Author Topic: [Exterior Claim] ModTown Island Landmass  (Read 13193 times)

Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #15 on: August 17, 2015, 09:31:52 PM »
Update: ModTown 2015_MD_2015-08-17.002.esm

Merged sewer claim (will require remerging once revamp is complete)
Merged Common House 03
Merged MT_common_house_02_fixed
Added 14 new claims (38-51)

Moritius

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #16 on: August 18, 2015, 11:07:45 AM »
Umm... I think you used wrong file for common house 02. There's MT_common_house_02_fixedv2: http://darkelfmodding.com/forum/index.php/topic,47.msg985.html#msg985
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Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #17 on: August 18, 2015, 02:05:01 PM »
You're right. I must have grabbed the wrong one. I could have sworn I downloaded version two... maybe I had v1 from an earlier download. But screw it, I'm not remerging. I just made the fixes Dark suggested and it'll be in the next update.

RE101003

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #18 on: August 20, 2015, 11:19:00 PM »
hey there ive pretty much finished my modders plot so i was wondering 1 can i claim a second plot and 2 if so are there any left (im not picky ill take anything)
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Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #19 on: August 21, 2015, 12:12:19 PM »
Hey there, to answer your questions: you should not claim another modder plot, but you can claim a public plot (such as an NPC home or shop). OR, you could work on a dungeon or something which I could easily add a door/portal too somewhere on the island.

Wretched Fetcher

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #20 on: September 11, 2015, 08:04:54 AM »
The island you made is truly beautiful, Melchior Dahrk! I know we should always expect quality stuff from you, but this landmass is gorgeous! Even such temporary things as daedric fences and plot numbers look very tasteful.

Also loved the giant with mushroom insted of a club - a nice touch.

Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #21 on: September 11, 2015, 09:00:16 AM »
Thanks! I had fun making the island, so I am glad that people like the way it turned out.

Darkelfguy

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #22 on: September 13, 2015, 05:57:40 PM »
Hey Melchior, new version looks good, but I did notice a few issues when looking around. Apparently the sand texture used on the hourglass in Common House 03 has a bug with it, I haven't been able to figure it out on my end, so I'd just recommend deleting the hourglass on the second floor desk. Also, the trapdoors in the Merchant Hall wings aren't connected, they're supposed to connect the basement levels to the towers above them.

A few other bugs I noticed:


It seems the Imperial walls here aren't connected to anything.


And there's some Z-fighting I noticed right here along the wall with that building sticking out.

Anyway, just thought I'd point out those issues.
True glory consists in doing what deserves to be written, In writing what deserves to be read. - Pliny the Elder

Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #23 on: September 14, 2015, 09:27:21 AM »
Oh, thank you for this, Darkelfguy. I'll make the fixes right away and it will be included in the next revision.

edit: FYI, the issue with the hourglass was that the file path didn't have "textures\" at the front. If you're using a custom texture (i.e. not included in the vanilla BSAs), then you need to include that in the path. I've fixed it and will include in the next update.

edit2: Hey, I fixed the trap doors in the merchant hall but I noticed there's a door in the basement that doesn't lead anywhere. Do you plan to do something with that? For a quest, perhaps?
« Last Edit: September 14, 2015, 09:50:10 AM by Melchior Dahrk »

Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #24 on: September 14, 2015, 01:42:08 PM »
Alright. All of those issues have been fixed for the next version. Thanks again.

Drakkmore

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #25 on: September 14, 2015, 03:48:36 PM »
Hate to point this out to you MD, but I've found a bit underwater that could use some rocks around the base where the landscaping and mesh don't quite meet up. It's on the bridge from the lower portion of Modtown, to the higher area.
So. You're going to Red Mountain to kill Dagoth Ur? Vivec couldn't do it, so he's elected you.
Doesn't that worry you?

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Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #26 on: September 15, 2015, 07:49:59 PM »
Hey, no worries. I appreciate you guys bringing these bugs up. However, I could not find where you're talking about... either I fixed it in a later version which hasn't been uploaded yet or maybe you should test it with a new char and w/o any other claims.

Drakkmore

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #27 on: September 15, 2015, 09:53:40 PM »
That was with my Test character who only has MW, TB, and BM on the save, the only claim on it also is just my claim so far. I'll grab the newest landmass, and see if it's been fixed. I kind of thought I had the newest one, but I guess I might not.




EDIT: Yup I just installed the "as of 11 - 14 - 2015 file, and the CS clearly shows that you've already addressed the issue with discreet placement of rocks. :D
« Last Edit: September 15, 2015, 10:22:22 PM by Drakkmore »
So. You're going to Red Mountain to kill Dagoth Ur? Vivec couldn't do it, so he's elected you.
Doesn't that worry you?

My THoS Gallery http://www.tesvskyrim.com/skyrim-gallery-3524

My C&E information for Drakkmore: http://www.fliggerty.com/phpBB3/cne/cne_viewchar.php?id=1126

Melchior Dahrk

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #28 on: September 16, 2015, 09:03:28 AM »
Thanks for bringing it up though. And don't hesitate to let me know of any other issues or potentials for improvement that you see!

Moritius

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Re: [Exterior Claim] ModTown Island Landmass
« Reply #29 on: September 27, 2015, 06:55:40 AM »
There are some spelling errors in resource names (e.g. "Blue glass b ottle").
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