Claim: i4-498-Hla |
Claimed by Ragox
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Status:
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Reviewing, 100% Complete
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Faction:
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House Hlaalu
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Files:
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Name |
Size |
Last Modified |
TR_i4-498-Hla_Ragox_5.esp
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66.3 KB
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Fri Dec 22, 2017 1:46 am
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TR_i4-498-Hla_arvisrend_3.esp
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82.7 KB
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Fri Dec 22, 2017 1:46 am
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TR_i4-498-Hla_Ragox_4.esp
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60.5 KB
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Fri Dec 22, 2017 1:46 am
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TR_i4-498-Hla_arvisrend_2.esp
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82.7 KB
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Fri Dec 22, 2017 1:46 am
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TR_i4-498-Hla_RyanS_1.esp
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9.7 KB
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Fri Dec 22, 2017 1:46 am
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TR_i4-498-Hla_Ragox_3.esp
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50.2 KB
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Fri Dec 22, 2017 1:46 am
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TR_i4-498-Hla_Ragox_2.esp
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41.3 KB
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Fri Dec 22, 2017 1:46 am
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TR_i4-498-Hla_Ragox_6.esp
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82 KB
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Fri Dec 22, 2017 1:46 am
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TR_i4-498-Hla_arvisrend_1.esp
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82.6 KB
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Fri Dec 22, 2017 1:46 am
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TR_i4-498-Hla_Ragox_1.esp
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22.3 KB
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Fri Dec 22, 2017 1:46 am
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Description
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(-4, -13) cave.
A rocky cave that is hard to access without levitation. Maybe inhabited by a mage? A crystal cave?
Cliffside, check the exterior @ -25954, -101941, 1606
For North AT : http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=321606#321606
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Author
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Message
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RyanS
Lead Developer
19 Aug 2013
Location: California
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Claiming! The entrance will be a crystal cave with a single mage. Further in, there will be a very small, well hidden daedric shrine.
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Sun May 04, 2014 6:10 pm
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Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes
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Granting.
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Sun May 04, 2014 6:27 pm
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RyanS
Lead Developer
19 Aug 2013
Location: California
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Update!
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Mon Jun 02, 2014 3:59 am
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RyanS
Lead Developer
19 Aug 2013
Location: California
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Please revoke this, I have held it for much too long. I do like what I have done with it, but I just haven't had the inspiration or time to continue.
Hmm, my first revoke here at TR.
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Sat Jul 12, 2014 10:49 pm
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Aeven
Lead Developer
17 Aug 2008

Location: Groningen
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Revokey dokey.
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Sun Jul 13, 2014 1:03 am
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Ragox
Developer
20 Jul 2013

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Claiming.
I'm a crystal cave fanatic.
Would continue with RyanS's work.
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Fri Aug 08, 2014 8:18 am
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Seneca37
Lead Developer
10 Feb 2014
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Go to it.
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Fri Aug 08, 2014 9:28 am
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Ragox
Developer
20 Jul 2013

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First update.
I managed to work out the giant cave part, now I need to do all the smaller corridors and rooms.
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Sat Aug 30, 2014 9:42 am
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Ragox
Developer
20 Jul 2013

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Big update of happenings
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Sat Sep 20, 2014 4:36 pm
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Seneca37
Lead Developer
10 Feb 2014
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Any progress on this?
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Thu Oct 23, 2014 6:14 pm
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Ragox
Developer
20 Jul 2013

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New file is up.
It's not far from being finished now
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Sun Oct 26, 2014 10:11 am
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Ragox
Developer
20 Jul 2013

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It's so close...
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Sun Nov 16, 2014 12:09 pm
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Seneca37
Lead Developer
10 Feb 2014
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I was just looking at this and have a few questions
1) Why did you mix moldcave stalactites with the mud pieces?
Typically we do not mix cave type pieces, unless there is a good justification.
2) You do know that bk_fryssajournal is unique and can not be used here?
3) Typically a cave will only have one type of mineral rock, you used both iron and gold. I think that there is enough treasure here so that the gold is not needed.
The structural design of the cave is very nice (just played in-game). It does seem a bit bright, maybe a bit lower lighting settings, especially the sunlight setting. Very good work.
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Tue Nov 18, 2014 10:39 pm
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Ragox
Developer
20 Jul 2013

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Thank you for your valuable feedback seneca!
I'm glad to hear you enjoyed the overall design.
I will try to improve the light settings again. Do you perhaps have a suggestion for a good sunlight value?
1) Good spot! That wasn't on purpose, I simply didn't notice the minimal texture difference (I'm using the vanilla ones). They'll be fixed in the next version.
2) Yep. I put that intentionally there, because there should be a custom journal placed during NPCing stage. Basically the story I thought of is that the dead adventurer used a levitation potion to get up there but then had none remaining to get down again and was too scared to jump, so he sadly starved to death
3) Hmm, I guess I just followed the Minecraft cave logic there and I agree it's probably worth too much, since this is a low level area. I'm going to replace it with some more iron.
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Wed Nov 19, 2014 4:07 pm
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Seneca37
Lead Developer
10 Feb 2014
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Lighting is usually very subjective, I like caves to be very dark requiring the player to carry a torch or use a spell to see. Its tough to tell in the CS, so be sure to go in-game and look around.
I would try out setting all the lighting values to 1/2 their current settings, and see how that is. I did like the colors throughout but not sure if they were from the ambient/sunlight settings, or the various light sources.
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Wed Nov 19, 2014 8:26 pm
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sasquatch2o
Developer
15 Jul 2014
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I rather liked the gold deposits in the lava area. They are hard to reach and dangerous to harvest. Player would have to levitate down there to collect them. Reasonable, I think.
_________________ my opinion.
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Fri Nov 21, 2014 1:02 pm
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Ragox
Developer
20 Jul 2013

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Production completed.
Description: |
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 Download |
Filename: |
TR_i4-498-Hla_Ragox.esp |
Filesize: |
82.02 KB |
Downloaded: |
84 Time(s) |
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Tue Nov 25, 2014 9:58 pm
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Rats
Lead Developer
03 Jul 2012

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Off to the review section, then!
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Tue Nov 25, 2014 10:02 pm
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arvisrend
Lead Developer
04 Oct 2010
Location: substitutional world
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Partial review, up to the last in_mud_rock_04. (Not having that much time today.)
A wonderful int! (Reminds me of Thief's Lost City a bit, and this is a good thing.) I made the following changes so far:
- Please follow the naming conventions. Names should reflect the claim they belong to. If they don't, different claims could conflict with each other (I can easily imagine two claims introducing a "TR_m4_en_slowing" enchantment), causing bugs that will be hard to track.
- Added another mushroom cluster and a few daedric darts opposing the skeletal corpse on one of the niches in the lava room (a little amusement whoever died there had at the end). (Daedric darts are not unbalancing loot.)
- A flora_bc_vine_03 was not going all the way to the ceiling, a bookskill_destruction2 was resting unstably, an in_mud_rock_06 was floating behind the bed, and there was an in_dae_room_l_floor_01 not really visible from accessible territory.
Fixed version below. I'll look further into this file.
A more important issue: This is near Teyn. Does it even fit the exterior geometrically? And if it does, to me it still feels too difficult, too scary and too desolate for a place so close to Teyn. Would it make sense to make another (smaller, friendlier) cave int for this location and reuse this one for something on the Roth-Roryn/Armun or TRV/Armun border?
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Fri Dec 26, 2014 11:37 pm
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arvisrend
Lead Developer
04 Oct 2010
Location: substitutional world
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More changes made, up to the last in_mud_rock_17.
- There was some subtle ceiling caspery at the bottom of the lava room. Covered with an in_mud_rock_25.
- An in_mud_rock_16 was caspering very slightly, and an in_mud_rock_07 was bleeding through a wall.
- The in_mud_rock_06 at 3831, 4120, -852 was not visible from anywhere, so it is removed.
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Sun Dec 28, 2014 1:00 am
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arvisrend
Lead Developer
04 Oct 2010
Location: substitutional world
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TESAME: Clean
Fits exterior: No
This is the one thing that needs discussion; see below.
Northmarker set: Yes
Loading errors: No
Review: Review complete. The reviewed version is TR_i4-498-Hla_arvisrend_3.esp.
Masterful work, RyanS and Ragox! The cave will be atmospheric and interesting to explore ingame. IMHO we should populate it with few, and easy, daedra, to compensate for the difficulty of finding one's way through the cave.
Now, whether this cave should actually be in this location in (-4, -13) is a wholly different matter. It boils down to the question whether there should be an obscure spooky Daedric ruin (with lava pits!) right under Teyn. I normally would say "no", since it breaks the geographical division between safe places and dangerous places (and this division creates part of the atmosphere in an open-world game). On the other hand, this might be the kind of weirdness that Morrowind breathes. What do you people think? (The Daedric shrines under Vivec are a bad comparison -- Vivec already feels alien, inhospitable and scary to begin with. Compare Teyn to Seyda Neen.)
(I have not checked but I am pretty sure it would be easy to switch this cave with a Roth-Roryn one if we agree that it should not be under Teyn; so the decision should not create much overhead work.)
Comments Very few errors, despite the layout of the cave offering a lot of occasion for things bleeding through. I corrected a couple casperers and floaters in the last part of the review; the only bug that is worth mentioning was a bread loaf was bleeding through a plate.
Rating 9.5/10
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Sun Jan 04, 2015 6:22 pm
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Gnomey
Lead Developer
19 May 2006

Location: In your garden.
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I think it works as is; though close to Teyn, it's hard to reach without levitation, so for gameplay purposes it isn't really 'close-by'. It also makes a lot of sense for a Daedric ruin to be located around that area, which would have been heavily settled by Chimer before the creation of the Inner Sea.
That being said, switching it out for another interior works just as well, and I'm ultimately neither for nor against.
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Mon Jan 05, 2015 12:46 am
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arvisrend
Lead Developer
04 Oct 2010
Location: substitutional world
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I think that if we keep it in Teyn, we should lampshade it in dialogue, though. Some kind of urban legend about a Daedric temple (urban legends are prone to hyperbole) under the town spreading among the inhabitants, and maybe even someone who got lost in there.
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Mon Jan 05, 2015 2:15 pm
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Rats
Lead Developer
03 Jul 2012

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arvisrend wrote: |
I think that if we keep it in Teyn, we should lampshade it in dialogue, though. Some kind of urban legend about a Daedric temple (urban legends are prone to hyperbole) under the town spreading among the inhabitants, and maybe even someone who got lost in there. |
+1. I think we should definitely keep the cavern underneath Teyn. Makes a nice contrast with the town's otherwise friendly surface.
_________________ stars are out tonight.
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Mon Jan 05, 2015 2:20 pm
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Seneca37
Lead Developer
10 Feb 2014
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Do all caves need to have doors? It would make more sense if the entrance to this cave was a small dark opening (door_load_darkness00) within a rockslide.
Also the current door is clearly visible from Fort Ancylis, so the Imperial guards and the towns people should know about this cave.
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Mon Jan 05, 2015 3:10 pm
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Gnomey
Lead Developer
19 May 2006

Location: In your garden.
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I'll have to be dull and say it works either way again.
Caves do not have to have doors; I neglected to place any dark holes in the North Andothren-Thirr merge either because I simply forgot to or because I figured there would be a lot of smugglers and the like in the area, so natural caves weren't too important.
That being said, in TR caves usually have doors when they have human occupants, and this interior is intended to have a human occupant (the mage), so having a door for this interior is reasonable.
I also think it's fine if the guards and such know about the entrance. It's probably the first place they'd check if any problems appeared in Teyn, but for the time being it's clearly not a smuggler cave, they haven't had any trouble with it, and it's hard to access. Compare with Addamasartus, which is a smuggler cave, may well have given the people of Seyda Neen trouble, and is easily accessible, but the guards still never bothered to deal with.
I frankly think it might be fun, in a mean kind of way, to set it up as a red-herring for a quest. If there's any trouble in Teyn, most NPCs will tell the player to go here. If the player asks around properly, he'll find out about the alternate (correct) location, but if he just asks the first NPC he finds and rushes off he'll end up clearing a fairly large cavern for no reason. The mage might also have some fun dialogue for the player if he gets that far in his wild goose chase.
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Thu Jan 08, 2015 4:28 pm
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sirrah
Developer
20 Feb 2012

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Clean- Yes.
Lighting- Good.
Northmarker- Good.
Illegal to Sleep Here- No.
Floaters:
furn_de_screen_guar_01
Bleeders:
active_de_p_bed_10
bookskill_destruction2
chest_tomb_large01
Other:
Replaced in_mudcave_exit with in_mudcave_nat_exit
File uploaded to new site.
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Fri Jun 23, 2017 12:53 pm
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