i3-591-Imp
Moderator: Lead Developers
Update.
Eastern / the docks part of the sewers more or less done. Still the western part plus the castle sewers to go. I'm uploading the wip file as is for you guys to test out and comment. There are scripting bugs, unused remnants of Hemi's old work and whatnot remaining in the file so be warned. Just lemme know whaddaya think of the layout / general feels / etc.
Here be a handy map of what's done:
[img]http://i1273.photobucket.com/albums/y417/rats_tr/TR_rats_sewer_zps2f0bcfbc.png[/img]
Eastern / the docks part of the sewers more or less done. Still the western part plus the castle sewers to go. I'm uploading the wip file as is for you guys to test out and comment. There are scripting bugs, unused remnants of Hemi's old work and whatnot remaining in the file so be warned. Just lemme know whaddaya think of the layout / general feels / etc.
Here be a handy map of what's done:
[img]http://i1273.photobucket.com/albums/y417/rats_tr/TR_rats_sewer_zps2f0bcfbc.png[/img]
I've looked over tr_rats_sewer, maintenance and thief, and it all looks good. I really liked the thief section, the waterlevel adjusting is a good idea. I liked the circular sections of the sewer more than the open bits. Felt like I was really in a sewer.
Below are some anal-retentive fixes I noticed, and a few suggestions.
Fixes
TR_rats_sewer
Overlap of TR_water_RectR256_02(s) in section towards docks.
Have to pull rope twice sometimes to get it to work.(need to look at that script some more).
light_com_lantern_01_77 on ladder is floating and bleeding
misc_com_bucket_01 by gate is bleeding into floor
TR_rats_sewer_maintenance
mortar floating
cleaver bleeding
furn_com_pm_chair_02 floating (might want to use my MW mesh fixes found in [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=24677]Modder Resources[/url])
furn_com_p_table_01 minor bleed into floor and wall
The dwemer machinery sounds seemed out of place here.
Diary fixes
Change
I'll have to wait to someone comes...
to
I'll have to wait until someone comes...
Change
I'm getting out this town
to
I'm getting out of this town
Suggestions:
Decrease sunlight settings (maybe 1/2 of what they are) and increase the fog density to 1.15 or 1.2, just to make it a bit harder to see down there.
Change water spout (ex_imp_arrowslit_01) – use 2 like in picture https://www.dropbox.com/s/t1gbxihg76lqb ... s.png?dl=0 so it doesn't look so much like the arrowslit.
The end of the diary was strange. In that, why would the person be writing anything. Here is a link to a bloody page image for inclusion in the diary, but I'm sure you could do better.
https://www.dropbox.com/s/49eg3udrmfj1r ... e.dds?dl=0
I would remove the last stuff written by the author, and the note at the end and just put in the following.
<BR>
<IMG SRC="TR\BloodyPage.dds" WIDTH="240" HEIGHT="200"><BR>
This just popped into my head - are there any exposed sewer grates in OE. It would be cool if the player could go to a section of the sewer that would be open to the outside, see people walking over the grate, hear the sounds of the town. It would have to be added to the exterior - but would be different. It could either be a storm drain - or a place people empty their buckets into. Just a thought.
Below are some anal-retentive fixes I noticed, and a few suggestions.
Fixes
TR_rats_sewer
Overlap of TR_water_RectR256_02(s) in section towards docks.
Have to pull rope twice sometimes to get it to work.(need to look at that script some more).
light_com_lantern_01_77 on ladder is floating and bleeding
misc_com_bucket_01 by gate is bleeding into floor
TR_rats_sewer_maintenance
mortar floating
cleaver bleeding
furn_com_pm_chair_02 floating (might want to use my MW mesh fixes found in [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=24677]Modder Resources[/url])
furn_com_p_table_01 minor bleed into floor and wall
The dwemer machinery sounds seemed out of place here.
Diary fixes
Change
I'll have to wait to someone comes...
to
I'll have to wait until someone comes...
Change
I'm getting out this town
to
I'm getting out of this town
Suggestions:
Decrease sunlight settings (maybe 1/2 of what they are) and increase the fog density to 1.15 or 1.2, just to make it a bit harder to see down there.
Change water spout (ex_imp_arrowslit_01) – use 2 like in picture https://www.dropbox.com/s/t1gbxihg76lqb ... s.png?dl=0 so it doesn't look so much like the arrowslit.
The end of the diary was strange. In that, why would the person be writing anything. Here is a link to a bloody page image for inclusion in the diary, but I'm sure you could do better.
https://www.dropbox.com/s/49eg3udrmfj1r ... e.dds?dl=0
I would remove the last stuff written by the author, and the note at the end and just put in the following.
<BR>
<IMG SRC="TR\BloodyPage.dds" WIDTH="240" HEIGHT="200"><BR>
This just popped into my head - are there any exposed sewer grates in OE. It would be cool if the player could go to a section of the sewer that would be open to the outside, see people walking over the grate, hear the sounds of the town. It would have to be added to the exterior - but would be different. It could either be a storm drain - or a place people empty their buckets into. Just a thought.
Thanks for great feedback, seneca. I'll make use of it.
Regarding the idea you last mentioned about the exposed of sewer grates in OE, I was thinking about making the two "ex_nord_well_01"'s in OE entrances through which the sewer system can be entered (i am aware that well != sewer; thank goodness i'm not designing waterworks IRL). There will also be an exposed grate in the docks and in the castle where the sewer empties to the sea.
Regarding the idea you last mentioned about the exposed of sewer grates in OE, I was thinking about making the two "ex_nord_well_01"'s in OE entrances through which the sewer system can be entered (i am aware that well != sewer; thank goodness i'm not designing waterworks IRL). There will also be an exposed grate in the docks and in the castle where the sewer empties to the sea.
- Yeti
- Lead Developer
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I freaking love these sewers. They create such a strong impression of history -every section has its own little stories told through environmental details.
How much have you tested the sections in-game, Rats? Have you noticed any navigational issues?
How much have you tested the sections in-game, Rats? Have you noticed any navigational issues?
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
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I expected somthing of quality but this is really very great work. Lot of switches, secrets and creative touches to find here. This is definitely a sewer worth exploring! I'm wondering if all of the interiors in file will be used. I do find the incomplete one with small boat a bit too odd, is this a leftover from the naval warf?
my opinion.
Thank you so much guys. A lot of effort's gone to this so it's nice to hear you like it
I've somewhat thoroughly tested the "tr_rats_sewer/2/3" interiors and haven't noticed issues as to the navigation. The interior is a tad larger than the corresponding exterior above (as is the case with all the interiors in Morrowind), but will make sense when linked with the exterior.
The incomplete one with the small boat ("tr_rats_sewer_naturalcaverns2") is basically just a test cell, so no worries
Also, a question: which tileset you think should be used for the lost Raathim Ancestral Tomb; the "in_OM" one or the standard Velothi one? The current tomb is made with the Velothi set used for normal ancestral tomb, but the Old Mournhold set appeals to me more. It would also show the player Old Ebonheart's history long before its Imperial days.
I've somewhat thoroughly tested the "tr_rats_sewer/2/3" interiors and haven't noticed issues as to the navigation. The interior is a tad larger than the corresponding exterior above (as is the case with all the interiors in Morrowind), but will make sense when linked with the exterior.
The incomplete one with the small boat ("tr_rats_sewer_naturalcaverns2") is basically just a test cell, so no worries
Also, a question: which tileset you think should be used for the lost Raathim Ancestral Tomb; the "in_OM" one or the standard Velothi one? The current tomb is made with the Velothi set used for normal ancestral tomb, but the Old Mournhold set appeals to me more. It would also show the player Old Ebonheart's history long before its Imperial days.
Not really. I figured OE would have a mass burial place of some sort for the poor underneath the city [url=http://en.wikipedia.org/wiki/Catacombs_of_Paris#mediaviewer/File:Catacombs-700px.jpg]á la the catacombs of Paris[/url]. The corpses which are more prominently on display (ie. on the walls; on the altar) are some of the richer deceased; former Dukes, merchant princes, Generals and whatnot. I haven't gone and named any of them, but they might very well be given more of a backstory when the NPCing and questing stage kicks in. [mayhaps one of the dead could be the renegade "King" Casik of Ebonheart from Arena]seneca37 wrote: My only question is about the corpses, loose (grave) stones and alter in sewer3. Any back story to those?
The altar with the Hammer of Saint Kaladas is from Hemi's original work. I'm unsure whether Kaladas is mentioned anywhere in vanilla Morrowind (I'm betting he's not, and that he's only ever mentioned in Oblivion's Knights of Nine expansion), but having an Imperial Cult relic present in the city is a nice touch.
@Yeti: I'll use OM then! Looks much better IMO, too!
Yeah, umm. Updated the file a day ago or so, but I forgot to write an actual post saying "updated".
The sewers are now more or less finished in the sense that I won't be doing any more changes expect editing the various IDs to be uniform and fixing some bleeders and floaters.
Criticism is appreciated!
The sewers are now more or less finished in the sense that I won't be doing any more changes expect editing the various IDs to be uniform and fixing some bleeders and floaters.
Criticism is appreciated!
That was a conscious choice. Felt like keeping the sewers relatively dark -- the BC mushrooms have a sort of a glowy texture on their own so I figured the player wouldn't have trouble spotting them even without the light.Ragox wrote:BTW, I just noticed that the bc mushrooms have no lights placed next to them.
I don't feel too strongly about it, so I might as well add the lights if people feel it's more aesthetically pleasing.
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Personally, I like the lights and think it compliments the textures and makes things more interesting. If only for the sake of consistency I think lights should be placed for the mushrooms even if made a little dimmer.
I really love this interior. Having it completed shows real progress. The extra care and detail that went into sewer made the wait worthwhile. Hopefully the remaining OE interiors will be done shortly and questing get underway so we can look forward to having this playable state. Nice work here.
I really love this interior. Having it completed shows real progress. The extra care and detail that went into sewer made the wait worthwhile. Hopefully the remaining OE interiors will be done shortly and questing get underway so we can look forward to having this playable state. Nice work here.
my opinion.
Although mushroom lights often end up looking very well-done and effective in certain caves and dungeons, they probably wouldn't work well with this claim. The lights would diminish the dark and eerie feeling which quite a few people, to my understanding, will want to see retained.
Strive not to be a success, but rather to be of value. –Albert Einstein
A creative man is motivated by the desire to achieve, not by the desire to beat others. -Ayn Rand
A creative man is motivated by the desire to achieve, not by the desire to beat others. -Ayn Rand
I agree with sasquatch that they should have it for consistency, because I immediately noticed it while running through this ingame and found it to be weird.
But I also understand that it should remain dark and scary.
So I think a good balance would then be to create and use a modified light with lowered intensity and/or radius.
But I also understand that it should remain dark and scary.
So I think a good balance would then be to create and use a modified light with lowered intensity and/or radius.
This being a bloody huge interior complex I'm not surprised no one has reviewed the sewers yet It would be nice to have the sewers merged with the OE Section File in the near future, though, so if someone would like to review at least fell of the cells in this claim -- that'd be great.
Or, if it's not too horrid a thing, I could review it myself. The interior is partly made by me, but it's been such a long time I've somewhat detached from it.
Or, if it's not too horrid a thing, I could review it myself. The interior is partly made by me, but it's been such a long time I've somewhat detached from it.
I've actually committed myself to reviewing the majority of this interior, at the very least. However, I've been told to hold back until some other top priority claims are reviewed. That being said, I should have the chance to review this claim within a month or so. If you want to review the claim yourself, though, I don't have any objections.
Strive not to be a success, but rather to be of value. –Albert Einstein
A creative man is motivated by the desire to achieve, not by the desire to beat others. -Ayn Rand
A creative man is motivated by the desire to achieve, not by the desire to beat others. -Ayn Rand
I'm moving this back to Claimed. What an unexpected turn of events!
I noticed that since the (not saying because of) latest Data update all the "TR_ex_Imp_Grille_ZY" models in the sewers have messed up placements and scaled wrongly. I'll fix those. I also decided that in the Upper Castle Sewers there should be an entrance to the Imperial Legion Headquarter's Dungeons. Adding it as well.
Also, I listened to the TR Skype Meeting of 2015/12/05 where among other things the matter of "what's under Old Ebonheart?" was discussed. The cells "Lichgate", "Hall of Kings Past", and "Burial of the Empress" were discussed and people seemed to be confused as to what they are supposed to be. The idea that I had when constructing the interior was that it was the Raathim Ancestral Tomb, not a burial specifically built for Empress Katariah. The tomb is located under the Grand Chapel of Talos which was purposefully built over it by the Imperials. The last person to be buried there was Katariah Septim and after her burial the tomb was sealed and hidden. The reason for the tomb using the OM tileset instead of the Velothi one is mainly an aesthetic choice but is also there to tell the player that the tomb is from the same era as the ruins of Old Mournhold.
As for the Temple of Lorkhan, there's still plenty of room underneath the OE Castle proper.
I noticed that since the (not saying because of) latest Data update all the "TR_ex_Imp_Grille_ZY" models in the sewers have messed up placements and scaled wrongly. I'll fix those. I also decided that in the Upper Castle Sewers there should be an entrance to the Imperial Legion Headquarter's Dungeons. Adding it as well.
Also, I listened to the TR Skype Meeting of 2015/12/05 where among other things the matter of "what's under Old Ebonheart?" was discussed. The cells "Lichgate", "Hall of Kings Past", and "Burial of the Empress" were discussed and people seemed to be confused as to what they are supposed to be. The idea that I had when constructing the interior was that it was the Raathim Ancestral Tomb, not a burial specifically built for Empress Katariah. The tomb is located under the Grand Chapel of Talos which was purposefully built over it by the Imperials. The last person to be buried there was Katariah Septim and after her burial the tomb was sealed and hidden. The reason for the tomb using the OM tileset instead of the Velothi one is mainly an aesthetic choice but is also there to tell the player that the tomb is from the same era as the ruins of Old Mournhold.
As for the Temple of Lorkhan, there's still plenty of room underneath the OE Castle proper.