i1-37-Tel

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Massalinie
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i1-37-Tel

Post by Massalinie »

Claim type: Interior
Claim ID: TR_i1-37-Tel (#956)
Faction: Telvanni
Parent claim: TR_1-34-Tel (#58)
Claimed by: Nomadic1
Status: Approved (Progress: 100%)
Location: 1:(3845, 1675):0
Files: TR_i1-37-Tel_Nomadic1_1.esp; TR_i1-37-Tel_Nomadic1_2.esp

---

large cavern settlement, there are some people who live in here in various little nooks they should have a central camp area as well and there might be some collapsed in areas too
http://img.photobucket.com/albums/v642/massalinie/18.jpg
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Nomadic1
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Post by Nomadic1 »

Claiming. This would be my hardest claim yet. I'd make it like a central cave area with 5-6 "houses" accessed from it. The "houses" would of course be the Velothi cave residences. The people living here would be very poor.
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Post by Hermit »

I like that. Granted and 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)
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Nomadic1
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Post by Nomadic1 »

I bring to you Ashamul. This was both harder and easier than I anticipated.
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Post by Massalinie »

Submitting to review
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Post by Lady Nerevar »

1-37

TESAME:

Ashahul
NPC AI: good
Pathgrids: good
-one of the pillows flaots on one side
-the crate could be lowered several degrees
-good otherwise. i give it a 9
-fix and include. add some more detail mb though...

Favelnim cave dweling
NPC AI: 70 seems kinda high for fight setting, maybe jsut me though
Pathgrids: cool
-the bucket whith the borrom flaots on one side. jsut rotate is a little
-the standing sack bleeds into the wall sevearly. the lower lying sack bleeds a litle into the wall also
-the kwama eggs leed into the basket and slightly into themslefves
-2 of the spoons flaot
-the goblets and shein flaot fery slightly. F once or leave as is
-good otherwise. few errors, good design, 8.5 (9 whith fixes)
-fix and include

Nerethi Cave dweling
NPC AI: again, i think 70 is jsut a little high
Pathgrids: good
-the clif racer meet flats on one side (i mean the top one)
-the 2 tall baskets float
-the small basket closest the the door bleeds to much into the floor
-the redware plater flaots on most of its survace. it should ither be resting on both the chest's rim things, or should stay in the middle
-the folded napkin on the table flaots very slightly, and so does the knife and fork
-nothing else i can find. 8(9 whith fixes)
-fix and include

Nothren cave dweling
NPC AI: once again, 70. realy not sure about this...
Pathgirds: good
-teh urn that is lying on its side floats on one side
-many of the things on the bench float eitehr compleatly or partialy. either rotate them to mach the survace, or just F them to fit the surface more
-the brown bottle on the table flaots
-one of the knifes and forks flaots
-the falen bottle on the floor rests incorectly
-thats about all. 8 (9 with fixes)
-fix and include


Thimalvel Cave dweling
NPC AI: 80 fight? definatly to high. unles shes supose to fight or soemthing
Pathgrids: yeh
-why is one hamock _r and the other _p? i see no good reason for this . replace the R one
-the cloth bleeds into the table slightly
-the jug flaots slightly
-the spoon dosent rest corectly
-the golets on the bench flaot, and one of the sheins dose as well
-that sems to be all. 8 (9 whith fixing)
-fix and include

Vendal Cave Dwelling
Pathgrids: ok
-the dwemer stuff seems kinda t oobvious. i sugest you hide it jsut a little better
-the knife and fork on the small talbe foat
-the redware flask bleeds into teh table severaly
-seems ok otehrwise. 8.5 (9 whith fixes)
-fix and include

oferall:
-this is great. the ints fit well together, and look fit to tr. 8, fix it all and itll be a 9
-i think that the fight setting of many of hte NPCs is high (70-80) and should be made less. otherwise fix the physical
and lore errors, and merge.
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Post by cwandell »

I am nearly 99% certain that Lady N got everything i would have said about this map, so I won't bother wasting the forums space on repeating everything that you already know about.
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Post by Nomadic1 »

Done :)

I can't believe that Redware flask :lol: That was a shocker!
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Post by Massalinie »

Submitting to final
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Post by PoHa! »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: *PoHa! sees the amount of cells this interior has in TESAME, and wonders why the Interior Review gods have cursed him so...*

**Ashahul**

Northmarker: Hard to tell from the screenshot, but I think it needs to be rotated +90; Wasn't sure, so I listed it here.

Lighting: Good

NPCs/Creatures/Pathgrid:
- Not certain, but I think you might have overdone it on the pathgrid points that lead down from the main entrance
- NPCs have default AI settings
- Possibly because I might not have the latest OoT, but TR_M1_Traven Nothren has no head, but there's no error diamond that usually shows up in such a situation. Just thought I'd note it anyways, just in case.

General Errors:
- the walkway from the entrance/exit could use some variations in its rocks. They look too patterned as they are (ie the same rock over and over, with very similar rotation)
- ex_de_docks_centers; (the one closest to the section of the cave with nothing in it) its support frame is ghosting (see through it from certain angles)
- are those barnacles on the posts? if so, I suppose water COULD have been in this cave, until recently...
- ex_velothi_entrance_01 (opposite the main entrance) has a diagonal support that's ghosting (suggestion: rock its world)


**Nerethi Cave Dwelling**


Floaters/Bleeders:
- a single gold coin floats
- misc_com_basket_01 bleeds slightly into the ground (barely noticeable)

**Thimalvel Cave Dwelling**

NPCs:
- TR_M1_Thalin Thimalvel; why a fight setting of 80? Her door's not even locked, so its not like the PC broke in or anything...

Floaters/Bleeders:
- Misc_Uni_Pillow_02 bleeds through the hammock

**Vandal Cave Dwelling**


Remove/Replace:
- Consider replacing Furn_De_Firepit_01 with furn_coals_hot; I see no reason for the rocks from the firepit mesh, and they bleed through the miner cave grill

Floaters/Bleeders:
- misc_com_wood_fork; the handle bleeds slightly into the table its on
- misc_com_wood_knife; the blade bleeds slightly here; both of these are really minor though, and caused by de plain furn
- Misc_Uni_Pillow_02 bleeds through the hammock

**Nothren Cave Dwelling**


NPCs:
- Again with the missing head on TR_M1_Bradas Varyon; noting it just in case
- Also, this NPC's door is locked, yet his fight setting is 50. If the PC is in this interior, he would have to have picked/broke the lock, no? So... why no reaction?

Floaters/Bleeders:
- active_de_p_bed_28; one of its base cross-board-things is bleeding into the step
- misc_de_bowl_redware_02 (both) needs to be brought up just barely slightly; you can see a speck of the table in the middle of it
- misc_de_foldedcloth00 bleeds into the chest
- Misc_Uni_Pillow_02 (both) bleeds through the hammock
- TR_cont_basket_01_food bleeds into the wall

**Favelnim Cave Dwelling**


Floaters/Bleeders:
- com_basket_01_chpfood5 bleeds into two nearby baskets
- one of the eggs bleeds through the basket its sitting in
- furn_de_minercave_grill_01 floats
- Misc_Uni_Pillow_02 bleeds through the hammock; however, I very much doubt if it can be seen in game

Comments Nice set of interiors. I Nit-picked on quite a few things, just for reviewing sake. As nice as those interiors were, I'm glad I'm finally done with them :D

Note about the Northmarkers: If the Northmarker in the central camp area is good, then so are all the others.

Rating 9.3
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Post by Nomadic1 »

I'll have a go touching this up tonight. For the heads, I'll download the latest version of OoT and see if they are buggered up. They aren't for me as is. My version is about a month old so it could do with updating anyway :D

And I for one thought you would be glad to get to review so many interior cells :D
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Post by Stalker »

Heads were in EoT package so that they one you should have updated. Now it's all it one so DL that 58Mb monster :)
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Post by PoHa! »

Stalker wrote:Heads were in EoT package so that they one you should have updated. Now it's all it one so DL that 58Mb monster :)
You definately should drink and type, Stalker. :lol:

Actually, my OoT is pretty old too, so I thought it was probably a new head that was added, or something. Odd thing is, when I tried it out in-game, it didn't give me an error either, just a couple of Dunmer walking around, with ears and hair floating slightly above their necks with nothing in-between. :shock:

Odd that no error came up, either in CS or Game, no?
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Post by Stalker »

Remind me to never ever type at 8am again :) Anyway heads don't show up as errors for some strange reason. Why it is so I do not know.
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Post by Nomadic1 »

Here it is with the errors fixed up. :) I had a good. long, hard look at the screenshot and decided that the door was facing a different direction. That's fixed now :D
Attachments
TR_i1-37-Tel_Nomadic1_2.esp
(51.31 KiB) Downloaded 11 times
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Post by Lady Nerevar »

took anotehr look at this, and the version above is ready for merging. congrads!
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