i3-139-Ind
Moderators: Seneca37, Lead Developers
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
i3-139-Ind
Claim type: Interior
Claim ID: TR_i3-139-Ind (#630)
Faction: Indoril
Parent claim: TR_3-6-Ind (#110)
Claimed by: Serric
Status: Approved (Progress: 100%)
Location: 1:(3621, -2908):0
Files: TR_i3-139-Ind_Lady Nerevar_1.esp; TR_i3-139-Ind_Resadyn_1.rar; TR_i3-139-Ind_Serric_1.esp; TR_i3-139-Ind_Thrignar Fraxix_1.esp
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Isolated mines.
Claim ID: TR_i3-139-Ind (#630)
Faction: Indoril
Parent claim: TR_3-6-Ind (#110)
Claimed by: Serric
Status: Approved (Progress: 100%)
Location: 1:(3621, -2908):0
Files: TR_i3-139-Ind_Lady Nerevar_1.esp; TR_i3-139-Ind_Resadyn_1.rar; TR_i3-139-Ind_Serric_1.esp; TR_i3-139-Ind_Thrignar Fraxix_1.esp
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Isolated mines.
-
- Developer Emeritus
- Posts: 1330
- Joined: Tue Mar 29, 2005 9:21 pm
- Location: Wastelands of Canada.
I love to do mines. Tell me somemore and I will think about doing, once my Map1 detailing interiors are done.
'What if man is not really a scoundrel - man in general, I mean, the whole race of mankind - then all the rest is prejudice, simply artificial terrors and there are no barriers and it's all as it should be.'
- Hermit
- Developer Emeritus
- Posts: 2373
- Joined: Fri Oct 17, 2003 8:59 pm
- Location: The North German plains
Sorry, uni's keeping me tied down. No offense meant, Resadyn. :)
Granted and happy modding. :)
Recommeded OoT packages:
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.esm (1.3 MB)
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.tar.gz (58.2 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (112.6 KB)
Granted and happy modding. :)
Recommeded OoT packages:
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.esm (1.3 MB)
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.tar.gz (58.2 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (112.6 KB)
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
TESAME: Clean
Fits exterior: Yes
Northmarker set: No
Loading errors: No
Review: -Remove the eggs. This is clearly a glass mine, not an eggmine.
-Barrels by the entrance float badly, and the pickaxe ones are obviously duplicates.
-The small pool of water's big rock..you can swim under it. Remove it or add rocks under it that make it so that you can't swim under it.
-Way too much glass for stealing
-Needs a LOT LOT of detailing
Comments This needs a lot of detail before it will be ready, and these errors need to be fixed.
Rating
Fits exterior: Yes
Northmarker set: No
Loading errors: No
Review: -Remove the eggs. This is clearly a glass mine, not an eggmine.
-Barrels by the entrance float badly, and the pickaxe ones are obviously duplicates.
-The small pool of water's big rock..you can swim under it. Remove it or add rocks under it that make it so that you can't swim under it.
-Way too much glass for stealing
-Needs a LOT LOT of detailing
Comments This needs a lot of detail before it will be ready, and these errors need to be fixed.
Rating
[url=http://www.youtube.com/watch?v=nabO_UXb6MM]This is not my life[/url]
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
TESAME: Clean
Fits exterior: Yes
Northmarker set: No
Loading errors: No
Review: There is no northmarker. Bug the interior people to obtain an exterior screenshot to align the northmarker with.
- ex_cave_door_01 isn't in doorframe properly
- The barrels float
- The pickxes need more rotated variation
- The handles of both the pickaxes float on the bed
- The handle of torch floats. The flame doesn't look right when laid down also
- There is no way for the miners to reach their beds (they're miners, not mages)
- The pieces of track do not align
- The PC can quite easily see up under in_mud_rock_26 and rock_glass_05
- A drip sound would work better than a wind sound in that pool
- in_mud_rock_26 doesn't reach the ground (next room)
- The sconces are out of place, and look shit. Replace all of them with tiktorches
- There isn't a way for the PC to get out of the water
- in_mud_rock_26 doesn't stack well
- Flora_kelp_03 grows out of the rock
- Flora_kelp_03 bleeds into the ground greatly
- kollop_01 floats. Also, as this is not a grotto, there should be no kollops here. Therefore delete them
- Flora_kelp_03 floats
- There is more floating kelp in the next room, and more kollops to delete
- Delete all of the colony lights (BM specific)
- The wind sound is underwater. A drip sound would be more appropriate
- in_mud_rock_24 doesn't go through the ground
- The eggsacks float. Also, I thought this was a glass mine? The last passage is too small to support a kwama colony at any rate, so delete the eggsacks
Comments This is a very plain cave. It is not well lit. Add some tiktorches to light the mine. This cave also suffers from a lack of consistancy, with three things that can be harvested (glass, eggs and kollops). Just keep it as glass. It is also not very detailed.
Rating 3.5 / 10
Fits exterior: Yes
Northmarker set: No
Loading errors: No
Review: There is no northmarker. Bug the interior people to obtain an exterior screenshot to align the northmarker with.
- ex_cave_door_01 isn't in doorframe properly
- The barrels float
- The pickxes need more rotated variation
- The handles of both the pickaxes float on the bed
- The handle of torch floats. The flame doesn't look right when laid down also
- There is no way for the miners to reach their beds (they're miners, not mages)
- The pieces of track do not align
- The PC can quite easily see up under in_mud_rock_26 and rock_glass_05
- A drip sound would work better than a wind sound in that pool
- in_mud_rock_26 doesn't reach the ground (next room)
- The sconces are out of place, and look shit. Replace all of them with tiktorches
- There isn't a way for the PC to get out of the water
- in_mud_rock_26 doesn't stack well
- Flora_kelp_03 grows out of the rock
- Flora_kelp_03 bleeds into the ground greatly
- kollop_01 floats. Also, as this is not a grotto, there should be no kollops here. Therefore delete them
- Flora_kelp_03 floats
- There is more floating kelp in the next room, and more kollops to delete
- Delete all of the colony lights (BM specific)
- The wind sound is underwater. A drip sound would be more appropriate
- in_mud_rock_24 doesn't go through the ground
- The eggsacks float. Also, I thought this was a glass mine? The last passage is too small to support a kwama colony at any rate, so delete the eggsacks
Comments This is a very plain cave. It is not well lit. Add some tiktorches to light the mine. This cave also suffers from a lack of consistancy, with three things that can be harvested (glass, eggs and kollops). Just keep it as glass. It is also not very detailed.
Rating 3.5 / 10
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
- kapuhy
- Reviewer
- Posts: 374
- Joined: Sun Jan 22, 2006 10:26 am
- Location: Cracow, the true capital of Poland
Criticals:
-VERY underdetailed.
-Besides in_moldcave_** interior pieces, almost everything needs realigning or floater/bleeder check.
Lots of technicals. Claim progress is about 40%, really (in terms of amount of work needed to finish).
Clean:Yes;
Fits exterior:IMPORTANT: Accurate map is not accurate in this place, there are 3 doors (two velothi and one cave), neither is marked correctly on AM (not to mention one is missed at all).
As for this int, however, it will fix exterior more or less, if you turn NorthMarker correctly (but then I've assumed that Ancestral Tomb to the left, which hasn't even its claim number, is small one).
Northmarker set:Yes, but points west instead of north.
Loading errors:None;
Lighting:Correct;
NPCs:N/A
Logic:
-As Nomadic wrote before: three things (kollops,eggs and glass) to be harvested in one place - it's not logical;
Lore:None;
______________________________________________________
Recommendation/Comments:Not much I can tell about this cave, it's very unfinished. Lots of technical errors (floaters/bleeders), very underdetailed. It's like half-way done only. Since Resadyn claimed this, and now he knows the stuff better then when he has done that, I reccommend to give it back to him for fixing. If he has no time for fixing it, then revoke.
Overall Rating:3/10;
-VERY underdetailed.
-Besides in_moldcave_** interior pieces, almost everything needs realigning or floater/bleeder check.
Lots of technicals. Claim progress is about 40%, really (in terms of amount of work needed to finish).
Clean:Yes;
Fits exterior:IMPORTANT: Accurate map is not accurate in this place, there are 3 doors (two velothi and one cave), neither is marked correctly on AM (not to mention one is missed at all).
As for this int, however, it will fix exterior more or less, if you turn NorthMarker correctly (but then I've assumed that Ancestral Tomb to the left, which hasn't even its claim number, is small one).
Northmarker set:Yes, but points west instead of north.
Loading errors:None;
Lighting:Correct;
NPCs:N/A
Logic:
-As Nomadic wrote before: three things (kollops,eggs and glass) to be harvested in one place - it's not logical;
Lore:None;
______________________________________________________
Recommendation/Comments:Not much I can tell about this cave, it's very unfinished. Lots of technical errors (floaters/bleeders), very underdetailed. It's like half-way done only. Since Resadyn claimed this, and now he knows the stuff better then when he has done that, I reccommend to give it back to him for fixing. If he has no time for fixing it, then revoke.
Overall Rating:3/10;
"We just wanted to check what would happen if we shut the power off" - Chernobyl Nuclear Power Plant Supervisor
- kapuhy
- Reviewer
- Posts: 374
- Joined: Sun Jan 22, 2006 10:26 am
- Location: Cracow, the true capital of Poland
They're 7 cells from Almalexia. If Almalexia isn't a major settlement, what is?
Also, I wouldn't call the mine which door can be seen from nearby Indoril palace, and where you can probably still hear swearing of workers in nearby shipyard, "isolated".
Anyway, it's a minor issue.
Also, I wouldn't call the mine which door can be seen from nearby Indoril palace, and where you can probably still hear swearing of workers in nearby shipyard, "isolated".
Anyway, it's a minor issue.
"We just wanted to check what would happen if we shut the power off" - Chernobyl Nuclear Power Plant Supervisor
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
Just a quick update; i've done the main layout, keeping it small and making it an iron mine. I've done the largest of the caves, just got a quite small one to do and then a general place for the miners to store/rest/whatever. Should be done in a week or two...depends on my exams.
Approved: 15 In review: 0 Claimed: 0
Reviews Done: ~85
Reviews Done: ~85
I must say that you're timings perfect mass...just finished this today. I'm really sorry about the lack of updates, my exams and work have been so hectic i forgot to update this, though i was working on it. Just been going through all my reviews first, else this would have been done earlier.
Again, sorry...
Again, sorry...
Approved: 15 In review: 0 Claimed: 0
Reviews Done: ~85
Reviews Done: ~85
- Massalinie
- Developer Emeritus
- Posts: 1670
- Joined: Sat Feb 12, 2005 12:08 pm
- Location: Canada, MB
- Contact:
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact: