i4-349-Red

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Thrignar Fraxix
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i4-349-Red

Post by Thrignar Fraxix »

Claim type: Interior
Claim ID: TR_i4-349-Red (#2311)
Faction: Redoran
Parent claim: TR_4-46-Red (#1306)
Claimed by: Nerano
Status: Approved (Progress: 100%)
Location: 1:(-1298, -3568):0
Files: TR_i4-349-Red_Nerano_1.esp; TR_i4-349-Red_Nerano_2.esp; TR_i4-349-Red_Nerano_3.esp; TR_i4-349-Red_Nerano_4.esp; TR_i4-349-Red_Nerano_5.esp; TR_i4-349-Red_Nerano_6.esp; TR_i4-349-Red_Nerano_7.esp; TR_i4-349-Red_Thrignar Fraxix_1.esp

---

[-11 -27] dwemer ruin. The bottom entrance is blocked by rocks, only accessible by levitating to bridge or jumping down from cliff. Should be able to reach bottom of ruin and find a caved in exit (maybe even script a little blow open exit quest?). Download 4-46-Red to see the exterior.
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Post by Swiftoak »

I'm not too sure if I want to claim this just yet, but I notice this ruin is quite close to my bandit cave.

Seeing as the bandit cave descends to the level of this ruin, I was wondering about the possibility of linking the two in some way? it doesn't even have to be a cell-to-cell link, perhaps just an aesthetic (ie part of the bottom of my cave reveals some dwemer walls or something).

Because you know, bandits love dwemer ruins.

It can open interesting possibilities...
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Post by Katze »

Sounds good to me. No actual cell link, but feel free to have the beginnings of a break in and some collected dwemer items at the lowest level of the cave.
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Post by RelinQ »

I would like to claim this Interior if Swiftoak decides he no longer wishes too.

Moderate sized, about 2 or 3 cells, with maybe a single -'hard to reach' glass deposit in the far back somewhere. Nothing fancy, I'll keep it generic but make it interesting.

I promise I won't use any odd lighting or wierd statics either.
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Post by Nemon »

RelinQ wrote:I would like to claim this Interior if Swiftoak decides he no longer wishes too.

Moderate sized, about 2 or 3 cells, with maybe a single -'hard to reach' glass deposit in the far back somewhere. Nothing fancy, I'll keep it generic but make it interesting.

I promise I won't use any odd lighting or wierd statics either.
Umm, this is the dwemer ruin itself, free for whomever to claim. I'm not sure on the glass deposit is needed. A standard (tr standard that is) dwemer ruin is what we need here. Press claim to claim, obviously...
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Post by Katze »

RelinQ, you seem unable to read claim descriptions judging by your not knowing what this claim is, so I'm really not sure if you're suitable for making an interior with an exterior as awesome as this.
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Post by Swiftoak »

Whoever claims this, please download my i3-350 WIP shell, as to not conflict with the cave I'm building nearby.

There should be plenty of room to build the ruin, but i recommend a descending ruin rather than building westward on the same level.

Part of my cave will breakthrough the lower levels of the ruin, but not link, so feel free to have some pycave statics block certain passages.

Use my interior as a reference point to where this will occur.

Anyways I still might claim this depending on time, but again I am not holding this, and whomever presses "Claim" first, I won't bite ;)
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Post by RelinQ »

I would actaully like to claim this now.

Interesting GENERIC DWEMER int, with no glass.

Since there is alot of rubble outside I would like to do something simmilar like the ruin at i3-150 that had a collapsed floor made out of makeshift rocks, but maybe using those dwarven shaft pieces as well.

@Cath,
I can read descriptions thanks and I know exactly what this claim is otherwise I wouldn't have replied to this thread to start with. :P, I did actaully say I'd keep it generic as well.

As for the glass thing, You can forget that idea. I did say 'maybe' indicating it was an idea not a go ahead. I was mealy thinking of the interior: "Nchurdamz, Interior". nvm.
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Post by Katze »

Granting. Make it good. Be sure to remember the caved-in lower entrance (don't script the explodable rocks; that can be done later).
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Post by RelinQ »

quick update, just part of the shell so far and a few bits and pieces around.
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Post by Thrignar Fraxix »

WiP this in the next week or I revoke it
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Post by RelinQ »

WIP Updated

Not yet entirely finished, going to tweak and tidy up a few things still. far few bits of clutters and machines around, added a quite alot of pipes in parts.

If you wondering about the shape of the int, I had to make it look that to fit the exterior and fit in with Swiftoaks other int.

If anyone would like to see the whole ruin layout as the one int just ask me and I'll upload a int of that.

Going to specify more details about the int and what i'm doing with it in this post in about 13h time when Im at work on my lunch break.
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Post by Haplo »

Hi, you're almost within a week of the 30-day update timeframe.
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Post by RelinQ »

So much for my detailed reply...

Int is almost finished

there are a few things I would like to add in addition but I would like to speak to Cath about before hand.

I will still post a WIP up soon, probably Thursday/friday night.

Overall just tidying up statics,
adding a few more sets of piping around for detail,

There's just a few minor spots that look a little empty which I'm hoping to resolve within the next day or so.
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Post by Thrignar Fraxix »

just ask here. Cathartis just went to bed and, believe it or not, other people can answer your question apart from the head of the department.

Edit: This goes for all things, not just interiors. Don't PM the head of a department to ask something that could be asked in a thread and answered by any moderator/admin.
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Post by RelinQ »

Yes okay, thats fair enough then.

Eitherway the thing I was going to ask was something that had Cath suggested when I first started this int.

As it turns out later that week Cath was on IRC so It's fine now.

Anyway Here's my current WIP
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Post by RelinQ »

Barely touched this at all, been severely ill for two weeks.

Will see about uploading a WIP sometime this week.
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Post by RelinQ »

Uploaded an WIP a few days ago, havent really been able to post a reply until now, my PC at home as HDD problems.

Pretty much near finished, just checking through the ints for any faults.

In added the rocks at the lower level to look like a cave in then placed a Collision box just infront of/over the door so it cant be activated/opened.

Should be finished soon.
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Post by Swiftoak »

Hey! Looking pretty good at quick glance.

Hard to tell if it butts heads with my cave though. Download my latest WIP to see how my cave is shelled out. If it conflicts with your claim, I will kill the passages on my end seeing as you're close to finished on your end. I still got about 60% to chew through!
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Post by RelinQ »

Hey thanks Swiftoak :),

In one of my cells (or actually 2 tbh) I sorta caved it in with the right cave rocks, which I'm actaully fairly pleased with how that looks.

A while ago when I added all of this into the one cell with your cave (for a comparison), it only just clipped the edge of my of my cells which I think I was planning to put rocks near anyway.

I can't really do much atm, but I'll look into this tonight for you and see If there are any conflictions.

Cheers, Relinq.
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Post by RelinQ »

Alright here is my final.

I'm kind of sick of this int, but It's finished and I think its fairly decent. I tided up a few things as well from the last WIP.

Ideally I think this int would benifit from some scripts, especially in the lower level where I added in those cranks.
I want to have a floor with a controllable lava flow, but I'll leave that part to a scripter.

Cheers, Rel.

EDIT:
In the Lower Level where the rocks are I've added a collison barrier static so the door is visible but cant be accessed. (this can be removed witha script later on)
also those explosive rocks could be added in this location later on, (although you'd probably want a in_psycave version of that activator not a in_lava textured one.)
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Post by Katze »

Sending this to review, then.
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Post by Katze »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: -couple of rotation errors
-added some extra kegs in the Observatory to increase the ref count

Comments Fairly good

Rating 8/10
Attachments
TR_i4-349-Red_RelinQ_5.esp
(56.86 KiB) Downloaded 36 times
"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

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Post by Thrignar Fraxix »

Revoking, modder gone. This should not be 5 cells, all cells within need more detail. There are oddities throughout as well.
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Post by Yeti »

Claiming

I will decrease the number of cells, add detail, and fix any oddities.
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Post by Haplo »

Granting. Enjoy!
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Post by Yeti »

Please revoke this. I have no inspiration to fix it.
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Post by Katze »

Sure, revoking by modder request.
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Post by Andres Indoril »

Dwemer ruin? Yes, please!

Won't use the WIP for the purpose of wanting to build a dwemer ruin from scratch.
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Post by Katze »

Granted, to the overly animated Dunmer off to the right!
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Post by Andres Indoril »

Meh, I think I'll just retire from "active duty".

Revoke this.
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Post by Thrignar Fraxix »

oh for the love of god

revoked
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Post by Why »

Claiming because I want to make an elevator. One cell, won't be using RelinQ's WIP, will match the exterior. I'd like to hide some sort of moderate treasure (Some Scavenged Dwemer Armor perhaps? It's bad but it looks awesome) behind a "puzzle" of sorts that will include aforementioned elevator. Player will have to think outside the box. Also blowing up rocks to open up the lower exit. Oh, and death by lava.

Wait, didn't I just drop a claim to focus more on Necrom? Why yes I did, but this is for when I'm tired of writing dialogue. A4East didn't really help in that regard. D:
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Post by Katze »

So this is the thing you was on about? Sure, granting, have fun and such!!!
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Post by Why »

Uploaded a WIP, now with a working elevator, for everyone's testing pleasure. Do note that coc'ing to the cell will cause you to get stuck in a collision wall (do tcl out of it before trying to activate anything) and that due to Morrowind rotating things differently through script than through the CS, the gear looks terribly off in the CS while it is actually positioned correctly in-game.

Enjoy.
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Post by Why »

Added some lights, made some rocks. Don't stand too close to the explosion.
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Post by Thrignar Fraxix »

Been a month, so I'd like another update. With your other claims in mind though, I hope this is only a minor update. This is completely irrelevant in comparison to necrom.
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Post by Why »

You'll be happy to hear that I got the doors to work properly about a week ago. Or maybe not because SHUT UP WANT MORE NECROM which would be a valid point to make. :P
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Post by Haplo »

Oh my... we haven't had a file in like 3 months... FIX THAT FOR GREAT JUSTICE!
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Post by Haplo »

Revoked due to lack of updates.
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