Page 1 of 1

Falkheim | Kilkreath Mountains (Sky_xHf_03) [chef][Merged]

Posted: Wed Jul 03, 2019 5:20 am
by roerich
A claim for the area marked Hf_03 on this map:
Image
The eastern border of the wide Falkheim valley, stretching out between the mountains of Skyrim, and the mountains of the Western Reach. The pine forests get thicker as they climb up the mountain sides (see Fk_03), and thin out towards the Falkheim plains. The Kilkreath mountains are lower than the peak of Mt. Snowhawk, but are still a formidable barrier, shielding the lands of Haafinheim and the endless forest on the other side. The claimant should take a lot of inspiration from Scamp's mountain work in Fk_03.

Points of interests include the ruins of Kilkreath, a now mostly forgotten Nordic fortress-city in the mountains. Sacked during the War of Succession by an eastern king. Included in the file is a visual reference for Kilkreath, but the claimant is welcome to any changes they see fit. The road should pass through the snow covered ruins, and meet up with the road going east from Falkirstad, however it will fit. A lone log cabin or two might be in order, possibly in relation to a silver mine. A few barrows are also welcome.
Included is the top row of cells from Fk_03 for bordermatching.

For a visual reference on the Falkheim region, check the finished claim Re_02 here: viewtopic.php?f=126&t=652 Hf_02 includes a half-finished example of how to use the coastal seaweeds assets.

Region planning thread:
http://project-tamriel.com/viewtopic.php?f=87&t=646"

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [Nemon]

Posted: Wed Jul 03, 2019 3:34 pm
by roerich
Claimed by Nemon (hoo boy)

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [Nemon]

Posted: Tue Jul 09, 2019 3:03 am
by MinerMan60101
Removed top row of cells to give to roerich

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [Nemon]

Posted: Tue Jan 14, 2020 9:48 am
by worsas
This claim has not been updated for more than three months. Please provide an update as soon as possible.

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [Nemon]

Posted: Thu Jan 16, 2020 9:31 pm
by Nemon
Still want to have this to work with, just gotta find the rythm again. Brb...

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [Nemon]

Posted: Tue Feb 25, 2020 12:24 pm
by worsas
Another month has passed. Are you still intending to work on this?

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [Nemon]

Posted: Mon Mar 09, 2020 9:52 pm
by chef
stealing this if nemon allows it

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Tue Mar 17, 2020 11:36 pm
by chef
early wip with a bunch of brown ground and cells from hf04

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Sun Apr 05, 2020 9:31 pm
by chef
Some Kilkreath ruins progress, bit of work on the mountain. Eastern row cut for spineinside

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Sun May 24, 2020 7:32 pm
by chef
Merged back in cells from spiney's border matching

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Mon Jun 01, 2020 6:46 pm
by chef
cleaned of the data addon which accidentally got merged, also some wip kilkreath ruins

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Sat Jun 20, 2020 2:36 pm
by chef
Cut roerich's cells

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Mon Aug 24, 2020 2:42 am
by chef
Dropping, I have too many claims and shouldn't hoard high priority ones. May return to this one day if its needed.

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [Unclaimed]

Posted: Sun Oct 11, 2020 10:27 pm
by chef
yoink

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Mon Oct 26, 2020 5:22 am
by chef
Kilkreath ruin and mountain detailing

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Mon Nov 23, 2020 9:55 pm
by chef
Falkheim detailing, ruin detailing, peak detailing, few entrances placed.

Load with Nov 20 addon or later

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Sat Dec 12, 2020 8:09 pm
by chef
Detailing in random locations, redid one of the peaks to add peak diversity, began border work with FF03.

Load with TD8 beta 1 https://discord.com/channels/2617899105 ... 2418416702

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Sat May 08, 2021 5:26 pm
by chef
Border matched with FF03. Load with TD8

Re: Falkheim/Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Fri Sep 24, 2021 5:25 am
by chef
Slowly crawling towards the finish line. Needs addon I think?

Re: Falkheim | Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Sun May 08, 2022 9:20 pm
by chef
https://github.com/cheflul/chefs-files/ ... xHF_03.ESP
Got cells back from roerich so here's an update + nightly builds

Re: Falkheim | Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Sat Jun 04, 2022 11:47 pm
by chef
Finished.

Re: Falkheim | Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Sat Jun 04, 2022 11:53 pm
by chef
Needs TD8.9 btw

Re: Falkheim | Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Fri Aug 12, 2022 2:48 pm
by mojo187
reviewing

Re: Falkheim | Kilkreath Mountains (Sky_xHf_03) [chef]

Posted: Wed Aug 31, 2022 8:50 pm
by mojo187
Clean: Clean except for some textures
Border matched: Yes, might need micro tweaks

Falkheim Region -105,30
Region: Correct
Texture seams: 1
Terrain errors: just a few
Vertex shading: good
T_Sky_Flora_GrassPod01 bleeding
T_Sky_Flora_BushLeaves5Dry_03 lifted up a bit
furn_de_rope_05 bleeding. Hid with a small rock to not to spoil the scene
T_Sky_Flora_DarkSage01 rotated a bit
T_Sky_Flora_TreeBirchBranch_02 rotated a bit
sunk a side of a road at one place

Falkheim Region -104,30
Region: Correct
Texture seams: none
Terrain errors: mostly road tweaks
Vertex shading: good
T_Sky_Flora_BushPlain1_02 bleeding a little bit
cut 2 pines that were bleeding into steep terrain
Flora_BM_holly_06 bleeding
T_Sky_TerrRockRES_RockGrp_01 moved a bit

Kilkreath Mountains Region -103,30
Region: Correct
Texture seams: 2
Terrain errors: same
Vertex shading: some smoothening
T_Sky_TerrRockRES_RockFlt_01 moved a bit
T_Sky_TerrRockRES_RockGrp_02 rotated
T_Sky_TerrRockRES_MtCliff_02 sunk a bit deeper
T_Sky_TerrRockRE_Rock_01 added to cover a seam


Kilkreath Mountains Region -102,30
Region: Correct
Texture seams: 1
Terrain errors: none
Vertex shading: same + some trees lacked shading
T_Sky_TerrRockRES_RockGrp_01 moved to cover a seam better

Feels too light on containers, pretty much 1 holly and that's it

Kilkreath Mountains Region -101,30
Region: Correct
Texture seams: none
Terrain errors: none
Vertex shading: same + some trees lacked shading
Terrain_BM_icechunk_06 bleeding
Terrain_BM_icechunk_02 x2 same, rotated
Terrain_BM_icechunk_07 deleted, bleeding. Added Terrain_BM_icechunk_05 instead
Terrain_BM_icechunk_02 rotated
Terrain_BM_icechunk_05 x2 bleeding, made smaller. 1 was under static completely
Terrain_BM_icechunk_07 bleeding as well
No containers too

Falkheim Region -105,29
Region: Correct
Texture seams: 3
Terrain errors: almost none
Vertex shading: good
T_Sky_TerrRockRES_RockGrp_03 rotated, didn't cover a seam that well
T_Dae_Uni_Dawnbreaker deleted
T_Sky_TerrRockRE_Rock_32 moved to cover a seam better
shuffled some poles and added a rock to cover a roadseam better
T_Sky_Flora_TreePine1Snow_07 made a bit bigger

Falkheim Region -104,29
Region: Correct
Texture seams: 1
Terrain errors: road tweaks near cave entrance and a few rough patches
Vertex shading: good
T_Sky_Flora_BridethSn01 bleeding
T_Sky_Flora_BridethSn03 same
T_Sky_Flora_Lizardf02 same


Kilkreath Mountains Region -103,29
Region: Correct
Texture seams:
Terrain errors: some rougher terrain, had to flatten it somewhat
Vertex shading: good
added some containers, spotted no other issues


Kilkreath Ruins -102,29
Region: Correct
Texture seams: 1
Terrain errors:
Vertex shading: some slight fixes
T_Sky_Flora_Lizardf01 bleeding
T_Sky_Flora_Snowberry01 same
T_Sky_TerrRockRES_RockGrp_04 changed for T_Sky_TerrRockRES_Rock_17 and rockgrp 02 to cover steep roadtxt
T_Sky_Flora_Snowberry01 floating
T_Nor_DngBarrow_X_SideWall_08 moved a bit to hide the seam better
T_Sky_Flora_BushPine4Snow_02 bleeding
T_Sky_Flora_Snowberry01 same

Kilkreath Mountains Region -101,29
Region: Correct
Texture seams: 2
Terrain errors: just a few
Vertex shading: good
Flora_BM_grass_06 bleeding
T_Sky_TerrRockRES_RockPky_04 added to cover a road side better
T_Sky_TerrRockRES_RockGrp_02 changed in favor of T_Sky_TerrRockRES_Rock_12
T_Sky_TerrRockRES_RockGrp_02 added to cover a seam better
*gotta check how a road side texture tile goes (if a static from another claim covers it or nah)


Falkheim Region -105,28
Region: Correct
Texture seams: 1
Terrain errors: good
Vertex shading: good
standarts made me delete two shady smugglers
T_Sky_TerrRockRES_RockSml_13 added to cover a seam
T_Glb_Flora_ReedSNWGroup_01 deleted, *should decide whether to plant the reeds around icelayer or nah
added containers

Kilkreath Mountains Region -104,28
Region: Correct
Texture seams: 2
Terrain errors: good
Vertex shading: good
T_Sky_TerrRockRES_Rock_12 added to cover a seam better on cell border
T_Sky_TerrRockRES_Rock_05 moved to cover stretched road side better
T_Sky_TerrRockRES_RockGrp_04 rotated a bit
added containers

Kilkreath Mountains Region -103,28
Region: Correct
Texture seams: 1
Terrain errors: good
Vertex shading: good
couldn't spot any other issues, added some more flora


Kilkreath Mountains Region -102,28
Region: Correct
Texture seams: 2
Terrain errors: good
Vertex shading: good
added 2 rocks to cover stretched road side
couldn't spot any other issues, added some more flora
Cave entrance culled per conversation with chef


Kilkreath Mountains Region -101,28
Region: Correct
Texture seams: 1
Terrain errors: good
Vertex shading: good
T_Sky_TerrRockRES_RockGrp_04 added
some rocks added to cover road sides as well, also sunk some paths
T_Sky_TerrRockRES_RockSnw_62 moved a bit to cover a seam


Kilkreath Mountains Region -105,27
Region: Correct
Texture seams: 0
Terrain errors: some road tweaks
Vertex shading: good
T_Sky_TerrRockRES_Rock_12 added and rotated an adjacent rockgrp to cover a roadside
T_Sky_TerrRockRES_RockGrp_04 caspering
cell has a good number of containers, only added some shrooms and static bushes

Kilkreath Mountains Region -104,27
Region: Correct
Texture seams: 1
Terrain errors: some road tweaks
Vertex shading: good
Flora_BM_grass_06 moved further from the road centre
Flora_BM_grass_03 same
Flora_BM_holly_05 bleeding
Flora_BM_holly_06 bleeding
T_Sky_Flora_DarkSage01 1 floating 1 straightened
T_Sky_Flora_Snowberry01 moved a bit, 1 bleeding, rotated a few as well
T_Sky_Flora_Lizardf01 bleeding
T_Sky_TerrRockRES_RockGrp_04 moved as well during road tweaks
a small base texture corner wasn't covered by a static

Kilkreath Mountains Region -103,27
Region: Correct
Texture seams: 0
Terrain errors: none
Vertex shading: good
T_Sky_Flora_Snowberry01 floating

Kilkreath Mountains Region -102,27
Region: Correct
Texture seams: 1
Terrain errors: road has some rough spots
Vertex shading: good
T_Sky_TerrRockRES_RockGrp_02 changed for T_Sky_TerrRockRES_Rock_20 to cover a road stretch better, added another instance as well in another place
same for T_Sky_TerrRockRES_Rock_19
T_Sky_Flora_Snowberry01 x2 bleeding
Flora_BM_holly_05 bleeding
Flora_BM_holly_06 same


Kilkreath Mountains Region -102,27
Region: Correct
Texture seams: 1
Terrain errors:
Vertex shading: good
T_Sky_Flora_TreePine1SnowLog_01 moved
T_Sky_Flora_TreePine3Snow_03 floating
No containers though


Great claim, pretty much a tutorial of mountainmaking to everyone eager

Re: Falkheim | Kilkreath Mountains (Sky_xHf_03) [chef][Merged]

Posted: Thu Dec 22, 2022 9:46 am
by Taniquetil
Merged into 12-22-22 Kilkreath Mts sectionfile