i4-459-Red

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Thrignar Fraxix
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i4-459-Red

Post by Thrignar Fraxix »

Claim type: Interior
Claim ID: TR_i4-459-Red (#2477)
Faction: Redoran
Parent claim: TR_4-22-Red (#159)
Claimed by: Nerano
Status: Approved (Progress: 100%)
Location: 1:(-1964, -1954):0
Files: TR_i4-459-Red_Nerano_6.esp; TR_i4-459-Red_Thrignar Fraxix_1.esp

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[-16,-15] Bandit cave with a great view from the top of the Velothi Mountains. 1 cell, small to medium in size. This cave entrance is not in the 4-22 file, but is included in Map4v.92.

Image for reference and northmarker alignment: http://img442.imageshack.us/img442/3449/imagewfy.jpg
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Nerano
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Post by Nerano »

A fairly long vertical tunnel, but entirely accessible for the player without the need for using levitation, with several short (very short) side corridors, and an entrance, at the bottom, to a chamber inhabited by bandits. Would the moldcave set be ok or should I use something darker (pycave)?
Last edited by Nerano on Fri Mar 18, 2011 10:27 pm, edited 1 time in total.
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Katze
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Post by Katze »

Sounds like a good plan. Go mudcave.
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Nerano
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Post by Nerano »

Now the cave is almost done, however there's a problem with the exterior. It's understandable, that the bandits have chosen a well hidden cave (and, interestingly, it's a great viewpoint if they have MGE), but I think it's unrealistic and illogical, that there's no way to get to it without levitation (at least from Morrowind, it may be accessible from Cyrovoid), since it's placed on the top of very steep mountains. How do they transport all their loot so high? (BTW, it reminds me my sister asking me once, many years ago, whether the miners carry all the eggs to nearby towns, or just teleport them by using simple magic:D)
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Post by Nomadic1 »

Do you remember that FG quest where you had to kill those bandits in the cave in the Sheogorad, but that doing so would likely lead you into a vampire's lair? There were tons of rising force potions at the top of it.

Why not just add some rising force potions to this cave as well?
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Post by Nerano »

Finished.
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Post by Haplo »

Submitting to Review
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Scamp
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Post by Scamp »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review:
-barrel_01_cheapfood5 was floating (x6)
-minor adjustments (x20)
-in_mud_rock_07 was slightly caspering
-Misc_SoulGem_Petty was bleeding into the surface
-again, sink papers
-iron halberd was bleeding into the surface
-com_sack_01_ingred was being awkward
-again, sink clothes
-com_sack_02_thief was being sunk too much


Again, try not to place your things half on, half off planks without rotating them. As a result, many of them are half-floating. I tend to rotate them so they stand properly.

Comments This is very much a bandit cave.

Rating 9/10
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TR_i4-459-Red_Nerano_6.esp
(51.09 KiB) Downloaded 100 times
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Post by Nerano »

Bad, bad, bad. I'm working on the next cave now, and while using Ex_common_plat_LRG I just realised I made some serious mistakes here. The bars on which the planks lie don't have proper endings! And yes, it is visible ingame and looks awful. How could I miss that? And how could Scamp miss it? :D
Anyway - somebody should fix this. Or, send it back, if you want (I'll be careful not to screw up Scamp's fixes).
I think it should be easy to fix, either by covering the missing endings with rocks or something (most of the platforms are just at the ground), or by replacing Ex_common_plat_LRG with other platform types.

Edit:
ex_de_shack_plank_02 might be useful :idea:
Last edited by Nerano on Fri Dec 02, 2011 11:07 am, edited 1 time in total.
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Scamp
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Post by Scamp »

Nerano wrote:And how could Scamp miss it? :D
I did?

Well well Neranoface, remember the first cave you made, it had the same problem and I whined about that all over the Internet Relay Chat because I had to fix it, in case you remember. Maybe I expected you not to make the same mistake in this cave again. (Pathetic excuses here, but I had to say something)
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Post by Thrignar Fraxix »

Approving. Getting tired but I think I got all of those damned deck kerjiggers
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