Witch King's new Interior Showcase. (See Page 2)
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Witch King's new Interior Showcase. (See Page 2)
Hi. I am rather new to TES CS but I have been playing Morrowind since its release in 2001. When I yesterday played Tamriel Rebuilt: Map 1 for the first time I felt that I would like to be a part of this project because the quality was in some aspects better than the original game and because I love to work with ambitious people.
Unfortunately, the only thing that I can do at the moment is creating NPCs, so that is what I would like to start with.
But before that, I have a question:
If I have created a bunch of NPCs, how can I export/import these to the major project?
Unfortunately, the only thing that I can do at the moment is creating NPCs, so that is what I would like to start with.
But before that, I have a question:
If I have created a bunch of NPCs, how can I export/import these to the major project?
Last edited by Witch King on Wed May 28, 2008 8:06 am, edited 2 times in total.
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
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Re: How to get started with creating NPC
Welcome, Witch King.Witch King wrote: If I have created a bunch of NPCs, how can I export/import these to the major project?
I don't know much about making NPCs, but if you want to become a modder you have to upload examples of your work in this showcase.
You might put all NPCs you made in a (simple room in a) cell, so our reviewers can see what your capable of.
- theviking
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I think I've got a little training for you and a way to showcase your skills. I made this manor some time ago (The esp that I added)(The interiors is called "TR_i3-227") and it would be great if you could make the inhabitors of it.
The manor is owned by a female clothier and a male enchanter. They also have a guard, who lives in the cellar, to guard the house as there are quite some valuable things in it. Look at the items in the house and create some personalities from it. Could you work from this plugin and add the npc's and perhaps a little dialogue to them? Some dialogue explaining their backgrounds would be great. Could you also pathgrid the house? These three things are things that an NPC maker has to do for our mod, so it will make a good training. Good luck with it!
The manor is owned by a female clothier and a male enchanter. They also have a guard, who lives in the cellar, to guard the house as there are quite some valuable things in it. Look at the items in the house and create some personalities from it. Could you work from this plugin and add the npc's and perhaps a little dialogue to them? Some dialogue explaining their backgrounds would be great. Could you also pathgrid the house? These three things are things that an NPC maker has to do for our mod, so it will make a good training. Good luck with it!
- Attachments
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- TR_i3-227-Imp_theviking_1.esp
- (26.67 KiB) Downloaded 317 times
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
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Absolutely, I'll start right away. It may takes some time tough, so be patient.theviking wrote:I think I've got a little training for you and a way to showcase your skills. I made this manor some time ago (The esp that I added)(The interiors is called "TR_i3-227") and it would be great if you could make the inhabitors of it.
The manor is owned by a female clothier and a male enchanter. They also have a guard, who lives in the cellar, to guard the house as there are quite some valuable things in it. Look at the items in the house and create some personalities from it. Could you work from this plugin and add the npc's and perhaps a little dialogue to them? Some dialogue explaining their backgrounds would be great. Could you also pathgrid the house? These three things are things that an NPC maker has to do for our mod, so it will make a good training. Good luck with it!
Anyway, I have some questions:
1. How to make a pathgrid? (I suppose it is the path that NPCs take when they walk around...)
2. Am I supposed to countinue on your esp or create a new one that is dependent on your's?
3. Is there any easy way to make all items in a cell to belong to an NPC, instead of doing it manually...?
4. How do you make an NPC to be able to sell wares without the posibility for the PC to take those from the body when the NPC is dead?
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
- gafgarion97
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As four question 4 if you make a chest outside of the walls of the house so the player can't get to it, then make the chest belong to the person selling, it should allow the NPC to sell everything in the chest but the player can't get to it.
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NPC own
As for 3 you can do that. You have to highlight all the items in the house. Then double click on one like a robe or something the can own. Everything thats higlighted belongs to whoever you assigned the robe to. Its way faster than selecting each one and assigning an owner.
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Re: NPC own
Thank you both of you for your answers.
Now I have made the three characters and I am now working on the dialogue. Pretty fun, I must say.
Now I have made the three characters and I am now working on the dialogue. Pretty fun, I must say.
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
- Bloodthirsty Crustacean
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Re: NPC own
Only if you then click "Apply to Selection".Hillbilly Man wrote:As for 3 you can do that. You have to highlight all the items in the house. Then double click on one like a robe or something the can own. Everything thats higlighted belongs to whoever you assigned the robe to. Its way faster than selecting each one and assigning an owner.
Incidentally, this is also your answer to question 4. Don't do the thing with the chest outside the walls: the interiorers have chosen what the vendor will sell - that's up to them, not you. It is also cheesy to put the chest outside of the walls so that the PC can't get it, and generally something only done in Oblivion.
As a more full explanation: anything owned by the NPC that comes under their sales tickboxes will appear in their barter window.
To question 1: click the icon that looks like red and blue blobs next to the 'scenery/landscape' button. This will put you in pathgrid mode. Right click to place a pathgrid node, and then move it around as you would any other object in an interior. Then place another, and press "Ctrl" and click on your original node. These two will now be connected, creating a yellow path. Rinse and repeat, until the yellow path spans the whole place, allowing for NPCs to wander without hitting stuff. For wide open spaces, you should create a large mesh of the things, to give the NPC room to wander all over, and so they don't just stick to one simple path.
To question 2: I'd save it over your copy of Viking's .esp.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
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"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Re: NPC own
Finished
Try it out and let me hear what you think of it...
This is what the esp contains:
- 3 NPCs(Clothier, Enchanter, Guard)
- Pathgrinding
- 1 Journal Update (My first one )
- Over 8 dialogues(or whatever you call them)
- The start of a interesting Quest that I would like to countinue working on.
There is just one thing that I don't understand; why on earth do not the guard react when I steal when the storekeepers do? The Guard is set on Alarm 100.
Try it out and let me hear what you think of it...
This is what the esp contains:
- 3 NPCs(Clothier, Enchanter, Guard)
- Pathgrinding
- 1 Journal Update (My first one )
- Over 8 dialogues(or whatever you call them)
- The start of a interesting Quest that I would like to countinue working on.
There is just one thing that I don't understand; why on earth do not the guard react when I steal when the storekeepers do? The Guard is set on Alarm 100.
- Attachments
-
- TR_WK_Inhabitants.esp
- This esp contains 3 NPCs located in The Vikings little house-mod. His esp, TR_i3-227-Imp_theviking_1.esp, is required. To get to the shop, type 'coc TR_i3-227' in console.
- (41.61 KiB) Downloaded 294 times
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
- Bloodthirsty Crustacean
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Okay, here's my review of NPCs and Pathgridding:
First off, you have not given any objects except two any ownership. You must drag a box around or Ctrl-click all the objects you want to be owned by a certain person, set the ownership on one, and then with all of them selected press "Apply to Selection". Anything that should not be sold (for instance, items clearly intended for personal use, such as those in a bedroom or in areas clearly belonging to other people) should have their ownerships assigned to either another NPC (not a vendor) in the cell, or the NPC "a shady smuggler".
The male enchanter has too many objects on his person. While presumably you're doing this so he can sell them, it looks strange having him overloaded so much. What is availiable for sale in the store should be sufficient. Just give him what he could be expected to carry for personal use, and one or two items for sale, but apart from that the shop inventory should be made from the things that are in the shop.
Although not necessarily needed to be followed too strictly, the male enchanter is wearing "extravagant_shirt_01_t", the "t" indicating that this shirt should technically only be worn by members of House Telvanni. You could probably get away with this if you were in any location other than another House's land, and your placing of a Hlaalu guard suggests this is Hlaalu land. For that reason, Telvanni affiliated clothing shouldn't be worn. (The other suffixes to watch out for are z, u, e, a; which apply to the various Ashlander tribes)
The female enchanter is wearing "extravagant_belt_hf". This is a unique (1 or 0 references currently in game (although this only applies to Beth objects definitely: some TR objects may just have not been used before, and thus have a 1 or 0 ref count without being unique, so use common sense, based on how uber the thing is. With Beth objects, though, 1 or 0 ref things are a no-go in 99% of all cases) object, and thus should not be used by any NPC you create.
Both your enchanters have Alarm values of only 20. This means they will not care if the player steals infront of them. All city dwelling NPCs should have an Alarm value of at least 80. (More for vendors and guards)
The guard has hair '08'. This has a headdress attached, and is thus exclusive to Ashlanders, and should not be used by any NPC other than them.
The guard should be in faction "TR_Hlaalu", not "Hlaalu", because this int is designed for use in TR lands.
On a 'you weren't to know' note, the naming structure for TR NPCs is "TR_m[x]_[Name]", x being the Map number (in this case 3). Slaves are TR_m[x]_S_Name. Also, when creating NPCs for Maps 2 or 1, they should all have attached the script TR_m[x]_NPC. (You can't do this for this int, as there are no scripts for Map 3 yet).
The pathgrid for this int is too small. You have just created one simple path from the guard to the vendors. You also need to pathgrid the rest of the house, and cover each part of the floor that an NPC could conceivably walk on if chasing/following the player.
In terms of positioning, the two vendors are looking away from the door where the PC would enter. It seems strange. Normally shop keepers would have their positions looking at the door, so they could greet whoever came in. Perhaps move them to the otherside of the 'sideboard' pieces, so it's not so strange.
That's all that I could find, and should all be pretty easy to fix. I'll check out your dialogue later.
First off, you have not given any objects except two any ownership. You must drag a box around or Ctrl-click all the objects you want to be owned by a certain person, set the ownership on one, and then with all of them selected press "Apply to Selection". Anything that should not be sold (for instance, items clearly intended for personal use, such as those in a bedroom or in areas clearly belonging to other people) should have their ownerships assigned to either another NPC (not a vendor) in the cell, or the NPC "a shady smuggler".
The male enchanter has too many objects on his person. While presumably you're doing this so he can sell them, it looks strange having him overloaded so much. What is availiable for sale in the store should be sufficient. Just give him what he could be expected to carry for personal use, and one or two items for sale, but apart from that the shop inventory should be made from the things that are in the shop.
Although not necessarily needed to be followed too strictly, the male enchanter is wearing "extravagant_shirt_01_t", the "t" indicating that this shirt should technically only be worn by members of House Telvanni. You could probably get away with this if you were in any location other than another House's land, and your placing of a Hlaalu guard suggests this is Hlaalu land. For that reason, Telvanni affiliated clothing shouldn't be worn. (The other suffixes to watch out for are z, u, e, a; which apply to the various Ashlander tribes)
The female enchanter is wearing "extravagant_belt_hf". This is a unique (1 or 0 references currently in game (although this only applies to Beth objects definitely: some TR objects may just have not been used before, and thus have a 1 or 0 ref count without being unique, so use common sense, based on how uber the thing is. With Beth objects, though, 1 or 0 ref things are a no-go in 99% of all cases) object, and thus should not be used by any NPC you create.
Both your enchanters have Alarm values of only 20. This means they will not care if the player steals infront of them. All city dwelling NPCs should have an Alarm value of at least 80. (More for vendors and guards)
The guard has hair '08'. This has a headdress attached, and is thus exclusive to Ashlanders, and should not be used by any NPC other than them.
The guard should be in faction "TR_Hlaalu", not "Hlaalu", because this int is designed for use in TR lands.
On a 'you weren't to know' note, the naming structure for TR NPCs is "TR_m[x]_[Name]", x being the Map number (in this case 3). Slaves are TR_m[x]_S_Name. Also, when creating NPCs for Maps 2 or 1, they should all have attached the script TR_m[x]_NPC. (You can't do this for this int, as there are no scripts for Map 3 yet).
The pathgrid for this int is too small. You have just created one simple path from the guard to the vendors. You also need to pathgrid the rest of the house, and cover each part of the floor that an NPC could conceivably walk on if chasing/following the player.
In terms of positioning, the two vendors are looking away from the door where the PC would enter. It seems strange. Normally shop keepers would have their positions looking at the door, so they could greet whoever came in. Perhaps move them to the otherside of the 'sideboard' pieces, so it's not so strange.
That's all that I could find, and should all be pretty easy to fix. I'll check out your dialogue later.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
- gafgarion97
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Okey, here is my second version of the mod...Bloodthirsty Crustacean wrote:Okay, here's my review of NPCs and Pathgridding:
First off, you have not given any objects except two any ownership. You must drag a box around or Ctrl-click all the objects you want to be owned by a certain person, set the ownership on one, and then with all of them selected press "Apply to Selection". Anything that should not be sold (for instance, items clearly intended for personal use, such as those in a bedroom or in areas clearly belonging to other people) should have their ownerships assigned to either another NPC (not a vendor) in the cell, or the NPC "a shady smuggler".
The male enchanter has too many objects on his person. While presumably you're doing this so he can sell them, it looks strange having him overloaded so much. What is availiable for sale in the store should be sufficient. Just give him what he could be expected to carry for personal use, and one or two items for sale, but apart from that the shop inventory should be made from the things that are in the shop.
Although not necessarily needed to be followed too strictly, the male enchanter is wearing "extravagant_shirt_01_t", the "t" indicating that this shirt should technically only be worn by members of House Telvanni. You could probably get away with this if you were in any location other than another House's land, and your placing of a Hlaalu guard suggests this is Hlaalu land. For that reason, Telvanni affiliated clothing shouldn't be worn. (The other suffixes to watch out for are z, u, e, a; which apply to the various Ashlander tribes)
The female enchanter is wearing "extravagant_belt_hf". This is a unique (1 or 0 references currently in game (although this only applies to Beth objects definitely: some TR objects may just have not been used before, and thus have a 1 or 0 ref count without being unique, so use common sense, based on how uber the thing is. With Beth objects, though, 1 or 0 ref things are a no-go in 99% of all cases) object, and thus should not be used by any NPC you create.
Both your enchanters have Alarm values of only 20. This means they will not care if the player steals infront of them. All city dwelling NPCs should have an Alarm value of at least 80. (More for vendors and guards)
The guard has hair '08'. This has a headdress attached, and is thus exclusive to Ashlanders, and should not be used by any NPC other than them.
The guard should be in faction "TR_Hlaalu", not "Hlaalu", because this int is designed for use in TR lands.
On a 'you weren't to know' note, the naming structure for TR NPCs is "TR_m[x]_[Name]", x being the Map number (in this case 3). Slaves are TR_m[x]_S_Name. Also, when creating NPCs for Maps 2 or 1, they should all have attached the script TR_m[x]_NPC. (You can't do this for this int, as there are no scripts for Map 3 yet).
The pathgrid for this int is too small. You have just created one simple path from the guard to the vendors. You also need to pathgrid the rest of the house, and cover each part of the floor that an NPC could conceivably walk on if chasing/following the player.
In terms of positioning, the two vendors are looking away from the door where the PC would enter. It seems strange. Normally shop keepers would have their positions looking at the door, so they could greet whoever came in. Perhaps move them to the otherside of the 'sideboard' pieces, so it's not so strange.
That's all that I could find, and should all be pretty easy to fix. I'll check out your dialogue later.
For some reason, tough, there is doubles of every thing in the cell(except for NPCs). Any explaination and solution to this problem?
The first time you pick up an object you will find it odd that it is still there afterwards and that no one reacted on that you stole it. This is because you picked up a "copy" of the object but a copy without a owner.
- Attachments
-
- TR_WK_Inhabitants.esp
- This esp contains 3 NPCs located in The Vikings little house-mod. His esp, TR_i3-227-Imp_theviking_1.esp, is required. To get to the shop, type 'coc TR_i3-227' in console. V0.2
- (42.48 KiB) Downloaded 266 times
Last edited by Witch King on Mon Mar 31, 2008 6:19 am, edited 1 time in total.
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
Did you work from theviking's file from scratch, or did you merge your .esp with thevikings?
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No, I started working with the plugin withput setting Viking's file as the active file so when I tried to save it on Viking's file, I couldn't, so instead I saved it as my own esp that was dependent upon his.Haplo wrote:Did you work from theviking's file from scratch, or did you merge your .esp with thevikings?
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
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- Thrignar Fraxix
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It has been less than a day and many of us have things to take care of in RL. A review will be done in good time, rest assured though.
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Morrowind Reviews: 1640
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The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
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Sorry, I am just so eager to get a review so that I can countinue working on it.Thrignar Fraxix wrote:It has been less than a day and many of us have things to take care of in RL. A review will be done in good time, rest assured though.
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
- Bloodthirsty Crustacean
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Pathgridding still not sufficient. Example attached (red dots are your originals, unmarked are ones that should be added). You have no pathgridding showind the male enchanter how to get round his desk to attack a player standing at the entrance, for example. The second floor also has a textbook 'bottleneck' area, in the fancy dining table. This needs pathgridding so that NPCs know how to get around it.
Still nothing has ownership apart from two shirts. You must drag a box around all items, set ownership and click "Apply to selection". Any items needing to belong to another person/not be sold need to be control clicked and applied to a relevant person.
I suggest also that you just drag a box around the whole area, and move everything a tiny amount. Then save. Your .esp will no longer be dependant on Viking's.
Dialogue now -
"Well met dear [customer], what can I do for you? Have you met my dear wife Vori?"
"My first wife, Irki, died under strange circumstances a couple of years ago and I never thought that I would find happiness again, but then I met Vori and she gave my life meaning again. She gave me something to live for. She IS someone to DIE for! No one can love anyone or anything more than I love her. She is my life!"
Massive first sentence here, chop it up a bit. Bolded section is way to angry. Less with the caps and exclamation marks. In general, this is way to 'soul-spilling' for a mere 30 disposition filter. This personal type of information I'd recommend only being given at 70-90 disposition.
"She was my first wife, but she died young, very young. She died on the anniversary of our [marriage]. I will always remember that day as the most horrific day of my life."
Also, are marriage and anniversaries a Dunmer custom? I'm not sure if we know, so best to leave it out than to make assumptions. (Unless it is mentioned)
"I don't want to talk about it, it is just too painful, and I barely know you..."
Should be more sentences. Chop it up a bit.
"Yes, she died very young. We had just celebrated our one year anniversary of our weddingday when I woke up in the middle of the night to discover that she had been [stabbed] to death in her sleep, right next to me. First I thought that it was I who had killed her in my sleep because I had some very disturbing nightmares that night but the knife could not be found so it must have been a murderer or a hired assasin who did it. But why would anyone kill my beloved wife[?] She was the kindest person I knew..."
First bold: see previous
Third bold: Massive sentence, should be chopped up, and just seems too... something. Is a bit too detailed perhaps, and too much rampant 'stream of conciousness' for anything other than a therapy session.
"Well you see, I sleepwalked [I'm unsure if that's actually a word. Should it be "used to sleepwalk?"] a lot as a child and I have always feared that those strange nights would come back and make me hurt someone. Of course, that never happened, but I have feared it ever since and when I found my wife dead beside me as I woke up, these old irrational fears came back to me again and made me belive that it was I who had done it."
Second bold: bit of a jump from 'sleepwalking and nightmares' to 'hurting people'? The scenario seems a tad farfetched, and also is (I feel, but this is really just a taste thing) too personal for standard Morrowind dialogue with just a shopkeeper. Certainly the 50 disposition filter is too low, but again, it sounds more like therapy than casual talk with a customer.
"She was my husband Merak's first wife. She was murdered in the middle of the night and the murderer was never caught. I can't even imagine the horror to find someone you love dead in your own bed as you wake up one morning. Absolutely horrific! I never met Irki, but I have only heard good things of her. I can't understand why anyone would [want] to kill her, I can't understand why anyone would like to kill anyone at all!
Anyway, after that night Merak hired a [Hlaalu] Guard, Dromil, to guard his house."
First bold: A little incoherent? Does she mean "I just don't understand violence", or something else? Anyway, this should be a seperate sentence, probably.
Also, no 'new lines', 'carriage returns', 'pressings of Enter', or whatever you call them in Morrowind dialogue. Only should be used for poetry etc: nowhere else.
"He is our... bodyguard, I suppose you can say."
Shifty? Fine if that's a plot-point, but if you weren't aware, the "..." make it seem shifty, and like something underhanded is going on.
"Yes, I am Dromil Hlamaru. What can I do for you[,] my most beautiful lady?"
"Merak Drahalu told me that his first wife, Irki, was murdered in her sleep. He also told me that [at first he thought] that it was he who had killed her because of a disturbing dream he had that night, the same kind of dream he had when sleepwalking as a child. Poor man. At least he seems happy now with his new wife Vori."
Second bold: Don't put words in the player's mouth. Just report the facts via journal. The player could be roleplaying a psycopathic Dunmer hater, and wouldn't approve of you telling them that they thought Merak is a 'poor man'.
And two 'you weren't to know' things: all miscellaneous non-quest dialogue goes under Greeting 7. All quest dialogue goes under Greeting 5. Only 'ForceGreeting' dialogue should go in Greeting 1.
For the journal you used the syntax "_TR_TheMurderedWife". This should be "TR_m[x]_[TownInitials]_TheMurderedWife". (I don't know if you know the town initials yet. If not, just leave that part)
Anyway, that's that.
Perhaps make some more 'average' dialogue for them on different subjects: try sticking to the more generic 'Background', 'my trade', 'latest rumors', 'little advice', 'little secret' etc., which is what you'll be focusing on primarily when it comes to NPC work for us.
You could also develop a quest, allowing you to do quest work as well.
Keep it up.
EDIT: Attachment removed
Still nothing has ownership apart from two shirts. You must drag a box around all items, set ownership and click "Apply to selection". Any items needing to belong to another person/not be sold need to be control clicked and applied to a relevant person.
I suggest also that you just drag a box around the whole area, and move everything a tiny amount. Then save. Your .esp will no longer be dependant on Viking's.
Dialogue now -
"Well met dear [customer], what can I do for you? Have you met my dear wife Vori?"
"My first wife, Irki, died under strange circumstances a couple of years ago and I never thought that I would find happiness again, but then I met Vori and she gave my life meaning again. She gave me something to live for. She IS someone to DIE for! No one can love anyone or anything more than I love her. She is my life!"
Massive first sentence here, chop it up a bit. Bolded section is way to angry. Less with the caps and exclamation marks. In general, this is way to 'soul-spilling' for a mere 30 disposition filter. This personal type of information I'd recommend only being given at 70-90 disposition.
"She was my first wife, but she died young, very young. She died on the anniversary of our [marriage]. I will always remember that day as the most horrific day of my life."
Also, are marriage and anniversaries a Dunmer custom? I'm not sure if we know, so best to leave it out than to make assumptions. (Unless it is mentioned)
"I don't want to talk about it, it is just too painful, and I barely know you..."
Should be more sentences. Chop it up a bit.
"Yes, she died very young. We had just celebrated our one year anniversary of our weddingday when I woke up in the middle of the night to discover that she had been [stabbed] to death in her sleep, right next to me. First I thought that it was I who had killed her in my sleep because I had some very disturbing nightmares that night but the knife could not be found so it must have been a murderer or a hired assasin who did it. But why would anyone kill my beloved wife[?] She was the kindest person I knew..."
First bold: see previous
Third bold: Massive sentence, should be chopped up, and just seems too... something. Is a bit too detailed perhaps, and too much rampant 'stream of conciousness' for anything other than a therapy session.
"Well you see, I sleepwalked [I'm unsure if that's actually a word. Should it be "used to sleepwalk?"] a lot as a child and I have always feared that those strange nights would come back and make me hurt someone. Of course, that never happened, but I have feared it ever since and when I found my wife dead beside me as I woke up, these old irrational fears came back to me again and made me belive that it was I who had done it."
Second bold: bit of a jump from 'sleepwalking and nightmares' to 'hurting people'? The scenario seems a tad farfetched, and also is (I feel, but this is really just a taste thing) too personal for standard Morrowind dialogue with just a shopkeeper. Certainly the 50 disposition filter is too low, but again, it sounds more like therapy than casual talk with a customer.
"She was my husband Merak's first wife. She was murdered in the middle of the night and the murderer was never caught. I can't even imagine the horror to find someone you love dead in your own bed as you wake up one morning. Absolutely horrific! I never met Irki, but I have only heard good things of her. I can't understand why anyone would [want] to kill her, I can't understand why anyone would like to kill anyone at all!
Anyway, after that night Merak hired a [Hlaalu] Guard, Dromil, to guard his house."
First bold: A little incoherent? Does she mean "I just don't understand violence", or something else? Anyway, this should be a seperate sentence, probably.
Also, no 'new lines', 'carriage returns', 'pressings of Enter', or whatever you call them in Morrowind dialogue. Only should be used for poetry etc: nowhere else.
"He is our... bodyguard, I suppose you can say."
Shifty? Fine if that's a plot-point, but if you weren't aware, the "..." make it seem shifty, and like something underhanded is going on.
"Yes, I am Dromil Hlamaru. What can I do for you[,] my most beautiful lady?"
"Merak Drahalu told me that his first wife, Irki, was murdered in her sleep. He also told me that [at first he thought] that it was he who had killed her because of a disturbing dream he had that night, the same kind of dream he had when sleepwalking as a child. Poor man. At least he seems happy now with his new wife Vori."
Second bold: Don't put words in the player's mouth. Just report the facts via journal. The player could be roleplaying a psycopathic Dunmer hater, and wouldn't approve of you telling them that they thought Merak is a 'poor man'.
And two 'you weren't to know' things: all miscellaneous non-quest dialogue goes under Greeting 7. All quest dialogue goes under Greeting 5. Only 'ForceGreeting' dialogue should go in Greeting 1.
For the journal you used the syntax "_TR_TheMurderedWife". This should be "TR_m[x]_[TownInitials]_TheMurderedWife". (I don't know if you know the town initials yet. If not, just leave that part)
Anyway, that's that.
Perhaps make some more 'average' dialogue for them on different subjects: try sticking to the more generic 'Background', 'my trade', 'latest rumors', 'little advice', 'little secret' etc., which is what you'll be focusing on primarily when it comes to NPC work for us.
You could also develop a quest, allowing you to do quest work as well.
Keep it up.
EDIT: Attachment removed
Last edited by Bloodthirsty Crustacean on Mon Mar 31, 2008 8:44 pm, edited 1 time in total.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
-
- Developer
- Posts: 54
- Joined: Sat Mar 29, 2008 5:54 pm
I don't understand why the ownership disappeared. It was there before - yes, it was there for all objects.
Anyway, I have fixed the faults you pointed out and you can now download the third version below. Now you do NOT need Vikings mod to play it.
As you will find out, the quest is not complete.
Anyway, I have fixed the faults you pointed out and you can now download the third version below. Now you do NOT need Vikings mod to play it.
As you will find out, the quest is not complete.
- Attachments
-
- TR_WK_Inhabitants.esp
- This mod adds an interior with 3 NPC's. To get to the cell, type 'coc tr_i3-227-imp' in the console. v0.3
- (54.82 KiB) Downloaded 235 times
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
All issues with NPCs are fixed.
Dialogue-wise:
"I am so sorry for [your] loss"
"HOW she died? WHY she died is [what] I would like to know! Why would anyone kill my beloved wife. She was the kindest person I knew..."
By the way, this dialogue now flows very well and is a first class job. You make excellent use of the choice function. It also sounds far more like a real conversation, particularly with the way it ends. This is a very, very good piece of work.
"My name is Merak Drahalu and I run this shop together with my beautiful wife Vori. I inherited this house from my father and made it into a very successful store. I sell enchanted items while my wife sells her beautiful [self-made] clothes."
"She was my husband Merak's first wife. She was murdered in the middle of the night and the murderer was never caught. I can't even imagine the horror [of finding]someone you love dead in your own bed as you wake up one morning. Absolutely horrific! I never met Irki, but I have only heard good things of her. I can't understand why anyone would want to kill her. Anyway, after that night Merak hired a [Hlaalu] Guard, Dromil, to guard his house."
"He is our bodyguard, I suppose you [could] say. You can usually find him in the basement."
"I never met her in person, but Merak told me that she was a very good lover when she lived. That was of course long before before he met and married Vori. Now he only speaks of her and he just don't want to speak of anything else but her. The man's truly in love..."
First bold: in American/British English (dunno if you're a native speaker or not), this means "good in bed". Not exactly appropriate talk for a guard.
Second bold: Slang, not appropriate for an educated type like a Hlaalu guard. If you're going for a slangy type character, make sure it comes across in most/all dialogue (not OTT of course, but don't leave it in isolated one offs like this).
"Irki was according to Merak murdered while she slept, but Merak doesn't want to talk about it so I don't think I will get any more information from him about what happended that night. Maybe someone else would like to tell me more..."
Sentence needs reworking. It is overlong, and also just generally poorly constructed.
Anyway, this is all very good.
There is one more thing you need to learn about, before I'd recommend you for promotion, and that is that your .esp is currently "dirty". This has nothing to do with Irki being a very good lover, this is to do with the fact that your .esp marks original Beth work as changed, even when you've left it alone. For instance, the "[You have failed your Oath of Silence]" greeting is marked as changed. This is bad. To fix this, get TESAME, which can be found in our utilities section, or use the Details function of the Data Files window in the CS.
In either case, find the dialogue entries/other things that you did not intend to change, and delete them (in Details you mark them as 'Ignored', and then save the .esp to delete them)
Show me a cleaned .esp, and I'll recommend you for promotion for dialogue and NPC work.
Dialogue-wise:
"I am so sorry for [your] loss"
"HOW she died? WHY she died is [what] I would like to know! Why would anyone kill my beloved wife. She was the kindest person I knew..."
By the way, this dialogue now flows very well and is a first class job. You make excellent use of the choice function. It also sounds far more like a real conversation, particularly with the way it ends. This is a very, very good piece of work.
"My name is Merak Drahalu and I run this shop together with my beautiful wife Vori. I inherited this house from my father and made it into a very successful store. I sell enchanted items while my wife sells her beautiful [self-made] clothes."
"She was my husband Merak's first wife. She was murdered in the middle of the night and the murderer was never caught. I can't even imagine the horror [of finding]someone you love dead in your own bed as you wake up one morning. Absolutely horrific! I never met Irki, but I have only heard good things of her. I can't understand why anyone would want to kill her. Anyway, after that night Merak hired a [Hlaalu] Guard, Dromil, to guard his house."
"He is our bodyguard, I suppose you [could] say. You can usually find him in the basement."
"I never met her in person, but Merak told me that she was a very good lover when she lived. That was of course long before before he met and married Vori. Now he only speaks of her and he just don't want to speak of anything else but her. The man's truly in love..."
First bold: in American/British English (dunno if you're a native speaker or not), this means "good in bed". Not exactly appropriate talk for a guard.
Second bold: Slang, not appropriate for an educated type like a Hlaalu guard. If you're going for a slangy type character, make sure it comes across in most/all dialogue (not OTT of course, but don't leave it in isolated one offs like this).
"Irki was according to Merak murdered while she slept, but Merak doesn't want to talk about it so I don't think I will get any more information from him about what happended that night. Maybe someone else would like to tell me more..."
Sentence needs reworking. It is overlong, and also just generally poorly constructed.
Anyway, this is all very good.
There is one more thing you need to learn about, before I'd recommend you for promotion, and that is that your .esp is currently "dirty". This has nothing to do with Irki being a very good lover, this is to do with the fact that your .esp marks original Beth work as changed, even when you've left it alone. For instance, the "[You have failed your Oath of Silence]" greeting is marked as changed. This is bad. To fix this, get TESAME, which can be found in our utilities section, or use the Details function of the Data Files window in the CS.
In either case, find the dialogue entries/other things that you did not intend to change, and delete them (in Details you mark them as 'Ignored', and then save the .esp to delete them)
Show me a cleaned .esp, and I'll recommend you for promotion for dialogue and NPC work.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
-
- Developer
- Posts: 54
- Joined: Sat Mar 29, 2008 5:54 pm
Finished
Finished
Thank you all for the constructive criticism and other tips, it really helped me a lot.
Thank you all for the constructive criticism and other tips, it really helped me a lot.
- Attachments
-
- TR_i3-227-Imp_theviking-WK_1.esp
- This mod adds an interior with 3 NPC's. To get to the cell, type 'coc tr_i3-227-imp' in the console. v0.4
- (51.59 KiB) Downloaded 264 times
Last edited by Witch King on Mon Mar 31, 2008 11:36 pm, edited 1 time in total.
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
please resize your avatar.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
-
- Developer
- Posts: 54
- Joined: Sat Mar 29, 2008 5:54 pm
Yeah, I am actually working on it... and failed...Thrignar Fraxix wrote:please resize your avatar.
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
-
- Reviewer
- Posts: 1816
- Joined: Thu Mar 01, 2007 9:55 pm
- Location: Brugge (bruges), Flanders, Belgium
My remarks:
She was my husband Merak's first wife. She was murdered in the middle of the night and the murderer was never caught. I can't even imagine the horror of finding someone you love dead in your own bed as you wake up one morning. Absolutely horrific! I never met Irki, but I have only heard good things of her. I can't understand why anyone would want to kill her. Anyway, after that night Merak hired a [Hlaalu] Guard, Dromil, to guard his house."
The plugin is almost clean. I wonder if something special has happened with the shield of light (imperial towershield). I don't think so. There are 2 other contaminated items.
I didn't check toroughly.
She was my husband Merak's first wife. She was murdered in the middle of the night and the murderer was never caught. I can't even imagine the horror of finding someone you love dead in your own bed as you wake up one morning. Absolutely horrific! I never met Irki, but I have only heard good things of her. I can't understand why anyone would want to kill her. Anyway, after that night Merak hired a [Hlaalu] Guard, Dromil, to guard his house."
The plugin is almost clean. I wonder if something special has happened with the shield of light (imperial towershield). I don't think so. There are 2 other contaminated items.
I didn't check toroughly.
-
- Developer
- Posts: 54
- Joined: Sat Mar 29, 2008 5:54 pm
The esp is now updated and had a name-change.blackbird wrote:My remarks:
She was my husband Merak's first wife. She was murdered in the middle of the night and the murderer was never caught. I can't even imagine the horror of finding someone you love dead in your own bed as you wake up one morning. Absolutely horrific! I never met Irki, but I have only heard good things of her. I can't understand why anyone would want to kill her. Anyway, after that night Merak hired a [Hlaalu] Guard, Dromil, to guard his house."
The plugin is almost clean. I wonder if something special has happened with the shield of light (imperial towershield). I don't think so. There are 2 other contaminated items.
I didn't check toroughly.
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
Okay: there are still a few typos here, but I can't keep on picking them up endlessly at this stage, or we'll never get anywhere. Just know that for the final mod, no typos will be allowed to slip through the net, so make our jobs easier and keep 'em to a minimum if you can: always proofread your dialogue.
One consistent misspelling: "happended" should be "happened".
In the AI of your NPCs, you have set both enchanters' idle values to 0. This is wrong: they'll just stand there like they're paralysed. Keep idle values at their original levels, or play with them, but still keep them in the realms of the original (never set them all to 0 or 100, for example).
This plug-in is still mildly dirty: you forgot to clean out the 'DIAL' references for things like Greeting 1, as well as the "you have failed your Oath of Silence" etc. You must clean out both those references, and references to unused topics.
Finally, the Shield of Light is indeed dirtied. This type of thing must be cleaned out: presumably you got it because when you set ownership, this is the one you "Applied to Selection" on? If that's the case, you then pressed Save, rather than Cancel. If you press save, it dirties that object. You should only Save if you want to create a new object and have changed the ID. For all other times, press cancel, or the big red x.
Anyway, this is all good.
I'd recommend you for promotion for dialogue and NPC work.
Not yet quests, though.
One consistent misspelling: "happended" should be "happened".
In the AI of your NPCs, you have set both enchanters' idle values to 0. This is wrong: they'll just stand there like they're paralysed. Keep idle values at their original levels, or play with them, but still keep them in the realms of the original (never set them all to 0 or 100, for example).
This plug-in is still mildly dirty: you forgot to clean out the 'DIAL' references for things like Greeting 1, as well as the "you have failed your Oath of Silence" etc. You must clean out both those references, and references to unused topics.
Finally, the Shield of Light is indeed dirtied. This type of thing must be cleaned out: presumably you got it because when you set ownership, this is the one you "Applied to Selection" on? If that's the case, you then pressed Save, rather than Cancel. If you press save, it dirties that object. You should only Save if you want to create a new object and have changed the ID. For all other times, press cancel, or the big red x.
Anyway, this is all good.
I'd recommend you for promotion for dialogue and NPC work.
Not yet quests, though.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
-
- Developer
- Posts: 54
- Joined: Sat Mar 29, 2008 5:54 pm
What is Typos and what is proofread?Bloodthirsty Crustacean wrote:Okay: there are still a few typos here, but I can't keep on picking them up endlessly at this stage, or we'll never get anywhere. Just know that for the final mod, no typos will be allowed to slip through the net, so make our jobs easier and keep 'em to a minimum if you can: always proofread your dialogue.
One consistent misspelling: "happended" should be "happened".
In the AI of your NPCs, you have set both enchanters' idle values to 0. This is wrong: they'll just stand there like they're paralysed. Keep idle values at their original levels, or play with them, but still keep them in the realms of the original (never set them all to 0 or 100, for example).
This plug-in is still mildly dirty: you forgot to clean out the 'DIAL' references for things like Greeting 1, as well as the "you have failed your Oath of Silence" etc. You must clean out both those references, and references to unused topics.
Finally, the Shield of Light is indeed dirtied. This type of thing must be cleaned out: presumably you got it because when you set ownership, this is the one you "Applied to Selection" on? If that's the case, you then pressed Save, rather than Cancel. If you press save, it dirties that object. You should only Save if you want to create a new object and have changed the ID. For all other times, press cancel, or the big red x.
Anyway, this is all good.
I'd recommend you for promotion for dialogue and NPC work.
Not yet quests, though.
What does for example 'idle2' actually mean?
What must I do to get recommended for Quest?
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
Typos is a shortening of Typographical error. Basically it means a mispelled word, such as "eror" instead of "error". Proofreading is when you check over your document looking for errors in capitalization, usage, punctuation, spelling, and other areas of grammar.
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- theviking
- Developer Emeritus
- Posts: 2145
- Joined: Mon Jan 08, 2007 2:49 pm
- Location: Alphen aan den Rijn, the Netherlands
Very good, I also looked at your plugin and even though I founf an error myself (The pathgrid goes through the fence in the top floor) you'll get promoted. Yay, Welcome to the team! For quests I would advise you to make one on map1 or on vvardenfell. It should offer a choise somewhere in the middle. For a good example of this, go from Ranyon-ruhn to the road to Darconis. Then you eventually meet a guy just before you enter the mountains that should offer you a quest. That quest was a showcase too. (but we elaborated it more for the official version) Can someone fix his tag?
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2
Currently looking for quest designers.
-
- Developer
- Posts: 54
- Joined: Sat Mar 29, 2008 5:54 pm
Thank you!
I am glad to be a part of this project, but I wonder;
What to do next and how does 'claiming' work?
I did do read about claims but I didn't understand it all in detail. Can someone explain?
I am glad to be a part of this project, but I wonder;
What to do next and how does 'claiming' work?
I did do read about claims but I didn't understand it all in detail. Can someone explain?
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
-
- Developer
- Posts: 54
- Joined: Sat Mar 29, 2008 5:54 pm
Here's my first interior attempt. What do you think of it?
I know that the house is ill-placed in Caldera-exterior but I have mostly focused on the interior and to make sure that the exterior looks like it.
I know that the house is ill-placed in Caldera-exterior but I have mostly focused on the interior and to make sure that the exterior looks like it.
- Attachments
-
- Clean WK_house.esp
- The house can be found north of Caldera - you can't miss it! v 0.1
- (17.7 KiB) Downloaded 281 times
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
- Andres Indoril
- Senior Developer
- Posts: 1459
- Joined: Fri Jan 13, 2006 9:01 pm
- Location: Lost.... Somewhere?
- Contact:
Tesame: Oh, hey! It is clean!
***
File Exterior: The interior does match the shell, but why do you have the exterior in the interior too? I assume you just forgot to remove it.
***
Northmarker: Set.
***
Loading errors: None.
***
Review:
-active_de_p_bed_04 is floating a little.
-barrel_02_CheapFood5 is floating as well.
-barrel_02_Ingred too.
-bk_ConsolationsOfPrayer is also floating.
-com_closet_01_mclothes is floating as well....
etc, etc....
A hell load of floaters. Please use f on the objects after placing them and I will take another view once you have the new file uploaded. There are also signs of cookie cuttering. You are not supposed to copy things from Bethesda interiors.
***
File Exterior: The interior does match the shell, but why do you have the exterior in the interior too? I assume you just forgot to remove it.
***
Northmarker: Set.
***
Loading errors: None.
***
Review:
-active_de_p_bed_04 is floating a little.
-barrel_02_CheapFood5 is floating as well.
-barrel_02_Ingred too.
-bk_ConsolationsOfPrayer is also floating.
-com_closet_01_mclothes is floating as well....
etc, etc....
A hell load of floaters. Please use f on the objects after placing them and I will take another view once you have the new file uploaded. There are also signs of cookie cuttering. You are not supposed to copy things from Bethesda interiors.
[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
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
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- Developer
- Posts: 54
- Joined: Sat Mar 29, 2008 5:54 pm
* Gone - just a dumb question*
Last edited by Witch King on Wed Apr 02, 2008 11:55 am, edited 1 time in total.
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
-
- Developer
- Posts: 54
- Joined: Sat Mar 29, 2008 5:54 pm
Second attempt...
- Attachments
-
- Clean WK_house.esp
- The house can be found north of Caldera - you can't miss it! v 0.2
- (16.98 KiB) Downloaded 250 times
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
- Andres Indoril
- Senior Developer
- Posts: 1459
- Joined: Fri Jan 13, 2006 9:01 pm
- Location: Lost.... Somewhere?
- Contact:
On the other hand.... I already detected cookie cuttering. Please make an interior by dragging all objects from the objects window instead. And, try to rotate objects to match the relief of the poor furniture.
[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
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
-
- Developer
- Posts: 54
- Joined: Sat Mar 29, 2008 5:54 pm
Yeah, I did understand it the first time Andres said it.
Anyway, I am working with a new interior, this time without any 'cooking cuttering'. It is an underground stronghold ruin inspired by Daggerfall.
Anyway, I am working with a new interior, this time without any 'cooking cuttering'. It is an underground stronghold ruin inspired by Daggerfall.
"We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none shall be spared. Then and only then will our enemies know the true meaning of fear."
/ Malekith, The Witch King of Naggaroth
/ Malekith, The Witch King of Naggaroth
- Bloodthirsty Crustacean
- Developer Emeritus
- Posts: 3869
- Joined: Fri Feb 02, 2007 7:30 pm
- Location: Elsewhere
Someone forgot to give WK his TR Modder tag.
And Idles make people play their animations. (You know, the 'yawning' or fidgeting anims that make people look alive)
And Idles make people play their animations. (You know, the 'yawning' or fidgeting anims that make people look alive)
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
Taken care of. Sorry about that; theviking doesn't have access to the admin panel.
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined