Telvanni's Showcase

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TelvanniOfTamriel
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Telvanni's Showcase

Post by TelvanniOfTamriel »

Hi everyone, I've been hoping to be able to help with Tamriel Rebuilt for a while and I think that I'm finally ready for a showcase! But before I upload it, I want to know whether or not I should link the showcase to an exterior first. (It's an Ancestral Tomb if that makes any difference) :)
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Praedator
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Post by Praedator »

No need to link an int to an ext, but set a northmarker anyway.
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Post by Katze »

You shouldn't link your interior to an exterior, that's done at a later stage with actual claims.

A house would be a better showcase, but generally all an interior showcase needs to prove is your ability to avoid style mixing, and object placement and rotation skills (the de_p furniture set is advised for this, it's the only one that provides any challenge due to the warped surfaces).
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TelvanniOfTamriel
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Post by TelvanniOfTamriel »

Ok, thanks! :) I'm still going to upload the tomb since, even if it doesn't get me the promotion, I can use what I learn on the house! :D
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Clean Clean Sadri Ancestral Tomb.ESP
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Osidian
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Post by Osidian »

First of all, welcome to TR :)
I don’t have the time right now to see the all of your showcase, but I'll try to do it later. For now I only checked the first two rooms and hall. But I think it will help you when creating your house showcase without some of the mistakes you made in this one.

Clean: Yes
Loading Errors: None
Northmarker: Yes
Gridsnap: It’s seems to be but there are some strange numbers like ##.999, ##.998 or ##.001, not sure why.
IllegalToSleepHere: No (it’s a Ancestral Tomb so this is correct)
Lighting Settings: Good

Errors & Remarks:
- There’s no need for all those extra lights, the sconces, braziers and candles are enough. The interiors are generally very lit anyway with just ambient lighting, and this is a tomb so it’s supposed to be a little dark.
- You should add the sound effects typical of Ancestral Tombs
In the first room to the right (after entering the tomb):
- in_velothismall_dj_01 and in_velothismall_ndoor_01 isn’t properly gridsnaped.
- ingred_diamond_01 on the floor floats very slightly
- most of the items over the wall of the velothi ashpit either partly float or bleed, they need to be rotated to rest properly since the surface isn't parallel to the xy plane
- TR_Ingred_Topaz bleeds to chest_small_01_soulgem
- furn_bone_rib_01 bleeds to the wall of ashpit
- another furn_bone_rib_01 should be bled into the ash a little more, as it is it looks unnatural
- furn_bone_01 floats and bleeds to the wall
First room to the left:
- ingred_gold_kanet_01 floats
- furn_bone_01 floats and bleeds to the wall
- TR_Ingred_Sapphire bleeds with skull
- put the light_velothi_brazier_177 just a little further away from the wall, so it doesn’t bleed
- urn_05_ingred needs another 'f'ing
- light_sconce10_256 needs to be bled a little more to the wall
- you can make the rotation of the urns look more natural by using less rotations like 0º, 90º, 180º or 270º. Basically avoid overusing angle snap when rotating these objects

I just took a quick look to the remaining areas of the tomb and found some books bleeding into bookshelf, the skull isn’t properly resting in it, ingredients floating over the walls of ashpits. I’m not sure about that chapel-like room, not sure it fits. In vanilla morrowind I think usually there’s only some prayer stools near ashpits.


Comments:

Besides those things to improve, I think this is a nice medium sized tomb, I like the layout of it and with those corrections and maybe a little more clutter it would be a good interior.
While it may seem a big list of corrections for only two rooms the truth is that many of them are similar and when you correct one you will know how to correct the others. It just takes a little attention to detail really and then the ability to rotate the item (it’s easier to fine tune the rotation in the properties/edit window you get after double clicking the object).

I'm looking forward to your showcase of a house. Be sure to pay special attention to the way items rest over the de_p furniture and try to rotate then well.
Happy modding!
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TelvanniOfTamriel
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Post by TelvanniOfTamriel »

Ok I fixed everything except the temple section (The prayer stools with the lectern) since I did get the influence for that from the Andrano Ancestral Tomb (The biggest difference is that was almost all that was in the room and there was no bookshelf):D If you want, I can drop it but there was at least one of them in the base game. I think I got everything else in the tomb though. :) I plan to start working on the house showcase tomorrow!
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Clean Clean Clean Sadri Ancestral Tomb.ESP
(21.89 KiB) Downloaded 79 times
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PoisonUnagi
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Post by PoisonUnagi »

I love the name xD

I'll give this an unofficial review in about half an hour once I've tried it out.

EDIT: That was a bit faster than expected.

Okay, I've had a look around, most of it looks pretty good. Unfortunately, I think all your urns are bleeding and i know for sure that all the stood-up candles (not the wall-mounted ones) are either floating or bleeding into the ground. Also the trap on one of the doors is extremely powerful, I had to give myself 1000hp to survive. Also, one of your locked chests is empty, which I can imagine would be very immersion-breaking ingame.

For the most part, though, good work, and good luck :)
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TelvanniOfTamriel
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Post by TelvanniOfTamriel »

Ok I changed the trap but I don't know what you mean by a locked chest with nothing in it. It's true that I do have an empty chest, but it's not locked. (At least it isn't according to the CS) And thanks for the compliment by the way! :)
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Post by PoisonUnagi »

Well it might be a CS error, but there was definitely a locked empty chest. Might as well put something in it if it doesn't come up as locked.
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Post by Haplo »

Things with a lock level of 0 are still locked. However, having locked empty chests is normal, and very annoying to players who don't have a lot of lockpicks.
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Post by TelvanniOfTamriel »

All the chests which are natural empty don't have locked activated at all. (Not even set to 0) There is one chest, chest_tomb_large02, that I have locked at level 20 and it's the only one I could possibly think of being the problem.
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Post by PoisonUnagi »

Yeah, I booted it up in the construction set, it was chest_tomb_large02 that was empty when I loaded it up.

I've got bugger-all idea why it did that, might've been a one-time glitch for all I know. The CS says it contains l_b_loot_tomb03.

o.O
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TelvanniOfTamriel
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Post by TelvanniOfTamriel »

I just looked at the leveled list in the CS. The problem was that it had a 20% chance of none.
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TelvanniOfTamriel
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Post by TelvanniOfTamriel »

I'm pretty sure bumping is allowed after 10 days. So bump (Tell me if I'm wrong!)
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Post by Thrignar Fraxix »

yes you are allowed to bump, however PoisonUnagi did mention there were a good number of errors. Unless he is wrong about them, I'd recommend fixing them
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Post by PoisonUnagi »

I didn't get any errors when I loaded it up... maybe it's slightly dependent on Map1 and Map2?
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Post by Thrignar Fraxix »

*facepalm*

not talking about loading errors, I'm talking about floaters and bleeders.
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Post by PoisonUnagi »

Ohh, right. I didn't actually take a careful look-through in the CS, but I was walking around ingame and taking a look at every object from different angles, that's all that I found.
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TelvanniOfTamriel
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Post by TelvanniOfTamriel »

Ok, I cleaned up the tomb again. Here's the new file.
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Clean Clean Clean Clean Sadri Ancestral Tomb.ESP
(21.88 KiB) Downloaded 94 times
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Osidian
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Post by Osidian »

OK, here's my full review. Sorry I couldn't do it earlier but I'm not having a lot of modding time lately. I used your latest file.

Clean: Yes
Gridsnap:
IllegalToSleepHere: No (good)
Lighting Settings: Good
Northmarker: Yes
Loading Errors: None
Fits Exterior: I can’t tell

Errors & Remarks:
First room to the right:
- light_sconce10_256 needs to be bled slightly more into the wall
- light_de_lantern_02_256_blue bleeds with in_velothi_ashpit_01
- cruel shardblade doesn’t rest properly in in_velothi_ashpit_01, needs a little more rotation work
- The three ingred_stoneflower_petals_01 aren’t resting properly
- TR_Ingred_Topaz isn’t resting properly
First room to the left:
- This room feels a little empty, a couple of columns could attenuate that
- light_sconce10_256 needs to be bled to the wall
Temple room:
- Two light_sconce10_256 need to be bled slightly more into the wall
- furn_de_lecturn floats
- furn_velothi_prayer_stool_01 are too perfectly distributed and you could change a little the z-rotation values for like 267, 271, 275
- urn_05_ingred bleeds with furn_velothi_altar_01
- The rich Bookshelf is out of place here in a tomb
- amulet of far silence could use another ‘f’ing
- misc_skull00 looks better now but the jaw is still floating
- TR_misc_imp_bsword_brk needs to be rotated so that the tip doesn’t float. This model is good and you just need to put 180º in the Y rotation (the blade will rest properly) and then do Z rotation to your liking
- TR_bk_HerHands floats
- chest_small_02_gold_05, dire sparksword, ingred_stoneflower_petals_01 and TR_Ingred_Nightshade float/need rotation over the ashpit
- In this big room, some columns would be good too I think
Corpse room:
- chest_tomb_large02 floats/bleeds (notice how the ground surface isn’t flat). The same with urn_04_ingred
- contain_corpse20_mage floats, but there’s not much you can do with it. However, it would probably be better to use contain_corpse00 in this place, since I suppose the guy was put there by his family rather than just dying there in that position. But this is probably just my personal preference though
Corridor with the pit:
- Two light_sconce10_256 need to be bled to the wall
Room with eight altars:
- Both light_velothi_brazier_177 float
- furn_bone_rib_01 position seems unnatural
- ingred_gold_kanet_01 slightly bleeds
- silver dagger slightly floats
- chest_small_02_gems floats
- p_drain_luck_q slightly bleeds
- sc_summonskeletalservant slightly floats
- all these things in the wall of the ashpit need better rotation
The room on the other end of the pitted corridor:
- in_velothi_ashpit_02 floats
- One light_sconce10_256 needs to be bled to the wall
- chest_small_02_gold_10 and iron dagger float and need to be rotated to rest correctly on the surface

- I don’t think light_de_lamps fit in an ancestral tomb, it’s better to just use the sconces, braziers and skull lights.


Comments:
In my previous partial review I told you that some mistakes were repeated. You should have taken a look at the rest of your showcase (that I didn’t review that time) and search for those repeated mistakes, because many of them are similar to the previous review.
I recommend that you start a new showcase file of a house with de_p furniture. This furniture will be frustrating in the beginning but will help you train your rotational skills and will allow us to judge them better. It doesn’t need to be big, something like a house with two floors with 3x2 tiles (like Meldor’s or Karlirah’s in Balmora for exemple) would be good.
Like I said previously, don't be discouraged by this long list. Once you get the hang of rotation these mistakes will disappear.
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