Vens1o1's Interior Showcase
Moderator: Lead Developers
Vens1o1's Interior Showcase
I made a small Velothi tomb for my showcase i went in the game with it and it still seemed a bit bright but still i think its very good. also i did not connect it to the outside world or add creatures.
- Attachments
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- Showcase.ESP
- the showcased interior is called "showcase" in game
- (9.71 KiB) Downloaded 39 times
- Katze
- Developer Emeritus
- Posts: 2341
- Joined: Thu Feb 26, 2009 3:29 pm
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Firstly, due to their very nature of being undisturbed and unused, Velothi tombs probably aren't the best demonstrators of skill for a showcase. You may want to do a well detailed house or cave or something. I will however, review this tomb so you can learn from mistakes.
-Only Morrowind.esm was checked. Even if you plan to only use resources from the original game, your file must still be dependant on Bloodmoon.esm and Tribunal.esm or it causes all kinds of problems. This is a definite requirement for any modding done at TR. TR_Data.esm is also a good idea to have as a dependency, it adds an awful lot of useful new stuff.
-The cell is dirty. You created a new npc called "testerguy" and messed around with Sarano Ancestral Tomb. Use TESAME (on our utilities page) to clean out entries things you didn't mean to change. The GMST entries you will see are caused by not having your file be dependant on Tribunal and Bloodmoon.
-Interior light settings are way too bright for an ancestral tomb. I just looked at Nerano Ancestral Tomb for an example, and Ambient was 10,10,10, Sunlight was 30,20,10, and fog was 40,30,10. Some of yours were over 100.
-You didn't include any sound activators. These really help with the ambience of places like tombs and caves, and can be found under the activator tab, with the prefix sound_
-There are three wooden chests in your tomb that are vendor chests, signified by the _v_ in their name, that contain way too much expensive loot for a tomb. They also restock, which is represented by the -1 quantity. They should be replaced.
-It's not absolutely necessary, but you should probably detail your ash pit a bit more. There are bits of skeletons and bones, and skulls on spikes, and all kinds of things to make it look more interesting. There is also an item marker called furn_mist that emits spooky looking mist, which looks pretty awesome.
-The statue azura is limited to the cave of the incarnate cell unless you have a very good reason for putting it there.
-The servant's skull (misc_skull10) does not rest naturally, it need to be rotated back.
-in_ci_mummy_01 is inappropriate. urban Dunmer do not mummify their dead, they cremate them, mummification is an Ashlander tradition, so this shouldn't be here.
-I'm not entirely sure what that basket is doing in the corner of that room, but it's floating about a foot off the ground. On that note, I get a distinct feeling that you used gridsnap and angle snap on *everything*. Gridsnap is used for things that need to fit exactly together, like architecture pieces and walls, angle snap is also for that, and for things that need to align with those walls. For placing clutter, both should be turned off to make things look natural.
-There's a pair of common pants just sat randomly on the floor. It looks kinda strange, should be an offering on one of the urn stands or something.
-Food urns have no place in a tomb unless there's, say, a group of bandits inhabiting the place. Also, you should use the 3D scale function (s key or in object properties) to scale down the urns of ash, they are not full size in any of the Velothi Tombs I've seen in the main game.
Anyway, in conclusion, I think you should make a new interior, either a Redoran or Hlaalu house (to demonstrate house decoration, realistic clutter and use of gridsnap skills) or a cave (to demonstrate skills with organic materials like rocks and plants). Make one of them well enough (and with less than 3 attempts, taking more than 3 attempts to fix and a showcase interior means you have to start a new one) and you'll be very likely to get recommended for promotion
-Only Morrowind.esm was checked. Even if you plan to only use resources from the original game, your file must still be dependant on Bloodmoon.esm and Tribunal.esm or it causes all kinds of problems. This is a definite requirement for any modding done at TR. TR_Data.esm is also a good idea to have as a dependency, it adds an awful lot of useful new stuff.
-The cell is dirty. You created a new npc called "testerguy" and messed around with Sarano Ancestral Tomb. Use TESAME (on our utilities page) to clean out entries things you didn't mean to change. The GMST entries you will see are caused by not having your file be dependant on Tribunal and Bloodmoon.
-Interior light settings are way too bright for an ancestral tomb. I just looked at Nerano Ancestral Tomb for an example, and Ambient was 10,10,10, Sunlight was 30,20,10, and fog was 40,30,10. Some of yours were over 100.
-You didn't include any sound activators. These really help with the ambience of places like tombs and caves, and can be found under the activator tab, with the prefix sound_
-There are three wooden chests in your tomb that are vendor chests, signified by the _v_ in their name, that contain way too much expensive loot for a tomb. They also restock, which is represented by the -1 quantity. They should be replaced.
-It's not absolutely necessary, but you should probably detail your ash pit a bit more. There are bits of skeletons and bones, and skulls on spikes, and all kinds of things to make it look more interesting. There is also an item marker called furn_mist that emits spooky looking mist, which looks pretty awesome.
-The statue azura is limited to the cave of the incarnate cell unless you have a very good reason for putting it there.
-The servant's skull (misc_skull10) does not rest naturally, it need to be rotated back.
-in_ci_mummy_01 is inappropriate. urban Dunmer do not mummify their dead, they cremate them, mummification is an Ashlander tradition, so this shouldn't be here.
-I'm not entirely sure what that basket is doing in the corner of that room, but it's floating about a foot off the ground. On that note, I get a distinct feeling that you used gridsnap and angle snap on *everything*. Gridsnap is used for things that need to fit exactly together, like architecture pieces and walls, angle snap is also for that, and for things that need to align with those walls. For placing clutter, both should be turned off to make things look natural.
-There's a pair of common pants just sat randomly on the floor. It looks kinda strange, should be an offering on one of the urn stands or something.
-Food urns have no place in a tomb unless there's, say, a group of bandits inhabiting the place. Also, you should use the 3D scale function (s key or in object properties) to scale down the urns of ash, they are not full size in any of the Velothi Tombs I've seen in the main game.
Anyway, in conclusion, I think you should make a new interior, either a Redoran or Hlaalu house (to demonstrate house decoration, realistic clutter and use of gridsnap skills) or a cave (to demonstrate skills with organic materials like rocks and plants). Make one of them well enough (and with less than 3 attempts, taking more than 3 attempts to fix and a showcase interior means you have to start a new one) and you'll be very likely to get recommended for promotion
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
"You say a lot of things. And how does that work? You're a bicycle"
Tea is important.
show case Redoran home
I built a redoran home with a small entrance hallway a big room and a hidden storage area locked 100 with a trap. I put alot of items in it btw. Also its my first time cleaning a mod so perhaps i did not do it right.
- Attachments
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- Clean showcase2.ESP
- interior cell is named: Showcase2
- (5.67 KiB) Downloaded 54 times
oh i forgot
i did try to copy light settings but there were so many numbers i couldnt remember them all and just guessed with alot of them :/
Last edited by Vens1o1 on Mon Sep 14, 2009 2:03 am, edited 1 time in total.
lol
lol did you guys want me to fix the lighting before you post a review of my esp. Or .... what happened? I see 4 people downloaded my esp file but i have no more posts here on this thread :/. Oh well i guess you guys are pretty busy. Take your time. but dont forget about me! :O
- Thrignar Fraxix
- Developer Emeritus
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I know I wouldn't review something that the creator admitted had errors that had yet to be fixed. (However I wouldn't review an unrecommended showcase except in rare cases so I don't quite count)
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
lights correct
I corrected the lights now in this updated version.
- Attachments
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- Lightsright showcase.ESP
- Again the interior cell is named Showcase2
- (5.67 KiB) Downloaded 46 times
well its been a week....
well its been a whole week. Might as well post something....
what does anyone think of my last house i made (with corrected light settings):)
what does anyone think of my last house i made (with corrected light settings):)