Right; sometimes the CS touches them for you though, because it's not the brightest program in the world. That's why you always have to take a look at a mod file with a cleaner every time you edit it, even if you're a top notch modder that never misclicks.
I use Enchanted Editor rather than TESAME so I can't say if it works the same, but in cleaning, you go through the changes made and get rid of the settings you know you didn't touch. So if you see something effecting the GMSTs, even if YOU didn't make the edit, you still need to clean them.
Right now when I check the file in the first post, all the GMSTs for Werewolves and some other random GMSTs have gotten in there: there's about 72 in all. All of those need to go before the file is considered clean.
"Not touch" means "do not change them". Superfluous GMST entries can be deleted.
As for the review, Rats is currently otherwise occupied, so this might still take a while. As you yourself did not reply for 2 months, I'm sure you understand how things suddenly can happen and stop you from focusing on other things. Sorry about this.
Really appreciate the helpful answers! I will go and clean the GMTS then. Also there is no problem at all if it takes a little bit longer than usual. I was just beginning to think that I am missing something and that's the reason my showcase wasn't getting a review -I was kind of right about it after all-.
So yeah. I'll clean it then give Rats all the time he needs!
First, I wish to apologize for taking this long. Private life things happened, and I couldn't find the time, during this period. I hope this won't affect my chances at joining this project.
I cleaned all GMSTs as you said. What i didn't clean is following: -TES3, Textures and all things edited and added by my mod.
Cheers. You can't really clean worldspace textures, unfortunately. Rats is currently inactive due to computer and time problems. I'll see if we can get someone else to review your showcase.
Hi Trifxn, I've given your showcase a look and here are the issues I see with it currently:
Regarding the doors; the ex_common_door_01 refs are still not correctly positioned in their frames. If you take a close look at one of them, you'll notice that the top portion of the door is bleeding through the frame on one side due to not being rotated correctly: (pic 1).
Rotating the door without moving it, you can use the bleeding area to judge how level it is with the door. Once you have it so both sides are bleeding an equal amount like this: (pic 2), you can move it further into the frame to hide the bleeding portion, but you'll notice it's still positioned too high in the frame, as the top and bottom parts of the door are uneven: (pic 3).
Move it down along the Z-axis until the top and bottom of the door show equally: (pic 4)
You're still missing shading underneath most buildings, this tends to make the transition between the ground and building seem sharp and artificial. If you compare these two pics, you can see how adding a bit of shade beneath the building really improves the sense of depth: (pic 1) (pic 2).
Additionally, there's one spot where the landscaping is unnaturally flat (pic), this should be smoothed out a bit.
Below is a list of other minor issues I've found with your showcase; all of them should be fixed for your showcase to pass review so please pay close attention that you've corrected everything pointed out. There are only a few errors remaining, so I hope you can get them all.
Floaters/Bleeders
chimney_smoke_small (42025.152, 19358.484, 2851.223) - Not positioned correctly; the pink box is visible in-game, so you'll need to move them down into the chimney far enough to hide them.
chimney_smoke_small (43053.879, 18342.168, 2310.636) - As above.
chimney_smoke_small (43418.883, 20857.027, 2249.174) - As above.
chimney_smoke_small (43943.996, 19236.002, 2592.146) - As above.
chimney_smoke_small (44467.031, 17367.658, 2290.499) - As above.
chimney_smoke_small (45432.508, 18091.645, 2816.522) - As above.
com_basket_01_ingredien (43853.297, 18935.051, 1742.096) - Not quite sitting flush with the ground, rotate it a touch.
com_sack_02 (43815.164, 18980.602, 1740.595) - A little unbalanced.
com_sack_02 (44636.758, 17725.850, 1666.601) - As above.
com_sack_02_saltrice_10 (42823.914, 18912.371, 1664.023) - This sack looks a little odd sitting in the middle of nowhere here, I'd move it to be closer to one of the buildings.
crate_01_eggs (44617.551, 18750.869, 1766.851) - Scale this down a little to fit more naturally on the crate beneath it.
ex_common_door_01 (42586.703, 19314.148, 1744.444) - Not correctly positioned in doorframe, see notes above.
ex_common_door_01 (44174.445, 19088.545, 1827.151) - As above.
ex_common_door_01 (45135.988, 18529.980, 1769.143) - As above.
ex_common_door_01 (45184.129, 18130.680, 1762.814) - As above.
ex_common_window_01 (45106.945, 17941.789, 1784.031) - Small gap between it and the building on the left side; rotate it in-line with the wall.
ex_de_rowboat (45254.266, 18345.516, 1711.985) - Jutting upright a bit much, I'd bring the nose down and have it lie more level to the ground.
ex_nord_chimney_01 (43943.852, 19240.953, 2495.426) - Underside is caspering.
ex_nord_doorf_01 (42624.254, 21329.656, 1706.076) - Back side is caspering; move it back into the tower until the back edges are totally hidden from view.
chimney_smoke_small (42025.152, 19358.484, 2851.223) - Not positioned correctly; the pink box is visible in-game, so you'll need to move them down into the chimney far enough to hide them.
chimney_smoke_small (43053.879, 18342.168, 2310.636) - As above.
chimney_smoke_small (43418.883, 20857.027, 2249.174) - As above.
chimney_smoke_small (43943.996, 19236.002, 2592.146) - As above.
chimney_smoke_small (44467.031, 17367.658, 2290.499) - As above.
chimney_smoke_small (45432.508, 18091.645, 2816.522) - As above.
com_basket_01_ingredien (43853.297, 18935.051, 1742.096) - Not quite sitting flush with the ground, rotate it a touch.
com_sack_02 (43815.164, 18980.602, 1740.595) - A little unbalanced.
com_sack_02 (44636.758, 17725.850, 1666.601) - As above.
com_sack_02_saltrice_10 (42823.914, 18912.371, 1664.023) - This sack looks a little odd sitting in the middle of nowhere here, I'd move it to be closer to one of the buildings.
crate_01_eggs (44617.551, 18750.869, 1766.851) - Scale this down a little to fit more naturally on the crate beneath it.
ex_common_door_01 (42586.703, 19314.148, 1744.444) - Not correctly positioned in doorframe, see notes above.
ex_common_door_01 (44174.445, 19088.545, 1827.151) - As above.
ex_common_door_01 (45135.988, 18529.980, 1769.143) - As above.
ex_common_door_01 (45184.129, 18130.680, 1762.814) - As above.
ex_common_window_01 (45106.945, 17941.789, 1784.031) - Small gap between it and the building on the left side; rotate it in-line with the wall.
ex_de_rowboat (45254.266, 18345.516, 1711.985) - Jutting upright a bit much, I'd bring the nose down and have it lie more level to the ground.
ex_nord_chimney_01 (43943.852, 19240.953, 2495.426) - Underside is caspering.
ex_nord_doorf_01 (42624.254, 21329.656, 1706.076) - Back side is caspering; move it back into the tower until the back edges are totally hidden from view.
Also, I have a question. I'd like an answer before I get working on it once again.
I know this showcase is long. But *how* long exactly can a showcase be? Is there a limit, when the devs eventually draw the line and say "This seems to be enough, good luck next time" or can it go on forever?
Also, I have a question. I'd like an answer before I get working on it once again.
I know this showcase is long. But *how* long exactly can a showcase be? Is there a limit, when the devs eventually draw the line and say "This seems to be enough, good luck next time" or can it go on forever?
This worries me a bit more than it should.
No need to worry, your showcase won't be disqualified for taking too long; so long as you're prepared to work out the errors (and wait for someone to review it), you can keep resubmitting. In any case, three full reviews isn't that many, so don't stress about it.
That looks good, trifxn! There's a couple of issues still in the file (caspering doorframe on the tower, and a caspering lantern hook), but I don't think it's worth going through review again over such small problems. I'm recommending you for promotion, I'll leave it up to a lead whether we want to have an exterior dev check your showcase first, but as far as I can tell everything Rats' had indicated is fixed, so it seems good to me!
Something I forgot to mention in the review: currently your file only depends on Morrowind.esm, it should also have a dependency on Tribunal and Bloodmoon's esm files (and additionally Tamriel_Data.esm, for TR claims). Make sure to check all four of these .ESMs in the "Data Files..." dialogue when working on files for TR.
Oh and also, I don't want to turn this into more than it should be, but I should mention that the Caspering Doorframe on the Tower is not actually caspering. I took a look at other towers in the game, and they are all the same. Pushing the frame further inward, will make the dooor bleed, no matter how much you try to rotate it.
Wow I am so grateful and also proud to finally be able to work with you on this project! Thank you very much for the promotion, and also for being so patient regarding my really really long showcase!
But I am somewhat confused as to what's next for me here. What should I do now that my showcase is over?
Sorry, trifxn; I should have explained in my previous post.
Now that you've been promoted, you'll find a list of available unclaimed exteriors under the "Help Needed" tab of your Dashboard. You can also filter for exteriors in the Claims Browser. If you find a claim you're interested in, you can request it with the "Request this Claim" button on the claim's page.
You'll also need to download the relevant section files to see the exterior cells you need to match up with; they can be found in the "Development" drop-down menu in the top bar, under "Release Files".
Understood. Thanks. Altough I do have a few more questions.
First of all, sorry but I don't understand what you mean by "You also need to download the relevant section files to see the ext cells you need to match up with".
Second, I am very confused by how working on the mod works like. Excuse my lack of knowledge, but if I were to work on an exterior, how would it be implemented in the main file? Shortly put, what do I do with a file once I believe i'm finished with it?
Ususually, an exterior claim has at least the cells which it would be changing included. The one you claimed doesn't have one because you're supposed to find a place where to put the Ashlander camp yourself. If you've done that, either cut the cells out yourself, edit TR_Mainland.esm with an esp (not preferable), or say which cells you want and I'll cut them out for you.
After you've claimed a claim, leads will look it over and assign it to you (or not). After you've been assigned to a claim, you can edit the node and upload your stuff.
A quick overview of new and updated content can be found in your dashboard. If you are interested in our ongoing development, check out the claims browser and the asset browser.
2016-01-19 19:35
1 year 7 months ago
Right; sometimes the CS touches them for you though, because it's not the brightest program in the world. That's why you always have to take a look at a mod file with a cleaner every time you edit it, even if you're a top notch modder that never misclicks.
I use Enchanted Editor rather than TESAME so I can't say if it works the same, but in cleaning, you go through the changes made and get rid of the settings you know you didn't touch. So if you see something effecting the GMSTs, even if YOU didn't make the edit, you still need to clean them.
Right now when I check the file in the first post, all the GMSTs for Werewolves and some other random GMSTs have gotten in there: there's about 72 in all. All of those need to go before the file is considered clean.
2015-09-28 20:13
1 year 11 months ago
"Not touch" means "do not change them". Superfluous GMST entries can be deleted.
As for the review, Rats is currently otherwise occupied, so this might still take a while. As you yourself did not reply for 2 months, I'm sure you understand how things suddenly can happen and stop you from focusing on other things. Sorry about this.
2016-07-09 22:22
11 months 3 weeks ago
Really appreciate the helpful answers! I will go and clean the GMTS then. Also there is no problem at all if it takes a little bit longer than usual. I was just beginning to think that I am missing something and that's the reason my showcase wasn't getting a review -I was kind of right about it after all-.
So yeah. I'll clean it then give Rats all the time he needs!
Cheers!
2016-07-09 22:22
11 months 3 weeks ago
First, I wish to apologize for taking this long. Private life things happened, and I couldn't find the time, during this period. I hope this won't affect my chances at joining this project.
I cleaned all GMSTs as you said. What i didn't clean is following: -TES3, Textures and all things edited and added by my mod.
Thank you and have a nice day!
2015-09-28 20:13
1 year 11 months ago
Cheers. You can't really clean worldspace textures, unfortunately. Rats is currently inactive due to computer and time problems. I'll see if we can get someone else to review your showcase.
Sorry about this.
2016-07-09 22:22
11 months 3 weeks ago
No worries. I'd appreicate if you'd find someone else in the meantime, but if not, I'll just wait for Rats.
Also just to make sure, it is okay that I didn't clean the TES3 thingy, right?
2016-07-09 22:22
11 months 3 weeks ago
Hell, this must be the longest Showcase ever haha. I'm amazed that nobody told me to just stop already.
2016-01-17 13:07
1 year 1 month ago
Hi Trifxn, I've given your showcase a look and here are the issues I see with it currently:
Regarding the doors; the ex_common_door_01 refs are still not correctly positioned in their frames.
If you take a close look at one of them, you'll notice that the top portion of the door is bleeding through the frame on one side due to not being rotated correctly: (pic 1).
Rotating the door without moving it, you can use the bleeding area to judge how level it is with the door. Once you have it so both sides are bleeding an equal amount like this: (pic 2), you can move it further into the frame to hide the bleeding portion, but you'll notice it's still positioned too high in the frame, as the top and bottom parts of the door are uneven: (pic 3).
Move it down along the Z-axis until the top and bottom of the door show equally: (pic 4)
You're still missing shading underneath most buildings, this tends to make the transition between the ground and building seem sharp and artificial. If you compare these two pics, you can see how adding a bit of shade beneath the building really improves the sense of depth: (pic 1) (pic 2).
Additionally, there's one spot where the landscaping is unnaturally flat (pic), this should be smoothed out a bit.
Below is a list of other minor issues I've found with your showcase; all of them should be fixed for your showcase to pass review so please pay close attention that you've corrected everything pointed out. There are only a few errors remaining, so I hope you can get them all.
Floaters/Bleeders
trifxn
You're correct, the TES3 heading should not be removed when cleaning.
2016-07-09 22:22
11 months 3 weeks ago
Thank you for the very quick response. I'll get to it as soon as possible!
2016-07-09 22:22
11 months 3 weeks ago
Also, I have a question. I'd like an answer before I get working on it once again.
I know this showcase is long. But *how* long exactly can a showcase be? Is there a limit, when the devs eventually draw the line and say "This seems to be enough, good luck next time" or can it go on forever?
This worries me a bit more than it should.
2016-01-17 13:07
1 year 1 month ago
No need to worry, your showcase won't be disqualified for taking too long; so long as you're prepared to work out the errors (and wait for someone to review it), you can keep resubmitting. In any case, three full reviews isn't that many, so don't stress about it.
2016-07-09 22:22
11 months 3 weeks ago
Thank you. I'll get to work on it then.
2016-07-09 22:22
11 months 3 weeks ago
I'm done with everything, but I need some help, if possible.
I have no idea how to add shades underneath the houses.
EDIT: nvm found it sorry
2016-07-09 22:22
11 months 3 weeks ago
Well then, I think i'm done. You are free to take a look, whenever you can.
Again, I haven't cleaned following: -TES3, -Landscapes and others edited by my mod, -Textures
2016-01-17 13:07
1 year 1 month ago
That looks good, trifxn! There's a couple of issues still in the file (caspering doorframe on the tower, and a caspering lantern hook), but I don't think it's worth going through review again over such small problems. I'm recommending you for promotion, I'll leave it up to a lead whether we want to have an exterior dev check your showcase first, but as far as I can tell everything Rats' had indicated is fixed, so it seems good to me!
Something I forgot to mention in the review: currently your file only depends on Morrowind.esm, it should also have a dependency on Tribunal and Bloodmoon's esm files (and additionally Tamriel_Data.esm, for TR claims). Make sure to check all four of these .ESMs in the "Data Files..." dialogue when working on files for TR.
2016-07-09 22:22
11 months 3 weeks ago
Thank you very much! I appreciate everything, really. Also, I'll keep that in mind, regarding the ESMs.
Have a nice day, cheers!
2016-07-09 22:22
11 months 3 weeks ago
Oh and also, I don't want to turn this into more than it should be, but I should mention that the Caspering Doorframe on the Tower is not actually caspering. I took a look at other towers in the game, and they are all the same. Pushing the frame further inward, will make the dooor bleed, no matter how much you try to rotate it.
2016-07-09 22:22
11 months 3 weeks ago
-Did a minor update to the mod and uploaded it again.
2016-01-19 19:35
1 year 7 months ago
The leads have taken a look at your work here, and you have been promoted to exterior developer. Congratulations!
2016-07-09 22:22
11 months 3 weeks ago
Wow I am so grateful and also proud to finally be able to work with you on this project! Thank you very much for the promotion, and also for being so patient regarding my really really long showcase!
But I am somewhat confused as to what's next for me here. What should I do now that my showcase is over?
2016-01-17 13:07
1 year 1 month ago
Sorry, trifxn; I should have explained in my previous post.
Now that you've been promoted, you'll find a list of available unclaimed exteriors under the "Help Needed" tab of your Dashboard. You can also filter for exteriors in the Claims Browser. If you find a claim you're interested in, you can request it with the "Request this Claim" button on the claim's page.
You'll also need to download the relevant section files to see the exterior cells you need to match up with; they can be found in the "Development" drop-down menu in the top bar, under "Release Files".
2016-07-09 22:22
11 months 3 weeks ago
Understood. Thanks. Altough I do have a few more questions.
First of all, sorry but I don't understand what you mean by "You also need to download the relevant section files to see the ext cells you need to match up with".
Second, I am very confused by how working on the mod works like. Excuse my lack of knowledge, but if I were to work on an exterior, how would it be implemented in the main file? Shortly put, what do I do with a file once I believe i'm finished with it?
Thank you.
2016-07-09 22:22
11 months 3 weeks ago
Also, once I request a claim, what happens next?
2015-09-28 20:13
1 year 11 months ago
Congratulations!
Ususually, an exterior claim has at least the cells which it would be changing included. The one you claimed doesn't have one because you're supposed to find a place where to put the Ashlander camp yourself. If you've done that, either cut the cells out yourself, edit TR_Mainland.esm with an esp (not preferable), or say which cells you want and I'll cut them out for you.
After you've claimed a claim, leads will look it over and assign it to you (or not). After you've been assigned to a claim, you can edit the node and upload your stuff.
2016-07-09 22:22
11 months 3 weeks ago
Thank you. So I noticed you assigned it to me. That means I can get to work on it, right?
2015-09-28 20:13
1 year 11 months ago
Yes.
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