Stripes' Interior Showcase

10 posts / 0 new
Last post
Stripes's picture
Stripes
DeveloperInterior Developer
Joined:
2018-01-19 20:28
Last seen:
1 day 14 hours ago

  Here it is, my interior showcase. Its a small generic smuggler/bandit cave using the moldcave tileset. While I think it could use a couple more hours detailing it should be good enough for showcase and even could be used as is(imho).
  I tried to keep it simple and to the point as I have a tendency to go overboard, turning a shack into a 6 hour dungeon crawl in extreme cases lol.
  While its not dependant on TR_mainland it should be loaded when using it as I used a spoiled levitation potion from there and didn't realize it was not in Tamriel_data. Its in the first drop off that serves no purpose other than atmosphere so I left a spoiled levitation potion that drains intelligence for anyone stupid enough to go down there mwahaha.
  In the lower section where the bridge goes over the water there's one spot next to the bridge where I was able to jump out of the water so I didn't leave anything there.
  The cell is named 0cave_showcase (with the number zero) so will be at the top of the list and easy to find in the CS. COC puts you outside the door but you can walk through it without TCL.
  I think that's about it, looking forward to your critism, feedback is always welcome.

Rats's picture
Rats
Lead DeveloperDeveloperExterior DeveloperInterior DeveloperQuest DeveloperReviewer
Joined:
2014-01-08 21:55
Last seen:
22 hours 49 min ago

Looking pretty good! Here be a review:

Clean: Yes
Ambient/Fog/Sunlight: A bit unnatural. I would make the ambient less purple and more brownish. The sunlight should be a brighter. The pitch black fog I would also avoid. See other caverns for reference.
North Marker: Yes

Floaters/Bleeders and the like:

"active_de_p_bed_28" -1685 6322 11304    the other leg isn't resting on ground
"active_de_p_bed_28" - floats similarly
"TR_m3-131_Levitation_spoiled" - bleeds into rock
"amulet of shield" - floats
"T_MwCom_Var_BsS1Food" - floats
"T_MwCom_Var_Bl1Band" - bleeds into ground
"flora_bc_mushroom_08" - the mushrooms in this cluster bleed into one another
"crate_02_random_pos" - bleeds into ground, rather noticeably
"crate_01_skooma" - bleeds into ground
"crate_01_moonsugar" - bleeds into ground
"Com_Chest_11_B1" - bleeds into ground and the rock wall behind
"com_basket_01_chpfood5" - these two baskets bleed a little into ground, and the other one floats; that's not the worst thing, but I would apply some X and Y rotation to have them rest more naturally on the rock
"barrel_01_torch" - bleeding
"barrel_01_drinks" - bleeding
"misc_com_redware_bowl_01" - bleeds into table just a little
"furn_de_screen_guar_01" - these two float very noticeably
"Furn_de_rug_big_01" - the rug levitates and hence everything on it levitates

The rotation of items on the de_p surfaces is very good, so I don't think the above list will be much of a challenge.

Stripes's picture
Stripes
DeveloperInterior Developer
Joined:
2018-01-19 20:28
Last seen:
1 day 14 hours ago

Well after many long months of me not getting any time to work on this I think I'm finished.

Sorry for the stupid amount of references, I just started placing stuff and it took on a life of its own. It's mostly rocks and stalagtites stuff that can bleed a little and relatively little furniture and objects that need be placed precisely. I think setting furniture on moldcave is far worse than setting small items on de_p furniture lol. I hope I got it all with so much time between sessions I may have missed something.

I did make one design flaw as I built the main living area too close to the water so the sound can be heard. It wouldn't be a big deal as sounds can echo through a cave but it goes away when you go up on the platforms. Working mostly late at night I didn't playtest with sound on till after I had detailed everything. So luckily tamriel data has a water sound activator. I figured I'd set one up by the platform so the water sound could be consistent, but had the side effect of cancelling out the sound on the ground. So gave the opposite effect. Sound up top and not bottom. So, I played around with the activator placement and think I found a happy compromise that mostly cancells out the water sound in the living area. Depending where you come from the sound sometimes happens in some spots where before it was silent, but it's not in the main paths.

I used the boiling pot and boiling water sound from the data add-on, which is an esp so it dirtied up my file with those objects. Not sure how that works in merging but just a heads up.
EDIT: latest version is cleaned and uses new activator instead of static

Looking forward to feedback so can fix any errors I may have made or make improvements.

Stripes's picture
Stripes
DeveloperInterior Developer
Joined:
2018-01-19 20:28
Last seen:
1 day 14 hours ago

Ready for Review.
load with data addon

AttachmentSizeDate
Binary Data Clean RothRoryn-NaturalCave04.ESP100.83 KB2019-03-28 04:47
Cicero's picture
Cicero
Lead DeveloperDeveloperExterior DeveloperInterior DeveloperQuest DeveloperReviewer
Joined:
2016-01-25 21:01
Last seen:
16 min 6 sec ago

Will review this tomorrow. 

To be English is not to be baneful
To be standing by the flag not feeling shameful

Cicero's picture
Cicero
Lead DeveloperDeveloperExterior DeveloperInterior DeveloperQuest DeveloperReviewer
Joined:
2016-01-25 21:01
Last seen:
16 min 6 sec ago

Just going off what Rats mentioned before. Which looks like those issues were fixed. I did have a few other things to mention here:

"Potion_Local_Brew_01" (Matze) is floating slightly

"furn_log_04" is floating on one side (log that is not stacked on others)

"furn_log_04" is floating (The one that is stacked on top of two other logs)

"furn_de_shack_basket_02" is oddly placed, should lay more flat on the ground, and is bleeding into the rock it is resting against (one next to the furn_log_04's)

"T_Com_Var_Knife_02" (cooking knife) could be rotated downwards a little so the blade isn't floating

"Misc_Com_Wood_Bowl_01" (with the eye star in it) is floating

"DE_P_Chest_arms" is floating quite a lot (next to practice dummy)

"light_com_lantern_02_128" is floating slightly (on top of de_drawers_02_fclothes4)

"furn_de_overhang_01" is floating (next to misc_de_drum_02)

"contain_corpse_water" is floating in it's current position, could try moving it to a more even surface to make placement better

"com_chest_01_misc01" is floating (in the storage cavern)

"furn_de_overhang_01" is floating (next to hammock with T_Bk_ArrowshotWomanTR on it)

"furn_de_overhang_01" (next to de_p_desk_01_pos2)

Other comments:

Clean: Yes
Path Grid: Yes

It's a very well put together interior. Very large, so a lot of work has gone into it. Once the above issues have been fixed it will be perfect!Awesome work so far Stripes :).

To be English is not to be baneful
To be standing by the flag not feeling shameful

Stripes's picture
Stripes
DeveloperInterior Developer
Joined:
2018-01-19 20:28
Last seen:
1 day 14 hours ago

Latest update is up.
I believe i have fixed everything on the list.

AttachmentSizeDate
Binary Data fixed final version (fingers crossed)100.64 KB2019-04-11 20:18
Cicero's picture
Cicero
Lead DeveloperDeveloperExterior DeveloperInterior DeveloperQuest DeveloperReviewer
Joined:
2016-01-25 21:01
Last seen:
16 min 6 sec ago

Awesome. I'll take a look at it later!

To be English is not to be baneful
To be standing by the flag not feeling shameful

Cicero's picture
Cicero
Lead DeveloperDeveloperExterior DeveloperInterior DeveloperQuest DeveloperReviewer
Joined:
2016-01-25 21:01
Last seen:
16 min 6 sec ago

All the issues I mentioned are fixed. So because of that I would say the interior is good to go. Nice work! 

To be English is not to be baneful
To be standing by the flag not feeling shameful

Jani's picture
Jani
Lead DeveloperDeveloperInterior DeveloperQuest Developer
Joined:
2017-10-08 01:57
Last seen:
21 min ago

Promoting. Congratulations!