i1-26-Tel

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Lady Nerevar
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i1-26-Tel

Post by Lady Nerevar »

Claim type: Interior
Claim ID: TR_i1-26-Tel (#945)
Faction: Telvanni
Parent claim: TR_1-33-Tel (#56)
Claimed by: Lud
Status: Approved (Progress: 100%)
Location: 1:(3249, 1227):0
Files: TR_i1-26-Tel_Lady Nerevar_1.esp; TR_i1-26-Tel_Ludovic_1.esp

---

large cavern in a large (tall) rock
http://img.photobucket.com/albums/v642/massalinie/Tamriel%20Rebuilt/07.jpg
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Post by Nomadic1 »

Claiming. Will make it seem like a Daedra-infested cave, but at the top in the tall rocks (hidden of course) is a Telvanni necromancer / Daedra summoner.
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Post by Hermit »

Granted. 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_EoT_datafiles.rar (7.6 MB)
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.tar.gz (47.2 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (112.6 KB)
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Post by Nomadic1 »

I don't want to do this but I don't think I have too much choice. I'm dropping this interior (like my shipwreck claim). It is a bit beyond me to make. I don't seem to have much trouble making interiors spread out, but going up is just too damn hard for me.
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Post by gxdagger »

if ur dropping it cud i finish it off?
well well well
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Post by Stalker »

Revoked by request.
Anonymous

Post by Anonymous »

A kwama-mine infested by bugs (swampspiders, swampflies, sky renders). With a dead kwama-queen and some dead kwama-foragers/wariors/workers and scribs. Perhaps I can find a way to let the kwama workers/warriors attack the bugs.
Anonymous

Post by Anonymous »

A kwama-mine infested by bugs (swampspiders, swampflies, sky renders). With a dead kwama-queen and some dead kwama-foragers/wariors/workers and scribs. Perhaps I can find a way to let the kwama workers/warriors attack the bugs.

P.S. sorry for doulbe-posting, didn't press "claim"
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Post by gxdagger »

good idea
well well well
Anonymous

Post by Anonymous »

tnx
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Post by Hermit »

Nice idea! Too bad, though, that a number of our custom insects aren't well fitted for such a cave. Actualy, most insects you named are a bit too large for a cave (try to fit a river strider through a cave door!) or not native to the NE of Morrowind. Those I am okay with are: Swamp Spiders, Swamp Flies, some strategicaly placed butterflies if you feel like it, and any of the ashlander beetles, as well as the two small ressource crabs (mole crab and ornada) and muck leeches, as well as ingame animals like nix hound, some remaining Kwarma, the ingame beetles. None of the others, please.

I think there is an attack script for monsters to attack other monsters, ask our scripters. A kwarma hive fighting a losing battle against invading predators would be nice, of course.

Granted, under the condition you use only the recommended insects. Also, be sure to adapt the ambient lighting to a kwarma nest's standard (do NOT use default lighting!!), use gridsnap and check for floaters. Most current OoT are attached, use these, please.

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_EoT_datafiles.rar (7.6 MB)
http://tamriel-rebuilt.org/files/oot/TR_OOT_Main.tar.gz (47.2 MB)
http://tamriel-rebuilt.org/files/oot/TR_EoT.esm (112.6 KB)
Anonymous

Post by Anonymous »

O.K. Here's my plan, I've made a central cave (in_moldcave_04, I hope it's not too big) wich is full with insects and dead kwama workes/warriors. There will be a door from the central cave leading to the queens lair, where a battle is fought between kwama workers/warriors and insects (if I can make or find an attackscript).

btw, what happened/is happening to my other claim ? (the one I finished and posted yesterday)
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Post by Stalker »

It was submitted for review. About bugs. Sky render are native to Dres teritorry (aka Map 6) only. Personally I would suggest to limit with nix-hounds only because they seem like the ones who will want to have their own cave. I doubt that different kinds of creatures will unite in attack on kwama though.
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Post by Sload »

Sandrew wrote:(if I can make or find an attackscript)
Easy as pie to write, I would gladly do it for you.
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Post by Anonymous »

@ stalker: Swamp spiders don't want their own cave? Ah well, nix-hounds will be fine I suppose.

@ sload: yes, could you please make an attackscript
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Post by Stalker »

Well there are 2 problems with swamp spider:
1) they will crash your game
2) they are swamp spiders and I don't see any swamps on Map 1
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Post by Anonymous »

ok, you got a point :)

* EDIT; 2 points
Anonymous

Post by Anonymous »

Almost finished the "big cave" (the tall one), but I really need that attackscript when I'm starting on the queen's lair.
Anonymous

Post by Anonymous »

Allright... I'm sort of stuck... have finished the whole cave, but need that attackscript
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Post by Lady Nerevar »

user gone for over 1 month. revoking.
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Post by Resadyn »

I'll follow Sandrew's original plan because it sounds like a great one. I will need that attackscript sload.
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Post by Massalinie »

Granted
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)
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Post by Resadyn »

A- The exterior for this has a doorframe and no door.

B- What type of rock should I use?
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Post by Nomadic1 »

Use mold to feel safe. If you feel adventurous, there is always lava or mud. Don't use py.
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Post by Resadyn »

Again and again, Ive tried and failed. Caves are not for me. Revoke.
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Post by Resadyn »

Hate to bump, but revoke please.
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Post by Lud »

Claimy claimy.

No WIP-will start from scratch. Lots of collapsed areas and plenty of slagtites-I want to make it look like one of those limestone formation caves. Unsure of what nasties it will contain.
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Post by Lady Nerevar »

get this done ASAP, and make it look purty like the rest :)
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)
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Post by Lud »

Finished. Howzat for quick?
This cave was a lot of fun. It's crammed with plenty of stalagtites and stalagmites and I've avoided using round rocks in order to give it a distinctive look. The cave appears to be a smuggler cave at first glance but deep in the bowels is an ancient daedric(ish) shrine.(Not loads of daedric architecture, just an improvised altar and some floor-no roof-it looks more cavey than daedricy) Along the wall of this chamber are loads of skulls with a candle in the mouth of each. The place is really dark so all you see is loads of creepy little lights.Also includes a human sacrifice.(where else do you get a load of skulls?) All the NPCs are orcs.

Note: the candles are supposed to bleed into the rock. I bled them to the ring so that it looks natural.

Ooh, and this is my thirtieth claim to be submitted. I feel so old!
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Post by Lud »

LadyN:Thought I should bump this, you did want it good and quick and you seem to have skimmed past it.
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Post by Lady Nerevar »

you do work fast :P
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Post by Nomadic1 »

Will review this...
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Post by Nomadic1 »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: - No door
- Replace the underscore with a hyphen in TR_m3_lud_murzushgra's name
- Those two beds in in_mudcave_05 bleed like crazy
- TR_w_iron_tknife_01 bleeds into the bed
- The smugglers' crates bleed into the ground in TR_m3_lud_Yazgashgrabur's room
- in_mud_rock_15 doesn't reach the roof (below passage to TR_m3_lud_murzushgra's room)
- in_mud_rock_16 caspers (on roof in shrine room)
- in_mud_rock_18 caspers
- On in_dae_platform_stairs, the stairs don't reach the floor
- Delete the accented "U" in TR_m3_lud_Agrobgrolargu's name. AFAIK Orcish names don't have accents
- Several of the skulls float and bleed
- On the whole, the cave is too empty for both a smuggler's cave and a sacraficial shrine
- Several parts of the cave do not have pathgrids. This will cause problems if the PC runs and the NPCs follow
- The large areas don't have a network of pathgrids. It looks funny if in a big room they just walk back and forth

Comments Pretty nice :) Needs more loot and crap though. A couple of small errors

Rating 8.5 / 10
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Post by Sload »

(Not a review) The NPCs have no AI set.
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Post by Lud »

In what way?
As far as I remember, I set their attack to 90. (this was about 5 in the morning though, so I could be wrong)
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Post by Lady Nerevar »

the NPCs have AI settings. however, they are named wrong (should be TR_mp1_name) and the wander is at 512 (afair) thats still set thoughl....
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Post by Sload »

When I looked at it I recall them having original AI settings. Let me check again..

Yes, you set the fight to 90, I missed that. I guess idle and wander settings don't matter much because they'll be busy running at the player with their weapons drawn, though I strongly stand by what Nomadic said about detail, this is really sprawling and empty.
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Post by Stalker »

Also, if you've forgotten, NPCs should not have modder initials in their names.
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Post by Inferno_str1ke »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: Floaters/Bleeders:
-in_mudcave_05
2x active_de_bedroll bleed into floor

-in_mudcave_04
TR_w_sacrificial_dagger floats slightly
a couple of the skulls bleed slightly (the rear of the head) but it's way too much trouble to check em to fix, and not noticeable

General Errors:
either the door has suffered some serious grafitti, or it isn't there
I've not reviewed map 1 interiors for about 2 years, so I'm assuming NPCs are actually allowed. Following from that they seem fine, if a little easy to pwn with my big flaming sword
TR_m3_lud_Agrobgrolargu isn't French, but the little dash thing on the u makes him sound it

Lore Errors:
The chests have smuggled stuff, the shrine has skulls, I'd say the lore is ok, they seem like a usual smuggling band

Comments I've been reviewing houses so something like this obviously seems impressive to me, but I do think it's well made.
The big room is spoiled by being so dark - I don't mind it being a little on the dark side for the rest, makes it more scary, but the cavern needs to be lit well from the bottom and be dark at the top, give it a grand (and visible) feeling.
Only problem is that unless there's a quest, there isn't much point going in other than sword blunting

It needs some sprucing for sure, but it's a nice interior and cleaning wouldnt take more than an hour at most

Rating 8
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Post by Lud »

Noted for fixing.
I think I might beef up the NPCs and add a quest to save the sacrificed NPC. Impossible, as she'll already be dead. The quest will either be given by her companionout in the wilderness or by a minor priest in the temple in Ranyon-Ruhn. (not part of the questline)
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