JOIN

In order to implement content in-game, you must be a Developer. This is the place for you to introduce yourself, and apply to become a TR Developer.

Moderator: Lead Developers

User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

What is northmarker and wetex shade?
User avatar
Nemon
Developer Emeritus
Posts: 2459
Joined: Sat Oct 18, 2003 3:42 pm
Location: Bergen

Post by Nemon »

The northmarker is a static found in the static list. It determines the direction the mini map is pointing. Make sure it's pointing north just as the interior aaaa would compared to the placement of the house in the exterior world.

Vertex shading is just as I described it in my last post :) Edit colors in the Landscape tool. It makes the statics blend into its surroundings.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

New file with:
fixed vertex shade
added northmarker; pointing north
fixed all floatings
new, different books
fixed texture glitch(probably)

sheep is NOT a NPC, wandering not fixed but I think that
sheep's alright.

CLEAN
Attachments
TRfarmhouse3.5 clean, fixed northmarker.esp
CLEAN on Odiil farm
(9.32 KiB) Downloaded 104 times
Last edited by pespespes on Thu May 08, 2008 4:04 pm, edited 1 time in total.
User avatar
Nemon
Developer Emeritus
Posts: 2459
Joined: Sat Oct 18, 2003 3:42 pm
Location: Bergen

Post by Nemon »

Alot better! I'm busy studying at the moment, but I gave it a brief look in the CS. I notice you copied the lightning values from the Aleswell Inn. That is ok, but according to the information within the .esp you have "edited" the Aleswell Inn interior, since the CS is very vulnerable for those things. And the vertex shading was good, a little much on one side but as you can see the house fits into the surroundings much more now!

The northmarker was pointing NW in your interior :) Rotate it 1/8 clockwise and it should fit the exterior (tip: click the exterior house, press t, and see your house from top. Then go to the interior and rotate the northmarker so that it would face north if placed outside...

I am not a reviewer, one of them will come along if you give it a few hours...
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

Why is file so dramatically larger if it is just some "pathetic" fixes nothing more?
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

I don't know why you said "pathetic," but the increased filesize is likely due to your plugin not being clean. The TES4 Plugin utility will allow you to clean your plugin of all unnecessary changes. I recommend you DL and use it as dirty files are bad.
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
User avatar
Nemon
Developer Emeritus
Posts: 2459
Joined: Sat Oct 18, 2003 3:42 pm
Location: Bergen

Post by Nemon »

The reason your .esp is so big is that you have accidentally edited alot of stuff that makes your plugin "dirty". No reviewer will review an .esp that is known to be dirty, since that automatically fails review so to say...

I find the TES4 Plugin Utility difficult to use, so just use the CS cleaner.

1: Open the CS

2: Go to File -> Data

3: Choose Oblivion.esm and your file TRfarmhouse3.5.esp

4: While TRfarmhouse3.5.esp is marked, click Details.

5: Another window pops up. Press "Type" twice to sort the categories.

6: NOW YOU NEED TO KNOW WHICH CELLS YOU EDITED ON PURPOSE! You don't want the CS to erase your modding (just take a backup copy of your .esp in case you screw up)

7: Click and press delete (new window pops up) every cell you want to erase from your .esp
(example: Ondo, AbandonedMine, AleswellInn etc) Don't erase your interior aaaa plus the exterior cells you've edited.

8: After removing every unwanted record/editation, press close.

9: Then press OK to load your cleaned .esp

10: Save and upload for review!

:) Nobody said this was going to be easy the first time. After a while cleaning an .esp becomes really simple.

N
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

It's clean now!
9.32 KB
User avatar
Nemon
Developer Emeritus
Posts: 2459
Joined: Sat Oct 18, 2003 3:42 pm
Location: Bergen

Post by Nemon »

Review this for pespes. It's entirely his work...
Attachments
TRfarmhouse3.5 clean, fixed northmarker.esp
(9.32 KiB) Downloaded 97 times
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

Creating NPC's?
I can do that as well.
(Oblivion only)
User avatar
FLESH
Developer
Posts: 135
Joined: Wed Apr 20, 2005 5:10 am
Location: Ireland

Post by FLESH »

Heres my review.

-Clothes on cupboard are bleeding into it.
-The cupboard on the right is floating slightly, press F more than once when dealing with furniture.
-The shovel and hoe on the ground are bleeding, the hoe more so than the shovel.
-Books on window sill are bleeding into it.
-Sack is bleeding into cupboard a bit. [url=http://i63.photobucket.com/albums/h134/FLESH_01/Review/TESConstructionSet2008-05-1022-36-1.jpg]Pic[/url]
-Pile of yarn beside the sheep is both floating and bleeding into each other and the floor, it's difficult to create such things well as it's almost impossible to arrange them perfectly, I suggest you stay away from stuff like this. [url=http://i63.photobucket.com/albums/h134/FLESH_01/Review/TESConstructionSet2008-05-1022-40-2.jpg]Pic[/url]
-Bowl on fireplace mantle is bleeding because of uneven surface.
-Book on barrel is floating(very slightly, still move it) and bleeding. [url=http://i63.photobucket.com/albums/h134/FLESH_01/Review/TESConstructionSet2008-05-1022-47-0.jpg]Pic[/url]
-All potatoes are floating on the ground.
-Broom is bleeding into the wall.
-The yarn (both of them) and sack of seeds on the shelf are bleeding into it, careful with the F button on shelves.
-Sacks beside barrel are floating. [url=http://i63.photobucket.com/albums/h134/FLESH_01/Review/TESConstructionSet2008-05-1022-51-3.jpg]Pic[/url]
-On that barrel in the previous picture is a small sack, it is floating.
-Your pathgrids are floating all over the place. [url=http://i63.photobucket.com/albums/h134/FLESH_01/Review/TESConstructionSet2008-05-1022-57-1.jpg]This one[/url] is bleeding into the barrel and floating. [url=http://i63.photobucket.com/albums/h134/FLESH_01/Review/TESConstructionSet2008-05-1022-58-4.jpg]Here[/url] there are two floating pathgrids, and the far end of that room has none, it's your choice where to put them but I'm just saying.
-There is also a floating pathgrid on the silhoutte of the bed, it's unconnected and there is one directly underneath it.
-Some pathgrids are not connected even though they are right beside each other.
-Random coin outside of house: http://i63.photobucket.com/albums/h134/FLESH_01/Review/TESConstructionSet2008-05-1023-06-4.jpg

Some general issues:
-Why is there an oar on the ground? The shovel and hoe shouldn't really be there either, least of all, all three beside each other.
-This is a very bad mesh done by Bethesda. There are numerous places where thing faces are missing, or going through something else. I'd suggest using a different interior.


Fix these issues. Also, after a certain amount of reviews on the same .esp it is recommended that you start a new one.

-Flesh
"Don’t they know that God taking over the economic systems would be SOCIALISM from SPACE?" -Wonkette
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

How do I create pathgirds for multipe NPC's?
human IS an animal!
User avatar
FLESH
Developer
Posts: 135
Joined: Wed Apr 20, 2005 5:10 am
Location: Ireland

Post by FLESH »

Just the one is needed ;) But it still needs to be fixed.
"Don’t they know that God taking over the economic systems would be SOCIALISM from SPACE?" -Wonkette
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

No I am making new interior with more NPC's.
human IS an animal!
User avatar
FLESH
Developer
Posts: 135
Joined: Wed Apr 20, 2005 5:10 am
Location: Ireland

Post by FLESH »

You still need just one pathgrid.
"Don’t they know that God taking over the economic systems would be SOCIALISM from SPACE?" -Wonkette
User avatar
Gez
Developer Emeritus
Posts: 3020
Joined: Fri Jul 22, 2005 8:40 pm

Post by Gez »

[url=http://tamriel-rebuilt.org/?p=modding_data/tutorials&section=202276]Pathgridding tutorial.[/url]
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

It's legion fort;
It has 9 soldiers: 1 captain
1 first in command
2 veteran
5 normal guards

first in command has broken nose!

Also dog owned by captain.

I'ts something like fort brena.
Attachments
TRguardhouse 1.0.esp
Behind Surrile Vineyards; near skingrad.
(49.73 KiB) Downloaded 101 times
human IS an animal!
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

Hey! Nearly a week passed!
human IS an animal!
User avatar
Nemon
Developer Emeritus
Posts: 2459
Joined: Sat Oct 18, 2003 3:42 pm
Location: Bergen

Post by Nemon »

Remember that bumping your thread won't help. I'll have a look at it when I return home later this weekend.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
User avatar
Nemon
Developer Emeritus
Posts: 2459
Joined: Sat Oct 18, 2003 3:42 pm
Location: Bergen

Post by Nemon »

Interior

1: Crates. Have a look at the top of those. The edges are slightly elevated compared to the rest of the surface. If you place one crate on top of the other, make sure it's within the elevated edges of the lower one.

2: Pathgrids. You could have more of those.

3: No northmarker :)

4: The stone wall inside the door arch looks bad, try using something else covering it up, or add an extra room, including an addition in the exterior cell as well.

Exterior

1: You should really try to find something to place the door in, sticking it onto the wall just doesn't look right.

2: The ground texture outside the tower should look as if there was anyone actually stepping outside now and then. A dirt texture would work out good.

3: The cell due east of yours has some strange ground texture issues in the upper left corner.

Else, you have not cleaned it, it has some references in the Abandonedmine this time as well...

Good luck!
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

Nemon wrote:
3: The cell due east of yours has some strange ground texture issues in the upper left corner.
---------------------------------------------------------
That is not my fault beacouse that
glitch was there before.
human IS an animal!
User avatar
Tyrion
Reviewer
Posts: 1699
Joined: Wed May 31, 2006 10:52 pm
Location: currently hiding in Pentos (aka Philadelphia)

Post by Tyrion »

Fix it anyways.

Nemon's review was quite lenient on the exterior, which is what I'll comment on since I'm an exterior guy.

You plopped an anvil tower down and that's about it. Now Anvil architecture next to Skingrad, in my opinion, clashes, but thats beside the point here. As far as your exterior goes, you've done nothing to make it look pleasing with the area around it. No path leading to the door. As Nemon said, the door is just stuck in the tower, no door frame, that needs to change too. There's very little evidence that you tried to make the tower look like it actually belongs there. For all intents and purposes it seriously looks like that tower just dropped out of the sky. Make it look realistic. Think of what kind of things would be around in real life. Things that make it really come alive.
"Imagination and memory are but one thing which for diverse considerations have diverse names."

"How dare you question the colonnade!" - one of the Glorious Leaders

"Nemon + IKEA = creationism" - some guy

"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

Exterior-much much better
Interior-some fixes
Architecture-it remains in Anvil architecture; I don't think
that that is wrong.

File is cleaned.
Attachments
TRguardhouse 1.51.esp
Near Surille Vineyards.
(50.41 KiB) Downloaded 90 times
human IS an animal!
User avatar
Nemon
Developer Emeritus
Posts: 2459
Joined: Sat Oct 18, 2003 3:42 pm
Location: Bergen

Post by Nemon »

Interior: I can see through the cracks in the barred doorway.

And there's a floater outside the interior, "CDoor02"

Exterior: I'd like to see more clutter ouside. Having a cluttered area attracts the player to the door to your interior.

- Crates
- Barrels
- Stones
- Flora
- Bushes

Look just north of your tower, there's a bunch of rocks and flora. What I do is duplicate a bunch of stuff, then move it where I want it and then rearrange stuff, rotate, resize and makes sure it looks unique.

And the doorframe you've used is ok enough I guess, but the active door is behind the fake door, so you can't really get inside...

You're progressing!
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

All is fixed; more flora and clutter around tower.
Attachments
TRguardhouse 2.0.esp
(53.13 KiB) Downloaded 107 times
human IS an animal!
User avatar
FLESH
Developer
Posts: 135
Joined: Wed Apr 20, 2005 5:10 am
Location: Ireland

Post by FLESH »

Sorry for the long wait pes. But here's a review for you.

Interior:
It's fine. Some things bleed a little too much into the ground (some food on the table, some chairs). But this is no huge problem, or even any since it's almost unnoticeable unless you check it in the CS.
You have some errors on load up to do with your NPC's and their AI packages (worship is one that comes to mind) so check that out.
Assign ownership to the chests you have.
Wow that's a lot of guards. I guess it could explain why they keep coming when I kill them :P
And a note on your pathgrids. The way you have them now, all those chairs and beds cannot be used by the NPC's because none of the PGs touch the silhouettes.

Exterior:
Pretty good job on this, it's detailed, and it fits into the surroundings. One thing though, you used great forest rocks around the tower, when the rocks in the region are West Wield. And the Septim statue, imo I don't think it would be able to stand on the rock like that (plus it's the wrong type of rock) and why not use a Skingrad specific statue instead?

Overall this is good work and you've improved much :)

EDIT: Oh and great improvisation with those stables.
"Don’t they know that God taking over the economic systems would be SOCIALISM from SPACE?" -Wonkette
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

What are AI packages?
What must I do to give them(AIpackages) to NPC's?
human IS an animal!
User avatar
FLESH
Developer
Posts: 135
Joined: Wed Apr 20, 2005 5:10 am
Location: Ireland

Post by FLESH »

When you create a New NPC there is a window that opens up, in it you can select the NPC's attributes and give him/her clothes. There are two buttons to the bottom left side of this window. Dialogue and AI, click on AI and it allows you to add AI packages (either pre-created or ones that you make) to your NPC. Now I thought you had added some AI packages to the NPC which was causing the errors, if you have not then you must have fiddled with something that you weren't supposed to edit and your .esp is not clean.

NPCs are not necessary for being promoted for interiors though ;)
"Don’t they know that God taking over the economic systems would be SOCIALISM from SPACE?" -Wonkette
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

FLESH wrote:NPCs are not necessary for being promoted for interiors though ;)
I wouldn't be so sure. In Oblivion Interiors and NPCs are made in one fell sweep. (And so, for that matter, are exteriors and NPCs. At least in the case of Rihad).
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

Changed rocks :)
Changed pathgirds :)
Not added AI packages :(
Improved ownership status :)
Attachments
TRguardhouse 3.0.esp
As before; guardhouse by Surille vineyards.
(53.44 KiB) Downloaded 101 times
human IS an animal!
User avatar
FLESH
Developer
Posts: 135
Joined: Wed Apr 20, 2005 5:10 am
Location: Ireland

Post by FLESH »

Gnomey wrote:
FLESH wrote:NPCs are not necessary for being promoted for interiors though ;)
I wouldn't be so sure. In Oblivion Interiors and NPCs are made in one fell sweep. (And so, for that matter, are exteriors and NPCs. At least in the case of Rihad).
NPCs still aren't required to be promoted for interior making. And I haven't seen any claims requiring the modder to make an NPC to go along with it.

I had a look at the file, and it seems fine to me. I'll get one of the admins in here.
"Don’t they know that God taking over the economic systems would be SOCIALISM from SPACE?" -Wonkette
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

What now?
Must I just wait?
Or must I do something?
human IS an animal!
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

NPCs are required for OB interiors, but the AI is not. (so basically don't make them ugly or uber)

I loaded your plugin and got an error message regarding a skingrad worship package. don't know what this means.
Top Floor:
beds all bleed slightly
same with chests
cabinet too
the chandelier isn't centered perfectly
wtf cloth? Thats one hell of a napkin. Replace or make it less silly.
Everyone has chain armor when they should have steel with guard helmets

Lower Floor:
ABC has the wrong helmet, shield, etc. Also he needs a door on his room
Portrait looks out of place
abcde and abcdef also have the wrong helmets.
upper class beds don't fit in a guard tower IMO, or at the very least not here.
The door... what the fuck? oh wait, thats a blocked door... make it look better or just make it work on the exterior.
Put someone near that ruby (or ensure that your AI has someone there at all times... better yet just remove it)

This was kind of a rushed review, also I didn't check the AI. Anyway, please fix these things.
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
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

Fixed armour :)
Another door linking to exterior :-D
Two lower quarters separated with door :)
Removed cloth and ruby :)
Fixed bed, chest, cabinet bleedings :)
Attachments
TRguardhouse 3.5.esp
(53.2 KiB) Downloaded 106 times
human IS an animal!
User avatar
Nemon
Developer Emeritus
Posts: 2459
Joined: Sat Oct 18, 2003 3:42 pm
Location: Bergen

Post by Nemon »

1: I find it very odd to have two different doors leading into the same exterior, and the second exit looks just plain wrong with rocks underneath it. Why not create a whole new cell that the door can lead to? A storage room of sorts? Why have more than one entrance to that fort anyway? By making a new room you can prove that you succeed having the exteriors fit your interiors, and it's up to you to find the static to make the fort seem believable both outside and inside.

2: Inkwell, but no quill. It's not directly wrong but still lacking.

3: Downstairs, your pathgrid could use more connections between them. As of now, watching NPCs move would seem very static and robotic.

4: You have nothing on the walls besides to anvil castle lights, which give off way too much light in my opinion. How about adding some tapestries or paintings?

5: Add more stuff:
- Rugs
- Broom
- Baskets
- Various small items
- knives and spoons on the table, goblets and cups
- drinks

Basically, double your effort and give us an example of progress! I'd rather see you add too much clutter in an interior this small than having this little...
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

Storage? How, any ideas whatTF add as another interior nearby??
human IS an animal!
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

-improved pathgirds :-D
-added MUCH more stuff :-D :-D :-D
-walls are decorated well :-D
-quill added :lol:
-sorry but no changes have ben made for the
another exit, I had no idea what to add;
still my showcase is for interiors and not exteriors :cry:
Attachments
TRguardhouse 3.8.esp
aa
(57.18 KiB) Downloaded 134 times
TRguardhouse 4.0.esp
same as 3.8 just fixed second aproach to the tower.
(57.22 KiB) Downloaded 88 times
Last edited by pespespes on Thu Jun 05, 2008 4:27 pm, edited 1 time in total.
human IS an animal!
User avatar
Thrignar Fraxix
Developer Emeritus
Posts: 10644
Joined: Mon Dec 06, 2004 10:30 pm
Location: Silnim
Contact:

Post by Thrignar Fraxix »

I told you to add another door to the exterior because I didn't think of adding another tower or something else beyond that door, and because your old door looked horribly out of place.

If you were asking for suggestions then I would say a small bit of wall then a smaller tower.
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
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

Sorry in Leyaviin is similiar tower with TWO doors leading outside, I will fix howewer the aproach to that second door.
human IS an animal!
User avatar
pespespes
Member
Posts: 130
Joined: Tue Apr 15, 2008 4:23 pm
Location: somewhere

Post by pespespes »

so....almost a week passed I am bumping it.
Lady Nerevar said that files must be bumped if they are not reviewed for a week.
human IS an animal!
Locked