i3-785-Imp

After an interior claim has been cleared by a review, the thread will be moved here. Discussion is still allowed.

Moderators: Seneca37, Lead Developers

Locked
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

i3-785-Imp

Post by Seneca37 »

Claim type: Interior
Claim ID: TR_i3-785-Imp (#2764)
Faction: Imperial
Parent claim: TR_3-24-Imp (#128)
Claimed by: adamantum
Status: Approved (Progress: 100%)
Local map: Felms hamlet Indoril-Thirr
Location: 1:(853, -2417):0
Files: TR_i3-785-Imp_adamantum_1.esp; TR_i3-785-Imp_seneca37_1.esp

---

HIGH PRIORITY - St. Felms hamlet building #5 (see local map). (2x3 shell)
Butcher's house: mainly deals with fish, but also does whatever Dunmer do to velk to get at the nectar; helps with the fishing when not otherwise occupied.
Probably a little dim in some way; his 'secret' stash on the roof of his house is not very well hidden, especially from the neighbouring rooftop, and has been emptied of its contents.

Note: despite the claim's ID the hamlet is Indoril (not Imperial) and uses the Velothi tileset
RyanS
Lead Developer
Posts: 532
Joined: Mon Aug 19, 2013 12:32 am
Location: California

Post by RyanS »

Claiming! All-in-all a seemingly regular butcher's house, though there'll be some sort of stash hidden in the corner, probably alcohol.
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

Granting, have fun!
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

Any progress to report?
RyanS
Lead Developer
Posts: 532
Joined: Mon Aug 19, 2013 12:32 am
Location: California

Post by RyanS »

No. You may revoke this.
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
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

Revoked as per developer request.
User avatar
adamantum
Developer
Posts: 198
Joined: Mon Jun 25, 2007 10:31 am
Location: Belgrade / Velika Plana

Post by adamantum »

Claimin'. Poor furniture, knives, fish, scales, some nectar sacks and stuff. I'll think of the rest along the way.
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

Granting - but hold off on the Velk nectar sacks - until Gnomey chimes in.
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

I'd leave off on the nectar sacs. The rest seems fine. Sorry for taking so long to reply.
User avatar
adamantum
Developer
Posts: 198
Joined: Mon Jun 25, 2007 10:31 am
Location: Belgrade / Velika Plana

Post by adamantum »

This one is basically finished, I'd just like to add a couple of finishing touches. There is an area where the butcher butchers and sells various types of meat, as well as some hanging fish and a dead kwama forager waiting to be butchered. There is also some more macabre butchering going on - check between two redware plates in that open crate. I guess this could also be made into a nice small quest.

The only reason this isn't 100% complete is because I haven't been able to show in any way that this guy also 'does whatever Dunmer do to velk to get at the nectar'. I honestly have no idea how to do that. Perhaps by adding a velk carcass that is being worked on? Or should I leave the cell as it is now?
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

Post by Rats »

The interior is looking nice!

I'd imagine the nectar sacs would be extracted from the Velk in a gruesome, vivisectional manner; e.g. sucking them right out of them using some contraption with bellows. There's little room left in the interior as is, so unless you rearrange it a bit or add a basement for special Velk-related work, a simple Velk carcass will also suffice.
User avatar
adamantum
Developer
Posts: 198
Joined: Mon Jun 25, 2007 10:31 am
Location: Belgrade / Velika Plana

Post by adamantum »

A basement it is then. I want to place a dead Velk upon a table, but I'm having trouble getting it to lay there the way I want it. The problem is that Velk have two death animations, and I can't predict to which side its body will fall. Is there a way to force one death animation? Or do you guys know a way to work around this?
klep
Lead Developer
Posts: 229
Joined: Sun Nov 23, 2014 3:14 am
Location: Europe

Post by klep »

I'm a noob when it comes to technical stuff, but if Velk nectar extracting is to be a common sight in TR, we might want to have some static Velk assets in the CS, maybe in a way they can be hung on hooks, maybe (as well) with a large cut in their stomach from which the nectar is extracted. Quote from [url=http://www.uesp.net/wiki/Tes3Mod:Tamriel_Rebuilt/Beasts#Velk]UESP[/url]"They use their long proboscis to extract nectar from flowers, which is then harvested from the creature's stomach to create a delicious sweet food ingredient."
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

I thought I remembered reading how the nectar is extracted, but can't find it at the moment. My own suggestion would be to leave it aside entirely; the procedure would probably not be carried out inside the shack in the first place.
User avatar
adamantum
Developer
Posts: 198
Joined: Mon Jun 25, 2007 10:31 am
Location: Belgrade / Velika Plana

Post by adamantum »

I agree, velk butchering should probably be done under that conveniently placed ex_de_shack_awning right next to the hut. It would make no sense to haul velk (dead or alive) to the basement through a trapdoor and butcher them there.

So, if the nectar extracting post is to be added during exterior detailing phase, I guess my work on this claim is done.
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

Post by Rats »

Alrighty then. Off to review!
User avatar
Tes96
Reviewer
Posts: 280
Joined: Sun Sep 06, 2009 1:50 am
Location: Armun Ashlands, Morrowind

Post by Tes96 »

Nobody posted an exterior location for this. I need exterior numbers to find this.
[url=http://www.project-tamriel.com/]Project Tamriel[/url]

"If one is to understand the arcane arts, one must study all its aspects, not just the dogmatic narrow view of the Mages Guild."
User avatar
Rats
Lead Developer
Posts: 785
Joined: Tue Jul 03, 2012 8:32 am

Post by Rats »

The exterior coordinates are 7, -22; Thirr River Valley
User avatar
Tes96
Reviewer
Posts: 280
Joined: Sun Sep 06, 2009 1:50 am
Location: Armun Ashlands, Morrowind

Post by Tes96 »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review:
Thank you, Rats.

-misc_com_redware_platter bleeding into other platter
-TR_furn_de_p_table_04 bleeding into side of wall a little
-misc_com_redware_plate bleeding into other plate
-com_sack_01_ingred floating in crate
-Sunk three stacked sacks into each other a little more
-Com_Basket_01_POS bleeding into com_sack_02_chpfood3
-furn_de_shack_basket_01 bleeding into wall
-TR_Ingred_Dryfish02 tips bleeding into ceiling
-misc_com_bucket_01 bleeding into side of wall
-misc_com_broom_01 not resting properly against any side surface
-Sunk misc_de_bowl_redware_01 into table
-Sunk common_shirt_02 into bed (caspering)
-misc_com_redware_plate bleeding into wall and shelf (3x)
-Rotated misc_com_bottle_12 on table
-TR_w_cook_knife_01 bleeding into misc_com_redware_plate
-misc_de_goblet_08 floating
-misc_com_wood_fork floating
-furn_velothi_prayer_stool_01 bleeding into rug



Comments A little cramped on space but other than that, nicely done, Adamantum.

Rating
Attachments
Clean TR_i3-785-Ind_adamantum_1.esp
TR_i3-785-Ind
(13.71 KiB) Downloaded 58 times
[url=http://www.project-tamriel.com/]Project Tamriel[/url]

"If one is to understand the arcane arts, one must study all its aspects, not just the dogmatic narrow view of the Mages Guild."
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: Minor adjustment to a few items

Added some Furn_de_rope_07's

Replaced com_sack_01_ingred (all) with com_sack_01_chpfood5. Ingredients are for alchemists.

Lowered health on all the knives – they all looked well used.



Comments Very well done. Has a unique feel to it.

New Creature:
Dead Kwama Forager = TR_i3-785_dead_kwama_fo
May want to add this to TR_Data



Rating 9 out of 10
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

Use my file at the top
Locked