Author Topic: [Modder Claim] Plot 46 - Lefok  (Read 6981 times)

Melchior Dahrk

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #15 on: March 26, 2016, 10:43:20 PM »
I absolutely love the tower! Never seen something quite like that in Morrowind

The only thing we'll have to keep an eye on is the frame rate; with all those particle effect generators on an exterior. Hopefully that won't be an issue though.

Lefok

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #16 on: March 27, 2016, 12:38:32 AM »
I absolutely love the tower! Never seen something quite like that in Morrowind

The only thing we'll have to keep an eye on is the frame rate; with all those particle effect generators on an exterior. Hopefully that won't be an issue though.
I'll be sure to keep an eye out for that.
Hey, are we suppose to post out files during the development of the claims?

Lefok

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #17 on: March 27, 2016, 10:57:27 PM »
Today I worked on a new shack, where the main burial process happens and other interiors.


The tombstones would be carved out, the bodies would be loaded into the coffin, wrapped and ready to be buried. If anyone has suggestions for what can be used to carve the tombstones out, by my guest.


Here's room in the tower where the keeper resides, doing what ever grave keepers do.


And sometimes he likes to pass the time by fishing for valuables.


So far I'm not too satisfied with the interiors, I'll most likely going to keep working on them to see if I can get something better.

Lefok

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #18 on: March 28, 2016, 05:43:21 PM »
I updated the interiors and it looks alot nicer now.



Lefok

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #19 on: March 30, 2016, 06:07:40 PM »
I made the interior to the tomb of the mausoleum, thoughts on who should be residing in this tomb?


LadyPhoenixFireRose

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #20 on: March 30, 2016, 07:08:08 PM »
How about an ancient Skeleton that has a mission for you?
"If Death doesn't kill you, then nothing will."
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Lefok

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #21 on: March 30, 2016, 07:45:31 PM »
How about an ancient Skeleton that has a mission for you?
I think that would be pretty cool to do!

MattTheBagel

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #22 on: March 31, 2016, 03:23:03 PM »
Looking good, Lefok. Maybe there could be a mini underground dungeon down there? With a spooky theme, to go with the graveyard?
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Lefok

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #23 on: March 31, 2016, 03:53:15 PM »
Looking good, Lefok. Maybe there could be a mini underground dungeon down there? With a spooky theme, to go with the graveyard?
That's exactly what I'm planning to do, but currently I'm trying to recreate the "doors" of a cavern like in Bloodmoon and when I try it out in-game it just doesn't show up.
Anyways, I've expanded the place and added a few more tombs with one of them being taken over by the roots.

MattTheBagel

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #24 on: March 31, 2016, 04:40:46 PM »
Awe, that sounds amazing! I really do like the "taken over by roots" aspect, that seems really cool. Also, sorry about the issue for your door, I wouldn't really know how to do anything about that
"I could kill that guar. Those boots are ruined."

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Lefok

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #25 on: March 31, 2016, 06:12:24 PM »
Awe, that sounds amazing! I really do like the "taken over by roots" aspect, that seems really cool. Also, sorry about the issue for your door, I wouldn't really know how to do anything about that
Don't worry, I figured out what was causing the issue: I was using the wrong door for it, now it appears in game. Also, is it okay to set the interior names to something other than "Modtown 2015, (insertname)"?

MattTheBagel

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #26 on: March 31, 2016, 07:02:27 PM »
Yeah, I would say it is completely fine. I would think you would only use the "ModTown 2015," prefix when it's something entered from the Mod town cell, for example, "ModTown 2015, The Esteemed Alit inn". Although if it were like a basement for an interior you could just put "Esteemed Alit inn basement"

That is how I use it at least. I don't even think it matters, though. It's all up to you.
"I could kill that guar. Those boots are ruined."

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Lefok

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #27 on: April 02, 2016, 05:49:24 PM »
Yeah, I would say it is completely fine. I would think you would only use the "ModTown 2015," prefix when it's something entered from the Mod town cell, for example, "ModTown 2015, The Esteemed Alit inn". Although if it were like a basement for an interior you could just put "Esteemed Alit inn basement"

That is how I use it at least. I don't even think it matters, though. It's all up to you.
Alright, I got it. It seems I've run into another problem, the stairs from the imperial graveyards set seem to have some screwy stuff going on. When I touch the walls, the character goes through them and manages to walk outside of it until they jump. Here's a picture of what I'm talking about, and just so you know I'm reworking the place to be more expansive.

LadyPhoenixFireRose

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #28 on: April 02, 2016, 06:00:07 PM »
My guess would be that the walls don't seem to have collision. I'd recommend, for an easy fix without actually messing with the nif itself, is using the invisible wall that can be found under activators. I suggest also renaming it, just to avoid any possible conflicts.
"If Death doesn't kill you, then nothing will."
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MattTheBagel

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Re: [Modder Claim] Plot 46 - Lefok
« Reply #29 on: April 02, 2016, 06:01:16 PM »
My guess would be that the walls don't seem to have collision. I'd recommend, for an easy fix without actually messing with the nif itself, is using the invisible wall that can be found under activators. I suggest also renaming it, just to avoid any possible conflicts.
Dang it, you stole the words right off my tongue!

Like Lady Phoenix said, you should use the invisible walls. They are used at the Chargen in seyda neen where you arrive, for example.
"I could kill that guar. Those boots are ruined."

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