Mr. MannlyMan's showcase

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Mr. MannlyMan
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Joined: Fri Dec 10, 2010 9:16 am

Mr. MannlyMan's showcase

Post by Mr. MannlyMan »

Hey TR modders. Been a long-time lurker on these forums, and decided I should bite the bullet and throw up a showcase for y'all.

This is really my first real effort at making interiors with the CS. It's meant to be an Imperial fort that has been inhabited by a group of ex-Telvanni dissidents. They're trying to "uproot" the original Imperial structure by growing a Telvanni tower right underneath it. So there are vines and sprouts and big roots growing up through the foundations, basically ripping everything apart.

If you need to teleport to the cell, it's named "Farwatch, Farwatch Hall". Exterior is north-northeast of Dagon Fel.

Any comments would be appreciated.
:D

Note: this includes a linked exterior. If I wanted to post an .esp that only contained the interior cells, would I have to remove the exterior cells using TESAME?
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Clean Farwatch.ESP
(736.57 KiB) Downloaded 61 times
alex25
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Joined: Thu Jan 21, 2010 7:25 am
Location: Here and There

Post by alex25 »

Hello and welcome to Tamriel Rebuilt!

This is a large showcase so I will split my review but first:

-You should not put NPC's into a interior or exterior at TR nor should you link interiors with exteriors. The linking is made in exterior detailing claims and the NPC's are either in NPC detailing or questing.

For the exterior: The exterior should be at least six well cluttered cells. You only have 4 well cluttered ones. Also at cell 5,27 the boat should not stay like that (because it would slide into the water) Also the chest and shells inside the boat and the ones near them float. Some of the mushrooms inside the fort are BC ones and don't fit with the area. On the top of the fort there are a couple of stoneblocks that float And or look unrealistic. Just keep the bricks that look like coming out from the fort (I loved that effect) and delete/move the others). Also shade more use darker shading and check all of your shells in the water (there are some slight floaters).

For the interior: The interior is quite large so you might want to pick one specific cell to improve. You also have style mixing (only use one type of furniture in this case only de_p so change any de_r furniture). Also misc_de_bowl_white has a pointed bottom you should lower the bottom to the ground until it fits. You must also match the items on the shelves by rotating them. Try to have 3 of the bottom lines dotted. Also press "f" on all objects to bring them down to the nearest surface (and make sure they aren't floating). You have floating and/or bleeding objects on the de_p shelves and desk in Farwatch Hall, Upper Keep (the sword, paper and DarkestDarkness book)and the living area (the table, the items in the bowl, sc_secondbarrier, and some of the pottery). Your light settings are good thought.


On cleaning: You obviously can clean well but you should also clean the cells that don't belong to your showcase (basicaly everything that you haven't named and the dialogue since you aren't going for a quest showcase).
You can also focus on only one of your interior cells clutter it better rotate the furniture around, and fix the bleeders and floaters. Overall it's a cool and original showcase but you still have a few nitpicks to solve.
Mr. MannlyMan
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Posts: 8
Joined: Fri Dec 10, 2010 9:16 am

Post by Mr. MannlyMan »

Thanks for looking at it, alex.

Here's an updated version. All other cells except for the Telvanni living area have been removed. If you want to get to it, you'll have to use the console.

Cell is named Farwatch Hall, Living Area. That should be better.
Attachments
Clean Mr. MannlyMan's Farwatch.esp
Stuff added, cells reduced to 1 interior, stuff rotated... pain in wrist.
(34.88 KiB) Downloaded 49 times
Mr. MannlyMan
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Joined: Fri Dec 10, 2010 9:16 am

Post by Mr. MannlyMan »

So I take it the showcase bombed? :P

I'm working on an exterior right now, so I might post that up after I'm done with it. RL stuff has been keeping me from even touching the CS lately, but I'll get around to it. Eventually.
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Thrignar Fraxix
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Post by Thrignar Fraxix »

it didn't bomb, but it did slip beneath the waves. We encourage everyone to bump their showcases after a week if they haven't been reviewed.

After reading your post, I was going to load up your interior and give it a review, but it is dependent on both of the TR releases which I don't have. Your files should only be dependent on the vanilla esms and TR_Data if you want to try out our stuff.
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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
Mr. MannlyMan
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Joined: Fri Dec 10, 2010 9:16 am

Post by Mr. MannlyMan »

Oh. Crap.

I guess that's what I get for not really reading the Showcase guidelines. Does this mean I should start a new file, or is there some way to fix the dependencies? I don't think the cell would even fit an exterior shell anyway, so I might have to just make a boring house from scratch. Probs Hlaalu. Bleh.
:?

I AM pretty good at fitting ints. to exts., just so ya know.
alex25
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Location: Here and There

Post by alex25 »

You can clean dependencies using TESDTK downloadable from the utilities page.
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Thrignar Fraxix
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Post by Thrignar Fraxix »

though you will also need to edit out any changes made to an exterior cell via TESAME to prevent error messages, since you will essentially be removing the ground from underneath your house.
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
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