gormanilius' showcase

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gormanilius
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gormanilius' showcase

Post by gormanilius »

This is my VERY first mod, and I doubt it is worth much at this point. I cleaned it up and made a few rooms. I have some questions however.
1. How do you get an open book?
2. Is their an easier way to get books on a bookshelf?
3. I noticed earlier that my player kept falling through the floor. I took out the area where this was, but any suggestion as to why this happened?
4. How do I set a normal, swing-open door to the same interior?(had some confliction sending me outside my room)
5. Any suggestions and/or hints? I know I need to work some on furnishing.

I plan on scrapping this, this was mainly just to hear from modders.
Attachments
Gormanilius'Room.esp
Go to Vivec, mages guild and go striaght to the new door to my interior.
(6.13 KiB) Downloaded 69 times
Nanu
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Post by Nanu »

First off, welcome to TR! :D

Open books have their own meshes assigned to them. There are only a few books that have open variants, so getting the one you want would involve copy/pasting the text into a book that has the open mesh or assigning it yourself.

As to your second question, how are you doing it now? If you make a little stack of books and rotate them all at the same time about their x and z axis it would give you a line of books that you could move around.

To your third question, are you COCing into the cell? There is a good chance that you are appearing and the point of origin of the cell, which has no floor below it, thus the falling.

As to four and five, I don't have Morrowind installed. It sounds like you're wanting a load door to the same cell in four, and five is the entire point of a Showcase. :D

Our modders are crazy knowledgeable about the game, and I think you'll find them rather pleasant to talk to as well.

Enjoy your stay!
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gormanilius
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Post by gormanilius »

Thank you for the suggestion Nanu Ra.
Unfortunatly I tried your method of putting books on a bookshelf, and cant seem too get it to face the right direction. Also whenever I turn it it ends up spinning the books(I tried with 5)in and out of eacher, like a vortex.
Alas I still cannot master book placement. :(
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Post by gro-Dhal »

I cheat a little with books. I use angle snap when placing the shelf, then I rotate a book until it approximately lines up. Then I double click on the book and tweak the rotation so it's perfect (so 177.7 would become 180.0, for example). Then I apply that same rotation to all subsequent books.
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Welcome gormanilius

Post by kyletamarane »

Welcome gormanilius. I hope you enjoy your stay at TR and contribute your talents to this awesome project!

Here's welcoming you mate. <Waves>
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Post by Thrignar Fraxix »

angle snap on books works perfectly, just make sure your snap is set to something like 45 degrees (even 90 would work I guess)
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gormanilius
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Post by gormanilius »

I will try that 45 Degree suggestion as well. Thank you!

I will try a few more interiors, such as a dungeon, Telvanni residence, Redoran residence, etc.

Is part of making the interior also making its personal exterior, or just basing our interior on what we see outside?
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Post by Haplo »

Interiors are all created after their parent exteriors, so you'll be shaping your interior to fit the exterior it resides within.
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gormanilius
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Post by gormanilius »

Ok I went back and added a few things, such as books and furniture.
I am scrapping this mod after I hear what you all have to say on it, and then starting another one.

I believe for my next one I shall make the house exterior and then make the interior. Nothing too complicated, just simple.
Truthfully, I hate huge house mods, there are too many of them. This was just to help me get the hang of the CS.
Attachments
Gormanilius'Room.esp
added stuff
(8.08 KiB) Downloaded 68 times
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gormanilius
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Post by gormanilius »

I have been busy for about the past week, forgive me for putting off my showcase. It will be a Hlallu interior, A shop for Weapons and armor, nothing fancy. I hope to finish it by thursday.
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Post by The guar man »

ok these are the errors i found:

1. two of your books are bleeding badly into each other
2. there is no reason for so many candles on the desk but that isnt too bad
3. there is alot of racial mixing in here
4. the shelves are quite bare add more clutter
5. your books are bleeding into the desk
6. perhaps add some rugs
7.If this is a house it would be good to add a eating area or atleast a table with some silverware
8.your chandelier is both racial mixing and it is bleeding into the roof
9.your ash pillars shouldnt be in an iterior of this type neither should the ash pits
10.you storage room is very bare add more clutter.
11. your small chest is bleeding through the shelf it's in
12. the sack in here shouldnt be used as it' blocked and you cant change the settings...meaning its a special item
13. be carefull with "furn_c_t_julianos_01" because can float easily...make sure they are attached to the wall
Those styles of tapestries are bad to use in this type of interior because the walls are at a slant so it is better to use "furn_de_tapestry_01"

Comments: With Tr its very important to make sure there is no racial mixing and again if you were looking at morrowind interiors for reference to clutter count...this is not advisable as most Tr interiors can have as much as 3x the amount of clutter as in morrowind.
Last edited by The guar man on Tue May 20, 2008 3:47 am, edited 1 time in total.
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Post by gormanilius »

Thank you guar man. I appreciate you very descriptive review.
I must ask a question, however. What is racial mixing?
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Post by The guar man »

Np and id be happy to look at it again...racial mixing is when u mix "de" with "com"...and try not to use 6th house furn in your showcase because these are very rare and hidden within the cults.
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Post by Haplo »

The guar man wrote:racial mixing is when u mix "de" with "com"
Most people call this 'style mixing'
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gormanilius
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Post by gormanilius »

school finally over with.
Now I will have more time. Next year of school wont be as bad for me, so hopefully I can get this through. Unfortunetly I am starting over for a whole new showcase, just to see how much I can pull off with out reffering back to the tutorials.
I remember reading one that constantly said what were "bad ideas"
why exactly are some of these actions bad ideas?
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Post by Lady Nerevar »

not sure what tutorial you are referring to about "bad ideas," but if its the My First Room one where you build something in Vivec then the actions would lead to dirty mods. changing vanilla items is bad, but not nearly as bad as he makes it out to be. if you do edit something vanilla you have to go to the TESAME and clean out that reference.
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Post by gormanilius »

Thanks for clearing that up. Yes it is Dragonsongs tut. I do in fact have TESAME already as well.
Although now I must ask, what is vanilla(game wise)?
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Post by Lady Nerevar »

vanilla is the basic, unaltered game.
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Post by gormanilius »

Ah, thank you.
Ok, I present my smithy mod. It can be found right outside the entrence of Suran. Please let me know if there is anything wrong with what I did with the building placement. Nothing really strikes me as it being bad, however.
I have it cleaned, but let me know if anything was left to be cleaned.

Well I guess I await your feedback on this. :)
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Clean Smithy.esp
(6.22 KiB) Downloaded 66 times
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Post by poiu »

Did you made you showcase dependent on the TR_map1.esm? Because when I first loaded your showcase with the TR_data.esm loaded, my cs crashed. If you make interiors for TR you should only load the TR_data and not map 1.

So I loaded your showcase with TR_data.esm and TR_map1.esm and that did work.

And now the actual review:

- It is clean

- Lots of the armor pieces and weapons are floating or they are placed a bit illogical. Check for every item you placed if it is floating. Some just need to be 'f-ed' a bit more, some need to be rotated, like the helmets and the shield.

- light_com_cande_01 is floating and it is an imperial (_com) candle. You should replace it for a dunmer (_de) one.
- Light_com_lamp_02_128 should also be replaced.
- The crate is resting a bit strange on the rug
- The drawers are bleeeding through the rug.
- The bed is floating
- The light settings are unchanged, look at the light settings of some other interiors.

In general I think your interior could use some more random stuff, like crates, (small) chests, coins, sacks etc.
Everyting in your interior has a rotation of 45 or 90 degrees. When you've made the shell of the interior and placed some furniture, it's good to turn of the 'snap to angle' button, so you can rotate everyting a bit.

You made a good start and you can work on with this smithy if you want.
Take a look at some other interiors and some tutorials and I think you can improve this interior a lot.
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Post by gormanilius »

Strange, I did not know loading the map was a bad thing. It crashes, however, when I try to load the mod without it.
When should I then load the map, for future reference?
Ahah grr, had hoped I had to racial mixing this time.
Regarding the crate...Should I relocate the rug a bit to the corner? Because it is either going to look strange or bleed through the rug.
I will try to patch er up a little here. Thank you for the comments!
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Post by poiu »

When making interiors for TR you should only load the TR_data.esm. That file contains all the new items, creatures etc.
The TR_map1.esm is the file of map 1. So it contains the new landmass, all the map 1 interiors and the new quests.
When making interiors you only need the new objects in TR_data.esm.
Just continue with your showcase as you did, so with the TR_map1.esm and the TR_data.esm loaded. But next time only use the TR_data.esm

You could scale the rug, or use another one. Or just don't use a rug at all on that spot, or replace the crate for an urn.
Just try some different things and see what works out the best.
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Post by gormanilius »

Unfortunetly it seems I messed with a small feature. can anyone tell me what the original G color on the light light_de_lantern_09_177 is?
*edit* nevermind, I cleaned it with TESAME
gotta love that
Ok I am attaching the updated showcase
*let me know what you have to say on it*
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Smithy.esp
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poiu
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Post by poiu »

- The shield and the bonemold helmets are still places a bit strange. Try to imagine what would happen if there was gravity in morrowind. Every object should be placed so it wouldn't fall over.

- The bonemold pauldrons are floating
- The steel cuirass if floating
- The rug bleeds trough the railing
- The book and the candle on the drawers are floating, watch the uneaven surface of the drawers
- The bed floats
- The pillow can bleed a bit, because it is soft

And you should change the light settings. In the same menu where you checked illigal to sleep here, you should change the light settings. Look at some other interiors for an example.

I still think this could use some more stuff. Look at the armorer in balmora for an example ('Balmora, Meldor: armorer' in the cs). Just place some more crates, sacks and any kind of stuff you could find in someone's house.
The armorer in balmora has 123 objects in the interior, yours 65, and the one in balmora is the same size.

Good luck!
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Post by gormanilius »

Thank you once again Poiu
I have hopefully now gotten rid of all errors, and also spruced up the place a little. Please tell me if this is worthy of being a showcase.
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Smithy.esp
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poiu
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Post by poiu »

I think you fixed all the errors. Two things:

- misc_de_tankard_01 floats
- and the furn_de_p_bookshelf_01 bleeds into the wall.
It's a bit hard to fix this error, but I tried it and it worked.
I think when you've fixed these things, you can be promoted.

I didn't check the npc's and the exterior. When modding for TR you don't have to place npc's and you only need to make te interior.
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Post by gormanilius »

Fixed
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Smithy.esp
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Post by Haplo »

First things first, your plug-in was dependent upon TR_Map1.esm. When modding for TR you should only have the three Bethesda master files + TR_Data (if you want to use TR objects), but it does show you know how to link interiors/exteriors, which is always good to know how to do.

Second, your lighting settings are at default! This will make the interior way too bright in-game. Check the light settings for the average interior in Balmora to get an idea for some ballpark figures.

Your iron warhammer was F'd fine, but you didn't rotate it manually so that the grip/handle/shaft-thing rested on the bar. If you'll look from the right angle, you'll see it floats straight outward, which if you want to be technical about is probably correct because of the weight of the actually hammer, but it looks bad, so we have to rotate those weapons and other objects that do that. Look out for that in the future! Lutes are another bad culprit

For such a big interior (10 tiles), it would be awesome if you could add a bit more detail to your interiors. 76 references should be fine for some, mostly shacks, but the more detail you can add, the better.

Remember all this for future interiors!

Member Promoted for interior modding. Congratulations, and welcome to TR's team!
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