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bnelo12
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My Mod

Post by bnelo12 »

This is a mod just outside Seyda Neen. It is a small house by the Stilt Strider. It includes a bed, a table, and a bookshelf. I thought it was quite a good mod. If you tell me how you feel about it that would be nice.
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House 6.ESP
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Harke the Apostle
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Post by Harke the Apostle »

Quick interior review:

Dirty?: Lots of GMSTs. Don´t know what this means. The rest seems clean.

Errors:

Serious:

1. Northmarker? No. There needs to be one.
2. Two doormarkers in the interior. One will suffice per door.
3. Furniture mixing. Common/Imperial and Dunmer items should rarely be mixed.
4. An Imperial Slave Quarters breaks Lore
5. Light settings: set ALL of them please.

Minor:

3. Scroll floats, books float, chest sunken too far. Furn_Com_Planter is placed incorrectly on the rug. light_de_candle_01 floats. Pillow sunken too far. Two light_logpile10. furn_pottedplant floats so do the misc_com_wood_cup_02s, the plates and the cuttlery. Money chest not locked.

Otherwise this interior is very good for a first submission.
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Post by blackbird »

GMTS is one of the badder effects of a mod. This really alters gameplay, especially the werewolf stats.
This can be created if you don't have bloodmoon and/or tribunal selected as master file.
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Post by Harke the Apostle »

^ This file was only dependent on Morrowind.
--------------------------------------------
How To Fix The Errors:

Serious:

1. Northmarker? No. There needs to be one. You've rotated everything by 45 degrees inside, but the exterior is rotated by zero degrees. If we want to have in interior that isn't lined up North-South, we build a North-South interior where the pieces are rotated by multiples of 90 degrees, and we change the rotation of the Nortmarker instead.
Drag the Northmarker from the Static menu in your Object Window. Make sure it's outside the interior (but near it at (0,0,0). The Northmarker should be rotated thus that it points in the direction the North is.
2. Two doormarkers in the interior. One will suffice per door.
If you delete a door before you untick the Teleport, the marker will stay. You can probably clean that out, but I've never had this problem so I don't know how that works.
3. Furniture mixing. Common/Imperial and Dunmer items should rarely be mixed.
Replace all the furniture and other items with _de_ in their names, with things with _com_ in their names.
If I were you, I'd find out which Imperial furniture was most like the Dunmer furniture you used and use the Search & Replace function in the Edit menu.

4. An Imperial Slave Quarters breaks Lore.
No Imperial settlement has slave quarters of any kind. Only the Dunmer have slaves. Change the name.
5. Light settings: set ALL of them please.
Go to World: Interior Cell and look up the settings of interiors that are like your own. (The other houses in Seyda Neen). Then copy those and save for your own interior. Ambient, Fog (density) and Sunlight should all be set, and unless you are told otherwise. Illegal To Sleep Here should be ticked.

Minor:

Make sure you've fixed all the serious issues first!
Take good care that everything is placed in the interior according to [url=http://vernon.tamriel-rebuilt.org/tutorials/Vegor_Interiors_Tutorial.htm#Imperial,%20Dunmer%20and%20Nordic%20Items]this list[/url].

If you've done this correctly, you'll have lots of items, that you need to place. F will place many items on a level surface (but usually doesn't work with lights). The Dunmer table you used isn't level. Even if a plate is F-ed to the table, the plate will rest on one end, because the mesh is slightly crooked. you have to rotate until the surfaces are alligned. This goes for every object you place, with the exception of soft stuff such as clothing or (the white) pillows or sacks that should be sunken a little to look natural.

3 Money chest not locked.
lock the money chest you replace your current chest with, and make us a key in accordance with the rules that are [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=3837]here[/url].

There's more, but we'd like to see you fix this first.
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Post by bnelo12 »

Hey how do you rename the interiors.
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Post by Lady Nerevar »

just double click the name slowly
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Post by Harke the Apostle »

Just click left twice (slowly) on the cell name you want to change in the Cell View menu. (Ninja-ed by Lady N.)
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Post by bnelo12 »

All right so I have been doing what you asked for the mod and I completed everything on the list so here is the revised version.
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House 6.ESP
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Post by Faalen »

I opened your mod in MEE, and you've got the evil 72 GMSTs attached. These get saved to the file automatically if you have the expansions installed, but not activated in the Construction Set. These particular 72 mostly have to do with Bloodmoon's werewolf feature, and if they're in your file, it makes it impossible for the game to handle werewolves correctly. These GMSTs will need to be removed for your mod to be approved. There are a number of free programs that can remove them, the most accessible from here being TESAME, which is available in the utilities section off the main page at Tamriel Rebuilt. Read the included readme, and follow the instructions therein to remove everything that you didn't change from the file (namely anything in the category GMST). I didn't look at the interior; I'll let someone with a bit more expertise give that a review.
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Post by Harke the Apostle »

Are you sure you saved the changes/uploaded the new one? (tip: give the new file a new name so you can tell them apart).
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Post by bnelo12 »

Yeah Why is it not working is it exactly the same. Faelan did you install the new one or the old one.
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Post by Faalen »

House 6.esp from your second post.
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Post by bnelo12 »

Oh how exactly do you fix it
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Post by Thrignar Fraxix »

if you used TESAME to clean it, then it saved the file as Clean (filenamehere)

if you did this, then make sure you uploaded the right file
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Post by Harke the Apostle »

bnelo12 wrote:Yeah Why is it not working is it exactly the same

Yes exactly, I've checked all errors and they were all still there AND the file is the same size.

Incedentally, I missed the double furn_de_tapestry_07 error the first time. [edit] and the two hearths...
Last edited by Harke the Apostle on Mon Jul 14, 2008 7:17 pm, edited 1 time in total.
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Post by bnelo12 »

Allright i'm pretty positive this one will work but the one problem is that it is not clean yet. I just have to see that it will work first for other people.
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Post by Harke the Apostle »

What have you changed in the new version?
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Post by Faalen »

The new file is identical to the two old ones. Nothing has been changed except the name of the file.
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Post by Jale »

Cleaning takes all of two minutes, and it is pretty good practice to do it for any file that you want inspected.
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Post by blackbird »

bnelo12 wrote:Hey how do you rename the interiors.
CLick on the name and press the F2 button.
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Post by bnelo12 »

Everything is changed like I renamed it and replaced Dunmer items with imperial I must of sent in the same one over and over again. I'll work out the problem and then post something tomorrow morning.
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Post by Faalen »

This is the exact same file as the previous three. Name it something completely different so you don't upload yet another copy of this file.
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Post by bnelo12 »

Allright guys I fixed the problem so this one works. I figured out what to do and I'm 1000000000000000% positive this one will work.
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Post by Faalen »

No more GMSTs, but the mod is just as dirty as before, only in a different way. The file contains 24 cells, 15 landscape textures, and 4 "landscapes" according to the Enchanted Editor (were these changed intentionally?). These can be removed in the same way as GMSTs. Just pop open TESAME and delete the cells you didn't intend to change, and any other information that shouldn't be in the file. As far as the interior, it's much, much better than the last one. Just a couple of things that I noticed which will definitely be mentioned by any other review:

The paper lanterns on the ceiling are Dunmer lights. There are similar Imperial lights that should be used in their place.

Many things on the table float (several plates and the bottle) that just need to be 'F'-ed once or twice more. However, the potted plant was 'F'-ed once too many; it is sitting on the beam under the table and bleeding through the surface.

The classes are mixed (rich, middle, and poor), though this is stylistic and can be argued.

There's probably something else I missed, but I'll let the next person look more thoroughly. I'm not an interiors guy, anyway.
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Post by Harke the Apostle »

interior review:

1). Northmarker set in the correct direction. (It is good practice to put the Northmarker at (0,0,0) before you put everything else in the interior). I would move it to (0,0,0) and put the interior next to it.
Doormarker bleeds through floor and door.
2). Lighting is set correctly. You should tick Illegal To Sleep Here.
You might change the density to 1.00 and perhaps the color of the Fog.
3). Lore. The new name satisfies the requirement.
4). Style mixing.

Lights: the lanterns and the candle are still Dunmer _de_ items.(the lanterns would need to hang on hooks btw).
NOTE: The Furn_de_rug_big_08 can safely be used here.

furn_com_r_bookshelf_01 and furn_com_p_table_01 shouldn't be used together. (r=rich, p=poor). Replace one.

Inappropriate items:

ac_furn_rug_colony is unique and scripted for a quest. (and is also scaled to 0.5. I recommend scaling within the 0.75 - 1.5 range)
key_camp should be a new item and have a new Id, named according to TR's naming convention. (as far as applicable).

Floaters:

light_de_candle_02 (you need to replace this anyway: see above)
apparatus_a_mortar_01 needs sinking further.
The top of furn_com_p_table_01 looks like Area 51. Land the three saucers (misc_com_redware_plate) the four cups (misc_com_wood_cup_02) and the misc_com_bottle_01.
furn_com_r_bookshelf_01
in_imp_fireplace_grand
light_logpile_177 needs to be rotated so it doesn't rest on one end.


Bleeders:

active_com_bed_05 bleeds into the wall and into furn_c_t_tower_01.
furn_pottedplant bleeds into the table.
key_camp bleeds a little.
furn_c_t_tower_01 is too far in the wall. Pull it out until you see the rectangular flanges.(you did that correctly with furn_com_tapestry_02)
take a good look at the silverware. Most of it bleeds, one item floats, and one is placed correctly.

Other issues:

com_sack_03_wickwheat is too large (s + <click left> and dragging lets you set the scale without opening the window) and needs to be placed more accurately (e.g. by rotating over the x-axis until it looks good).
When placing the two windows in the side, make sure they're at the same line and at the same hight.
You might move the window on the short side more away from the pilaster and put it behind the tapestry.

When you're done correcting, put more things in.

Think about this: who is Arnard Filetar? Is he rich (replace the -p- table and the shabby bed and the rm-chairs). Is he an alchemist? Put more alchemy related items in. Think about this: what is a logical place to store something? I'd put the sacks in the bottom of the bookshelf (if I'd put it there at all). etc.
If you place furniture, don't use gridsnap. (I like to rotate my furniture in 'neat' interiors a few degrees (1-3) just so it looks a little more natural).
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Kuzka mod

Post by bnelo12 »

History:
This mod is of the island Kruzka. Kruzka is the last known island of Yokuda. Yokuda istself dissipeared into the ocean thousands of years ago, but the redguards beleived it was there fault. they thought evil wizards sunk the land. But it is also thought to be caused by violent earthquakes. It used to be home of the Redguards untill they left and headed to hammerfel. Now thousands of years later two brothers have moved to the last remaining island of Kruzka.
Whats There:
There are two things on the island. Their is a grainery and the two brothers house.
How to Get There:
Kruzka is nice and green with sandy beaches. The perfect place to visit. To get to Kruzka go to khuul and talk to the guy who takes you to Solestheim. One of the travel options will be Kruzka. Do not use COC because it is very hard to get to the island that way.
Info:
There are no interiors for this mod and this mod is only meant for Morrowind.
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Kruzka v3.esp
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Post by bnelo12 »

I think I cleaned it.
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Thrignar Fraxix
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Post by Thrignar Fraxix »

In the future please clean before you upload, or at the very least just edit your original post.

Also, [url=http://www.imperial-library.info/obscure_text/viveccyrus.shtml]Yokuda wasn't destroyed by earthquakes[/url]
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Post by bnelo12 »

Okay Sorry I read something and thats what it said.
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Post by Faalen »

You should post in your original showcase thread. Each of us is only allowed one, and your original thread is still on the first page.
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Post by Thrignar Fraxix »

I would have merged this if I had seen it earlier. Anyway, yeah, one showcase per modder.
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Post by bnelo12 »

sORRY
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Thrignar Fraxix
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Post by Thrignar Fraxix »

Review:
Overall it needs more detail.
Generally you need to have at least 100 statics per cell(and that is a bare minimum)
Your file is not clean, it edits numerous things it shouldn't.
Vertex shading needs to be placed on texture seams and under buildings to create shadows
Your dialog has numerous typos and grammatical errors.
Your land raises from the sea too quickly, smooth it out
If you put in exterior buildings you need to put in doors
Your above ground land is very rough. Since it isn't rocky this should probably be smoothed out.
Seeing as there are two people on this island, it seems to me that they would more likely have a dirt road.
You used the wrong undersea texture, I can't remember the ID of the correct one, but your texture should look like the rest of the undersea areas
You need some transitional textures between your island and the sea. as it stands you have some amphibious grass.
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The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables

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Post by bnelo12 »

Yea this is a new showcase I'm working on. Its far from being finished and will still take alot aof work but somepeople I gues can run around it for fun. tO GET THERE TYPE "coc kanesh" in the ~.
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Post by Lady Nerevar »

aight, i took a look at this. in the future, please bump the showcase if it hasent been reviewed. we miss things, and you need to let us know when we do.

anyhow, the review
-you have some major texture seaming. in most cases it can be fixed by painting the texture again, vertex shading will also help to fix it. sometimes it has to be covered with objects.
-you need to add vertex shading around large statics and the places where textures meet. this will make it much more realistic.
-your crates are flickering because they overlap. remove some of them.
-smooth your land, add more variation to the town landscape (it is currently completely flat)

most of all it needs detail. it looks to be heavily work in progress, and i cant really give a good review at the moment.
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Post by bnelo12 »

I didn't really want it reveiwed yet. I think i'm gonna go back to work on my first mod. The house. Do you premote for small npc houses. Oh and don't reveiw it cause I know whawts wrong with it, but if you could just tell me how to clean it. I have the program I just can't clean it correctly. Also how do you guys check everything.
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Post by Lady Nerevar »

if you didnt want it reviewed you should not have said that it was "very hard to get past the show case." i see that as "no one looked at my showcase i feel like were being ignored," so i got on it and reviewed it.

yes, we promote for houses, they make great interior showcases.
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Post by bnelo12 »

Hers an extior mod I made called arcane. You can take a ship their from Vivec docks or you can coc arcane.

its a big island that is apart of the mages guild. It has a blacksmith a farm and a building. I also used scrripting to make some teleporters. Also do not showcase me on Npcs and dialouge cause I know its wrong. I just used it to make things look neater.

P.S. can you delete all the previous threads.
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Post by bnelo12 »

Its been two days now.
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Post by bnelo12 »

Threeq dayys now.
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