i1-30-Tel
Moderators: Seneca37, Lead Developers
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
i1-30-Tel
Claim type: Interior
Claim ID: TR_i1-30-Tel (#949)
Faction: Telvanni
Parent claim: TR_1-32-Tel (#54)
Claimed by: The Old Ye Bard
Status: Approved (Progress: 100%)
Location: 1:(3424, 1335):0
Files: TR_i1-30-Tel_Lady Nerevar_1.esp; TR_i1-30-Tel_The Old Ye Bard_1.esp
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very small cave
http://img.photobucket.com/albums/v642/massalinie/Tamriel%20Rebuilt/11.jpg
Claim ID: TR_i1-30-Tel (#949)
Faction: Telvanni
Parent claim: TR_1-32-Tel (#54)
Claimed by: The Old Ye Bard
Status: Approved (Progress: 100%)
Location: 1:(3424, 1335):0
Files: TR_i1-30-Tel_Lady Nerevar_1.esp; TR_i1-30-Tel_The Old Ye Bard_1.esp
---
very small cave
http://img.photobucket.com/albums/v642/massalinie/Tamriel%20Rebuilt/11.jpg
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
- The Old Ye Bard
- Member
- Posts: 99
- Joined: Sun Jul 24, 2005 12:56 am
- The Old Ye Bard
- Member
- Posts: 99
- Joined: Sun Jul 24, 2005 12:56 am
- Hermit
- Developer Emeritus
- Posts: 2373
- Joined: Fri Oct 17, 2003 8:59 pm
- Location: The North German plains
Okay, sounds cool. Please change lighting accordingly! And make good use of light sources and OoT stuff.
Granted. Happy modding!
Recommeded OoT packages:
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.esm (1.3 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT_datafiles.rar (7.6 MB)
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.tar.gz (47.2 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (112.6 KB)
Granted. Happy modding!
Recommeded OoT packages:
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.esm (1.3 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT_datafiles.rar (7.6 MB)
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.tar.gz (47.2 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (112.6 KB)
- The Old Ye Bard
- Member
- Posts: 99
- Joined: Sun Jul 24, 2005 12:56 am
- The Old Ye Bard
- Member
- Posts: 99
- Joined: Sun Jul 24, 2005 12:56 am
its finished. last minute thing added was an NPC, she is very poor and lives alone. -no dialouge-
- Attachments
-
- TR_i1-30-Tel.esp
- (13.93 KiB) Downloaded 74 times
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
1-30
TESAME: nope.
NPC: hm.. where do i start. shes a member of the inperial cult (why the heck would she be in a secluded cave tehn?) her wander is set to 512(the stand) and whiht no pathgrids layed, shell be swimming in teh water in no time. why dose she have an lockpick?
Pathgrids: nonexistant.
oferall:
-i love the use of the telvani roots. and thats wehre the good stuf ends
-the platform on which the npc is supose to "live" is WAY to small. it has a bedrol, a table and chair, a the NPC all on a ex_de_docks_corner_01 paltform
-this int is way to light, mostly because of the high radious lights(and the amount of em)
-teh table is _de, while the stool is _com. they should all be com
-there are WAY to many mushrooms. dosent look natural or right
-the goblet bleeds into the table
-why the fuck is there a skeleton only feet away from the actual NPC?
-why is there a pool? not to mention its the wrong tileset.
-why are there clothier tools on the table? this NPC is not a clothier
-in general, this int looks like you took everything you though was cool and put it all together. its way to crouded, has all kinds of errors(some of which i didnt bother to mention), and looks bad to top. it requires a drastic oferhaul before it can be included. 5
-not at the way it is. needs seriorus fixing and changes.
TESAME: nope.
NPC: hm.. where do i start. shes a member of the inperial cult (why the heck would she be in a secluded cave tehn?) her wander is set to 512(the stand) and whiht no pathgrids layed, shell be swimming in teh water in no time. why dose she have an lockpick?
Pathgrids: nonexistant.
oferall:
-i love the use of the telvani roots. and thats wehre the good stuf ends
-the platform on which the npc is supose to "live" is WAY to small. it has a bedrol, a table and chair, a the NPC all on a ex_de_docks_corner_01 paltform
-this int is way to light, mostly because of the high radious lights(and the amount of em)
-teh table is _de, while the stool is _com. they should all be com
-there are WAY to many mushrooms. dosent look natural or right
-the goblet bleeds into the table
-why the fuck is there a skeleton only feet away from the actual NPC?
-why is there a pool? not to mention its the wrong tileset.
-why are there clothier tools on the table? this NPC is not a clothier
-in general, this int looks like you took everything you though was cool and put it all together. its way to crouded, has all kinds of errors(some of which i didnt bother to mention), and looks bad to top. it requires a drastic oferhaul before it can be included. 5
-not at the way it is. needs seriorus fixing and changes.
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
Review of TR-i1-30-Tel
1. TESAME - needs cleaning, many unnescary cell references
II. Loading - Unable to find region "Inner Sea Region" in load for cell "Wilderness", Unable to find region "Molargerd" in load for cell "wilderness". unable to locate enchanting "TR_ml_Acrobat_jump_TA" , Missing object "TR_Barrel_broken02" missing object "TR_Barrel_empty01"
III. General/Logic/Lightning. map should not be linked to the exterior yet, although I was happily suprised to find that you did make an entrance on the outside, for me to stand on. I do agree with Lady N that there should be some explaination for the clother equiptment, but what i found more interesting is why are there so many slaughterfish in such a small pond? my recommendation would be to remove one or more of them, I don't think the population would be substainable as it is.
IV. Main review, there is slight bleeding, the telvanni roots are interesting to look at, but I'm unsure why there there? is there a telvanni tower nearby or some large tree that might create such roots? I noticed the large number of mushrooms, I think that you could do with mild reduction in the number, however that wasn't such a big concern, since its a dark damp place, mushrooms might be growing like that. The platform may need some extension outward, and be alittle more spread out on where things were. prehaps instead of the clother equiptment alchemy aparatuses would be more appropriate for an imperial cult member? Who is this mysterious dead body, why is it there? Why is this cultist a hermit?
V. the mod needs considerable work, but overall looks nice to me. Slight rearangement and corrections to the errors that i detected loading the file, and it should be good.
1. TESAME - needs cleaning, many unnescary cell references
II. Loading - Unable to find region "Inner Sea Region" in load for cell "Wilderness", Unable to find region "Molargerd" in load for cell "wilderness". unable to locate enchanting "TR_ml_Acrobat_jump_TA" , Missing object "TR_Barrel_broken02" missing object "TR_Barrel_empty01"
III. General/Logic/Lightning. map should not be linked to the exterior yet, although I was happily suprised to find that you did make an entrance on the outside, for me to stand on. I do agree with Lady N that there should be some explaination for the clother equiptment, but what i found more interesting is why are there so many slaughterfish in such a small pond? my recommendation would be to remove one or more of them, I don't think the population would be substainable as it is.
IV. Main review, there is slight bleeding, the telvanni roots are interesting to look at, but I'm unsure why there there? is there a telvanni tower nearby or some large tree that might create such roots? I noticed the large number of mushrooms, I think that you could do with mild reduction in the number, however that wasn't such a big concern, since its a dark damp place, mushrooms might be growing like that. The platform may need some extension outward, and be alittle more spread out on where things were. prehaps instead of the clother equiptment alchemy aparatuses would be more appropriate for an imperial cult member? Who is this mysterious dead body, why is it there? Why is this cultist a hermit?
V. the mod needs considerable work, but overall looks nice to me. Slight rearangement and corrections to the errors that i detected loading the file, and it should be good.
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
caves are allowed to have fishies in them, bethsoft did it in a few places. But i havent' looked at this int myself, so i could be making a comment that really makes no sense
Oh and chris: you need to be laying out your reviews in the same way as the review tool does it remember? also i advise getting firefox, cause parts of the site don't work with IE, but it's up to you.
Oh and chris: you need to be laying out your reviews in the same way as the review tool does it remember? also i advise getting firefox, cause parts of the site don't work with IE, but it's up to you.
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
- The Old Ye Bard
- Member
- Posts: 99
- Joined: Sun Jul 24, 2005 12:56 am
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA