i3-770-Imp

After an interior claim has been cleared by a review, the thread will be moved here. Discussion is still allowed.

Moderators: Seneca37, Lead Developers

Locked
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

i3-770-Imp

Post by Rats »

Claim type: Interior
Claim ID: TR_i3-770-Imp (#2734)
Faction: Imperial
Parent claim: TR_3-24-Imp (#128)
Claimed by: RyanS
Status: Approved (Progress: 100%)
Local map: OE Main Gate
Location: 1:(975, -2266):0
Files: TR_i3-770-Imp_RyanS_1.esp; TR_i3-770-Imp_RyanS_2.esp; TR_i3-770-Imp_RyanS_3.esp; TR_i3-770-Imp_RyanS_4.esp; TR_i3-770-Imp_RyanS_5.esp

---

The main gates of Old Ebonheart comprising of two pairs of towers. Being the only land entrance to the town, this interior acts as checkpoint for trade caravans and diplomatic/military envoys who'd enter there. Should include a small Census and Excise desk for checking and recording the visitors (preferably in the larger western tower since it's accessible from the ground) as well as quarters for the guards stationed with the gatekeeping duty. The Census and Excise check-in area is accessible to civilians whereas the military quarters obviously aren't.

Also, an activator crank with which the gates can be lowered would be fun (scripting not necessary, can be applied later). Consider also the possibility that the military off-limits areas could have an access to the city's sewer system for sneaky gameplay purposes.

See the Local Map.
RyanS
Lead Developer
Posts: 532
Joined: Mon Aug 19, 2013 12:32 am
Location: California

Post by RyanS »

Claiming! I will pretty much include everything above, including the crank and the CE office. I was thinking that the off-limits guards' quarter could be fairly large, with room for a small armory, dining area, and bedrooms for off-duty soldiers. I will also include a secret door to the sewers. Should I also include a guard captain's quarters in one of the towers? (Preferably east)
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

Post by Rats »

Grant!

Sounds like a solid plan. Not quite sure if the numero uno captain of the townsguard would be stationed here (imagined that he/she could be found somewhere in the Castle itself), but certainly some sort of Gatekeeper Officer could make his home here.

Hidden doors are awesome.
RyanS
Lead Developer
Posts: 532
Joined: Mon Aug 19, 2013 12:32 am
Location: California

Post by RyanS »

Update! The western tower is finished. I still have to complete the other cells.
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

Post by Rats »

Great work so far! The 'toll booth'-style CE office is ingenious. Can't wait to see the rest of the interior.
RyanS
Lead Developer
Posts: 532
Joined: Mon Aug 19, 2013 12:32 am
Location: California

Post by RyanS »

Thanks Rats!

And also...Update! The secret sewer entrance, as well as the gate crank have been created. I'm not so sure about how the secret door was made, so opinions would help! :D
RyanS
Lead Developer
Posts: 532
Joined: Mon Aug 19, 2013 12:32 am
Location: California

Post by RyanS »

New smallish update.:) I improved the sewer entrance and detailed the eastern tower a bit. There is still much to be done.
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

Post by Rats »

Looking great, keep up the good work!

The hidden door + the sewer entrance looks fine IMO.
RyanS
Lead Developer
Posts: 532
Joined: Mon Aug 19, 2013 12:32 am
Location: California

Post by RyanS »

Update! Finished with the two big towers, now just the small ones remain! :D
Attachments
TR_i3-770-Imp.ESP
(50.53 KiB) Downloaded 105 times
RyanS
Lead Developer
Posts: 532
Joined: Mon Aug 19, 2013 12:32 am
Location: California

Post by RyanS »

After a few months of work, I am finally proud to call this one finished!

The west tower includes a C&E booth with a small record library and storage. The eastern tower includes the gate crank, along with the guard/gatekeeper quarters. The two small towers include various storage, and a training room includes an office that leads to the secret sewer entrance.
User avatar
Bero
Reviewer
Posts: 475
Joined: Wed Sep 26, 2007 6:51 pm
Location: Slovakia

Post by Bero »

TESAME: Clean

Fits exterior: No

big towes should be 2x2 and you missed 2 doors

Northmarker set: Yes
Loading errors: No



Review: TR_i3-770-Imp(Training):
Floater
light_com_lamp_01

Minor Float
imperial left gauntlet
sc_paper plain

TR_i3-770-Imp(Towers):
Floater
imperial_greaves

Bleeders
furn_web00
steel arrow

Minor Float
sc_paper plain


TR_i3-770-Imp(Entry):
Minor Bleed
tr_furn_com_rug_ay02b

Minor Float
sc_paper plain

I also did some minor tweaking.
Other Issues
Removed in_impsmall_wall_01 near ladder.
in_com_traptop_01 wrong angle
in_impsmall_trapdoor_01a wrong angle

TR_i3-770-Imp(East):
Other Issues
in_impsmall_trapdoor_01a wrong angle

Comments The file below has all of these corrections. (exept size and missing doors)

Comments :
Not sure about TR_w_glass_tanto but I left it there.
Not sure how strict we are, there are some de goblets and cloths. I replaced goblets and left cloths for final reviwer.

Really nice interior, I totally understand why you made it bigger

Rating 8 out 10
Attachments
Clean TR_i3-770-Imp_Me.esp
(64.07 KiB) Downloaded 16 times
Completed Morrowind Interiors: 47
The trice sealed house withstands the storm.
RyanS
Lead Developer
Posts: 532
Joined: Mon Aug 19, 2013 12:32 am
Location: California

Post by RyanS »

I'm gonna do some more work on this claim to fix some issues brought up recently. Nothing too major will be done - just some fixing and replacing. I'm using Bero's file.
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review:
Northmarker: Slight adjusted all the Northmakers
Fits the exterior (Shape/Size/Door/Windows): Yes
Loading errors: None

Ambient/Sunlight/illegal-to-sleep-here: OK/OK/YES (decreased sunlight 50%)
Correct TileSet: Yes
Books: Ok
Container Contents: Fixed
Items Rotated enough: yes
In-game Map: Ok
Locks/Traps: Fixed some to be multiples of 5
Check Lights: ok
GRID PATH: Done (no grid path in towers)
Final TESAME Check: OK

New Items:
ACTI: TR_act_m3-770_gatecrank
BOOK: TR_bk_m3-770_CE (Old Ebonheart Census Records)
BOOK:TR_bk_m3-770_CE2 (Old Ebonheart Excise Records)
CONT: TR_chest_m3-770_cloth
MISC: TR_key_m3-770_CE


CHANGES MADE

ITEMS REPLACED
Entry: com_chest_02_v_weapon07 (-229, -837, 406) with Com_Chest_02_misc10
A couple candles/chandelier with smaller radii.

MINOR FLOAT/BLEED
A few items were fixed – usually due to bad selection boxes

OVERLAP
East:in_impsmall_r_pillar_01 (0, 448, 512)

OTHER ISSUES
Entry: furn_com_rm_shelf_01 (8, -424, 64) Not centered/ changed scale to 0.65 to fit the bar better – and make it more hidden.
in_impsmall_door_01 (s) adjusted position – gaps on side – off by 0.4??hmm
Towers:in_impsmall_trapdoor_01a (all), adjusted size and position
Towers: Adjusted pillars and shutters at the top level.

ITEMS ADDED
A few more torches/torch rings added to the entire file.
East: Dark light to the gate wheel room.

Changes made are in the file below


Comments Very well done.
The key on the shelf in the Entry will drive some people crazy. (Love it)
The architecture of the training area and the water fountains was very good.


Rating 9 out of 10
Attachments
TR_i3-770-Imp_Seneca37.esp
(76.04 KiB) Downloaded 15 times
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

There is a secret passage to the sewers, in the training area.

Edit: Please use file at bottom of the claim. Just got new privileges, and hoped that I'd have a new button show up to put my file at the top - but alas no.
Locked