i3-293-Ind

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Haplo
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i3-293-Ind

Post by Haplo »

Claim type: Interior
Claim ID: TR_i3-293-Ind (#853)
Faction: Indoril
Parent claim: TR_3-16-Ind (#120)
Claimed by: Massalinie
Status: Approved (Progress: 100%)
Location: 1:(3311, -3561):0
Files: TR_i3-293-Ind_Massalinie_1.esp

---

This claim compromises three interiors in cell 25,-27, Almalexia.

# 8 an arms dealer specializing in thrown weapons.
# 13 A brothel.
# 14 a house of someone who committed suicide.

http://img.photobucket.com/albums/v284/hermitesf/indoril_03_V2.jpg for a map of that cell
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Massalinie
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Post by Massalinie »

ook, i realise i was a bit slow on my last int, it shouldn't take as long this time, i have much more time on my hands and a lot less to do.

So, I can't actually see the map of this cell, the link isnt working, so ill find it in a second and have a look at what size and shape these buildings should be,

Mass
Last edited by Massalinie on Wed Jul 27, 2005 8:18 pm, edited 1 time in total.
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Post by Starcrunch »

Make sure you hit the claim button in the upper right corner :) .

[url]http://img.photobucket.com/albums/v284/hermitesf/indoril_03_V2.jpg[/url]

Above is the proper link to the map. I'll fix the posted link which has had some jibberish appended to the end.

EDIT: I fixed the link in the claim description.

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Massalinie
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Post by Massalinie »

oops sorry about that,

for #8 i'd like to do something similar to my last claim, although for throw weapons instead of arrows, it'll have a training area, a shop at the front, living areas and perhaps a basement for storage or if not a basement then a little closet.

for #13 i'll put in an entrance and rooms upstairs for the clients a bar for drinks and such to be sold, red lighting

for #14 i suppose, this will be part of a quest later? well i guess its pretty much just an ordinary house. and then, is the dead person added later?

Mass
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Post by Hermit »

Actually, sload was supposed to claim this! He at leas wanted to do these three in the i3-36 claim thread. Whatever. I'll PM him and either make him claim this, or you get it if he doesn't reply. :)

Sorry for the delay, Massey.
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Massalinie
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Post by Massalinie »

no problem just let me know when you can
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Post by Hermit »

Cleared things with sload. The claim is yours, Massey. :)
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Post by Stalker »

Hermit you forgot TR_OoT_Old_v1.tag.gz :)
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Post by Massalinie »

ok ive downloaded those, thanks.

ill get to work tomorrow :)

Mass
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Post by Sload »

Massalinie wrote:oops sorry about that,

for #8 i'd like to do something similar to my last claim, although for throw weapons instead of arrows, it'll have a training area, a shop at the front, living areas and perhaps a basement for storage or if not a basement then a little closet.

for #13 i'll put in an entrance and rooms upstairs for the clients a bar for drinks and such to be sold, red lighting

for #14 i suppose, this will be part of a quest later? well i guess its pretty much just an ordinary house. and then, is the dead person added later?

Mass
I can give a little bit more insight on what I was going to do when I came up with these ideas.

For #8 I was going to make him or her an elderly Morag Tong ex-assassin who was well past his or her prime and thus sold things instead. This makes sense as the Morag Tong guildhall is across the street.

For #13 I was going to do bar and strippers upstairs and private rooms downstairs (only because the entrance is on the second floor) but whatever floats your boat is fine with me.

For #14 Yes. Just make sure you make it look like it used to be in use. Like have the lighting set really dark and have all the candles burnt out. And also in the readme mention that the exterior door should be locked.
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Massalinie
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Post by Massalinie »

ah ok, thanks for that sload that'll help me a bit when doing these.

Also, what size are these buildings?

Mass
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Post by Sload »

They're all 3x3, though the fourth one could have stairs attatched as well that make it 3x4.
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Post by Massalinie »

okie dokie, thanks
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Post by Massalinie »

Ok, I'm trying to find shrines now, where do i get shrines for Mephala and Azura?

The other thing is, does this have to be high class? because quite frankly I think it would look better lower class, because it just looks, better. There is a lot less choice with rich furniture as well which makes it hard to make it look right.
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Post by Massalinie »

ok it's finished, no one ever answered my questions regaurding the brothel so i just left it as it is. there are no shrines in here but they may be added later.

Mass
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Post by Starcrunch »

Submitting.

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Post by Nomadic1 »

TESAME: Dirty

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: Got a door to delete in TESAME

I'll start with interior 13:
- Default ambience settings are used
- Wall and floor piece missing upstairs at the door
- in_Lava_Blacksquare ahould be used to cover up the portion of the platform outside the interior
- The items on the small table appear to float
- misc_com_bottle_06 bleeds into the platform
- The red lights used are far too much. Leave it with the lamps, candles and lanterns
- It would look better if the bar reached the wall. Although given such little space, I doubt it would happen
- potion_comberry_wine_01 bleeds into the bar
- Most tankards on the shelf float
- The beds bleed into the wall

Interior 14:
- Default ambience settings are used
- light_de_candle_05 bleeds into the crate
- com_sack_00 is a shit mesh. Replace with com_sack_02
- The five upright bottles bleed into the floor
- The lying down bottle doesn't rest properly
- Delete the common cupboards above the table. Replace with shelves if need be
- The bread in the basket bleeds into each other
- The candles bleed into the table
- misc_com_bottle_01 doesn't rest properly
- The knife and fork float
- Replace the wardrobe with a Dunmer one
- Replace Com_Chest_11_clothing with a Dunmer chest

Interior 8:
- Default ambience settings are used
- light_de_candle_10 bleeds into the shelf
- Common bar pieces are used. Replace with Dunmer bar pieces
- Common lamps are used. Replace with Dunmer lamps
- The basket seems a strange place to leave money
- Move the training dummy away from the mat a bit
- It would look good if some thrown weapons were sticking out of that training dummy
- misc_de_goblet_06 bleeds into the table really bad
- The pitcher and candle float/bleed
- The bread bleeds into each other in the basket
- The fork bleeds into the table badly
- Common candles are used. Dunmer would work better
- The broom doesn't rest on the wall
- Replacecom_chest_01_misc01 with a Dunmer chest. Could also be locked
- misc_de_pitcher_01 floats
- com_sack_gold_rnd should be bled into the ground slightly

Comments Nice interiors :) I took notes on your strip joint / brothel for my claimed interior ;) Several errors to fix, but has great potential. You may have gone overboard with the red lights in the brothel - 4 3000 range red lights, several candles, lamps and lanterns. It was very red. :lol:

Rating 8.5 / 10
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Post by Inferno_str1ke »

TESAME: Dirty

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: Interior #8
Floaters/Bleeders:
-Top Floor
both light_de_candle_10 bleed into shelves

-Bottom Floor
all the com_sack_01 bleed into each other, but it looks good
light_de_candle_03 bleeds into the crate

General Errors:
Nothing stands out. Odd to have a basket for money, and for there to be not much cash, but then again his shelves are so stocked, doesn't look like he's sold anything recently.
The two columns next to the top level door flicker as one walks near them - likely due to a tile overlap.

Lore Errors:
No room for any

Interior #13
Floaters/Bleeders:
-Top Floor
potion_comberry_wine_01 bleeds into bar
furn_de_p_stool_02 floats due to abscence of floor!

-Bottom Floor
both misc_uni_pillow_01 bleed into beds

General Errors:
Corner static missing from top floor, large gap into oblivion left open!
Random empty room - just a candle, nothing else. Seems like a store-room or something, but it empty.

Lore Errors:
I won't mention the hole to oblivion, cos TES 4 features Oblivion so it's obviously in lore.
Assuming it gets the correct NPC types for the setting (red-light n all) it'll be fine.

Interior #14
Floaters/Bleeders:
stack of misc_com_plate_01 floats slightly off the table

General Errors:
Once it has the proposed 'suicide body' in, it'll look fine. Without that the place is a bit inexplicable.

Lore Errors:
I'm sure suicide happens, and the amount of alcohol is probably related, even in a fantasy world, so no lore problem.

Comments Interior #8
General Comments:
Looks nice, glad to see a shop stocked for assasains. 8

Interior #13
General Comments:
The door to the room at the end of the bottom level corridor should open into the room, not into the corridor - just better.

Interior #14
General Comments:
This place is dark. Really dark. As if someone has thrown soot all over the walls and some of the floor. Dim is one thing, this defies the lores of physics. Lighten it up, remove the odd dark circle on the carpet.

TESAME reports that it modifies in_MH_door_02
Its a nice collection, with a few important corrections (which won't take long) it's fine for the including. 7, but 8 or even 9 when the errors are gone.

Rating 7
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Post by Massalinie »

Fixing here, no need to move it
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Post by Massalinie »

Ok, i fixed it up and added the file to the top.

I_S: Since you didn't read the thread, i'll explain this, the empty room was supposed to be for a shrine that i couldn't find, or didn't exist yet and it was to be place in later. However, i made it a storage room, so it doesn't really matter anymore.
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Post by Massalinie »

Submitting to Final Review
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Post by Thrignar Fraxix »

TESAME: Dirty
ZOMG YOU FORGOT A DOOR!!!

Fits exterior: No

13 looks like it is missing a few windows
14 is also missing some windows

Northmarker set: Yes
Loading errors: No



Review: INT #8
com_sack_gold_rnd should sink into the grouna a little.
shoudl you really have glass knives and stars sitting out, and in such a great quantity?

INT #13
no errors

INT #14
no errors

Comments beside the lack of windows on many of these and the minor errors in #8 this was great.

Rating 9/10
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Post by Thrignar Fraxix »

Fixed, except for one problem.

#14 is still missing a window. This is because there are cabinets where the window should go. Adding this window would require a complete rework of an otherwise perfect interior. for this reason I recommend that the window be removed on the exterior.
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TR_i3-293-Ind_Massalinie_1.esp
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Post by Lady Nerevar »

approving thrig´s fix

****READ HIS NOTE!****

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