i3-797-Ind
Moderators: Seneca37, Lead Developers
- Yeti
- Lead Developer
- Posts: 2061
- Joined: Sun Feb 15, 2009 11:50 pm
- Location: Minnesota: The Land of 11,842 Lakes
i3-797-Ind
Claim type: Interior
Claim ID: TR_i3-797-Ind (#2779)
Faction: Indoril
Parent claim: TR_3-40-Ind (#983)
Claimed by: Yeti
Status: Approved (Progress: 100%)
Location: 1:(813, -3662):0
Files: TR_i3-797-Ind_Yeti_1.esp; TR_i3-797-Ind_Yeti_2.esp; TR_i3-797-Ind_Yeti_3.esp; TR_i3-797-Ind_Yeti_4.esp; TR_i3-797-Ind_Yeti_5.esp; TR_i3-797-Ind_Yeti_6.esp; TR_i3-797-Ind_Yeti_7.esp
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Almas Thirr, Waistworks
Includes large open atrium, entrances to Ordinator barracks and Temple offices.
Claim ID: TR_i3-797-Ind (#2779)
Faction: Indoril
Parent claim: TR_3-40-Ind (#983)
Claimed by: Yeti
Status: Approved (Progress: 100%)
Location: 1:(813, -3662):0
Files: TR_i3-797-Ind_Yeti_1.esp; TR_i3-797-Ind_Yeti_2.esp; TR_i3-797-Ind_Yeti_3.esp; TR_i3-797-Ind_Yeti_4.esp; TR_i3-797-Ind_Yeti_5.esp; TR_i3-797-Ind_Yeti_6.esp; TR_i3-797-Ind_Yeti_7.esp
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Almas Thirr, Waistworks
Includes large open atrium, entrances to Ordinator barracks and Temple offices.
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
- Theminimanx
- Lead Developer
- Posts: 156
- Joined: Sun Jan 26, 2014 10:08 pm
- Location: GMT +1
So, I don't want to sound like I'm complaining about your efforts, because I love the design of this place, but... this is a lot larger than any other waistworks in the game. Like, two times as large.
Also, the doors to other cells don't match the doors in the exterior cell, and (if I'm interpreting your layout right) would cause the same issue in the canalworks.
Also, the doors to other cells don't match the doors in the exterior cell, and (if I'm interpreting your layout right) would cause the same issue in the canalworks.
The death of vanilla Morrowind will end this prophecy and unite all Morrowind fans again under one mod, one faith, one rule by our divine project. The puppet Morrowind overhaul mods will lay down their arms and bow to our will. Those who do not yield will be destroyed.
- Yeti
- Lead Developer
- Posts: 2061
- Joined: Sun Feb 15, 2009 11:50 pm
- Location: Minnesota: The Land of 11,842 Lakes
I'm pretty sure I oriented the whole thing correctly to match the canton's exterior entrances. Have you looked at which way the north marker is pointing in the cell?
Cantons look pretty massive on the outside, so I don't think the size is too big an issue. Most players are able to take for granted that the Skar in Ald-ruhn is absurdly bigger on the inside, for comparison. That said, I'll try to tone in down with the hallways, since they are extending outward a bit much and contributing to the larger girth.
Cantons look pretty massive on the outside, so I don't think the size is too big an issue. Most players are able to take for granted that the Skar in Ald-ruhn is absurdly bigger on the inside, for comparison. That said, I'll try to tone in down with the hallways, since they are extending outward a bit much and contributing to the larger girth.
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
- Theminimanx
- Lead Developer
- Posts: 156
- Joined: Sun Jan 26, 2014 10:08 pm
- Location: GMT +1
As it turns out, I did interpret your layout wrong.
However, my uncovered idiocy did nothing to reduce my arrogance, and I noticed a few other things (that I'm hopefully less wrong about.)
The middle northern entrance should be lowered a bit. I know the sizes within cantons are nonsense, but it should at least be lower than the main hall.
I also had some problems with the entrance to the canalworks. A fancy hall right next to what is essentially the poor district seemed odd to me. It also moved the entire canalworks a bit too far east.
Because I wasn't being arrogant enough, I made some edits to fix this in the file below. Feel free to discard them if you want, I mainly included the file because I'm bad with explaining my opinion with words. I also added the WIP canalworks, for a more complete picture (excuse the terribly rotated fountains). I have not done any size reductions.
EDIT: Oops. Forgot to mention that the canalworks uses new meshes. Thanks for catching that Seneca.
However, my uncovered idiocy did nothing to reduce my arrogance, and I noticed a few other things (that I'm hopefully less wrong about.)
The middle northern entrance should be lowered a bit. I know the sizes within cantons are nonsense, but it should at least be lower than the main hall.
I also had some problems with the entrance to the canalworks. A fancy hall right next to what is essentially the poor district seemed odd to me. It also moved the entire canalworks a bit too far east.
Because I wasn't being arrogant enough, I made some edits to fix this in the file below. Feel free to discard them if you want, I mainly included the file because I'm bad with explaining my opinion with words. I also added the WIP canalworks, for a more complete picture (excuse the terribly rotated fountains). I have not done any size reductions.
EDIT: Oops. Forgot to mention that the canalworks uses new meshes. Thanks for catching that Seneca.
- Attachments
-
- TR_i3-797-Ind_Theminimanx.esp
- (89.82 KiB) Downloaded 220 times
Last edited by Theminimanx on Wed Jul 22, 2015 2:09 pm, edited 1 time in total.
The death of vanilla Morrowind will end this prophecy and unite all Morrowind fans again under one mod, one faith, one rule by our divine project. The puppet Morrowind overhaul mods will lay down their arms and bow to our will. Those who do not yield will be destroyed.
Note: I made a couple of new interiors for this. You'll need to copy the attached nif's to the:
Data Files\Meshes\tr\i directory.
Data Files\Meshes\tr\i directory.
- Attachments
-
- new_models.7z
- (16.61 KiB) Downloaded 250 times
- Yeti
- Lead Developer
- Posts: 2061
- Joined: Sun Feb 15, 2009 11:50 pm
- Location: Minnesota: The Land of 11,842 Lakes
Quick update to let everyone know I haven't forgotten about this. I dropped my laptop recently and its screen is all kinds of broken, which has put a bit of a damper on my modding activity. My laptop and I share a symbiotic relationship (for most of my time in college, we were practically a single organism), so I hope to replace the screen shortly.
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
-
- Developer
- Posts: 415
- Joined: Sat Feb 23, 2008 7:03 pm
- Yeti
- Lead Developer
- Posts: 2061
- Joined: Sun Feb 15, 2009 11:50 pm
- Location: Minnesota: The Land of 11,842 Lakes
Nope, but I have it hooked up to my TV screen using an HTMI cable. Not the best setup, but it works for the time being. Anyway, I worked a little on this tonight. I should have it finished this week. After that, I'll post shells for the interiors that will link to it.
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
There is a flaw in the 'in_vs_pit*' elements that prevents them snapping together correctly; I've used a fixed mesh in this interior that I'll upload to the Asset Browser on the new forum.
Clean: Yes.
Northmarker: Good.
Illegal To Sleep Here: Set.
Lighting: Good.
Floaters:
furn_de_r_bench_01
furn_de_r_bench_01
Bleeders:
bk_HomiliesOfBlessedAlmalexia
furn_bone_rib_01
light_de_lamp_01_177
light_de_paper_lantern_01_128
light_de_paper_lantern_01_128
light_de_paper_lantern_01_128
light_de_paper_lantern_01_128
T_De_Set_BannerTemple_01
T_De_Set_BannerTemple_01
T_De_Set_BannerTemple_01
T_De_Set_BannerTemple_01
T_MwDe_Furn_Vs3Empty
T_MwDe_Furn_Vs3Empty
T_MwDe_Furn_Vs3Empty
Other:
Added some pillars and a wooden railing to give a sense the ceiling is supported.
Scaled up end-caps and ash-pits to prevent flickering.
Replaced 'light_de_paper_lantern_01_200' instances with 'light_de_paper_lantern_01'.
Added a 'light_de_paper_lantern_01_128' to south-western door.
Clean: Yes.
Northmarker: Good.
Illegal To Sleep Here: Set.
Lighting: Good.
Floaters:
furn_de_r_bench_01
furn_de_r_bench_01
Bleeders:
bk_HomiliesOfBlessedAlmalexia
furn_bone_rib_01
light_de_lamp_01_177
light_de_paper_lantern_01_128
light_de_paper_lantern_01_128
light_de_paper_lantern_01_128
light_de_paper_lantern_01_128
T_De_Set_BannerTemple_01
T_De_Set_BannerTemple_01
T_De_Set_BannerTemple_01
T_De_Set_BannerTemple_01
T_MwDe_Furn_Vs3Empty
T_MwDe_Furn_Vs3Empty
T_MwDe_Furn_Vs3Empty
Other:
Added some pillars and a wooden railing to give a sense the ceiling is supported.
Scaled up end-caps and ash-pits to prevent flickering.
Replaced 'light_de_paper_lantern_01_200' instances with 'light_de_paper_lantern_01'.
Added a 'light_de_paper_lantern_01_128' to south-western door.
- Attachments
-
- TR_i3-797-Ind_Yeti_reviewed.esp
- (37.45 KiB) Downloaded 88 times
Uploaded the file below to the asset browser on the new site: http://tamriel-rebuilt.org/asset/review ... -old-forum
Well, it took me a little longer than anticipated, but here's a version without the fixed meshes.
Well, it took me a little longer than anticipated, but here's a version without the fixed meshes.
- Attachments
-
- TR_i3-797-Ind_Yeti_reviewed_2.esp
- (36.99 KiB) Downloaded 197 times
transferred at
http://tamriel-rebuilt.org/node/1116
http://tamriel-rebuilt.org/node/1116