Showcase application!

In order to implement content in-game, you must be a Developer. This is the place for you to introduce yourself, and apply to become a TR Developer.

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Tyrant
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Showcase application!

Post by Tyrant »

First off, I just want to say that I have been blown away by all the work that the TR team has done on this mod! It is stunning!

And I would be more than happy to help contribute in whatever way I can!

I am a huge TES enthusiast and have been playing TES3 since it came out! I have relatively limited experience on the CS, but I'm willing to learn!

I'm eager to get started... but I don't know where to begin! I'm willing to try anything so, whatever this mod needs most, I'd like to try to help out in.


Thanks guys! Can't wait to get started in helping this project!
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Post by Praedator »

First of all Welcome to Tamriel Rebuilt!

We have several different departments where you can apply for TR Modder, for specifications see below. You need to post your application and work to our 'Showcase' thread;

Interior Modding
Requirements: A simple house with a floor plan of at least 3x2 and either a basement or a top floor. I would recommend Hlaalu style to start with. Cluttered with de_p furniture and appropriate (de) clutter. No need for linking doors to an exterior, but the interior should fit an exterior. For reference you might want to look at the vanilla MW interiors.

Exterior Modding
Requirements: A minimal 6 cells large landmass, with or without adjacent seafloor cells, you may include an urban area like village or small town, and you should have at least 100 refs per cell. It should be located in the wilderness areas.

Quest Writing
I do not know exactly, if you want to apply for this post that in your thread and a modder will come around to explain you.

Modelling
I do not know exactly, if you want to apply for this post that in your thread and a modder will come around to explain you.

Sound Department
I do not know exactly, if you want to apply for this post that in your thread and a modder will come around to explain you.
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Post by Nalin »

Welcome to TR,

There's also the the concept art department if you're artistically inclined.

The best way to get involved and become a modder is to ask yourself what it is that you can contribute to the mod. Don't worry if you feel like you don't really have a particular area that you fit into as aslong as you have determination and the willingness to learn you'll be sure to find plenty of feedback and support from other modders here to help you along the way. We all had to start somewhere :)
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Post by Praedator »

There's also the the concept art department if you're artistically inclined.
Sorry that I omitted your Dept. Nalin, as you guys do very good work indeed.
I think it was the need to reply soon and help out a new member :D
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Post by Lady Nerevar »

i've moved your thread to the showcase, as its more appropriate here. for both modeling and sound you should post finished, game ready samples of your work. of course you're also welcome to hang around and get to know the team and how we operate before you choose to become a modder - the showcase is not a test as much as it is a learning experience. welcome to TR :)
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Tyrant
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Thanks guys!

Post by Tyrant »

I'll get to work on my application piece, but I just started fiddling around with the CS a few weeks ago so bare with me ;)

Also, I wouldn't mind trying my hand at quest developing!
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Done

Post by Tyrant »

Hey, so I'm done making an interior (first ever!) and I'm ready to put it up for review! I'm assuming I just add the file as attachment?
Thanks in advance guys!
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Showcase application!

Post by Tyrant »

Well here it is! This is a pretty basic Hlaalu house for you to review! Two floors, all the usual bells n' whistles. Some of the furniture might not be the perfect match for the style of house, but this is my first interior, so I'm still learning whats what and such. But anyways thanks for checking this out! Hope you like it!
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application.ESP
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Last edited by Tyrant on Fri Mar 26, 2010 7:57 pm, edited 2 times in total.
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Post by Morthank0914 »

Hey Tryant! Welcome to tamriel rebuilt.

First off, you didn't need to make another tread to show your interior, could've used the one when you introduced yourself, but it's all good. No worries.:wink:

I've joined recently too anyway. Again Welcome to TR.
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Post by Thrignar Fraxix »

I merged your two threads in the showcase, but that appears to have removed your file. You will have to reupload it. Sorry 'bout that.
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Post by Shapeshiftr »

Welcome to the Tamriel Rebuilt forums, Tyrant. Here's my review of your showcase piece-

So first of all, some general things to watch out for - alwaysalwaysalways make your file dependent on both expansions (Bloodmoon and Tribunal). Not doing this makes your file contract the "72 Evil GMSTs," as we call them. These add 10 kb or so onto your file, and screw around with the game. Use a file cleaner like Morrowind Enchanted Editor or TESAME (recommended) to remove these :wink:

OK, note #2. In interior modding, there are certain errors that we call "floaters," and others we call "bleeders." These are the most common type of error in interior cells. A "floating" object is hovering above the floor, not resting on a surface properly, or only touching a surface on 1 or 2 edges. A "bleeding" object runs into another object or the ceiling/wall(s)/ground. This is allowed for some soft objects, like sacks and pillows, but not for object like beds and bookshelves :P 2 things that can help prevent these errors from happening - the "F" key drops an object to a surface below. 80% of the time this works, but sometimes objects don't go all the way down. Press the F key again until it rests well on the wanted surface. Another thing that should help prevent floaters and bleeders is not using gridsnap while placing most other objects than the room tiles. I noticed you used gridsnap for the room tiles, that's good. Using gridsnap for, let's say, rugs, however, most of the time causes them to bleed into a wall, and/or float.

Last thing - There is one more thing that also is most of the time an error, with some exceptions. When creating an interior, you must decide on a style to use for that interior. There are 2 main styles - de_ for dunmer and com_ for common (imperial). Mixing these two styles in one interior is called style-mixing, which is bad :( Most of the time, there are de_ equivalents for com_ items. For some, however, there are not, such as bottles, brooms, and sacks. If you are sure there is no de_ equivalent, it is perfectly fine to use a com_ item.

The above is also true for _r (rich) and _p (poor) furniture. Again, pick one for you interior, though at TR we strongly recommend using de_p, as it has uneven surfaces that require items to be rotated accordingly, in order to lie flat. This shows us that you are able to rotate objects, which is vital at TR.

So, you have the basic idea of interior creating down. Just make sure you have no bleeders or floaters, choose one style (hlaalu rooms use the de_ set, 99% of the time), and check over your work 3 times before submitting. Good luck!

Oh, and your shelves are backwards :P

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Thanks

Post by Tyrant »

Thanks for pointing out the shelves! Haha, I've got some room to improve, but having said that, it was my first ever interior :D! I checked all the items I could to see if there were any floaties, but I didnt seem to find any. But I will go through it again.


So... what happens now? Do I try and make something else? Or do I just wait now?..


Thanks guys!
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Post by Thrignar Fraxix »

you fix the mentioned errors and post a new file. This is to help you improve your skills as a modder.
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New version!

Post by Tyrant »

I took care of most of the problems from my old version! Hope this one is up to snuff, and closer the your guys' standards!



Thanks!
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New version!

Post by Tyrant »

Hey, thanks for the input! So I took what you said into account, and have made a new version of my house. I cleaned up the file using TESAME, tweaked the lightsource, "F"ed any stray floaties, and made it "illegal to sleep here"! I feel I'm making progress! Haha, hope you guys think so too! :D


Thanks a ton everybody! I'd appreciate any input anyone has!
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application.ESP
Version 3
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Post by Katze »

Right, just had a look at this file, and a few things were immediately apparent.

There are still GMST modification entries in TESAME. I don't know what you're doing to get these seeing as your file is dependent upon Tribunal and Bloodmoon, but make sure to always check your file before uploading and delete them.

Your ambient light settings are pretty odd. Having a pure red (255,0,0) sunlight setting makes an interior looks very strange, and I would advise having at least some fog. The best advice would be to look at other Hlaalu interiors found in Balmora or Suran, and copy the light settings used in them.

Now for some other, slightly more minor problems with your file.

-You majorly style mixed in here. I think there might be an example of every furniture set in here, and it looks strange. Try to stick to a single type of furniture. de_p is good for demonstrating your object placement skills, what with the warped surfaces.

-a lot of your placed items bleed through the floor, or walls, or both.

-furn_fireplace10 looks seriously out of place in a hlaalu int. I'm pretty sure it's supposed to be for those thatched-roof imperial houses like in Seyda Neen.

-a gold kanet shrub growing out of a soil-less basket makes no sense.

-the lute you placed is resting fine on the floor, but is floating a couple of inches off the wall. Just slide it along the y axis until it touches the wall.

-light_de_buglamp_01 is a Telvanni object as far as I'm aware, you might want to remove it.

-all of your floor lamps want replacing with smaller light radius versions (a maximum of 128)

I'm not going to be like Praedator and list every minuscule error because I think being able to find problems and fixing them yourself is a virtue you'll need as a promoted modder.

Fixing all of those problems, and making sure your interior is free of floaters and bleeders before submitting should be all you need to succeed. Remember that there's no rush to get things finished, and that here you're trying to create an ordinary house like might be found in Balmora, so as to show us you're a competant modder. The imaginative, awesome mad stuff can come later :P
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New version

Post by Tyrant »

Hey so thanks again for the input! I corrected all the above mentioned issues, and I must say, it looks much better! So thanks for that! I'm waiting to fix one last problem before I post however, I'm having some issues cleaning the file! :S I used TESAME and opened up my file "application", I then deleted all of the MGST files and re-saved as "clean application". When I load this file though, I still get those 72 error messages! Am I doing something wrong?

Thanks in advance, as soon as I figure out how to fix those errors I will post the (hopefully) final version!


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version 4

Post by Tyrant »

Ok so I decided to post this anyways, I fixed up all the errors mentioned above, but I'm still getting the 72 mgst errors... I tried to use tesame, but I must have still done something wrong :S Any help on that would be appreciated...

But other than that I hope you like the showcase!

Thanks
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Clean application.ESP
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Post by Scamp »

ok, here's my review:

northmarker set: yes
fits exterior: yes
illegal to sleep here: yes
gridsnap used: yes
style-mixing: I think so, furn_com_p_shelf_03
clean: I don't think so, there is light_de_lamp_03_512


review:

generally:

-the light settings. Ambient is quite dark, while Sunlight is too bright. I also don't like your fog settings, they should usually be pretty similar to ambient. I think you didn't check your interior in-game, since you get stuck in a barrel at once when getting into the cell. Make sure to check every int you make in-game before uploading.
-you've got com_chest_Daed_omaren in your interior, which is unique. Replace it.
-I noticed you didn't rotate the objects resting on de_p furniture. As you can see, the surface is quite abnormal. We require our modders to rotate the items so that they rest properly.
-you created a new light object, while you actually didn't need to. You could've used light_de_lamp_03_128 instead.
-be careful with these light_de_lamps: they mostly don't rest properly on the floor. Try to lower them manually.

lower floor:

-bk_HomiliesOfBlessedAlmalexia floats
-chest_small_02_rndgold floats
-misc_com_plate_01 floats
-misc_com_wood_knife floats
-Misc_Com_Wood_Bowl_01 s are bleeding into each other
-com_sack_01 bleeds
-furn_de_shack_basket_01 floats


upper room:

-de_p_closet_02 bleeds in surface
-active_de_p_bed_10 bleeds in surface

Comments:

Ok, you've got some nice interior here, but though I think I didn't get all of them, there are quite a few things which need to be fixed before I recommend you. Go through every object and check if it rests properly, especially on de_p furn. Also, there are quite a few empty spaces in your interior, on the upper floor, and some bookshelfs haven't been cluttered enough.
Btw, I have no clue about your error with the 72 messages, I personally don't get them.
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Post by Kiteflyer61 »

I believe the error messages referred to are the dialogue string errors on loading the CS. They are completely normal and harmless. Setting an allowyestoall=1 in the ini file will allow you to skip them with one click.
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Progress

Post by Tyrant »

Well, I'm learning! My little shack has sure come a long way! Haha! I did my best to fix everything mentioned above and I hope you guys like it! I changed the light settings and I must say it looks much better than before! All the items on the de_ shelves have been rotated slightly to fit better! Also, I added an exterior door on the outside wall beside the balmora silt strider to test "entering the cell" and it works perfectly!

I hope you guys like this one! Thanks!
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Clean application.ESP
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Post by Praedator »

This is a quick review:

Clean: no, still two lamps in the file
Gridsnap Used: Yes
Northmarker Set: Yes
Fits Exterior: Not exactly
IllegalToSleepHere: Yes
Style Mixing: Yes
Lighting Settings: Good


Review:

General Remarks:
- Stylemixing; furn_com_p_shelf_03’s should be replaced with de_p ones
- The interior could use a few more rugs and tapestries
- Bleeders; light_de_lamp_05_256 is bleeding severely into the ground
- Bookshelves are somewhat undercluttered
- furn_de_rug_02, is scaled to be 2.0, please do not scale larger than 1.4 for rugs, if possible even less than 1.2
- Avoid making rooms of 1 tile large and with a door, due accessability, you could leave the door out and it is OK


- com_sack_01’s are to far at the back of the bookshelf, and thus not very accessible to the player
- Misc_Com_Redware_Cup is half off the shelf, try to avoid that as much as possible
- Bowls like misc_de_bowl_glass_yellow_01 and mortars like apparatus_a_mortar_01s, should be sunk into the surface until you cannot see the pointed bottom anymore
- All sacks like com_sack_02_thief need to be sunk into the surface a little, so that they rest naturally
- You have put the rug under the loom after placing the clutter, now everything on top bleeds into the rug. If you do place a rug afterwards be sure to raise everything on top and ‘f’ it afterwards
- You have quite a few floaters, be sure to ‘f’ very object you place
- Also be sure to rotate every object on a poor surface, so that they match the surface

Comments:
I am not sure how many times your file has been reviewed now, but I believe it has been more than 3 times. This means that you should make a new interior. It would be good if you stuck with Hlaalu and de_p furniture. While doing that make sure that your interior fits an exterior, to be sure you can look at vanilla MW interior, even though Hlaalu interiors are rather flexible. Be sure not to have any style-mixing and 'f' everything you place. Show your rotation skills and I believe you might get promoted with your second file. Try to clutter it well.
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From the top...

Post by Tyrant »

So I took your advice and started fresh. The new place is 2x3 upper and lower floors, and I was much more conscious this time about style mixing! I'm really hesitant to post this as I really want to be sure there are no errors!

One question I have is, what does it mean when a file is "clean"? Some reviews mentioned my lighting "dirtying" the file... I'm sorry but I don't know what that means..

Well anyways, here it is, I hope you like this one!

Thanks everyone!
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Tyrant's showcase.ESP
1tyrant's showcase
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Post by Praedator »

This is a quick review:

Clean: Yes (Clean; means cleant with Tesame or not)
Gridsnap Used: Yes
Northmarker Set: Yes
Fits Exterior: Not exactly
IllegalToSleepHere: Yes
Style Mixing: Yes, limeware
Lighting Settings: Good

General Remarks:
- Stylemixing; Do not use limeware (dwemer items) in a de_p interior, unless if asked for
- the bookshelf could have a little more variation in clutter, maybe try to scale some clutter
- Sacks need to be bled a little. Standing sacks like
com_sack_03_ingredients need to bleed a few points in the floor and lying sacks like com_sack_01_saltrice_5 need to be bled a little in the surface below them, including other sacks.
- common_pants_01_a, are ashlander clothes, replace them with clothes that have no letter behind the number
- both common_glove_l_balmolagmer gloves need to be replaced with common gloves as they are 'Bal Molagmer' quest items

- You have tried to rotate them but all misc_clothbolt_01 float on one side (left) of the bolt. They should be rotated to match the poor surface of the bookshelf
- misc_de_bowl_glass_yellow_01 needs to be bled into surface due pointy bottom
- misc_com_wood_cup_01 is floating above table
- furn_de_loom_01 is slightly bleeding in rug below it
- misc_clothbolt_03 in basket does not touch the basket wall
- misc_com_broom_01 is floating in the air
- misc_de_goblet_07 is bleeding in desk
- misc_de_basket_01 needs a little rotation to match the surface
- two misc_de_pot_blue_02 are floating above closet
- Furn_De_Bed_28 is slightly floating
- common_robe_03 needs to be 'f' once/twice more

Comments:
Not bad at all for a second interior. The interior does actually not fit an existing exterior, due the fact that the top floor overhangs the ground floor and the entry is at the middle. However Hlaalu interiors are very flexible and I won't pin you down on it. That said you should not include unique items like the Bal Molagmer gloves, and expensive items like limeware which also is considered style-mixing. You have cluttered the house well, maybe except for the bookshelf that could have a bit more variation. Be aware of floaters, as you have quite a few. Fix everything as mentioned above and I am happy to recommend you for promotion.
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Version 2

Post by Tyrant »

Alright this one should be good! I went through every error you listed and did my best to correct. However you mentioned my limeware items? Well I couldnt seem to find that I had any! Perhapse you meant the redware dishes? Well I replaced them all just incase. But anyways, I hope you like this version

Thanks very much all!
Tyrant
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Post by Praedator »

This is a full review:

Clean: Yes (Dirty, still an Ahemmusa Cell in it)
Gridsnap Used: Yes
Northmarker Set: Yes
Fits Exterior: Not exactly
IllegalToSleepHere: Yes
Style Mixing: Yes, limeware
Lighting Settings: Good

General Comments:
- the limeware item is misc_lw_flask and it is placed on the desk upstairs, remove/replace it

Review:
Upstairs;
- common_pants_01 are floating above drawer on one side, needs to be rotated to match the surface
- common_glove_left_01 needs to be rotated to match the surface, the fingers soar much too high
- Gold_025 needs to be rotated to match the surface, it floats on one side
- Misc_Quill floats on one side, needs a little rotation
- misc_de_goblet_07 is still bleeding in desk, raise it a little above the desk, rotate to match the surface and ‘f’ it
- light_de_candle_14 slightly bleeds into desk

Downstairs;
- resize furn_de_rug_01 so that it is large enough for the loom to stand on, now the loom is floating at the front end
- one misc_de_bowl_01 is floating on one side, rotate it to match the surface
- replace misc_com_wood_knife_UNI1 with a non-unique, thus common version of the same, also it is floating
- all misc_de_goblet_08 face the same direction on default rotation. Now all shine in the same way and it looks awkward. Rotate every one of them, so that they all face a different direction
- the same is true for the jugs on the bookshelf as well as any repeating kind of clutter

Comments:
You need to pay a little more attention to rotating objects to match the surface. Quite a few objects are ‘f’ ed and just touch the surface with a tiny point, creating gaps under objects. Also remove unique and limeware items. Furthermore beware the default rotation, try to freehandedly rotate every object on the z axis as you place it. For the rest your interior is a nice poor interior.
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This should do it!

Post by Tyrant »

This one should be up to snuff! I'm really paying attention now to the item names that I place, I had several unique items before! Well anyways, I think this one takes care of all the problems you mentioned, and I went through everything else in my item list just to check over... I know I've said this before, but I think this one will satisfy you! ;) Looking back I can really see how much better I've gotten after each review!


Thanks in advance, and I hope this one does it!

Tyrant
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Clean Tyrant's showcase.ESP
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Last edited by Tyrant on Wed Mar 31, 2010 7:39 am, edited 1 time in total.
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Post by Praedator »

you haven't posted your updated file yet Tyrant, if you do I can review it soon.
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Tyrant
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Post by Tyrant »

Sorry about that! Posted the wrong file there and had to edit it out!


And I just realized my book on the desk is ever so slightly slightly bleeding on one corner, my bad! I'll rotate it appropriately. Damn those poor dunmer surfaces can be a pain in the ass!
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Praedator
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Post by Praedator »

Very well Tyrant, you have updated everything necessary, only a few marginal errors left, and thus I am happy to Recommend you for Interior Modder.

However I have the feeling that you do not like the de_p furniture now due the poor surfaces and work coming with it. One thing there won't be large interiors with de_p, generally it is only in houses of poor people and thus are small. If you claim such an interior please spend some time rotating everything to match the surface, after a while it is like second nature.

Anyway well done!
I know I'm going to sound like a hypocrite for saying this, but this needs *less* rocks - Cathartis
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Tyrant
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Thanks!

Post by Tyrant »

Thanks a ton Praedator! I was starting to get a little paranoid that I would NEVER be capable of posting a file without a mile-long list of errors! I must say, you are one tough judge to please! Its a very good thing for TR that potential modders are held to such a high standard! I can't wait to get started on some interiors, (if any are available).

Other than that, I really would also like to get involved in the quest making process. Scripting, developing, etc...

Thanks again Praedator and everyone else! I eagerly look forward to lending my hand with this project and helping to reach all of our goals!

Once more, Thanks everybody!
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Freedom choked in dread we live
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Post by Praedator »

Thanks a ton Praedator! I was starting to get a little paranoid that I would NEVER be capable of posting a file without a mile-long list of errors! I must say, you are one tough judge to please!
I actually was quite mild on you, not listing every technical error, as then the list with faults would be at least twice as long. That said, those errors do not affect the gameplay and thus there is no need to list them.

As for claim availability, I believe some ints will be up soon, it depends on the progress in the exterior department.

I cannot help you futher with Questing or Scripting, if you need info about that you can message Bloodthirsty Crustacean (BC) who is the Head of Quests, or simply post the question in your showcase and wait for an answer of a TR Modder who does Questing.
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Scamp
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Post by Scamp »

:lol: I like that guy, he's so full of the joys of life, he never gets down!!! :wink: :mrgreen: :)) :P :D
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Post by Praedator »

With help of Scamp I found some guidelines for applying for Quest/Scripting, they are as following;

A short-medium sized quest with at least two possible outcomes: Not just a "go here, fetch this" quest, but something with a little bit more complexity. On the other hand, nothing huge that would take an age for us to test/review. It should only be a single quest, not a full questline or anything like that.

Evidence of intermediate scripting ability:
You need to show you can handle everyday issues like updating journal entries, making items appear/disappear at the appropriate points, using local variables to modify dialogue, making NPCs move, making NPCs fight, using gloabl scripts, etc (I don't mean you need to show all of these, but this kind of thing). Knowledge of how to reference one script from another and how to use (or not use) global variables is also useful.

Knowledge of the dialogue system:
A fair number of dialogue entries, with choices for the player, dialogue results such as journal updates/removal of items, correct and appropriate filters, appropriate use of topics. Good grammar (don't forget American English!) is important, as well as sticking to the feel of the vanilla dialogue.

Evidence that you've thought of all the possible outcomes:
This is very important. You need to have thought of every reasonable action the player could take at any point during the quest, and create contingencies so the quest still makes sense. Often this just means adding in extra dialogue entries in case the player has already found the item/killed the target/etc, but can also mean more complex "backup routes" are required.

I hope that helps, happy modding
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Thrignar Fraxix
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Post by Thrignar Fraxix »

I love the song "Bad apple", good reviewing music.

misc_de_pot_blue_02 floats on one side
light_de_candle_10 bleed a slight bit too much
Misc_Inkwell on the desk hasn't had any adjustments made
light_de_lamp_06_77 bleeds a slight bit
you know what, just keep an eye on all of your lights
misc_clothbolt_02 and its friend in the basket don't quite rest right, but you can't really see this in game
misc_de_bowl_01 on the table is slightly off same with the other one
misc_de_bowl_white_01 is bled slightly too much

All in all, I recommend make sure to double check your poor furniture. You've got most of them placed right, and those you don't are off only slightly. Because of this, I'm still going to say Member Promoted for Interiors

If you have any questions, ask them here or send me a PM. There is currently a lack of interior claims at the moment, with which I am growing ever more frustrated. Regardless, I look forward to seeing your first claim.
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Scamp
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Post by Scamp »

Congratz finally!!! :D
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Tyrant
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Woot!

Post by Tyrant »

Thanks TF and Scamp! I won't let you guys down! I wanted to get started immediately, but the interior department really is lacking at the moment, at least in terms of selection. In the meantime however, I really would like to test my mettle in the questing department.

I have an interesting idea for a quest.

I always thought that the player should, at least occasionally be rewarding for actually reading the in-game books. So when I played MW the first time, I used to read the books in book shops, hoping there would be some sort of easter egg or clue hidden in there somewhere... but alas, there never was!

Well thats exactly what my idea is. I don't have the details all mapped out yet, but my basic idea is that, in a book the player discovers (possibly the journal of a previous adventurer) there will be either clue or mention of some area or item leading the player on the quest. The journal would contain either, a map to a certain secret area. (eg. underwater dwemer ruin, or cave in the mountains etc.) Or simply the solutions to puzzles found within said "secret area" from the point-of-view of the previous adventurer. In the end it could possibly lead to some magic weapon, or even just reveal the tale of the writer of the book the player discovers.

Maybe I'm crazy, but thats my idea for a quest. Fairly straightforward, my main point is that I want a quest that the player discovers by actually reading through a book, rewarding those with the patience to actually do so.

Also, obviously I don't want to interfere with any established lore in this area. So the challenge with this quest would be to find some existing lore to tie this into somehow. Perhapse basing this off of an existing location, item, even person! I don't know if thats necessary or if we would be able to create something like that from scratch (all names, places and items) without stepping on any lore already existing.

Well, there's my bright idea for a quest. I think it just might be crazy enough to work!

Love it or hate it, tell me what you think!
Thanks![/b]
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Chained and shackled, we are bound
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Why
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Post by Why »

Sounds fun!

Feel free to base your quest off an existing location or NPC. Most TR quest claims will revolve around locations and NPCs that have been created in their own respective claims anyway. This doesn't mean you aren't allowed to make any new NPCs though!

Don't worry too much about going against lore, we'll be checking it but your scripting skills count much heavier - designing quests isn't done alone in this project so we work together to make sure we don't break lore.

If you hit any issues post them here and we'll help you figure them out. Also I recommend you to download the "Morrowind Scripting for Dummies" guide, it should be on PlanetElderScrolls somewhere. It's an extremely useful reference for both new and experienced scripters. :)

edit: I forgot! Congratulations!
Last edited by Why on Fri Apr 02, 2010 1:09 am, edited 1 time in total.
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Post by Shapeshiftr »

I'm a little late on this, but 'grats on the promotion!
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