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Claim: 5-8-Red Not Available for Claiming
Maps In Group Map 5 at (-34,21):(-31,20)
 Status: Not available for claiming, 20% Complete
 Faction: House Redoran
 Area size: 8
 Files:
Name Size Last Modified
TR_5-8-Red_Melchior Dahrk_1.esp 13.4 MB Fri Dec 22, 2017 1:46 am
TR_5-8-Red_Swiftoak Woodwarrior_1.esp 358.4 KB Fri Dec 22, 2017 1:46 am
TR_5-8-Red_Melchior Dahrk_2.esp 358.6 KB Fri Dec 22, 2017 1:46 am
Description
Uld Vraech, wilderness

Please download the merged map 5, meshes and textures found here: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=19347 - and work from the esp. Smooth/fix and change landscape if necessary, preferrably not so much at claim borders.

Note that cleaning irrelevant cells may create land tears, so backup your work regularly and often. It is advisable to keep neighboring claim cells while working on your claim IF they are in a acceptable finished state, as to keep static/texture/style consistency in our work. If in doubt, look to earlier finished claims for reference.

The program TESAME is ok for cleaning.

5-8 includes the velothi (snow covered) village strangely named "tba" so far. Their main trade is the silver mine. Remember to detail the road part heavily, and the rest of the claim should be snowy and generally cold and uninviting.
Last Edited by Swiftoak
(Sat May 14, 2005 8:15 pm) Post
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Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

The claim does not match the map; there's supposed to be a little thing called some snow here... also poorly detailed and overall not TR quality. It's also missing the ice-surrounded stronghold that's supposed to be in (-31,21). That could be a barbarian (Nord) filled fort isolated from Skyrim and thinking they're at war with Morrowind. This could be the source of some of the Nords on Solstheim.
Post Fri Jan 04, 2008 3:15 am Send private message             Reply with quote                   up  
Nomadic1
Developer Emeritus
15 May 2004

Location: Adelaide, Australia

The Nords on Solstheim are natives of the island, and have lived there for aaaaaages. It wouldn't make sense to have it they came from here.

Unless you mean Fort Frostmoth and the colony.

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Post Fri Jan 04, 2008 8:35 am Send private message             Reply with quote                   up  
blackbird
Reviewer
01 Mar 2007

Location: Brugge (bruges), Flanders, Belgium

Perhaps a fort as a base for the future attacks of the Nords. You know, when the oblivion crisis starts to appear.
Post Fri Jan 04, 2008 2:46 pm Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Well at first I was going to say it was left over from when the nine holds invaded Morrowind but I think that was a long time ago and I think those Nords would all be dead now anyway. And I don't mean the Skaal or those, I meant some of the Nords at the fort or in the Mead Hall that visit. Example: the dialogue there could mention the renowned mead at the mead hall on the island.
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Post Fri Jan 04, 2008 11:28 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

(
blackbird wrote:
Perhaps a fort as a base for the future attacks of the Nords. You know, when the oblivion crisis starts to appear.


I recall a recent attack from the Nords, it was SK Brann in Bruges he he...)

What is the level of Nord presence up here anyway? It's close to Skyrim all right, so is it like Dagon Fel but even more Nord?

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Post Sat Jan 05, 2008 12:05 pm Send private message             Reply with quote                   up  
blackbird
Reviewer
01 Mar 2007

Location: Brugge (bruges), Flanders, Belgium

(But Bruges attacked also Brann Bergen? in Norway).
Perhaps that fort isn't occupied by Nords yet. I don't think that Dunmer will accept some Nord town in MW althoughm Dagon fell is an exception.
Post Sat Jan 05, 2008 2:45 pm Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Well it is a fort, rather than a town. And it's a very icy/cold region, so Nords would be much better suited than Dunmer.
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Post Sat Jan 05, 2008 8:56 pm Send private message             Reply with quote                   up  
Gez
Developer Emeritus
22 Jul 2005



Haplo wrote:
Example: the dialogue there could mention the renowned mead at the mead hall on the island.


I completely agree that we should integrate Bloodmoon in the most logical way, because we've got to reduce the "a big snowy island appeared overnight" factor that Bloodmoon initially had. (But I suppose I should be grateful that Bethesda used rumors rather than having a messagebox telling you that your character inherited an island from some deceased parent you never heard about.)

However, dialogue claiming is for much later. Right now, it's irrelevant. I suppose at most this means it's possible to use some Solstheim architecture here and there -- maybe unscripted, static versions of the activators used to make the Raven Rock colony?
Post Sat Jan 05, 2008 9:33 pm Send private message             Reply with quote                   up  
Bloodthirsty Crustacean
Developer Emeritus
02 Feb 2007

Location: Elsewhere

Gez wrote:
(But I suppose I should be grateful that Bethesda used rumors rather than having a messagebox telling you that your character inherited an island from some deceased parent you never heard about.)

Heh heh heh. I lol-ed. Razz

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Post Sat Jan 05, 2008 9:58 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

I like the idea of using the Raven Rock colony pieces. It'll be a nice, legitimate, and lore-friendly use for them. Something I don't think the MW community has seen much of, for some reason.
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Post Sun Jan 06, 2008 6:35 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Just watch out with the meshes. I saw tons of errors in a single interior shell, and I have hardly any experience with modelling... Confused

Last edited by Gnomey on Sat May 10, 2008 3:13 pm; edited 2 times in total
Post Mon Jan 07, 2008 2:13 pm Send private message             Reply with quote                   up  
Gez
Developer Emeritus
22 Jul 2005



Which meshes? The colony ones?
Post Mon Jan 07, 2008 2:37 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Extreeemely tempting...
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Post Mon Jan 07, 2008 2:40 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Gez wrote:
Which meshes? The colony ones?


Yes. I could be wrong but they were quite glaring, so I don't see how I could be. For example, the roof of one interior shell bled through to the tower, so that it looked a bit like this when looking up to the roof:

Code:
  ___
 / \ \
|   | |< The outer ring is the tower
 \_/_/
   ^
This is around where the main building's roof ends


Then again, it was a while since I had Bloodmoon installed. (I had to uninstall it because, unlike my version of Tribunal and Morrowind, it was the German version. A disadvantage of moving to Germany).

Edit: As a note, the roof was only visible when looking up and was 2d, so it was obviously not meant to be visible there.
Post Mon Jan 07, 2008 4:37 pm Send private message             Reply with quote                   up  
Gez
Developer Emeritus
22 Jul 2005



Gnomey wrote:
Yes. I could be wrong but they were quite glaring, so I don't see how I could be. For example, the roof of one interior shell bled through to the tower, so that it looked a bit like this when looking up to the roof:


That's Beth's problem. I don't think we should care, if they're good enough for Beth, they're good enough for us. There are plenty of small mesh errors that are not obvious until you know where to look (for example, every in_c interior that uses a stairway has holes, every single one). Have you checked to see if it wasn't fixed by this anyway? It fixes a lot of mesh errors.

Hey, if you play Oblivion, go buy Arborwatch in Chorrol, go to the master's suite, and jump in front of the door there. Awful, isn't it?
Post Mon Jan 07, 2008 4:53 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

As only my brother's computer can play Oblivion I am not able to play it too much, but then again I probably will not want to see the error anyway. Wink

Anyway, I guess you're right. Though not quite perfect the buildings certainly looked nice, and were fun to play with. (Actually, the unevenness of the Thirsk floor was another thing that got on my nerves, but that wasn't an error).
Post Mon Jan 07, 2008 5:35 pm Send private message             Reply with quote                   up  
Neoptolemus
Developer
22 Sep 2003



Can I take this one? Smile

8 cells should be a good little claim to start me off. Could I use Dongle's Nordic buildings and Nomad's wooden palisade walls for the outpost? They really are excellent quality, and this is probably the only excuse we'll get to put them in TR. Wink

I can post some screens if you don't know what I'm talking about.
Post Sat Jan 19, 2008 11:10 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Well first you have to click the 'claim' button (it's green) in the top right-hand corner of the thread. Also, on these objects; download TR_Data if you haven't (TR_Data is for Morrowind; TR_OoT_Main is for Oblivion), because I'm pretty sure we already have some palisades in there. Can you post a link to these buildings of Dongles'?
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Post Sun Jan 20, 2008 1:31 am Send private message             Reply with quote                   up  
Neoptolemus
Developer
22 Sep 2003



Just had a look at the file. Only needs a bit of detailing/smoothing/vertex shading, plus the fort. The river mouth is hideous too.

Dongle's site has been removed unfortunately, but I've got his meshes on my HD. I'll post some screens. And the file, if you want it.
Post Sun Jan 20, 2008 1:51 am Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Remember that there needs to be snow here. Also that you can use unscripted versions of Raven Rock colony pieces for the fort. Make them new IDs, with a prefix of TR_5-8. I'm waiting to see the screenshots/file of the Dongle meshes before granting.
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Post Sun Jan 20, 2008 2:28 am Send private message             Reply with quote                   up  
Neoptolemus
Developer
22 Sep 2003



Here you go:





From Ald-Vendras. For some reason they've used common doors and windows instead of the nordic ones that came with the set.

The download for the pack is here:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7060&id=3337

Oh and there are no palisades in OOT (that I can find). I meant these ones:
http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=877
Post Sun Jan 20, 2008 2:49 am Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Does that pack come with interior meshes?

Anyway, I really would rather you use Raven Rock meshes, as TR_Data has generally been at the stage of only-add-stuff-if-we-cant-do-without-it for a while, and we'd like to keep the size down, and as TR-unique as possible (what I mean is, we don't have a phobia of using materials from other mods, but permissions are just not a fun thing to deal with, and there are plenty of Nordic meshes ingame already, due to Solstheim). So if you think you can pull off the Nord-inhabited fort without these meshes (look at Dondril, map 3 for palisade usage... doing what was done with Dondril is not recommended unless really necessary), then say the word!

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

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Post Sun Jan 20, 2008 4:31 am Send private message             Reply with quote                   up  
Neoptolemus
Developer
22 Sep 2003



Fair enough. The Raven Rock meshes are better quality than these ones anyway.

I would like to use the palisade (which are a modders' resource btw - no permissions needed), but if you really don't want them I'll make do. Wink
Post Sun Jan 20, 2008 4:53 am Send private message             Reply with quote                   up  
Thrignar Fraxix
Developer Emeritus
06 Dec 2004

Location: Silnim

IMO you could make a better looking palisade using the same style as dondril on map 3 than with the palisade in that resource pack.
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Post Sun Jan 20, 2008 5:05 am Send private message             Reply with quote                   up  
Neoptolemus
Developer
22 Sep 2003



Sweet. I'll go download Map 3 and have a look then.
Post Sun Jan 20, 2008 5:15 am Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Granted

Enjoy :-)
Post Sun Jan 20, 2008 5:21 am Send private message             Reply with quote                   up  
Neoptolemus
Developer
22 Sep 2003



Okay... how about something like this for the fort:

(ignore the landscaping btw)



Post Sun Jan 20, 2008 8:12 am Send private message             Reply with quote                   up  
Bloodthirsty Crustacean
Developer Emeritus
02 Feb 2007

Location: Elsewhere

Looks schweet to me. Smile
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Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
Post Sun Jan 20, 2008 11:15 am Send private message             Reply with quote                   up  
kebra
Developer
30 May 2005

Location: ithil

To me too.
Post Sun Jan 20, 2008 1:06 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

THAT'S ALOT OF NUTS!!!!

It looks good to me to, so right now you've pleased three of us in a row...

Side note: The old version of this claim included some of the most detailed cells in the whole of TR, if ref count is anyting to measure detailness with. 8-900 pieces of grass all spread out and "f"-ed into the ground. It looked really bad of course, but it raised the reference average count Smile

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Post Sun Jan 20, 2008 1:19 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Haplo wrote:
Does that pack come with interior meshes?


By the way, I have dongle's houses and they do have matching interiors. (And he gives permission in the readme). As I said earlier, though, I like seeing the Bloodmoon meshes put to good use. Very Happy (Though to play Map 5 I'll have to redownload Bloodmoon, which due to the errors I mentioned earlier will not be very fun...)
Post Sun Jan 20, 2008 2:14 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Hey, you still around Neop?
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[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Thu Apr 03, 2008 9:23 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Revoked. Neoptolemus is unreachable and has not posted progress in months.
Post Tue May 06, 2008 10:20 pm Send private message             Reply with quote                   up  
Tyrion
Reviewer
31 May 2006

Location: currently hiding in Pentos (aka Philadelphia)

Claimy?

Where is ze .esp?

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Post Sat May 10, 2008 3:49 pm Send private message       Send e-mail       Reply with quote                   up  
Tyrion
Reviewer
31 May 2006

Location: currently hiding in Pentos (aka Philadelphia)

Mixture of higher latitude Nordic climate features and terrain and west gash is it? The Nord outpost mentioned if it isn't already done. If it isn't or if it needs changes those will be made accordingly.
Post Sat May 10, 2008 3:53 pm Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Granting. There's no WIP file. You can take the cells in the current Map 5 file to start from, or start from scratch if you like.
Post Sat May 10, 2008 8:01 pm Send private message             Reply with quote                   up  
Tyrion
Reviewer
31 May 2006

Location: currently hiding in Pentos (aka Philadelphia)

I'll use the cells that are already there. I'll dust off my map5 .esp Smile
_________________
"Imagination and memory are but one thing which for diverse considerations have diverse names."

"How dare you question the colonnade!" - one of the Glorious Leaders

"Nemon + IKEA = creationism" - some guy

"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
Post Sun May 11, 2008 2:22 am Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Way past progress-check time. How's this going, Tyrion?
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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 Tue Jun 24, 2008 10:23 pm Send private message             Reply with quote                   up  
Tyrion
Reviewer
31 May 2006

Location: currently hiding in Pentos (aka Philadelphia)

I've been working on Taneth most of the time, I've barely even touched this yet, sorry.

I won't be able to do two exteriors. Revoke this please. If I finish Taneth and this is still around I'll pick it up then.

_________________
"Imagination and memory are but one thing which for diverse considerations have diverse names."

"How dare you question the colonnade!" - one of the Glorious Leaders

"Nemon + IKEA = creationism" - some guy

"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
Post Wed Jun 25, 2008 12:22 am Send private message       Send e-mail       Reply with quote                   up  
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