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Bero
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Post by Bero »

At first I think that Wud-Ne ust hide there for some time but I will fix it.
Ant that for "What I trying to get promoted for." Hmm I like to do quests, exterior and interior. But as I see map 1 and Port Telvannis, I want to make just uninportant side quest and exteriors so I want to be promoted for interiors and when I get better if I can I want make showcase for something ather. (hehe before map 6 hehe)
Last edited by Bero on Sat Nov 29, 2008 9:12 am, edited 1 time in total.
Completed Morrowind Interiors: 47
The trice sealed house withstands the storm.
Beave
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Post by Beave »

Cool. I think you won't have much trouble getting promoted for interiors, and your little bit of exterior looks great too. I think you're also right with trying to do little side quests, as yours is a good basic one; you would just have to make sure you're dialogue is good.

Hopefully I'll get promoted before Map 6 too.
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Bero
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Post by Bero »

Thanks, I will fix that things in sunday. (Here I dont hawe morowind here)
Last edited by Bero on Mon Dec 01, 2008 5:15 am, edited 1 time in total.
Completed Morrowind Interiors: 47
The trice sealed house withstands the storm.
Beave
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Post by Beave »

One thing I forgot to mention went I looked at your mod is that there is no vertex shading. I don't know if other people have told you about it, but you need to apply vertex shading around large objects that you added to the exterior. This would include buildings, rocks, trees and any large flora/terrain, and the drystonewalls as well. Vertex shading is used around these things to make them look rooted to the ground as well as give them a shadow, so you would put shading under the whole treetop to give it a shadow, and around rocks, walls, and buildings (and any overhanging obljects. With vertex shading you have to consider every large object in your exterior. Just to make sure you know, vertex shading is on the landscape editing window, on the bottom. The left color option is for left clicking, and right color option is for right clicking. Check the "Edit Colors" box and then use a shade like 128,128,128. A good radius is 1 vertex for thin objects (like drystonewall) and 2 is good for larger objects: trees, buildings, large rocks. Check and see if the shading is as dark as the vertex shading in the surrounding area and if it isn't then you need to go over your shading with a darker gray. If you know all this already, then sorry that you read all this for nothing. Otherwise, vertex shading is a very important aspect of exterior modding.
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Bero
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Post by Bero »

I done it but without that vertex shading becose i dont want to spoil something. (i want to learn litle about that)
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Beave
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Post by Beave »

Alright, that's cool. Vertex shading should be easy to learn and fun to use (at least, it was for me).

I can see that you fixed the objects standing on a point, but if you look closely, the aprentices' mortar/pestle is standing on a point; there is also a flask still standing on a point. It's the other misc_flask_01 on top of the cupboard, on the opposite side of the house from where the other flasks are.
I like what you did with Wud-Ne's place too. Chests should be fine sunk in the ground like that, and the table is good too. You should probably either move or delete (I'd say delete just too keep things simple) the small moldboulder next to the bed as it it bleeds into the bed. Still not sure about the pearls just sitting there... I know you said they were left by adventurers or something... probably something to be taken up by a real reviewer.

So... that's it. I still think you're doing well, and hopefully someone will come by and put you on the right path to getting promoted, since all I can do right now is help. Good Luck
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Bero
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Post by Bero »

Thaks, I make it and that Vertex shading too (but I'm not sure if it is good)
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Lady Nerevar
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Post by Lady Nerevar »

ok, ive finally goten some time together to look at this. for future reference, there is no need to rar an esp file ;)

-the cells has default lighting, set it to something similar to other caves. add natural lighting to break up the darkness.
-the rotation of the two chests in the back room is weird.
-the skeleton nailed to the rock was, like wise, strange. i could not resist the urge to move down that rock and give him a boner (get it? hes a skeleton with a boner! i slay myself :lol:)

over all, the modding was pretty solid. i noticed a few partially floating clams, but the rest seemed good. however, i was not sure as to the purpose/nature of the cave. it is obviously a grotto, and yet there are all these apparently murdered people, and an argonian. it seems like you had a story going there but it was not very well connected.
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Beave
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Post by Beave »

I think Lady N kinda ruined our mature little conversation going on here with that "boner" comment, although it was still funny :lol:. Anyways, I think she covered Pearl Cave pretty well since I only looked at Wud-Ne's place. The chests should probably be rotated on the appropriate axis to make them more even with the ground, such as the one with one end sticking out. While it would make sense for the chests to be sunk in the ground a little, i doubt they've been there long enough to be in the ground that much. I didn't notice Pearl Cave's default lighting, so Lady N covered that, and I haven't a clue on the skeleton's situation beyond what Lady N said. With the vertex shading, I think I can see that you used it (except for the well, don't forget that), but you used some light-bright color for some reason. I believe I said something between 128,128,128 and 92,92,92 so make sure you have that set right.

I got promoted so I guess I am on the proper status to review showcases; maybe I'll be a reviewer one day. I don't know Lady N's stance on your mod as far as if she feels like promoting you, so once again... good luck.
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Lady Nerevar
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Post by Lady Nerevar »

anyone is "the proper status to review showcases" as long as they are willing to help out their fellow members. unless you list something thats not really an error you cant mess a review up, and its always a great help to both the administration and to the modder-in-training.
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Beave
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Post by Beave »

Yeah, but until my promotion I was sticking to just physical errors for fear of saying something I shouldn't; but now I guess I'm not afraid of reviewing the more complex aspects of mods.
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Bero
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Post by Bero »

So here it is.
So once again... Thanks.
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Clean_TR_Showcase7.esp
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Completed Morrowind Interiors: 47
The trice sealed house withstands the storm.
Beave
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Post by Beave »

I took a look at this one; it's pretty good:

-I remembered to check the remaining objects that were standing on a point to see that it was fixed

-Vertex shading is the right color now; I don't know if you did or not but try going over the well, tree and house with the same color, but with a 2 vertice radius. It'll be less likely to look all grid-y.

-Skeletons seem to be fine but I don't know what they were like before so I'll let Lady N comment more on that, but i don't have a problem with 'em.

-The group of the two chests next to each other where Wud-Ne is at should be tweaked. The one on the right should be raised a little, and the one on the left should be rotated so that it's more level with the ground.

-Finally, Wud-Ne's table is just plain boring. I would reccomend you delete one of the jugs and put a bottle or some beer or something and add a few bits of food and some wooden utensils maybe. I'm just giving some ideas, but n general the table needs a bit more detail.

That's what I have for now; I'll see if there's anything else to work on. Also, ask Lady N about the cupboard you added to the stairway, see what she thinks about it. Who knows, you might be awarded for raw creativity.
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Bero
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Post by Bero »

Ok I done it.
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Hemitheon
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Post by Hemitheon »

Welcome to TR. Looked at your ints. Very nice. Some things on Silian's House:

1. the window you chose is the incorrect one.

2. the cupboard on the stairs seems in the way.

3. your character is Imp so why Dunmer chests?

4. you character is middle class, so why poor chests?

5. The word "loot" in your note should not be capitalized.

6. If your character is wealthy enough to buy 4 bottles of flin (400 bucks), why is he using wood and clay bowls and plates? Give him metal or silver, depending on the level of wealth you want.

7. The bookcases seem a bit too neat. Make them a bit more lived in.

8. More likely that he'd own silver or iron boots, instead of bonemold.

9. Try hiding the empty skooma bottle in a better place.

All in all, good work. Nothing major, just minute details.
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Bero
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Post by Bero »

Ok I repair that but no that "loot" becose it was Goods and money obtained illegally, and that cupboard becose it cover that pillar.
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Beave
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Post by Beave »

Hemitheon, I had noticed a gap between the two pillars where that cupboard is and told Bero, so he added the cupboard. I have been unsure since you can't really move the pillars but the cupboard is a bit unessecary, so I decided to let someone of your experience decide. So Bero, I can now say that you should probably get rid of the cupboard as the pillar gap probably isn't too much of a problem; I only noticed it through meticulous observation.

Anyways, I have a couple of suggestions:

-This one's more of a real error: you didn't fix the window issue. Interior window is 5 columns while exterior is 3, So change one or the other.

-You may want to replace the table with all of the plates and utensils set up with a smaller one as Silian probably doesn't have guests over, being some sort of smuggler/bandit, and so wouldn't really have a table with four places set up.

-You also may want to rotate some of the books on the shelves so that the spine is facing outward. This is just for realism as books would normally placed in the manner I just told you so that the book can easily be identified. Only some of them, though. Books like the Mages Guild Charter should be fine.

Just like Hemitheon said, it's only the small and minute details left to be fixed.
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Bero
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Post by Bero »

Ok I have it.
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blackbird
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Post by blackbird »

Silian's House:
TR-note: Loot should not be captalized.
There are 2 chests with 1500 gold, replace them with an other chest with much less gold(Search & replace could do well).
Sc_Papers palinare a bit floating, press F and rise them with 0.1 (minor detail)
I thought the candle is a little bit bleeding.
I suggest for choosing between silverware and wooden and common metal utensils.
Conclusion: all those errros are minor and i do not know what TR-reviewers think about my last remark.

Pearl Cave:
active_de_bedroll, the furniture and the chest around are too much bleeding in my opinion.
One of the in_moldcave2_s_05 pieces is not connected with another piece or covered by rocks and leading to the void. see pic
the cave halls should also have some rocks. There is a part which is empty.
The hanging corpse is a bit bleeding in the rocks, but original
Perhaps the kollops are bleeding too much.

I would recommend you for the house, but not for the cave.
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Bero
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Post by Bero »

And now?
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Beave
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Post by Beave »

Hello again, Bero. I took another quick look at the showcase:

-You seem to have fixed most of what blackbird said, but there's still a few issues

-The mudcave dead end won't work, as it isn't the same color (at least not for me). The rest of the cave is moldcave pieces, so either replace the mudcave end with a corresponding moldcave piece(if you can find one) or just replace the piece of the tunnel with some moldcave endpiece, which I would recommend.

-I like what you did with the bed; I think that will work. But as for the rest of Pearl Cave, you need to work on the kollop shells still. I would say to look at how koolop shells in other parts of the game are positioned and go off of that.

-Vertex shading is good for now

-window is fixed as well as most of blackbird's comments, but still need to make sure there is one style of dishes on the table and shelves (excluding dunmer pottery).

-The log between the pillars shouldn't go there. Just don't worry about the gap in the pillars unless reviewers and other modders say otherwise.

-Since Silian has all of this stuff, you may want to make him a bit more powerful, like raising his level and giving him a better weapon, but try to keep level under 20 and weapon value under several thousand.

-I think that's all I have for now. I also think I might recommend you for interior modding soon if I can figure out how (Help, anybody?).
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Bero
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Post by Bero »

I fix that, but I looked at Koal cave, and see nonething differen but maybe it is in me :roll: , And I dont want have just silver or just metal pot.
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The trice sealed house withstands the storm.
blackbird
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Post by blackbird »

silian's house:
Remove the misc_de_bowl and replace it with a com_bowl
I still see some wooden utensils (fork and knife). I believe that they should be changed.
The loot in the chests are better, but the chest should have a lock or a higher lock level.
This is a 5 minutes work.

Pearl cave:
Again add some rocks at walls of the hall pieces. perhaps you should look at some TR caves and not beth caves.
The skelotons are bleeding, especiall the hanging one. The others should bleed less, especially contain_corpse_thief1.
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Bero
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Post by Bero »

Sorry for wait.
I do not know with what should I replace that fork and knife, it will be litle odd to eat something with silver knife and from metal pot.
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Beave
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Post by Beave »

I am back, and so I shall look at this here mod:

-I agree with blackbird; you should probably replace the wooden utensils with silver ones. If it means replacing the plates too, then put in some more silver plates. Well, I guess i'm not sure, since he does already have a ton of stuff in his house...

-It might just be a personal thing of mine, but I think you should remove Silian's pauldrons, just because pauldrons in general are just bulky, and removing them would not put Silian in a full suit of armor (excluding helmet). It's not something you have to do, just an opinion of mine.

-As for the skeletons, now the one in the sitting position isn't actually touching the wall with his back, so fix that please.

-You sure did add some stuff to Wud-Ne's table; is he an Alchemist or something now? (just messing with ya, it's fine, being loot :D )

-Too lazy to bother comparing kollop shells to beth ones; if you know that your's looks like other groups, that's fine.

-Back to Silian's House: In your note, maybe make it something like "This is the last of your loot" (note UN-captalized l in "loot") instead of what you have.

Still wondering how one recommends people, but I think I might recommend you soon here.
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Bero
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Post by Bero »

Hmm and now?
And can you give me one great list of bugs and no tons of litle?
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Haplo
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Post by Haplo »

Hi, your interior doesn't fit your exterior, but I won't get into that (unless you want me to).

The wooden staff on the bookshelf needs to be tilted so that both ends rest on the shelf, not just one.

Light_Com_Candle_16 bleeds into the table a tad, you'll need to set the z coordinates manually.

The chest with 350 gold might need a higher lock level than 60. You have another chest with 350 gold and an 80 lock level.

I'm not sure what he would be doing with bolts of fabric in his house...

You have a nice tapestry, but you use it over and over again. Try to vary the tapestries you use.


That's about it. Nice work!
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Bero
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Post by Bero »

hmm what next?
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Haplo
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Post by Haplo »

You need to use TESAME to clean out your editing of Pelagiad's cell and landscape data. Your mod erases the landscape data of the town!

Very good! I'm more than happy to promote you; you've shown great perseverance and good ability to fix things pointed out and make good changes. Member Promoted for interiors. You can still try to be promoted for exteriors or other work if you like. For Morrowind interiors at Tamriel Rebuilt, you won't add NPCs or edit exteriors at all, including linking them to the interior you're making. That will be done at a later process.

Congratulations and nice job!
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Bero
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Post by Bero »

Thanks you all, I want to do my showcase for exterior before map 6 (as I say before) becose I want make there these saltrice field.
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The trice sealed house withstands the storm.
Beave
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Post by Beave »

Good job, Bero. Sorry on how I only posted random lists of reviews and not just all one thing, but I can't always spot everything on the first review, so while i'd like to post everything all at once, I can't. But congrajulations on your promotion! And good luck with your exterior stuff; I'll stick around and see what you come up with.
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Post by blackbird »

Congrats!
For your exterior I would recommend of making a seperate landmass.
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Bero
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Post by Bero »

thanks, later I make litle isle, but now I want make something usefull for TR. :)
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