i2-437-Tri

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i2-437-Tri

Post by Thrignar Fraxix »

Claim type: Interior
Claim ID: TR_i2-437-Tri (#2282)
Faction: Temple
Parent claim: TR_2-20-Tri (#83)
Claimed by: Jule
Status: Approved (Progress: 100%)
Location: 1:(5533, -1577):0
Files: TR_i2-437-Tri_Jule_8.esp; TR_i2-437-Tri_Thrignar Fraxix_1.esp

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Necrom Temple Administration Building. Apart from being the well traveled passageway up to the temple, this building houses the entirety of Necrom's temple administrative staff. There is also an entrance to the catacombs.

For the path to the temple, it is important that it is direct, obvious, and open.
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Post by alex25 »

May give ita try but i can't find Necrom inmodder dwnloads. The other maps are helpfull but they aren't enough so if someone canpoint to where should i download it i would be gratefull.
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Post by Thrignar Fraxix »

Exteriors reviewing is where map 2 exterior detailing claim 9 resides currently, that is the file that has necrom.

This is a very large, high priority interior. It is also somewhat more complex than any other available non-necrom claim. I will grant this if you think you are up for it, but keep in mind that this is not an easy interior.
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Post by alex25 »

I'll take a look and then decide.
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Post by Feriluce »

I'd quite like to take a swing at this. I'm gonna do a little experimenting with the in_nec before I hit the claim button though. I wanna make sure that I can actually make it how it looks in my head.
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Post by Feriluce »

After experimenting a bit, I think I'll be able to pull this off.

There will be a wide path through the center building(About 3 tiles), with a stairway getting you up to the level of the temple. There's gonna be 2 paths beside the large stairs leading to a basement with kitchen, storage and an entrance to the catacombs.

The top floor of the center building and the 2 side-towers are gonna be home and work-area for the administrative staff. I might throw a minor library in there somewhere as well, if thats ok.


Question: How much of the walls surrounding the building am I supposed to use?

Question 2: Would it in any way be possible to have some necrom tiles without roof, or at least just floor tiles added to TR_Data?
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Post by blackbird »

Why should there be tiles without a roof?
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Post by Feriluce »

Well, to make it look natural I'll basically need to have twice as far to the ceiling over the stairs. I've been experimenting a bit with different kinds of statics to see if I could find something else that would work as walls around the stairs, but it would probably be better if I could use the proper necrom tileset.
I would also need some kinda ceiling no matter what, and if I had a floor tile, that would fix that problem.
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Post by Thrignar Fraxix »

Fix your other claim then I will grant this.

There will not be any new pieces added to TR_Data for the necrom set. As for a library, that is ok. There would probably be a second copy of the records showing who all is buried in the mortuary in here.

Use as much of the walls as you need, but don't go overboard.
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Post by Feriluce »

Alright, I'll get right on that.


As for the tiles, I guess I'll just have to be very creative.
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Post by Feriluce »

I was bored and started fiddling a bit with the CS to see if I could solve some of the issues with the path to the temple.

Would something like this be a suitable path or is it too pompous? Bear in mind that that screenshot is just a proof of concept.

(Dont mind the weird thing on the right. That was my mostly failed attempt at constructing some stairs.)
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Post by Feriluce »

As Carthartis was kind enough to give my int a nice review, I'd like to try and claim this again.

I'd also very much like some feedback on the size of the path if I get this granted. (See my previous proof of concept screenshot).
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Post by Thrignar Fraxix »

your first int is out of initial review, and looking at your work I think you have the skills neccesary to do a proper job of this.

If the player can walk up that ramp, and there aren't any holes or other errors in that layout, then I think it would be great. I don't think you get much more direct obvious and open then a giant fucking ramp in the first room.
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Post by Feriluce »

Great! Well, in that case I have another question:

Whats the policy on using pieces from other tilesets in roles that doesn't make it look like they're from that tileset.

Example:
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Post by Thrignar Fraxix »

it is sometimes ok when it isn't obvious that it is a piece from another set, but here I see that and immediately think indoril pillar. You sure there isn't some sort of necrom piece you could use?

edit: and are you sure you aren't getting too large for the exterior?
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Post by Feriluce »

Yea, it might be a tiny bit too large (the screenshot is taken pretty much from the doorway leading out to the other side), but currently I'm mostly experimenting, to see what looks decent.

There might be something from necrom I can use for the transitions between roofs etc., but I just thought those pillars looked quite nice.
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Post by Feriluce »

Is there any place special in the basement where the catacombs entrance should be, or can I put it anywhere?
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Post by Thrignar Fraxix »

Just put it in the basement somewhere, there is not a specific spot for it as of now.
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Post by Feriluce »

Yet ANOTHER question from me!

I ditched the mh_collums and tried finding something else to use for railings.
I didnt really seem to find anything useable in the necrom tileset, but I did find something that doesnt look very obvious imo. Would these be fine or do they look out of place?
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Post by Bloodthirsty Crustacean »

Er, isn't that Dwemer? That's (Daedric or Telvanni aside) about as far from 'quietly fitting in' as you could get! :P
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Post by Haplo »

You should update your TR_Data.esm and .bsa. I'm pretty sure those columns are no longer in existence.
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Post by Feriluce »

*Sigh* Off to do some more static hunting then.

And what a sneaky update to TR_data.
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Post by Feriluce »

I have now literally been through the whole list of statics, top to bottom, and this is what I came up with. If none of this can be used, then I have no idea what to do with that balcony.

Sorry for all the questions btw, but I'm just trying to make sure that I'm following policy.
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Post by Thrignar Fraxix »

it has to look something like the textures around it. See if you can work something with a necrom grave piece.

also, lolship
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Post by Feriluce »

Ty for the tip. I finally managed to find something from the nec set that would fit. Apparantly "tomb" is the new word for pillar or collum.
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Post by Feriluce »

Alright, shell is finished. I'm pretty sure it fits the exterior, but not 100%. Here are some screens and the file as well in case the screens aren't clear.

Edit: Those 3 seperate structures is gonna be in each their own cell.

Also, for furniture I'm thinking de_r for the office area and the managers rooms and de_r or _rm for the other employee's rooms. De_p for the basement ofc.

Edit2: Is there any upper limit for the amount of refs you can have pr. cell? The upper floors are already 300+ refs before placing any clutter whatsoever.
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Post by Feriluce »

Noone got any input on exterior fitting, furniture and ref count?
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Post by Haplo »

I put TF onto it, hopefully he'll see it when he gets off of work today.
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Post by Thrignar Fraxix »

make it all de_r, try not to have over 800 refs in a cell, split into subcells as needed to avoid this problem, as for the exterior, just copy it in there from the necrom file and see how it looks in comparison.

Fun fact, I do not see edits ever. Don't edit in questions as they won't be answered. Double posting is only bad if you do it for retarded reasons. Asking questions is only retarded if you've asked them before and ignored the answer.
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Post by Feriluce »

Well, the edits were done pretty quickly after posting.

By all de_r do you mean literally all (including servants and kitchen in the basement) or just the upper floors?
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Post by Thrignar Fraxix »

literally all
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Post by Feriluce »

Hmm...alright. Just didnt assume that servants lived richly.
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Post by Thrignar Fraxix »

The people here you refer to as servants won't really be servants, they are temple workers. This is also the temple headquarters in necrom, so if there was anywhere that would be rich throughout, it would be here.
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Post by Feriluce »

A little update here:

Not much is done yet, been placing bits and pieces of furniture here and there but thats about that.
I'm quite busy with college atm, but hopefully I'll get a bit more done soon.
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Post by Feriluce »

I have uploaded the newest WIP.

I'm sad to say that not much work has actually been done. I've been very busy with college lately, and at the same time I'm looking for a job, so not much time for Morrowind modding.

If you really need this done in a hurry you can revoke it, but if not I'll get it finished sooner or later. I just can't give a timeframe.
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Post by Thrignar Fraxix »

Well, this is a high priority int, but other parts of the city are taking longer. I won't revoke this now, but I may in the future.
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Post by Katze »

Modder hasn't logged in for nearly a month now. Say something (anything!) in the next couple of days or I'll revoke this.
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Post by Katze »

Modder has had more than enough notifications about this int, and hasn't logged into the site since the 6th of April. Revoked (it's not like the rest of Necrom is waiting on this, it can be made by someone new).
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Post by alex25 »

Claiming this claimy claim.
This thing shall keep the temple path from the WIP but will feature
2 levels in the great tower for the top temple members; above ground levels for offices housing and a small library and dining hall. The existing WIP (with the exception of the temple path) dosen't work in terms of ingame map and will be greatly redesigned to look and fit better.
Basment with entrance to the catacombs storage and rooms for servants (rm the other rooms will be de_r)
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Post by alex25 »

Sorry to spam but i've made good progress at this i should post a large WIP by tomorrow.
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