. Yes, I can play piano, clarinet, saxophone (tenor and alto), guitar (somewhat), ocarina, and of course recorder. Soon I will learn french horn too. If you want to hear all my pieces, go to my post in the sound category. I have a program that I write music on, and my piano teacher has a recording/editing program I use.
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Post by Thrignar Fraxix »

by the way, if you don't want to have your exterior checked then don't link your interior to an exterior. It isn't neccesary.

and another thing, the guy in your int shouldn't have a glass dagger.
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Post by blackbird »

Thrignar Fraxix wrote:by the way, if you don't want to have your exterior checked then don't link your interior to an exterior. It isn't neccesary.

and another thing, the guy in your int shouldn't have a glass dagger.
If he wants to mod interiors for TR, it is necessary. Unless you like to send to claims back, because they didn't fit the exterior.
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Post by Kingofall32 »

Why not glass? And whos right on the exterior thing? I agree with the first one, I don't quite understand what exteriors should look like inside.
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TheGooch
Developer
Posts: 316
Joined: Thu Dec 13, 2007 11:48 am
Location: Bundaberg,Queensland, Australia.

Post by TheGooch »

glass is really valuable and rare (use iron/chitin). TF is right to say not to put it in. when they say "it isnt necessary" it means dont bother doing it. InGame people can COC to it or in the CS just open up the room you made, no need for ext.

when you get to be able to mod for TR, you will have the exterior before you start doing the int, so you can check the sizes then.

read that guide that was posted earlier with the interior guide. understand that certain objects cant go together like dunmer and imperial.

you should only be using de_ items
and with the level of richness it should be poor / medium /rich not a mix. (theres like 5 lvls of value)

though i think its acceptable to do poor/medium and rich/medium. BUT definetly NOT poor/rich

read most of the guides on the front page, and the following things will happen:
1. You will become A better Modder.
2. You will be More Efficient
3. TF won't have a go at you when it comes to Claims.
4. Other stuff, i lost my train of thought...
Keep Trying and dont give up, people will like you if you soak up their ideas/suggestions and then come out and surprise them with a good mod.

The Gooch
theviking and MowSkwoz have it in theirs... soo: "We need quest designers!" - Stolen From teh Cutness.

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TehGo0ch
Kingofall32
Member
Posts: 28
Joined: Mon Sep 17, 2007 9:11 pm

Post by Kingofall32 »

Alright I will just modify this one.
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