i3-738-Ind

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Thrignar Fraxix
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i3-738-Ind

Post by Thrignar Fraxix »

Claim type: Interior
Claim ID: TR_i3-738-Ind (#2585)
Faction: Indoril
Parent claim: TR_3-3-Ind (#107)
Claimed by: 6plus
Status: Approved (Progress: 100%)
Location: 1:(3569, -3594):0
Files: TR_i3-738-Ind_6plus_1.esp; TR_i3-738-Ind_Exovian_1.esp; TR_i3-738-Ind_Thrignar Fraxix_1.esp

---

Cave. (27,-26) To replace a missing interior for a NPC claim currently in reviewing, so this is a rather high priority claim at the moment.

Notes per arvisrend: "This is very close to the border with TR_Mainland, with the shrine of Ald Niripal on the other side. It would probably be fun if this cave would connect to the shrine, if only to thwart our habit of never having things go across ext claim borders."

This would be cool. Let's make this happen, team!

Local map: http://i.imgur.com/6pzYE3K.jpg

Latest exterior file from: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=21208
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Post by Stryker »

Unlocking, yo.
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Post by Exovian »

I'll take a crack at it. Beyond simply being a cave, maybe with a few Daedric bits toward the Ald Niripal connection, is there any other information to know, stemming from the NPC claim (who lives here, what they're doing with it, etc)?
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Post by Exovian »

Oh, here's the actual claim message.
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Post by Stryker »

Grant. Not at my computer right now, so I can't check on those details... Best bet would be to just check the actual claim file. It's in reviewing so everything should be in place.
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Post by arvisrend »

I am not sure how to deal with the technicalities; IMHO it's better to have this file depend on TR_Mainland.esp, because it will have to build into Ald Niripal, while the door to the outside is easily done at mergetime.

Here's some of the geography: https://dl.dropboxusercontent.com/u/832 ... iripal.png (the maps are made by OpenMW, whence the strange colors). It's probably best for the cave to connect with the Flooded Chambers, but these chambers will need some significant editing. Skah will probably have the last word on this.
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Post by Exovian »

Ok, it's been a week, so here's the obligatory "I'm still here" post.

My plan is to put a Daedric door in the very lowest part of the Flooded Chambers, facing north. It would go to a large flooded chamber with Daedric wreckage and kollops strewn about. Toward the top it would open out into a small tunnel leading to the outside door, maybe with a skeleton with low-level stuff nearby.
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Post by Stryker »

Sounds good but now it's been a month! Anything to update?
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Post by Exovian »

Yep, have a WIP file right here. I have the basic layout done, but appropriate ruble placement is proving difficult. Given that, I'd put this at maybe 25-30% done. Dependency is TR_Mainland, as per arvisrend's advice. I'll come back from a trip to relatives tomorrow, and I think I can push this to at least halfway done by Wednesday.

I'm not sure about the length of some of the tunnels, so if you have any thoughts on that, I'm open. The cell name is "Ald Niripal, Grotto", if I recall.
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TR-i3-738-Ind.ESP
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Post by arvisrend »

Hi Exovian, how's the claim going? Not trying to be pushy, but having this done within this week would likely result in a very speedy review and merge.
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Post by Exovian »

Hey arvisrend! Sorry for not getting back to you, I'm sitting down right now to do some more work. Shape's done, cluttering is coming, though rubble is not exactly my cup of tea. If desired, I can try for a Friday completion. While I'm working, I've got two questions:

One, is it my job to put in creatures (fish, probably), or does that come in at a different stage? If so, what types are desired?

Two, what are your thoughts on the two longer upward tunnels? I'm wondering if they possibly should be shortened a bit.
Down with de_p tyranny! Use "TR_furn_de_p" pieces for flat, hassle free surfaces. Thanks, Melchior!

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Post by arvisrend »

No, creatures are not your job (I'd not place any fish there seeing the lack of an in-/outflow; but daedra in the not-completely-submerged parts will sure make some sense).

Whether the tunnels should be shortened should depend on whether you have enough ideas to make them not too monotone. I assume at least the lower one needs some Daedric rubble.

Thanks for keeping up the work! Friday might even be a bit too early; but either way, keep to the pace that doesn't stress you out.
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Post by Why »

Hey Evoxian! A few process-specific things:

1) Please make your file dependent on Morrowind.esm, Tribunal.esm, Bloodmoon.esm and TR_Data.esm only, don't load TR_Mainland.esm alongside it. This is because there's nothing in TR_Mainland.esm you need, and in order to properly merge your file into the mod that dependency needs to be manually removed. I wouldn't worry about removing it from your current file, but just so you know for your next interior claim.

2) Please upload your WIP files into the claim header. You should be able to upload files there. It makes it way easier to keep track of your work without having to go look through the file for whatever .esp upload in a post somewhere is the latest version.

Creatures and NPCs are added during the NPC stages, so don't worry about them. If you have any specific ideas for NPCs or quests, by all means post them here in the thread, and they'll be taken into account during NPCing!

About the tunnels, I have no idea, because I can't open your file since I don't have TR_Mainland.esm. Actually, as a modder, you really should use TR_Mainland.esp anyway as it's more up-to-date. The file is only converted from .esp to .esm upon release.

edit: arvisrend tells me this is a special case and using TR_Mainland.esm is acceptable here, ask him for the specifics!
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Post by arvisrend »

Why's comment 1 isn't valid for this particular claim, as it is an extension of a ruin already in the Mainland. He is right that TR_Mainland.esp, rather than TR_Mainland.esm, should be used as dependency; but that can be fixed in 2 minutes before merging, so Exovian shouldn't care about it too much.

@Exovian: one thing that you *do* need to know (sorry for not mentioning it earlier!) is that if you have removed any of the already existing statics from the Mainland file, they will all reappear after the merge. So you should ideally keep a list of which statics you want to be deleted so that I can delete them again.
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Post by Exovian »

Thank you both. I've kept a .txt file of any changes made to preexisting cells (just one deleted static, I think). I'll include that with the completed cell. For future reference, where can I find the updated Mainland esp?
Down with de_p tyranny! Use "TR_furn_de_p" pieces for flat, hassle free surfaces. Thanks, Melchior!

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Post by arvisrend »

Here: http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=314345#314345
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Post by Swiftoak »

That file will be outdated as of tonight, though I haven't touched anything that would interfere with this int so it should bve okay.
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Post by Exovian »

Ok, I'll wait until that file gets updated, and then switch the dependency.
Down with de_p tyranny! Use "TR_furn_de_p" pieces for flat, hassle free surfaces. Thanks, Melchior!

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Post by Exovian »

Updated to 90%. I'll sleep on it and probably add a few plants or bits of rubble, and do some testing. Should be an easy finish tomorrow.
Down with de_p tyranny! Use "TR_furn_de_p" pieces for flat, hassle free surfaces. Thanks, Melchior!

"I have long held the opinion that if people want to get in over their heads and die they should be given that option." -Thrignar Fraxix
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Post by Haplo »

Any possibility this could be finished today Exovian? It's an integral part of our looming release.
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Post by Stryker »

Revoked. High priority, so anyone who can take a stab at this would be appreciated.
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Post by 6plus »

Claiming

Would like to work off Exovian's file.

Will add rocks, plants, sound activators, maybe one or two lights (just for the mood) and only a little bit of loot.
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Post by Stryker »

Granting. Have fun!
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Post by 6plus »

Finished
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Post by Stryker »

Late send to review.
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Post by Haplo »

TESAME: Dirty

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: Some containers were bleeding a bit much.

Comments In the future please be sure to keep your interiors named TR_i###. They are named real names at a later date. If you have to have a name for it, please make sure you list in your instructions or in your submission post what the cell name is.



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Post by Thrignar Fraxix »

Approving. I assume the second cell is supposed to just be a door and a marker correct? Also I renamed the cells.
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Post by 6plus »

Thrignar Fraxix wrote:I assume the second cell is supposed to just be a door and a marker correct?
That, and one dae_wall piece should be deleted (blocks the door).
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