Enclavekiller's Showcases

Interested in joining? Show off your skills here
Post Reply
User avatar
Enclavekiller
PT Modder
Posts: 6
Joined: Sun Oct 02, 2016 7:48 pm
Location: Virginia, USA

Enclavekiller's Showcases

Post by Enclavekiller » Fri Jan 03, 2020 6:11 am

Hey guys how's it going, was bored about a month ago with the same old morrowind stuff and figured I'd shake things up for next year, and join the team to help things out. Well here's the first part of it, my interiors showcase. I must warn this was NOT designed as a traditional showcase, it was designed as a mod for SHOTN and therefore is merged into the gameworld, so there are 2 exterior edits. For my showcases I focused on adding more content to the Haimtír area, for this part I will be showing off a new nordic barrow to the northwest of the village, and a secret witch's abode in the small ruins south. My quest showcase later will be using both these areas. Please refer to the readme included for more detailed information.

Cell ids
Volenhul Barrow
Haimtír, Ruined Cellar

Thanks for your time.
Attachments
Int Showcase.zip
(3.1 MiB) Downloaded 4 times

User avatar
Vern
PT Modder
Posts: 78
Joined: Tue Oct 30, 2018 4:34 am

Post by Vern » Fri Jan 03, 2020 7:45 am

reviewing

User avatar
Enclavekiller
PT Modder
Posts: 6
Joined: Sun Oct 02, 2016 7:48 pm
Location: Virginia, USA

Post by Enclavekiller » Fri Jan 03, 2020 8:11 am

This updated esp includes correct master dependency, it now only requires the expansions and TD's esm, the previous version erroneously required Sky_Main.esm.
Attachments
PT_SHOTN_EK_Int_Showcase.ESP
(49.53 KiB) Downloaded 2 times

User avatar
Vern
PT Modder
Posts: 78
Joined: Tue Oct 30, 2018 4:34 am

Post by Vern » Fri Jan 03, 2020 9:12 am

Showcase review 1

Name: Volenhul Barrow, wrong should be marked IE Sky_Volenhul Barrow
Clean: No, contains exterior cell/s, the creature "dead draugr" is redundant a mummified corpse serves the same purpose
Lighting: placement of sconces in the antechamber is causing the green-light bug, upper floor relying on candles
Northmarker: Present
Fits exterior: Yes
Pathgrid: Entrance node isn't connected to the chain, otherwise good
Illegal to Sleep Here: No, correct
Gridsnap: Yes
Tileset: Mixes RE and EM versions of the barrow set, EM pieces need to be replaced with applicable RE versions


Bleeders:
T_SkyNor_Furn_ChO1Barr1: bleeding into alcove
T_IngFlor_Deathbell_01: bleeding into altar x 8
T_Nor_DngBarrow_F_CoffinOpen_03: bleeding slightly into sides of alcove x3
T_Nor_DngBarrow_F_UrnSmall_01: bleeding slightly into wall
T_Nor_Clothbolt_03: bleeding slightly into floor
T_Nor_DngBarrow_F_UrnSmall_01: bleeding slightly into wall x2
T_Nor_FurnM_Weaponstand_01: bleeding into wall
T_Nor_DeerskinDrum_01: bleeding into wall
T_IngFlor_Persarine_01: bleeding into steps
T_IngFlor_RustRussula_01: bleding into steps
T_IngFlor_Deathbell_01: bleeding into steps
T_IngFlor_Deathbell_01: bleeding into coffin x4
T_Nor_DrinkingHorn_01: bleeding into coffin

Floaters:
Gold_001: floating over skull x2
T_Nor_DngBarrow_F_CoffinOpen_02: resting unnaturally x 8, the coffin would fall over just resting on that small point unless attached to a wall. (would recommend making the lid a separate mesh from the coffin for scenarios like this so you have more freedom placing the coffin)
T_Nor_SilverGoblet_01: resting unnaturally, end is floating in the air
T_IngFlor_HoneyLily_01: floating slightly above steps
T_Nor_Drink_WineReach_01: floating slightly in coffin

Other:
Upper floor could do with some more cluttering namely skeletons in alcoves and some variety in the lights, I'd recommend checking Bruaram and Bergarojh Barrow's in Sky_main

Name: Haimtír, Ruined Cellar. Wrong, should be marked IE: Sky_Haimtír, Ruined Cellar
Clean: No-as per Barrow
Lighting:
Northmarker:
Fits exterior:
Pathgrid:
Illegal to Sleep Here:
Gridsnap:
Tileset: incorrect, T_Imp_SetNord is the lower class imperial set used in Morrowind more over Haimtr uses the Redguard reach set IE T_Rga_SetReach (this set is used for both main floors and basements in the areas its used). Due to the nature of your showcase this needs to be dealt with before the review can continue.
Bleeders:

Floaters:

Other:

User avatar
Enclavekiller
PT Modder
Posts: 6
Joined: Sun Oct 02, 2016 7:48 pm
Location: Virginia, USA

Post by Enclavekiller » Sat Jan 04, 2020 9:14 am

Well that was an adventure in insanity (which I am no stranger to :lol: ) but everything should be fixed.

New cell ids
Sky_EK_Cellar
Sky_EK_Volenhul_Barrow

Along with the updated esp is a new door mesh for interior cellar doors for the Rga_SetReach kit, it started as a simple retexturing of the T_Imp_SetNord_DoorCellarIn_01 (pc\d\PC_In_Com_Cellar_st_d.nif) until I discovered that the model must've been ancient as it had been subdivided to hell with uvs being all over the place, along with bad normals. I was able to fix these things after a hour, but the original mesh is still bugged FYI.

Aside from fixing the floaters and bleeders, I left the clutter in the top floor of the barrow as is as I think it's a balanced amount, but feel free to add onto it yourself. Ambient light values were increased in the cell settings so that the top floor is less dependent on candles, even though I prefer it this way. Sconces in the antechamber are removed. Exterior edits have been removed as well as redundant objects. I hope this shows my abilities in a positive manner ;P
Attachments
Int Showcase Update 2.zip
(21.44 KiB) Downloaded 3 times

User avatar
Vern
PT Modder
Posts: 78
Joined: Tue Oct 30, 2018 4:34 am

Post by Vern » Sat Jan 04, 2020 2:31 pm

Name:Sky_Volenhul Barrow, correct
Clean: Yes
Lighting: Good
Northmarker: Present
Fits exterior: NA
Pathgrid: Good
Illegal to Sleep Here: No, correct
Gridsnap: Yes
Tileset: Mostly fixed, the entrance is using a Bloodmoon door rather than a SHOTN barrow door, was missed in initial review.


Bleeders:
T_SkyNor_DngBarr_U2Ing: bleeding slightly into wall
T_SkyNor_DngBarr_U1Potio: bleeding slightly into wallx2
T_SkyNor_DngBarr_U2Jewel: bleeding slightly into wallx2
T_IngFlor_Deathbell_01: bleeding into coffin x2

Floaters:

Other:
Upper floor still could do with some extra cluttering to keep it consistent with other SHOTN barrows, less adding more loot and more just making the halls seem less empty. (Wont force the issue for the showcase)

Name: Sky_Haimtír, Ruined Cellar, correct
Clean: Yes, as per barrow
Lighting: Good
Northmarker: Present
Fits exterior: NA
Pathgrid: Good
Illegal to Sleep Here:
Gridsnap: Yes
Tileset: fixed

Bleeders:
T_Nor_DeerskinDrum_01: bleeding into shelf
T_Nor_Furn_Dreamcatcher_05: bleeding into wall
ingred_frost_salts_01: bleeding through bowel
T_Nor_Potion_DrainLuck_Q: bleeding into tray
T_IngFlor_BlacksporeCap_01: bleeding though plate


Floaters:
T_SkyCom_Var_Sk3Pos: Sacks should actually bleed slightly into the ground to mimic how a sacks act
T_SkyCom_Var_Sk2Food2: as above
T_Rea_Set_F_Rope_01: floating unconnected from the roof.
T_Ham_Flora_PersarineH1: not connected to rope above x2


Other:
furn_velothi_prayer_stool_01: should be removed as its Dunmeri

Once these are fixed I'll recommend for promotion.

User avatar
Enclavekiller
PT Modder
Posts: 6
Joined: Sun Oct 02, 2016 7:48 pm
Location: Virginia, USA

Post by Enclavekiller » Sun Jan 05, 2020 7:55 am

Fixed. I went ahead and added extra cluttering to the upper halls as well out of boredom ;) .
Attachments
PT_SHOTN_EK_Int_Showcase.ESP
(52.42 KiB) Downloaded 2 times

User avatar
Vern
PT Modder
Posts: 78
Joined: Tue Oct 30, 2018 4:34 am

Post by Vern » Sun Jan 05, 2020 8:54 am

Reviewed

Name:Sky_EK_Volenhul Barrow, correct
Clean: Yes
Lighting: Good
Northmarker: Present
Fits exterior: NA
Pathgrid: Good
Illegal to Sleep Here: No, correct
Gridsnap: Yes
Tileset: Fixed

Bleeders:

Floaters:

Other:

Name: Sky_EK_Cellar, correct
Clean: Yes, as per barrow
Lighting: Good
Northmarker: Present
Fits exterior: NA
Pathgrid: Good
Illegal to Sleep Here: Yes, correct
Gridsnap: Yes
Tileset: fixed

Bleeders:

Floaters:

Other:

All issues fixed recommending for promotion.

Post Reply

Return to “Modder Showcase”