rantings and maybe even useful things from an old chimer

20 posts / 0 new
Last post
oldChimer's picture
oldChimer
Joined:
2016-10-01 19:13
Last seen:
1 year 3 months ago

I would like to start up with some ideas concerning the http://tamriel-rebuilt.org/forum/project-flavor-text , in case I am not the only one who would like to work on it (and on an accompanying OpenMW compatibility plug-in).

I will add an example of my modding capabilities for review and/or flaming later; I need to assemble something new and TR related first.
 

oldChimer's picture
oldChimer
Joined:
2016-10-01 19:13
Last seen:
1 year 3 months ago

The comment texts for the potential new OpenMW feature, how will they have to look?  Sort of an item type/material type mixture?
Examples:

1. „This helmet design is typical for the native Erur-Dan clans, made of Bonemold resins for their lightness and durability, combining those with the protective capabilities of hard medium armor.”

2. „Made of an amalgam of forged steel and silver and enchanted with a poison spell, silver Jinx daggers like this one are a silent, quick and deadly close-combat weapon, well suited for assassins.  Due to silver and magic, they are even capable of dealing damage to undead and ghosts.”

where the italic words could be placeholders for {helmet,boots,gloves,greaves,armor,pauldron,…} or {sword,axe,greatsword,staff,dagger,…}, respectively.  The „amalgam of steel and silver”, „enchanted with…” and „silver and magic“ could be quick-edited to suit the occasion to leave out one or the other, eg. for non-enchanted weapons or enchanted non-silver weapons (where steel would be replaced with the correct material, of course).

for unique items:
Daedric Crescent: „This weapon is the last known of its kind to remain on Nirn.  Shaped like a crescent moon, heavy yet fast and delicate to swing, and sharp like dragon fangs, it was a favourite weapon of high-ranking Dremora in the Wars of …”.

 

The more I venture into the realms of wisdom, the more I realize that all wisdom is nothing but illusionary and theoretical.
So, in order to go completely illiterate and bogus, I need to know more about everything.

10Kaziem's picture
10Kaziem
Lead DeveloperDeveloperInterior Developer
Joined:
2015-12-12 23:47
Last seen:
4 months 2 weeks ago

If they’re item-specific, we may have to make short flavor text. I imagine something like two sentences will probably be the maximum you can fit onscreen without it turning into wikipedia. If they’re category-specific, we’ll need to say something more general.

For instance:
“Chitin Boots are worn all over Morrowind; their tough but light exterior and native construction make them a favorite of many Dunmer.”

vs

“Chitin is a tough but light local material, made from laminated bugshells. It is the most common type of light armor in Morrowind.”

We probably don’t want the flavor text to get too long, as it’s a bit of interest, not a research paper.

Does: concepts, textures, youtube vids, admin stuff e.g. PR, handbook, assets, small website things. Activity level: wildly unpredictable. Still active. Find me on Discord.

oldChimer's picture
oldChimer
Joined:
2016-10-01 19:13
Last seen:
1 year 3 months ago

Given.  But both types of information are of interest, so I thought a combination of type/material description with no more than, say, 200–250 characters like in a Ticker newsline might work.  Trouble is to find the right combination and keep it short.   Hmm… I’ll think of something along the lines you suggested. 

New ideas concerning flavour texts
(to be continually updated and refined)

Generic for all chitin armour parts: „Chitin armor is made of insect shells and resins and is valued for its lightness and durability, making it a favoured and widely available type of armour throughout Morrowind.”

chitin (ingredient): „insect parts and shells are a common part of many armour types.  Asides from armour, their composition and potential effects make them a widely used ingredient in potions or magical enchantments.”

generic bonemold armour parts: „Bonemold is typical for Dunmer guards and armed forces.  The composition of leather and a resinous mould made from bone dust makes this armour as strong and durable as Imperial iron or steel, but also lighter.”

generic Indoril armour parts: „Made from padded cloth and steel and being easily recognizeable, Indoril armour is a heavy combat garment which is usually worn only by Ordinators in the service of the Tribunal or selected guards of House Indoril.”

Soul gems: „Made from magically altered crystals and ores, soul gems can entrap the escaping souls of the recently deceased.  The quality of the soul gem decides about the soul types which can be captured with it.”

wooden cutlery etc: „The less well-off people make their cutlery and dishes mostly from woods, which gives them a strong rural appeal but makes them easy to obtain and no less usable or durable than expensive pottery or silver-ware.”

iron weapons: „Made from rather simple iron, these weapons are easy to manufacture and widely available, although they are neither as strong nor as durable as their counterparts of higher-quality materials.”

chitin weapons: „Made from bits and pieces of insectoid and maritime creatures, chitin weapons are light and fast, sharp-edged and usually have spikes or saw-like structures which enhance their potential output of damage.”

bonemold weapons: „These finely crafted arms are shaped from a resinous mould of bone dust, making them lighter than steel and giving them the strength of bone as well as sharp edges like those of obsidian.”

silver weapons: „Due to the weakness to this material in the undead and beings from the planes of Oblivion, silver armaments are an effective weapon against those foes who would shrug off any other attack effortlessly.”
 

The more I venture into the realms of wisdom, the more I realize that all wisdom is nothing but illusionary and theoretical.
So, in order to go completely illiterate and bogus, I need to know more about everything.

Templar Tribe's picture
Templar Tribe
Joined:
2016-01-17 16:36
Last seen:
6 months 2 weeks ago

Edit: Wrong thread 

oldChimer's picture
oldChimer
Joined:
2016-10-01 19:13
Last seen:
1 year 3 months ago

  a small patch to the wrongly named banners and road signs in TR_Mainland

  Kevaar approved of version “clean3” and moved it to the assets section to be merged with the next release (thanks again).  This file will, hovever, continuously updated as I find (or re-discover) other issues with road signs in the TR_Mainland area.  The list below will be updated accordingly.

  Notes: CS activator IDs and placed references are unchanged, just the names of the activators are changed.  Textures of road signs are not altered.  Where new signs were added, only existing ones were used, no new content was added.

Important: for whatever reason, the CS has put a lot of empty cells into the esp.  Do not delete them; a weird side effect of doing so will partly reverse the edits.  Still trying to figure out why and how.

  The prefix (assets) refers to the version Kevaar approved of, everything else is new.

edited activators: changed all names of banners and road signs, where

  • (assets) Ayemar → Ammar
  • (assets) Seyda Vano → Id Vano
  • (assets) Darnim → Ildrim
  • (assets) Kragenmar → Kragen Mar
  • (assets) Firewatch via Aranyon Pass    → Ranyon-ruhn (via Aranyon Pass), since the Pass leads directly south to RR instead of west to FW
  • (assets) additionally, changed the name of „Triolith” to the correct „Trilith”

edited cell landscapes:

  • (assets) Molagreahd Region (27,11), added missing Marog/Kemel-Ze signs, moved Tel Muthada to the bottom.
  • (assets) Ald Orethan/Sundered Scars (18,-21) and Sundered Scars (19,-21), removed one of the two signposts (because they were both bogus) and put all signs onto the remaining one, turned “Ildrim (back road)” to point the right way (n instead of s).  Now points to Ildrim (back road), west towards Id Vano/Dondril/Old Ebonheart, east towards Ildrim/Meralag/Almalexia.

The more I venture into the realms of wisdom, the more I realize that all wisdom is nothing but illusionary and theoretical.
So, in order to go completely illiterate and bogus, I need to know more about everything.

oldChimer's picture
oldChimer
Joined:
2016-10-01 19:13
Last seen:
1 year 3 months ago

Not a Showcase exterior/interior smiley

  A little Telvanni house near Verulas Pass (Location: Boethia’s Spine, 35/-5).  No location marker, simply a cute and plain little semi-eremitic¹ retreat.
   Will be updated when further additions come; note that the interior is currently rudimentary and undecorated.

¹: I know this is called „hermit’s retreat” in English, but I want to avoid confusion of hermitic for hermetic, so I use eremit(e) as in German or Yiddish.  Just a tick of mine. wink

AttachmentSizeDate
Binary Data new file with corrected exterior and incomplete interior5.26 KB2016-10-10 23:41

The more I venture into the realms of wisdom, the more I realize that all wisdom is nothing but illusionary and theoretical.
So, in order to go completely illiterate and bogus, I need to know more about everything.

Kevaar's picture
Kevaar
Lead DeveloperDeveloperQuest DeveloperReviewer
Joined:
2016-01-19 19:35
Last seen:
3 weeks 3 days ago

oldChimer

hmm… for now, I will place this here: a small patch to the wrongly named banners and road signs in TR_Mainland (CS activator IDs and placed references are unchanged, just the names of the activators are changed).
NOT FOR GENERAL USE!  First, let someone of the official development team give his OK.  This is proof-of-concept rather than anyhow official.

edited activators: changed all names of banners and road signs, where
  – Ayemar → Ammar
  – Seyda Vano → Id Vano
  – Darnim → Ildrim
  – Kragenmar → Kragen Mar
  – Firewatch via Aranyon Pass    → Ranyon-ruhn (via Aranyon Pass), since the Pass leads directly south to RR instead of west to FW

edited cell landscapes:
 – Molagreahd Region (27,11), added missing Marog/Kemel-Ze signs, moved Tel Muthada to the bottom
 – Sundered Scars (17,21), turned “Ildrim (back road)” to point the right way (nw instead of s)

 

One question and one comment!

Question: does this update only the activators (hover-over text) or is the graphic of the signpost changed as well?

Comment: your .esp doesn’t appear to be cleaned. You’ll want to remove all references not related to the things you’re changing, as this can cause conflicts and complications down the road.

oldChimer's picture
oldChimer
Joined:
2016-10-01 19:13
Last seen:
1 year 3 months ago

Sorry, should have stated that.  only the hovering text, the visuals are the same, no changes there.  Question: I use the lo-res Tamriel Data, does the HiRes version use dedicated readable graphics?  I’d need to change it, then.

Will clean it and upload the new version.

The more I venture into the realms of wisdom, the more I realize that all wisdom is nothing but illusionary and theoretical.
So, in order to go completely illiterate and bogus, I need to know more about everything.

Kevaar's picture
Kevaar
Lead DeveloperDeveloperQuest DeveloperReviewer
Joined:
2016-01-19 19:35
Last seen:
3 weeks 3 days ago

Thanks for the clarification!

Tamriel Data has options for both low res and HD textures. Most of TR’s stuff is in low res, as we predate newer systems by quite a lot. The goal is to get all textures in both HD and low res.

As far as signpost textures, I’m getting my games mixed up again. Low res you can’t read the signs, high res...probably should be able to, so it’d go on the to-do list.

oldChimer's picture
oldChimer
Joined:
2016-10-01 19:13
Last seen:
1 year 3 months ago

I’ll check this myself and swap the lores for the hires version… if textures need to be changed, I can extract them from the BSA, copy the meshes and current textures and copy the texture into placeholder names which I’ll put into the meshes, but the person doing the textures ought to update them, I don’t want to meddle in other people’s resorts when avoidable.

The more I venture into the realms of wisdom, the more I realize that all wisdom is nothing but illusionary and theoretical.
So, in order to go completely illiterate and bogus, I need to know more about everything.

Kevaar's picture
Kevaar
Lead DeveloperDeveloperQuest DeveloperReviewer
Joined:
2016-01-19 19:35
Last seen:
3 weeks 3 days ago

Still a lot of dirty cell references. I use the Enchanted Editor, and deleted all references to cells except Molagreahd 22, 4, Molagreahd 27, 11 and Sundered Scar 18, -21.

Thank you for catching and correcting these errors, though. I’ll go ahead and throw it up into the Asset Browser to be marked for merging with our next release. :)

oldChimer's picture
oldChimer
Joined:
2016-10-01 19:13
Last seen:
1 year 3 months ago

Argh… so much for trying the ESPCleaner… will use Enchanted next time again.

Oh, wow… thanks a lot, review – merge, that’s quite the compliment.surpriselaugh

The more I venture into the realms of wisdom, the more I realize that all wisdom is nothing but illusionary and theoretical.
So, in order to go completely illiterate and bogus, I need to know more about everything.

sirrah's picture
sirrah
Senior DeveloperDeveloperInterior DeveloperReviewer
Joined:
2016-01-17 13:07
Last seen:
2 days 4 hours ago

Thanks for fixing these up, oldChimer. You’ve probably already checked by now, but the HD TR_Data.bsa doesn’t contain textures for signposts so don’t worry about those.

I had a quick look at your WIP interior showcase (I can’t speak for exteriors), here are some things to keep in mind while you’re still working on it:
Firstly, using “furn_com” elements in dunmer interiors is style-mixing, which TR prohibits. Limit your furniture to the ‘furn_de_*’ sets. 
Similarly, the bear/wolf hides shouldn’t be used in dunmer interiors.
Telvanni interiors shouldn’t use shelves set into walls, if you want storage on the walls consider using an ‘in_t_platform_01’.
Finally, your current interior is too small for a showcase (2x2x1); we need 3x2x2 segments in size, minimum.
Have a look at the Modder’s Guide to see the current showcase guidelines.

Edit: Sorry, I just double-checked the interior guidelines, and we aren’t accepting Telvanni interiors for showcase anymore; There’s no such prohibition, I believe, for exterior showcases. I didn’t check your exterior, but keep in mind we require a cell-sized region for exterior showcases.

oldChimer's picture
oldChimer
Joined:
2016-10-01 19:13
Last seen:
1 year 3 months ago

@sirrah: understood.  Will change that.  Does the hide issue apply even when it’s supposed to be a mix of retreat/hunting lodge which was originally built as Telvanni pod (like some abandoned houses in/near the Telvanni cities)?
Another question: if I enlargen the interior, will it pass scrutiny as a sort of magically enlargened interior?  Otherwise, I’d have to build another in/ex demo for review where the sizes of interior and exterior match.

btw: exterior has at least one bug I’m aware of, the base part of stairs to the doors doesn’t reach the ground as it should.  And I read a note about the bug lamp being a rare item in another thread, so that’s going to be replaced.

 

The more I venture into the realms of wisdom, the more I realize that all wisdom is nothing but illusionary and theoretical.
So, in order to go completely illiterate and bogus, I need to know more about everything.

sirrah's picture
sirrah
Senior DeveloperDeveloperInterior DeveloperReviewer
Joined:
2016-01-17 13:07
Last seen:
2 days 4 hours ago

Sorry, I had missed that the guidelines forbid Telvanni interiors as they’re unlikely to be available to claim in the forseeable future. You’ll need a different interior in another style for an interior showcase. Interior showcases don't require an exterior, but you should design it to fit one of the standard house meshes (i.e., ex_hlaalu_b_08) and indicate which one when you submit your showcase.

oldChimer's picture
oldChimer
Joined:
2016-10-01 19:13
Last seen:
1 year 3 months ago

   No Telvanni interior showcases: Oh.  Alright.  Thought it was about placement and atmosphere in general, but I hadn’t thought about that.  Will create something new and large enough, then, and make the house above a little private project (following your notes on it).
No problem; Will put something new in a post below, interior only.  wink
 

The more I venture into the realms of wisdom, the more I realize that all wisdom is nothing but illusionary and theoretical.
So, in order to go completely illiterate and bogus, I need to know more about everything.

sirrah's picture
sirrah
Senior DeveloperDeveloperInterior DeveloperReviewer
Joined:
2016-01-17 13:07
Last seen:
2 days 4 hours ago

Regarding the hides, fur rugs are a bit ‘western’ for a dunmeri interior; they might be justified in the very northernmost parts of Redoran territory, but a hunter in the Boethian mountains isn’t going to run into many wolves or bears.

oldChimer's picture
oldChimer
Joined:
2016-10-01 19:13
Last seen:
1 year 3 months ago

Right, that’s a point… but the owner could have bought them from a travelling merchant because they are exotic and soft...

The more I venture into the realms of wisdom, the more I realize that all wisdom is nothing but illusionary and theoretical.
So, in order to go completely illiterate and bogus, I need to know more about everything.

10Kaziem's picture
10Kaziem
Lead DeveloperDeveloperInterior Developer
Joined:
2015-12-12 23:47
Last seen:
4 months 2 weeks ago

When I showcased, I included a few Bloodmoon items, because the theme of the house I had was “slobbly old dunmer alchemist who travels around a lot and is way too cheap to care about anything except alchemy equipment.” Consequently, an “uncharacteristic” use of bloodmoon assets made sense. Moral of the story: if your homeowner likes importing things, work that into the rest of the interior in a sensible fashion.

Does: concepts, textures, youtube vids, admin stuff e.g. PR, handbook, assets, small website things. Activity level: wildly unpredictable. Still active. Find me on Discord.