Map 2 NPC Claim #9 [Bloodthirsty Crustacean]

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Post by immortal_pigs »

Haha I can't believe you actually went with "Dawn Treader", Why.
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Post by SamirA »

Why used the apostrophe properly, it does not need to be removed.
And that's how you get to Llama School.
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Post by Why »

Uploading the Adan-fixed-landscape and my NPC/dialog files.
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Necrom dialogue.esp
All NPCs and dialog for Necrom so far. Not much changed since last WIP, only uploading for completeness.
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Necrom landscape.esp
The file I received from Adan, minus the old dialog and NPCs. Should be surgically clean except some leftover ints from the removed "foreign quarter".
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Post by Aeven »

Hey, like the new island location for the Shrine of the Lovers. I noticed the old Hlaalu staircases are still being used by the watch tower though. We have the Necrom versions now.

Also, are we missing the interiors for those boats in the harbour?
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Post by Why »

Haven't merged those ints yet, and am yet to replace those stairs. :)
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Post by Aeven »

4/14/2011 (21:22) Necrom landscape.esp 4/11/2011 (20:29) Windows TR_ex_nec_cause_s Necrom, Charnelworks (43,-11) 353836 -86063 1052 "floating a bit"
Also, the docks administration building still has bad fog settings: it's completely black for me.
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Post by Bloodthirsty Crustacean »

on the latest landscaping file, the road out south to sailen is still a bare-rock ugly cliff-piece non-path. It'd be an easy job to delete that cliff piece and create an actual path, and i think it'd look nicer too.
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Post by Aeven »

I'm working on the landscape, I'll take a look.
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Post by Aeven »

WIP file of Necrom Landscape, so Why knows what I'm up to. I expect this to be done this weekend.
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Post by Bloodthirsty Crustacean »

You seem to have just piled an even uglier new static Necrom block on to that Sailen cliff path. :P Presumably you just haven't properly got there yet...

Anyway, I was looking around and there's another similar area in cells (47 -12) (46 -12) and (46 -13), where an entire mountain is built out of pure rocks rather than terrain, and is meant to have a path up it. Not only will this be extremely ugly for the player to have to walk on, it will also be horrendous in terms of jolting the camera as the player jerks from face to face and static to static. Just build it out of regular terrain instead. It will look a lot prettier and be less shit in-game.
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Post by Why »

just to throw in my 2cts, can't we just remove the necrom white stuff from the cliff entirely? I never really liked it. (and maybe use some statics to connect the stairs leading to the watchtower with eachother?)
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Post by Aeven »

I've connected the stair pieces in a way I think works.

As for removing the walls: I disagree. They add a sense of grandure. I do think it's too tall/big though, and I could make them smaller.
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Post by Scamp »

Can we please not remove those walls. They have always been some kind of logo there, and look quite awesome as well.
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Post by Haplo »

There's nothing wrong with the path from the end of the cause way up to the lighthouse, and all that's there needs to remain there.

Aeven:

TR_ex_nec_stairs_07 at 327770, -84358, 5327 in cell (40, -11) needs to be raised a bit; the ground underneath is peaking through a bit.
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Post by Aeven »

New WIP file.
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Post by Scamp »

Finished this for Aeven.

Things I did apart from what Aeven did:

-Placed some objects here and there within the whole claim to make better transitions and make it look it less bare.

-Fixed some floaters/bleeders and the like.

-Fixed some underwater blockiness.

-Fixed the silly underwater areas.

-Finished detailing of this island north of Necrom.

[url=http://img220.imageshack.us/img220/8937/mgescreenshot1p.jpg][img]http://img220.imageshack.us/img220/8937/mgescreenshot1p.th.jpg[/img][/url][url=http://img59.imageshack.us/img59/4019/mgescreenshot2a.jpg][img]http://img59.imageshack.us/img59/4019/mgescreenshot2a.th.jpg[/img][/url][url=http://img577.imageshack.us/img577/5678/mgescreenshot3.jpg][img]http://img577.imageshack.us/img577/5678/mgescreenshot3.th.jpg[/img][/url][url=http://img705.imageshack.us/img705/2008/mgescreenshot4i.jpg][img]http://img705.imageshack.us/img705/2008/mgescreenshot4i.th.jpg[/img][/url][url=http://img96.imageshack.us/img96/8398/mgescreenshot5k.jpg][img]http://img96.imageshack.us/img96/8398/mgescreenshot5k.th.jpg[/img][/url][url=http://img801.imageshack.us/img801/4527/mgescreenshot6r.jpg][img]http://img801.imageshack.us/img801/4527/mgescreenshot6r.th.jpg[/img][/url][url=http://img138.imageshack.us/img138/3052/mgescreenshot7.jpg][img]http://img138.imageshack.us/img138/3052/mgescreenshot7.th.jpg[/img][/url][url=http://img845.imageshack.us/img845/412/mgescreenshot8.jpg][img]http://img845.imageshack.us/img845/412/mgescreenshot8.th.jpg[/img][/url]
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Clean Clean Necrom landscape.esp
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Post by Aeven »

Because you're worth it.

(really minor but needed fixage)
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Post by Bloodthirsty Crustacean »

dudes, i don't know whether to cry or laugh but the road south out of necrom is still made out of a cliffpiece, not you know a road.

Hap said not to touch the road from the causeway up the mountaintop to the watchtower (made out of stair pieces), I'm pretty sure he didn't mean this road.

there is also still that hill made entirely of rock statics, which will be unbelievably shit ingame - see pic for just how stupid it looks, and to see just how horrible it will be to walk up.


I could make both these fixes by tomorow evening if people aren't inclined, but they just seriously need making.


A few other issues, seems somewhere along the way the steps up to the entrance Temple Compound building under the Fane got deleted.

Also, on all those new 'torch posts' which have been introduced, the fire is floating quite noticably. (and didn't a bunch of torches like that get axed a couple of revamps back for making the whole place look too bright and cheery?)

EDIT: P.s. dropping back in now to add those last two things, I notice my tone above may seem a bit err 'angry'. In case anyone is worrying, i am not criticising anything anyone did; these are all pretty age-old issues, you guys' work is all solid. i don't really know where that tone came from, it's not directed at you lot.
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Post by Haplo »

I also say that the flat cliff piece (walled off with those big white wall pieces, or w/e they are) will stay a flat cliff piece.

But that hill made out of statics needs to be fixed, yes.

I haven't checked any work yet, but any extraneous torches and the like will be removed during a review.
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Post by Bloodthirsty Crustacean »

Hap, isn't it your guide that says roads should have vertex shading, be slightly lowered into the ground, etc.? :P

There's no real reason to keep the thing other than wanting not to change things, is there? I mean, even if you wanted a cliff path, a far nicer cliff path could be made without using the cliff piece; even if you were for whatever reason determined to want a bare rock path (which is also silly imo)

I mean this is a pretty major location, and there is nowhere (apart from here it seems) that this mod would accept a road that had been made with 'Flatten Vertices', one texture and no shading...

(i don't really know why i have to say all these things, it seems like a given, but hey - maybe there is a reason...)

In any event, the piece is caspering from the Sailen approach, so that needs to be fixed.
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Post by Haplo »

I don't know how you could make a cliff-top path out of cliff pieces without actually using the cliff pieces... but maybe I just don't understand what you're saying.
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Post by Bloodthirsty Crustacean »

... i am advising not using the cliff pieces at all to create a road that is walked on. vanilla morrowind had cliffs, and paths, that worked just fine. the single-mesh cliff pieces are our addition. there's no reason to use it as a road, it's ugly.

Anyway, if this is just one of those things and you're not going to do anything about it, then fine, whatever. What I'm saying is pretty much self-explanatory.
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Post by Nemon »

Bloodthirsty Crustacean wrote:... i am advising not using the cliff pieces at all to create a road that is walked on. vanilla morrowind had cliffs, and paths, that worked just fine. the single-mesh cliff pieces are our addition. there's no reason to use it as a road, it's ugly.

Anyway, if this is just one of those things and you're not going to do anything about it, then fine, whatever. What I'm saying is pretty much self-explanatory.
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Post by Bloodthirsty Crustacean »

it's in cell (40 -11), it's the south/left path directly when you come off the causeway.
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Post by Haplo »

We can change the actual path to regular ground, but it needs to remain on the edge of a cliff in the water, with the retaining wall still there.
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Post by Adanorcil »

I agree with BC here, if only because those huge cliff pieces are rather underdetailed. Nowhere else would we have a road composed entirely out of of oversized statics. It should be simple to just make a road out of the terrain and then line it with the cliff pieces. The region around Necrom is entirely too huge-rock-happy to begin with (cf. static hill).
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Post by Haplo »

Why, this needs an update by Monday!
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Post by Why »

Would you like it as a separate NPC&Dialog file or as one big merged thing?
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Post by Haplo »

Well, it makes sense to keep it separated if we aren't finished working on the exterior bit yet, so how it is now is fine.
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Post by Why »

should be cleanish. some progress made, nothing skyshattering.
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Post by Thrignar Fraxix »

What is currently being done here?
What still needs to be done here?
Is there any way we can get what needs to be done finished faster?
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Post by Haplo »

work
work
no
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Post by Why »

Well I wouldn't mind someone taking over, I'm kinda out of inspiration and motivation. But I'll do my best to get more progress made here.

(Someone who's really bored could potentially take the landscape file and start placing creatures? :P)
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Post by Thrignar Fraxix »

How much dialog and NPCing would you say is left?

Edit: Also haplo, if you aren't going to be helpful, why bother posting?

Haplo Edit: Answering your questions isn't helpful?
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Post by Why »

A lot. I wish I could say this is halfway done but frankly it is not.
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Post by Chin Music »

I had a run through this the other day. Necrom is very cool. Although it's been downsized since I last saw it

One or two errors that caught my attention though: In the interior of the building that connects the docks to the old city, one of the three exits to the docks is higher than the other two. So 1 ramp piece where the others have 2. Which I assume is incorrect since the vertical distance between the docks and old city is pretty big :p

Other one was that taking the oath to enter the catacombs would open the ghostfence in the Charnelworks building, but not the Temple one.

Also just out of curiosity has the interior for the main Temple been done yet? I haven't found it anywhere but I saw the statics and they looked cool.
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Post by Scamp »

Chin Music wrote: Also just out of curiosity has the interior for the main Temple been done yet? I haven't found it anywhere but I saw the statics and they looked cool.
The Fane of the Ancestors is done, yes. I guess Why will include it in his next file.
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Post by Chin Music »

Oh I see, I assumed it would have been given a more generic name like "Temple" :p

It looks really neat! What is the super-secret basement going to be for?
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Post by Katze »

Chin Music wrote: It looks really neat! What is the super-secret basement going to be for?
It's where they power the ghostfence around Red Mountain from :O
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Post by Why »

And the basement looks amazing, too.

I merged in a lot of ints at one point, but then someone took the file for fixing some stuff and somehow used an older version of my file or something. Not a big deal, but that's why some things haven't been merged in yet.

Thanks for the report, I knew about those but figured the ramp was not a big deal and I haven't touched the catacombs yet. :)
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