The Reach: House (Sky_iRe_DH17)[Reviewed]

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Scamp
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The Reach: House (Sky_iRe_DH17)[Reviewed]

Post by Scamp »

Reachman trader, or possibly a tradehouse altogether. This is the place outsiders will be accepted the most, if at all. At the very least players will have to prove they're trustworthy before services will be offered to them. Trader has connections to the other village on this mesa. Whether or not this is a sort of Witch-Trader dealing in magical items rather than common ware is up to you.

Number on claim map: 7
Cell: -117,12
To be found in Sky_Main.esp

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Torlof
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Post by Torlof »

Want to claim this.
Already made basic shell. Feedback about it would be welcomed, since exterior's entrance is pretty unconventional. Because of that i had to create some sort of patchwork from different walls (T_Rea_Set_I_Wall_01 and 02) in interior. Tried to hide seams between them, but dunno, if i was successful.
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Clean Sky_iRe_DH17_Torlof.ESP
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berry
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Post by berry »

Looks good to me, doesn't feel off at all. We have some more makeshifted Reachmen cells, take Haimtir temple or Bnaig matriarch house for instance.

I'm not sure about the furnace upstairs though, it looks way too heavy for the boards. It might look better downstairs, or maybe replaced as a firepit downstairs (if you cover the floor with T_Sky_TerrDirtRE01_Plane_01/T_Sky_TerrDirtBeatenP_Plane_01)

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Post by Torlof »

Yeah, you are right. It was on the first floor initially, then i thought "what about the produced smoke", completely forgetting about huge gaps between planks.
Btw, gonna make tradehouse (one trader with common wares and one with magical items) altogether - there's too much space for one merchant, unless he is kinda a big deal 8-)

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roerich
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Post by roerich »

I'd like it if you kept it to one merchant-type 'owner' and then habe the rest of the hall being used as a common room for the village. Benches, gyrrg and so on. When I think tradehouse, I think of Arille's. A merchant/tavern/common room hybrid.
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Torlof
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Post by Torlof »

There was a lounge area even in previous iteration, but it was pretty small.
Took into account your feedback and spend almost all day finishing this claim (probably need to fix placement of some objects (tomorrow, though), but everything else is complete).
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roerich
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Post by roerich »

Alright, not a full review, but some things you need to change before submitting it to review:

- Ironwood is sort of a Nord equivalent of Limeware. It should almost never be used in general, and certainly not in a Reachman int.
- T_Nor_FurnM_Bar_03 should be replaced with a poor version
- T_Nor_Silver should never be used in Reachman interiors.
- The drinks selection is too much for a remote location like this. Stick to Reachman beverages, mead and possibly ungorth.
- Reachmen aren't big readers, I would remove the books.
- T_Nor_Furn_RugBig_03 looks too pretty for a location like this, perhaps exchange it for T_Nor_Furn_RugBig_15
- The hidden Direnni stuff should probably go. IMO we should save it for the ruins proper (especially armor and weapons), except for a few exceptions. I think everyone is on board with this, but everyone also thinks their interior/exterior should be one of the few exceptions. So I have to put my foot down here, hope you understand

Now that was the bad stuff, the good stuff is that this int is looking incredibly rad. The common area/trader is extremely well done, with the kitchen and the fireplace.
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Torlof
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Post by Torlof »

Fixed all the issues, i think. Hopefully, didn't create new ones in this process of fixing. :)
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roerich
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Post by roerich »

Is this ready for review?
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Torlof
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Post by Torlof »

Think so.
Added more clutter.
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roerich
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Post by roerich »

Great. Moved to review.

Whoever reviews this needs to sink the fireplace, it's currently floating. Reachmen fireplaces always needs to be lowered a bit into the ground, same with furn_de_firepit. The more you know.
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MinerMan60101
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Post by MinerMan60101 »

Reviewing
Interior and Exterior Developer | PT, TR
How games deal with alt-tabbing
OpenMW: That's cool i can wait for hours with literally zero problems.
Bethesda games: WF(BFHC@(HFB(8g6\ [CRASH]
MGE XE: Ha I guess you don't like distant land then [CRASH]

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MinerMan60101
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Post by MinerMan60101 »

Clean: Yes
Northmarker: Set incorrectly
Lighting: Good
Illegal to Sleep Here: Set

Floaters:
T_Rea_Set_F_Fireplace_02
T_Rea_Drink_TeaGyrrg_01
T_Nor_WoodenKnife_02b - resting on an edge
T_Nor_Potion_RestoreHealth_Q
T_Rea_Cm_Shirt_03 - clothes need to be sunken
T_Nor_Var_LanternStat_01 - not resting on hook

Bleeders:
None

Other:
Unrotated the in_lava_blacksquares. Since the map is top-down, rotation doesn't do much.
furn_de_ex_stool_02 - replaced with T_Nor_FurnP_Bench_01
T_IngFood_CheeseWheelNord_01 - replaced with T_Sky_Food_CheeseWhee01
Attachments
Sky_iRe_DH17_Torlof.ESP
(25.1 KiB) Downloaded 125 times
Interior and Exterior Developer | PT, TR
How games deal with alt-tabbing
OpenMW: That's cool i can wait for hours with literally zero problems.
Bethesda games: WF(BFHC@(HFB(8g6\ [CRASH]
MGE XE: Ha I guess you don't like distant land then [CRASH]

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MinerMan60101
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Post by MinerMan60101 »

Merged with Dragonstar Section File.
Interior and Exterior Developer | PT, TR
How games deal with alt-tabbing
OpenMW: That's cool i can wait for hours with literally zero problems.
Bethesda games: WF(BFHC@(HFB(8g6\ [CRASH]
MGE XE: Ha I guess you don't like distant land then [CRASH]

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