Claim: i4-335-Hla Claimed by Jule
Maps In Group Map 4 at 1:(-189, -2911):0
Accurate map
Parent: 4-21-Hla
 Status: Approved, 100% Complete
 Faction: House Hlaalu
 Files:
Name Size Last Modified
TR_i4-335-Hla_Jule_2.esp 76 KB Fri Dec 22, 2017 1:46 am
TR_i4-335-Hla_Jule_1.esp 74.9 KB Fri Dec 22, 2017 1:46 am
TR_i4-335-Hla_Thrignar Fraxix_1.esp 76 KB Fri Dec 22, 2017 1:46 am
TR_i4-335-Hla_Jule_4.esp 67.6 KB Fri Dec 22, 2017 1:46 am
Description
Dwemer refinery. Download 4-21-Hla to check the exterior.
Last Edited by Thrignar Fraxix
(Sun Apr 11, 2010 2:57 pm) Post
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Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

Unlocking, for great justice!
Post Sun Apr 11, 2010 3:01 pm Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

Claimsky? Dwemersky refinersky, yes?

Lots of ore stashed everywhere around (gold, iron?) and some underground tunnels, ancient dwemer mines perhaps?
Of course, all these dwemer machines which are necessary in a dwemer refinery.

Or should the refinery be exactly that - just a refinery?
Post Sun Apr 11, 2010 3:43 pm Send private message             Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

Sure, better be good, though. Keep in mind this is a refinery of that weird tar/oil bubbling up outside, have plenty of machinery and important-looking pipes.
Post Sun Apr 11, 2010 3:59 pm Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

My piping always looks impressive Twisted Evil

So, no metal refinery? This does help a lot.

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Post Sun Apr 11, 2010 4:02 pm Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

Am I correct to presume that this interior has 2 entrances? It seems to me this is supposed to be a rather big ruin. Should I divide it into multiple cells or should I keep this as a single cell?
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Post Mon Apr 12, 2010 6:54 pm Send private message             Reply with quote                   up  
Katze
Developer Emeritus
26 Feb 2009

Location: Behind you!

Look at the exterior. However many entrances there are, use that as your guide. Same goes for the size. I don't think this could ever require more than two cells.
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Post Mon Apr 12, 2010 7:01 pm Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

Two cells is what I was thinking, too.
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Post Mon Apr 12, 2010 7:05 pm Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

I was wondering if I could have doors scripted to open only if one activates a certain lever? I think I won't make this a looted ruin, there should be a lot of dwemer centurions and such walking around. (I know, I won't be placing them myself.)
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Post Mon Apr 19, 2010 7:54 am Send private message             Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

many TR dwemer ruins have puzzles in them, so I don't see why this one can't. If you have a good idea but don't know how to script it just make the puzzle and tell me how it's supposed to work. This all on the condition that someone okays your plan of course, I have no such power. Wink
Post Mon Apr 19, 2010 10:03 am Send private message       Send e-mail       Reply with quote                   up  
Adanorcil
Developer Emeritus
22 Jan 2006



I personally think it would be better to invest effort into making an interesting interior that speaks to the player, rather than scripting a puzzle. Puzzles are a rather stereotypical thing to have, especially in Dwemer ruins.

If you insist on making a puzzle, make it a Dwemer one, which is to say: odd, illogical and only possible if you misinterpret something. (Which I realize is more or less contrary to the idea of a puzzle.)
Post Mon Apr 19, 2010 12:34 pm Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

Why is this happening? The tiles that won't light up are TR_in_dwrv_hall_ceiling. I've tried pretty much everything but I just can't make them as light as the rest of the interior.


ScreenShot 1.JPG
 Description:
I hate this.

Download
 Filename:  ScreenShot 1.JPG
 Filesize:  43.37 KB
 Downloaded:  111 Time(s)


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Post Mon Apr 19, 2010 6:11 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

It is a Morrowind engine glitch.
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Post Tue Apr 20, 2010 2:46 am Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

Can it be fixed somehow?
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Post Tue Apr 20, 2010 4:00 am Send private message             Reply with quote                   up  
Adanorcil
Developer Emeritus
22 Jan 2006



Jule wrote:
Can it be fixed somehow?

You could probably try and fix it by adding some more light sources closer to the dark tiles (perhaps invisible ones with a very small radius), but that might make the room lighter than you intended. The problem with the Morrowind engine is that an object is either lit or not lit by a light source, with no in-between.
Post Tue Apr 20, 2010 8:24 am Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

Thanks people, you've been very helpfull Smile
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Post Tue Apr 20, 2010 11:01 am Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

First WIP uploaded: the shell of the dwemer refinery is done, and I've also started some cluttering. What's left is only optimizing the lightning and adding more furn pieces.
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Tea is important! - Cathartis
Post Wed Apr 21, 2010 10:44 am Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

Second WIP is up. Split the refinery into two parts, it's almost finished, just need to add some more clutter, some more pipes, and screw around with the damn lights a bit.
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Post Mon May 03, 2010 2:31 pm Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

Khadumzunch, the Dwemer refinery, has been finished.
EDIT: You should use the last file (4), the NorthMarkers have been set pointing in the wrong direction. This has been fixed.

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Post Wed May 05, 2010 4:14 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

I believe this interior is plenty cluttered enough. Praedator, check out some vanilla Dwemer ruins and see how sparse they are compared to this. The ruin has ample containers in every nook and cranny. After all, if the ruins on Vvardenfell have been as cleared out by smugglers as they have, then the ruins on the mainland (which people have had access to for much longer) should be much more empty.

It could do with a bit more that makes it seem like a refinery, but the reviewer should be able to add a few containers or miscellaneous items that delineate what kind of interior this is. The only problem might be the ridiculous amount of lights used in one spot.

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Post Thu May 06, 2010 8:31 am Send private message             Reply with quote                   up  
Praedator
Reviewer
10 Sep 2009

Location: Winschoten, The Netherlands

Quote:
I believe this interior is plenty cluttered enough. Praedator, check out some vanilla Dwemer ruins and see how sparse they are compared to this.


I agree vanilla doesn't have much, but I thought that TR wants to improve that also with clutter.
Knowing that Dwemer ruins have many heavy duty critters, the loot level can be a little higher than in vanilla, if you ask me.

Quote:
The ruin has ample containers in every nook and cranny.


Did you also check how many of these are empty?

Quote:
After all, if the ruins on Vvardenfell have been as cleared out by smugglers as they have, then the ruins on the mainland (which people have had access to for much longer) should be much more empty.


I agree on that.

Quote:
It could do with a bit more that makes it seem like a refinery, but the reviewer should be able to add a few containers or miscellaneous items that delineate what kind of interior this is.


Yes, I would and will if needed. But I foresaw at least about 50 items, mainly gears and misc clutter. And discussed it with Cath, ending up in that I did send it back, not that Cath told me so though.

Quote:
The only problem might be the ridiculous amount of lights used in one spot.


I was a bit worried on the lights myself, but their range was only 128 and that seemed ok in such a large room.

In the end, I think it is a good practice for Jule, but if you want me to add some stuff just send if off to review and I will enhance it.

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Post Thu May 06, 2010 8:47 am Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Praedator wrote:

Quote:
The ruin has ample containers in every nook and cranny.


Did you also check how many of these are empty?


See:
Praedator wrote:

Haplo wrote:
After all, if the ruins on Vvardenfell have been as cleared out by smugglers as they have, then the ruins on the mainland (which people have had access to for much longer) should be much more empty.


I agree on that.

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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Fri May 07, 2010 9:52 am Send private message             Reply with quote                   up  
Thrignar Fraxix
Developer Emeritus
06 Dec 2004

Location: Silnim

Ok, this int is getting sent back. 1 light for every 6 pieces total is ridiculous. Take a look at vanilla ints to see the proper quantity of lighting. This needs about 3/4 of the lights removed.

As for the clutter, I believe it is fine, but wouldn't hurt from perhaps another barrel or chest here or there. Dwemer ruins always look sparse without creatures.

One final bit, you rotated those objectless free floating lights... why would you do that? It makes absolutely NO difference.

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Post Sun May 09, 2010 5:36 pm Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

Does this mean that I have to remove most of the lights from the corridors and rooms, or is it the lights in the main hall that need to be removed? I added that many lights in the main hall so as to avoid any overly dark floor and ceiling tiles showing up.
I don't mind removing some (or most) lights from the corridors and other rooms, but if I remove those objectless free floating lights from the main hall it will just make it look like crap, since there will be unlit tiles.
(btw thank you for pointing out that fact about the objectless lights, I thought that the direction they are pointing at determines the way they light surrounding objects; my mistake)

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Post Wed May 12, 2010 11:59 pm Send private message             Reply with quote                   up  
Thrignar Fraxix
Developer Emeritus
06 Dec 2004

Location: Silnim

if there is no other way then those free floaters are fine. As for corridor light density, look at vanilla ruins.
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Morrowind Reviews: 1640
Completed MW Interiors: 29

The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables

The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar

Fun is bad - Haplo
Post Thu May 13, 2010 2:19 am Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

Finished, again. The finished esp is file number 2.
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Tea is important! - Cathartis
Post Fri May 14, 2010 2:55 pm Send private message             Reply with quote                   up  
Thrignar Fraxix
Developer Emeritus
06 Dec 2004

Location: Silnim

Approving. Fixed the strange entrance to look better
Post Wed Nov 24, 2010 10:16 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

What ext cell does this correspond to?

EDIT: (-2, -22), I believe. Not in AT North. Is it AT South?
Post Fri Dec 26, 2014 1:57 am Send private message             Reply with quote                   up  
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