roerich's Showcase

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roerich
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roerich's Showcase

Post by roerich »

Hi! I've followed you for some time, and I really like what I see. I would like to help modding (preferably interiors), so here's a showcase. It's the residence of a Hlaalu agent in Balmora (with exteriors too)
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roerich's Showcase - Balmora House.ESP
(138.69 KiB) Downloaded 210 times
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Praedator
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Post by Praedator »

I would like to help modding (preferably interiors), so here's a showcase. It's the residence of a Hlaalu agent in Balmora (with exteriors too)
First of all welcome to Tamriel Rebuilt!

To apply for interiors as well as exteriors you will have to make two seperate files;

1. Interior: a 2x3 tiles large structure with either a basement or top floor and should fit an existing exterior. To check this use your common sense and view vanilla MW interiors for its size. We prefer it if you use de_p furniture.

2. Exterior: a landmass no smaller than 6 cells, preferably an island and mainly wilderness (like West Gash/Bitter Coast) and add a small village or town. Underwater areas count towards the cells if you clutter them with kelp, kollops and boulders.

I will check your current file, the interior part, and post my review soon. In there, you will find further comments on how to proceed for interiors.

[Edit] What is the name of your interior cell?
roerich
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Post by roerich »

It's "Balmora, Neldam Uvayn's House"
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Post by Katze »

You can find this out when you check the file in TESAME, you know.
"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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Tea is important.
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Post by Praedator »

True, I didn't think of it! bangs head on table and goes on with reviewing...
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Feriluce
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Post by Feriluce »

Cathartis wrote:You can find this out when you check the file in TESAME, you know.
You dont even need to go that far. Just click details in the plugin menu.
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Post by Praedator »

Clean: Dirty
Gridsnap Used: Yes
Northmarker Set: Yes
Fits Exterior: Yes
IllegalToSleepHere: No
Style Mixing: No
Light Settings: a little bit high

Review:
- You have many tiny floaters on the table upstairs, everything on top of it should be rotated to match the surface and then 'f' ed.
- Hallways are pretty empty (except tapestries and rugs), add a bench or two with some clutter on top.
- Items on poor surfaces (de_p) should be rotated to match the surface (x, y and z axis)

Comments:
A very nice interior to start with. Clean your file (as for interior only), add a little clutter here and there, rotate all objects on poor surfaces and I am happy to recommend you for promotion. Also check the IllegalToSleepHere box.
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Post by roerich »

Thanks for the welcome and the review, tried to fix all the stuff.

- Cleaned file
- Fixed floaters and rotated objects to match surfaces
- Added two benches, a table and a chair to the hallways plus some clutter
- Turned down the light settings a bit
- Checked IllegalToSleepHere
- Changed Cell Name to "1 Balmora, Neldam Uvayn's House" so it's easier to find :)
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Clean roerich's Showcase - Balmora House v.2.0.esp
(19.77 KiB) Downloaded 219 times
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Post by Praedator »

This is a full review:

Clean: Clean
Gridsnap Used: Yes
Northmarker Set: Yes
Fits Exterior: Yes
IllegalToSleepHere: Yes
Style Mixing: No
Light Settings: still a little bit high

Review:
- furn_de_p_chair_02 is floating
- the quill stands innaturally in the Inkwell. Rotate it a little bit, and be sure that the feathers do not touch the Inkwell.
- light_de_candle_07_64 needs to be rotated to match the surface of the desk.
- all the items on the table need minor rotation to match the surface.
- all the items on bookshelf need some minor rotation to match the surface.
- remove one light_de_lantern_03_128 from the basement.
- do not sink baskets into the floor.

Comments:
Very good, except the lighting settings and rotation.

To get good lighting settings, open an existing vanilla MW interior and write down the figures for all settings. Then enter those settings in your interior.

Rotation, its actually pretty easy, if you know how;
Place an object above a poor surface, and 'f' it so it drops down on the surface. Now you see the coloured lines around the bottom of your object. Somewhere along these lines you will see a broken line, or a dotted line. Those lines indicate that your object rests perfectly on the surface. In order for an object to be well placed all the lines should be dotted, that means rotating towards lines which aren't dotted yet. Also look physically under the object to see how much space there is between the lines and the surface. This indicates how much you need to rotate. Generally you will not need to rotate more than 3 degrees. (this excludes placement of upright and long items like Broom or Spear).
Once you have been rotating along the x, and y axis, you should lift the object a little and 'f'it again. Check the lines and they should be dotted, if not redo the steps and use 0.1 steps of rotation for fine rotation. I generally do a 1 degree step, raise and 'f' again, 0.5 step, raise and 'f' again and then the fine adjustment of 0.1 degree, to be followed by a final 'f' or minor adjustment of 0.01 ish on the z-axis to fix the height.

Problems (25% or so): Not always is it possible to have four lines dotted, due the surface. Following is also OK:
3 fully dotted lines, with one filled line (steep angle)
2 fully dotted opposite lines, with two filled lines (gully in surface)
only opposite corners are dotted (or disappeared) again a gully

Once your rotation and light settings are OK I will recommend you for promotion.
roerich
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Post by roerich »

Hey, sorry about the delay. I'm having some troubles with my computer and a lot of real life stuff going on, so hopefully I'll finish this during the Easter, and hopefully start modding soon after.
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Post by Praedator »

Take your time, as modding is not about speed, it is more like art :D
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Post by roerich »

So, a computer crash, new computer purchase and a load of time later I'm back to modding. I'm working on an Interior Showcase, but also an Exterior which I'll post some early WIP screenshots of here. :)

http://i56.tinypic.com/1568ol0.jpg

http://i56.tinypic.com/2qiv7sm.jpg

http://i54.tinypic.com/2q1s552.jpg

http://i51.tinypic.com/2nbds04.jpg

It's supposed to be a Redoran fortress somewhere in the Velothi mountains, looking over a trade route and with a tiny village providing shelter for passing traders. The showcase also hosts a small Imperial fort so far, but I'm reconsidering that. I'm also going to change the two cells to the far left to Bitter Coast Region, so there's going to be both some elevation and region transition.

Looking forward to get this finished and reviewed :) And to hopefully join the team!
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wollibeebee
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Post by wollibeebee »

pic 2: get rid of the 2 spikes! :)
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Post by blackbird »

I like your small town.
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Post by Nemon »

roerich wrote:...but also an Exterior which I'll post some early WIP screenshots of here.
Yay, exterior showcasing.
Now before you submit any exterior showcase for review, please adhere to the following guidelines:

- Ext showcase 6 cells, not an island, which means after cleaning the cells it will have a steep drop off.
- Please have at least 200 references per cell. Avoid using the same type repetitively, for certain items like grass use rotation on different axis and scaling (size) to create variations.
- You may include a small pond in your showcase, I like to see how modders detail underwater bits.
- Please include a road in your showcase, and it needs to be highly detailed as well.
- Please see our current thread at the BGS Forum and the screenshots we post there to get an idea of how detailed our exteriors look these days. http://forums.bethsoft.com/index.php?/topic/1201579-wip-tamriel-rebuilt-sacred-east-2/
- Vertex shade around statics.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
roerich
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Post by roerich »

Thanks for the comments! Spikes has been taken care of :) Remember, this is a very early WIP.

@Nemon: I'll be sure to follow these guidelines, as I had all these things in mind already. Looking forward to get this finished, it will hopefully kick some degree of ass.
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Post by roerich »

I honestly seem to be cursed. Yet another computer crash.. Might take a while with this.
roerich
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Post by roerich »

While this one has been scrapped, I've considered submitting an interior showcase. My modding skills and overall free time have increased in the meantime, and I'd really like to have a go at this. I've worked a bit on a Dres slave pit for fun, while having it in mind as an exterior showcase.

As we are talking Almalexia, would you prefer me to do an Indoril interior? With de_p furniture of course.
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Post by Mwgek »

As we are talking Almalexia, would you prefer me to do an Indoril interior? With de_p furniture of course.
That will do as long as its size is sufficient. Goodluck on it!
--Mwgek--
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Post by roerich »

Thanks! Two floors, 2x3?
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Post by Why »

Indeed, good luck, and be sure to ask if you have any questions!
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Post by roerich »

Here goes..

It's supposed to be the small home of an upper-middleclass poet and musician residing in Almalexia. I even made a little backstory: his parents are wealthy plantation owners, but he moved to the city because he's more into poems and ladies. He's not very skilled, but he enjoys the urban life, and often hosts small late-night gatherings for his friends and fellow artists.

I'm sure I missed some bleeders and other stuff, but I tried to go through everything at least once. Hope you like it!

(Cell name is "1")

Edit: The exterior I had in mind while doing this, was a slightly sunken EX_MH_building_02.
Attachments
Clean Roerich Showcase.ESP
(19.99 KiB) Downloaded 148 times
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Post by arvisrend »

Your file looks corrupted, or at least the CS won't load it.

Edit: Nice ninja skills, Leon.
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Post by roerich »

wut.

I think something went wrong when I cleaned it. Besides that, my Morrowind directory is looking strange, there's no "pocket knife icon" for the .ESP files.. I'm running x64 windows 7.

Trying to upload again:
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Roerich Showcase.ESP
(20.62 KiB) Downloaded 171 times
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Talias
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Post by Talias »

Clean: yes
Northmarker: yes
IllegalToSleepHere: yes
Style Mixing: no
Light Settings: fine

Second floor:
TR_bk_KingHelsethBiography bleeds in wall

Desk on second floor:
light_com_candle_07_77 is a bit over the side of desk
TR_sc_Wanderlust_EL bleeds
bk_HomiliesOfBlessedAlmalexia floats

Stairs between floors:
furn_de_tapestry_10 floats x2

First floor
TR_Ingred_Bread_02 two upper breeds in the stack bleeds a bit
misc_com_broom_01 should be rotated a bit currently it doesn't rest agaisnt wall
furn_de_p_shelf_02 (the one with drums) could be placed a bit deeper in wall

Comments: the interior is very good, except for the few problems listed above, most of them are simple oversights, that could be fixed if you looked thoroughly at the interior before submitting it. What I don't like is that you didn't use in_MH_int corner pieces, but that is personal taste. Other thing is that tapestries could be closer to wall, especially in corners.
roerich
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Post by roerich »

Thanks for the review, I'll take a look at this.

I had some problems with the MH set, I found it hard to make 2x2 rooms without the 'entrance piece' looking weird, due to the ceilings not aligning. I haven't worked that much with the int_MH set, so I'm still learning all the tricks.
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Post by roerich »

Also, you should not put ownership on unlocked doors; the player has to get out of the interior.
Oh my. I just selected everything and forgot all about the door.

Thanks for the review! I hope to have a perfect showcase ready for you tomorrow.
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Post by roerich »

Tried fixing all the issues, but I'm having some trouble with ingred_sload_soap_01 and bk_HomiliesOfBlessedAlmalexia. The creator of the de_p set should be shot. Hope you like what I did. I also changed the Deshaan bread to the regular bread, as the Deshaan variant has no bottom, and is not suited for heavy rotating.

Three blessings.
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New Roerich Showcase.ESP
(20.43 KiB) Downloaded 178 times
arvisrend
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Post by arvisrend »

Anonymous wrote:Also, you should not put ownership on unlocked doors; the player has to get out of the interior.
Since it's me who introduced this misunderstanding: No, at the current moment, it doesn't matter whether an unlocked door is owned or not; it just takes a few bytes more in the file if it's owned. Not a bug of any kind.

What can be important is owned activators. If a non-scripted activator is owned, and the player activates it (and is seen), he gets a bounty. This occasionally led to weird bounty bugs (getting bounty from activating a shop sign, a drum, etc.).
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Post by Talias »

I didn't look at everything again, but only at things Leon and I listed:

TR_bk_KingHelsethBiography still bleeds in wall
furn_de_tapestry_10 now it bleeds a bit (x2)
furn_de_p_chair_02 the chair in the corner now bleeds

About ingred_sload_soap_01, you could put it on a plate instead of a paper piece, it would make it easier to rotate.
For bk_HomiliesOfBlessedAlmalexia you could try 1.15; 0.75; 116.9 rotation (one corner still floats a bit), or rotation similar to one in your previous try, except add a book or a scroll behind it, so it rests on the thing you added.
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Post by roerich »

Sorry about the delay, had some busy weeks! Tried fixing everything, I hope to get approved.

Edit: Oh snap, I forgot about ownership on a few items.
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Clean Roerich Showcase.ESP
(19.95 KiB) Downloaded 157 times
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Post by alex25 »

Your file seems corrupted again.
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Post by alex25 »

Double post!
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Post by roerich »

This is odd.
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Roerich Showcase.ESP
(20.41 KiB) Downloaded 166 times
Why
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Post by Why »

Do you happen to remove the TES3 tag when you clean your file? Because that's the most obvious way to reproduce the error I'm getting when I try to load up your file, it seems.

edit: judging by your files it seems that's exactly what you do, it's the thing that contains all the plugin dependency data and such so it shouldn't be cleaned out :)
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Post by roerich »

Hmm, could be! The latest file should be OK though.
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Post by Terrifying Daedric Foe »

Just in case you didn't realise, you shouldn't set ownership when making an interior. That is done at the NPCing stage.
'The strange thing about TR is that I think it is by and large accepted that we will finish. We are all the sort of crazy people that would do such a thing. We are inevitable.' ~ Thrignar Fraxix
roerich
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Post by roerich »

(I'm not dead)

I've taken the critism into consideration, and have begun work on a new showcase. I think I've learned the tricks about the in_MH set, but I've decided on in_v for my showcase instead.
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Post by roerich »

Teaser pictures from exterior showcase. Got any good ideas for a WG setting? Something you'd like to see if I'm capable of?
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1.jpg
Velothi cliffside city
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3.jpg
(131.18 KiB) Downloaded 245 times
2.jpg
Mountain bandit hideout
(83.65 KiB) Downloaded 241 times
roerich
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Post by roerich »

[url]http://imageshack.us/photo/my-images/24/showcasecn.png/[/url]

How did I manage to do this? TESAME I suppose, but how do I stop it from happening? First it was only one cell which was like this, then it was two.
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