Land scape mod
Moderator: Lead Developers
- Dagoth Ur 233
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- Posts: 21
- Joined: Sun Feb 11, 2007 12:43 am
- Location: Hell
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- Dagoth Ur 233
- Member
- Posts: 21
- Joined: Sun Feb 11, 2007 12:43 am
- Location: Hell
- Contact:
ok i know i said i was gonna make a small house but i decided to finish the island and its finished and you wanna be lvl. 30 or up to go into the castle and i took out the extra houses and the people so it should be easiear to reveiw
- Attachments
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- New Colone.esp
- (568.34 KiB) Downloaded 90 times
DEE DEE DEE
- Dagoth Ur 233
- Member
- Posts: 21
- Joined: Sun Feb 11, 2007 12:43 am
- Location: Hell
- Contact:
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
Review:
OVERALL:
ZOMG UBER!
also, the mod is dirty.
Interior:
The doors on the inside and the outside of the castle don't match
your lighting settings are VERY wierd
wtf is up with those rugs over the pit? you do know the rugs are solid right? (they bleed into each other too)
overlapping interior pieces in the part with the clanfears. (specificly where the loot is)
Why is the flame atronach at the bottom of the pit rotated onto its side?
Hagren_The_Great has 3 bittercups, among other uber loot.
I also got a strange error message asking me if I created a new type of gold. This is bad and caused by your mod.
You have far too many lights inside this int
There is no way the int fits the exterior
northmarker is misaligned
Exterior:
the door on the outside of the castle bleeds into the wall and should probably have a doorjam thingy
odd vertex shading in -14, -8
flora_ash_log_04 in -16, -7 floats a lot
your land shoots up from the sea in some places, it needs to be a more gradual transition
ex_h_pcfort_exdoor_ 03-3 in -16, -9 should not be there
some of the wall pieces overlap
there should be some sort of transitional texture between the ocean and the ash texture thing you use.
I see a few texture seams all over the island
Conclusion:
I don't think there is any possible way you could fix this and have it be to TR's standards, it is just too uber. perhaps you should try a small house, or a basic island not filled with hundreds of skeletons and other monsters.
OVERALL:
ZOMG UBER!
also, the mod is dirty.
Interior:
The doors on the inside and the outside of the castle don't match
your lighting settings are VERY wierd
wtf is up with those rugs over the pit? you do know the rugs are solid right? (they bleed into each other too)
overlapping interior pieces in the part with the clanfears. (specificly where the loot is)
Why is the flame atronach at the bottom of the pit rotated onto its side?
Hagren_The_Great has 3 bittercups, among other uber loot.
I also got a strange error message asking me if I created a new type of gold. This is bad and caused by your mod.
You have far too many lights inside this int
There is no way the int fits the exterior
northmarker is misaligned
Exterior:
the door on the outside of the castle bleeds into the wall and should probably have a doorjam thingy
odd vertex shading in -14, -8
flora_ash_log_04 in -16, -7 floats a lot
your land shoots up from the sea in some places, it needs to be a more gradual transition
ex_h_pcfort_exdoor_ 03-3 in -16, -9 should not be there
some of the wall pieces overlap
there should be some sort of transitional texture between the ocean and the ash texture thing you use.
I see a few texture seams all over the island
Conclusion:
I don't think there is any possible way you could fix this and have it be to TR's standards, it is just too uber. perhaps you should try a small house, or a basic island not filled with hundreds of skeletons and other monsters.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
- Dagoth Ur 233
- Member
- Posts: 21
- Joined: Sun Feb 11, 2007 12:43 am
- Location: Hell
- Contact:
- Dagoth Ur 233
- Member
- Posts: 21
- Joined: Sun Feb 11, 2007 12:43 am
- Location: Hell
- Contact:
Looking at just the timeframe and file sizes, you didn't alter that much. You may want to try something else.
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- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
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Allow me to save time by only posting the things you fixed:
Hagren_The_Great is no longer supersized, although it still has all the uber loot.
you removed the rugs over the pit
you removed a lot of the lights
the log no longer floats
most of the extra vertex shading has been fixed
New errors I found or that you made:
There is a door floating in -16, 0.
You have a lot of landscape texture errors, they are the spots where the textures abruptly change and are caused by 3 or more textures bordering a square.
you mix rock types in your cave in things.
How did the top level cave in, but not the middle level, especially when none of the involved parts are underground.
Other notes:
while switching the texture away from ash made the change from sea to normal ground texture more easy, you should still include some sort of transitional texture. (also make sure the water texture is only under water, and the other textures are only above water.)
For all the other errors, refer to my previous post. Also, please look through this yourself before you post it again. This is filled with errors, many of which are easy to spot both in game and in the CS. Also, please tone it down on the monsters and the loot. We aren't looking for uber dungeon romps filled with bittercups and daedric weapons here at TR, we are looking for things similar to what you would find on vvardenfell.
Hagren_The_Great is no longer supersized, although it still has all the uber loot.
you removed the rugs over the pit
you removed a lot of the lights
the log no longer floats
most of the extra vertex shading has been fixed
New errors I found or that you made:
There is a door floating in -16, 0.
You have a lot of landscape texture errors, they are the spots where the textures abruptly change and are caused by 3 or more textures bordering a square.
you mix rock types in your cave in things.
How did the top level cave in, but not the middle level, especially when none of the involved parts are underground.
Other notes:
while switching the texture away from ash made the change from sea to normal ground texture more easy, you should still include some sort of transitional texture. (also make sure the water texture is only under water, and the other textures are only above water.)
For all the other errors, refer to my previous post. Also, please look through this yourself before you post it again. This is filled with errors, many of which are easy to spot both in game and in the CS. Also, please tone it down on the monsters and the loot. We aren't looking for uber dungeon romps filled with bittercups and daedric weapons here at TR, we are looking for things similar to what you would find on vvardenfell.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
- Dagoth Ur 233
- Member
- Posts: 21
- Joined: Sun Feb 11, 2007 12:43 am
- Location: Hell
- Contact:
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
just as long as it isn't uber, and it is logical in layout.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
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- Joined: Sun Oct 09, 2005 7:31 am
- Location: Romania
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Hello there Dagoth Ur 233! Please, be more patient. An interior can take days. Make sure you don't place objects that might help the player gain easy skills. Have your time, make sure everything is fine then post it here. I remember I tried doing an interior a long time ago which had a bookshelf. It was a pain to fill it with books. It was even worse when I found out that most of them were giving additional skills to the reader and I had to replace them all. So don't feel discouraged. Besides interior\exterior design you can give a shot to modeling, literature, concepts, quests and so on.
Greetings
Greetings
- Dagoth Ur 233
- Member
- Posts: 21
- Joined: Sun Feb 11, 2007 12:43 am
- Location: Hell
- Contact:
ok this time i really think i fixed it all and i got a transactional texture for sand and gress and took away the daedric stuff and the random books and the top floor is not under ground i just couldnt find rubble.
- Attachments
-
- New Colone.esp
- (673.75 KiB) Downloaded 83 times
DEE DEE DEE
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
Review:
I still get the gold error
Interior:
the lights in the castle are still blue and unrealistic, PLEASE FIX THIS SHOULD YOU ATTEMPT TO FIX THIS AGAIN!
Loot is still too uber, just because you removed the daedric and the bitter cups does not mean you can slap a bunch of ebony armor on that boss monster. Also, why giver her cursed gold?
Still have the overlapping hall pieces on the second floor where the kegs and chests are, and the chest on the ground still floats
you removed the boulders from the lower level, where they made sense. The castle is not underground so you need to use actual imperial rubble (bricks and such. I don't know the IDs but it you look at Tel Vos you can find them there.
atronach is still on its side
I think I would now like to point out that this mod mixes EVERY SINGLE MONSTER TYPE IN THE GAME MINUS THE BASIC CREATURES (rats, etc.) This is bad, dungeons tend to stick to a theme (undead, daedra, dwemer, monsters, 6th house etc.)
chests in the pit still float
I just notice the wall pieces you used for the pit casper in some locations (you can see through them on one side
you can see into the void at the top of the pit (on the cieling)
Exterior:
You need a door jam for the door on the exterior.
there is still a wall piece bleeding into its 2 neighbors on the western wall
you fixed the problems with the sharp changes in texture for the most part, but to the west of the castle you have the undersea texture extending up to the wall.
You land still rises out of the water too harshly, use the smooth tool to fix this.
you need more flora, and to vary the textures a little bit (all those different textures are there for a reason.)
you still have a friggan ton of monsters.
I am seeing the same errors over and over again, and they are not small errors either. You need to actually play through this and look at it objectively. Don't just rush through it and collect the loot, stop and look around and think if it makes sense, look for the basic and painfully obvious errors that I keep reporting. If you have any questions about this just ask them.
edit: oh and DL TESAME and clean your mod out of everything but ground textures, cells, regions, and creatures it should be available on the sight
I still get the gold error
Interior:
the lights in the castle are still blue and unrealistic, PLEASE FIX THIS SHOULD YOU ATTEMPT TO FIX THIS AGAIN!
Loot is still too uber, just because you removed the daedric and the bitter cups does not mean you can slap a bunch of ebony armor on that boss monster. Also, why giver her cursed gold?
Still have the overlapping hall pieces on the second floor where the kegs and chests are, and the chest on the ground still floats
you removed the boulders from the lower level, where they made sense. The castle is not underground so you need to use actual imperial rubble (bricks and such. I don't know the IDs but it you look at Tel Vos you can find them there.
atronach is still on its side
I think I would now like to point out that this mod mixes EVERY SINGLE MONSTER TYPE IN THE GAME MINUS THE BASIC CREATURES (rats, etc.) This is bad, dungeons tend to stick to a theme (undead, daedra, dwemer, monsters, 6th house etc.)
chests in the pit still float
I just notice the wall pieces you used for the pit casper in some locations (you can see through them on one side
you can see into the void at the top of the pit (on the cieling)
Exterior:
You need a door jam for the door on the exterior.
there is still a wall piece bleeding into its 2 neighbors on the western wall
you fixed the problems with the sharp changes in texture for the most part, but to the west of the castle you have the undersea texture extending up to the wall.
You land still rises out of the water too harshly, use the smooth tool to fix this.
you need more flora, and to vary the textures a little bit (all those different textures are there for a reason.)
you still have a friggan ton of monsters.
I am seeing the same errors over and over again, and they are not small errors either. You need to actually play through this and look at it objectively. Don't just rush through it and collect the loot, stop and look around and think if it makes sense, look for the basic and painfully obvious errors that I keep reporting. If you have any questions about this just ask them.
edit: oh and DL TESAME and clean your mod out of everything but ground textures, cells, regions, and creatures it should be available on the sight
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
- Dagoth Ur 233
- Member
- Posts: 21
- Joined: Sun Feb 11, 2007 12:43 am
- Location: Hell
- Contact:
ok i got it done i looked through the list maby 10 times and looked through the island anc castle by CS and the game so i think i got all the mayjor things.
- Attachments
-
- New Colone.esp
- yay!
- (670.98 KiB) Downloaded 86 times
DEE DEE DEE
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
I do not want to see another version of this island, you continuously fail to fix the errors I report. The lights in the castle are still blue, the atronach at the bottom of the pit is still rotated. There are more errors, but seeing as I will not check another version of this island, I refuse to list them. Just make a house or a cave or something.
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo