Soluthis1403 [Finished]
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10-23-2009, 02:09 PM,
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RE: Soluthis1403
The object count is fine.
The lute is bleeding into the shelf. Why is teh ARFire600 beneath the hearth? We normally use Activator flame nodes (e.g. #4) because of the fire damage script. Please add a version # to your esp for example 1.1. Before I post my final review could you add the dialogue? Resuming. There are a few minor issues (related to how we mod around here) which have to be fixed after you added the dialogue. It's clear you modded before so that's great. :goodjob: This claim is almost ready for merging. :check: You don't have to wait for my review, in the mean time you could claim something else.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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10-23-2009, 04:59 PM,
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RE: Soluthis1403
I've never really done dialogue before but I'll give it a shot ?(
OK, I think that's it. I'm not very experienced at dialogue, but as far as I can see, it should work. Sorry about all the mistakes earlier - this is my first major project and I've only done a bit more than the CS Tutorials.
Trespassers will be shot.
Survivors will be shot again. |
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10-23-2009, 06:28 PM,
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RE: Soluthis1403
Quote:Originally posted by jucklesjenkI think you're doing well, I'll reply tomorrow regarding your latest esp.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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10-24-2009, 03:47 PM,
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RE: Soluthis1403
Abbreviations
F= Floating / B= Bleeding / S= Look at the Screenshot / PG = Pathgrid / th = tetrahedron, point / sh = the silhouette (chairs etc.) / R = Resize / Re = Reposition / A = Adjust / Disp. = Disposition General info. Miscellaneous. [blockquote] Please add a version number to the name of your esp files. TIA. Furniture is floating (a little) because of the silhouette (the CS assumes (after pressing "F") the bench (for example) is already on the floor, it's an error). Press "F" twice or thrice. All the furniture with silhouettes have the same problem. Keep in mind that smaller objects near larger objects (NPC's included) tend to float. Use an activatorflamenode04 etc.it's more realistic because of the fire damage. Do not use "Default" music, it produces unexpected results with the StreamMusic script function. If you create a new interior position the first piece of the tileset (or an interior) at X, Y, Z = 0, 0, 0. Use snap to grid (32-64) and snap to angle to create a basement etc. from a tileset. Use a candlepuddle (static) for under your candles (when on a wooden and burnable surface). If the PG between e.g. the basement and the house is interrupted (both in the same cell) you'll have to use a subspace (miscellaneous>>Subspace). [/blockquote] Dialogue. [blockquote] Edit your dialogue through the quest window and not through the dialogue window (creates unclean dialogue). Add the topics through the result script listing of the GREETING, to avoid problems when merged to the esm (topics don't show up in-game). For example: addtopic StSrSol0501Soluthis. This is caused by a bug in the CS. [/blockquote] Improving your interior. [blockquote] Rotate objects, for example if you have 5 barrels (or cups etc.), in that way the handles will have a different angle. It looks much better (also with the lighting). It's a good idea to make a special key for containers, e.g. StRwContDunmerChestSmall02, and add the key to the NPC. It's more fun for thieves. Make sure you lock the containers with valuable stuff inside.[/blockquote] blue[/HR] Review. The Ground-floor. STJKLFStoolHomeRef, two legs are floating because of the rug, bleed the two other legs into the rug. Pathgrid. Make sure the th's touch the door markers and the sh's of the furniture. This th is correctly placed. This th is bleeding into the furniture. Don't place a th on the stairs (the NPC will stand still for a long time). Place the NPC('s) on a th. NPC. Check "Autocalc" Stats after you changed the level of your NPC, so the stats are updated. Add a fooditem count "-1" to the inventory of the NPC. Silgrad Tower has it's own generic dialogue system hence every NPC has to be a member of the "StSrGenericDialsforST" faction, if not the NPC will use the Oblivion random dialogue/rumors. It's also possible to create evil NPC's. ST NPC's have to be a member of the StSrGenDialsForSTInnocent faction or another non-evil faction, if not the NPC will be considered as evil. AI. STJKLlandsuFolvynWanderPackHome change the radius from 3 to e.g at least 128. STJKLlandsuFolvynWanderPackOutside increase the radius to e.g. 1024 otherwise it's not a real wander pack. Customize the Agression, Confidence, Energy level, Responsibility and personality. Be careful with the aggression value. Dialogue. Info's are displayed from the top to the bottom (higher to lower priority). Add the topics to the GREETING through the result script, see above (general info). General Remarks. Add a name for the cell (cell settings) e.g. Folvyn's house (the cell ID has to remain the same). Reduce (cell settings) the lighting by 40-50%, it's too bright. As this is your first reviewed interior, I listed everything I saw, in order to make you aware of the problems in the reviewed interior. A handy check list made by Zurke. Nice work.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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10-24-2009, 06:18 PM,
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RE: Soluthis1403
I've fixed the stuff that you've listed.
Here's v1.3
Trespassers will be shot.
Survivors will be shot again. |
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10-25-2009, 02:46 PM,
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RE: Soluthis1403
I forgot to mention that you have change the Chargen class to something like commoner etc., don't forget to assign the DarkElf eyes to the NPC('s) (fixed).
The file has been merged, congratz with your first interior! Well done. :goodjob:
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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