Markarth: Argonian Brewer (Sky_iRe_Mk27) [Iskuss1418][reviewed]

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roerich
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Markarth: Argonian Brewer (Sky_iRe_Mk27) [Iskuss1418][reviewed]

Post by roerich »

Home of a critically acclaimed Argonian brewer, supplying the royal court among others. The spacious basement is used for brewing beer and mead. The basement should have beds for 1-2 workers.

T_Nor_FurnM & T_Imp_FurnSky.

Location number 27 on Markarth claim map 4:

Image

The exterior can be found here (use the latest file)
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Iskuss1418
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Post by Iskuss1418 »

I'll give this one a shot. Claiming. Btw, this image is outdated and it was a little difficult to find the right house since many points of references were removed or changed. I did find it though.

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roerich
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Post by roerich »

Grant!

And yes, sorry. There has been made a lot of changes and the maps should be updated when the final layout is in place.
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Iskuss1418
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Post by Iskuss1418 »

Sorry, I haven't had a lot of motivation lately, but here's the progress so far. It's pretty far along though.
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Sky_iRe_Mk27.ESP
In progress file
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Post by Iskuss1418 »

Finished and ready for review!
(I wasn't able to find exterior again after Markarth changes, so Northmarker and windows will have to be set by the merger.)
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Sky_iRe_Mk27.ESP
10-1-2019 - Finished and ready for review
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Vern
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Post by Vern »

reviewing

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Post by Vern »

Pausing review for claimant to address concerns.

Name:Sky_iRe_Mk27
Clean: Yes
Lighting: Too bright and dull, adjusted
Northmarker: NA
Fits exterior: Yes
Pathgrid: No
Illegal to Sleep Here: Yes, correct
Gridsnap: Good
Shell: T_Nor_SetMarkarth_X_House_04

Bleeders:

Floaters:

Other:

Review note The house needs to be two stories rather than just one, with proper separation between the living areas and buisness areas to reflect the residents status
Moreover the use of Ironwood is questionable, especially as this is not the home of Nord nobility or even someone exceptionally wealthy. Should be brought down a class to regular nord wood or silver for the majority. (A few decorative pieces are fine as per standard)
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Name: Sky_iRe_Mk27 Cellar
Lighting: Too bright and dull, adjusted
Northmarker: NA
Fits exterior: Yes
Pathgrid: No, added
Illegal to Sleep Here: Yes, correct
Gridsnap: Good
tile-set: replaced the modular pieces in the main brewery with pre-fab and lowered the roof in the storage to match

Bleeders:

Floaters:

Other:
removed a few barrels from the wrack (visual variety)
replaced T_Com_Furn_Bedroll_01 with T_Com_Furn_BedStraw_01 x2
removed aprox 200+ T_IngFood_Wheat_01 There should never be that many objects so close together, that is what statics and containers are for.
removed grindstone, no apparent use in a brewery. (Grind stones are for sharpening blades, not crushing grain)
added mist over the coal pile (dust)
added a collision wall over the plank steps (just to be sure)
Attachments
Sky_iRe_Mk27 reviewed.ESP
(60.71 KiB) Downloaded 112 times

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chef
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Post by chef »

merged with MK section

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Iskuss1418
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Post by Iskuss1418 »

Did you check your edits in-game? There's some new errors created, such as the trap door leading out of the cellar being above the ceiling, and the ceiling sets don't match in the cellar, they use different woods and don't join together, as well as z-fighting on the ceiling where they meet the walls. The collision mesh actually made the plank steps impassable when before it was fine, and the lighting seems too dark imo, fit for a cave or abandoned building, but is there a standard light setting for Markarth ints because I based mine on a reviewed int?

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Vern
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Post by Vern »

Never touched the doors so no idea what happened there, In regards to the sets that is an asset bug and I treated it as such rather than using twice the number of pieces for the same job, file a bug report at your leisure. As to being "too dark" that was partially to hide the aforementioned texture bug (in the event in remains unfixed) and the fact cellars without natural light tend to be pitch black in my experience, feel free to lighten if you think otherwise.

I will cop to the collision mesh, I only half tested that with an NPC having difficulty passing it prior to adding it and then passing to you.

Edit: Wait WTF why was this merged?

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Iskuss1418
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Post by Iskuss1418 »

Ok cool, so I'll just ignore the set errors because its outside the scope of what I'm doing. I'll finish up the upper levels when I can. This weekend I should have some time to work on it.

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Post by Iskuss1418 »

Sorry for the long time delay. I am almost finished with this one but just posting the work-in-progress so you know I'm working on it again. Just a few more hours of work and it should be done :)
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Sky_iRe_Mk27_10-8-20.ESP
2020-10-08
(78.79 KiB) Downloaded 99 times

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Tristior
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Post by Tristior »

Discussed with Iskuss and will finish in review.

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roerich
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Post by roerich »

This should just get finished normally and then reviewed.
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Post by roerich »

Whoops, forgot about this.

Finished.
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Sky_iRe_Mk27_2022-02-08.ESP
(64.33 KiB) Downloaded 25 times
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
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Post by Tristior »

Reviewing.

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Post by Tristior »

MK27
Clean: yes
Lighting: good, reduced sunlight values
Northmarker: present
Fits exterior: yes-ish (remove western door from ext, add stairs to allow access to eastern balcony)
Pathgrid: no, added
Illegal to sleep here: yes, good

Floaters:

Bleeders:

Misc.:
- changed T_Nor_Set_DoorCellarEx_01 for T_Nor_Set_TrapDoor_
- adjusted Blacksquares, added T_Nor_SetMarkarth_I_House_04 above int
- changed doorway/door to match exterior
- lowered T_Nor_SetMarkarth_I_Stairs_04a
- lowered, adjusted walls

MK27 Cellar
Clean: yes
Lighting: good, reduced sunlight values
Northmarker: present
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: yes, good

Floaters:

Bleeders:

Misc.:
- changed T_Nor_Set_DoorCellarEx_01 for T_Nor_Set_TrapDoor_
- adjusted Blacksquares
- adjusted shelving
- lowered stairs
Attachments
Sky_iRe_Mk27 reviewed.ESP
(58.79 KiB) Downloaded 19 times

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Rakanishu
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Post by Rakanishu »

Merged

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