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The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Mon Apr 04, 2016 11:13 am
by worsas
A major Direnni Fortress at -109, 8.

The exterior file can be found here: viewtopic.php?f=125&t=340" onclick="window.open(this.href);return false;

[hsimg=]https://dl.dropboxusercontent.com/u/223 ... _claim.jpg[/hsimg]

The fortified holding of a Direnni lord, close to the border of the Direnni Hegemony.
This claim should cover the Barracks and Servant quarters marked B in the screenshot.

Re: The Reach - Direnni Ruin 02-B

Posted: Sat Apr 16, 2016 12:53 pm
by Luxray
Claim. I'd quite like to build a ruin with my afternoon

Re: The Reach - Direnni Ruin 02-B[Luxray]

Posted: Sun Apr 17, 2016 2:10 pm
by roerich
Vingardium Grantiosa

Re: The Reach - Direnni Ruin 02-B[Luxray]

Posted: Wed May 11, 2016 2:14 pm
by Luxray
Having a bit of trickiness with this direnni set,

Pic 1: relative tower floor layout relative to the dome (reasonable size I would suggest)

[hsimg=]http://i.imgur.com/wqHfvjB.png[/hsimg]

Pic 2: I'm having to double up on stairs, just to get the next floor level above where the walls and ceiling are for the previous floor.

[hsimg=]http://i.imgur.com/NjIDuJU.png[/hsimg]

Is there some better way to make transition between levels so this doesn't end up overwhelmingly huge? Underground, it doesn't matter so much, but for these above-ground ruin parts, it is a bit tricky.
Advice please :)

Re: The Reach - Direnni Ruin 02-B[Luxray]

Posted: Wed May 11, 2016 4:40 pm
by worsas
Maybe it would be best to make the dome accessible via a trapdoor here. I need to create a different doorway that allows you to get there via the regular loaddoor.

Re: The Reach - Direnni Ruin 02-B[Luxray]

Posted: Wed May 11, 2016 9:40 pm
by Luxray
I might just extend the floorplan sidelong by 1 tile. The issue is that the towers are 2-3 floors high plus dome on top, so stairs are necessary some place. I might just have to bite the bullet and upsize slightly. I'll make a shell up tomorrow and post the file for discussion.

Re: The Reach - Direnni Ruin 02-B[Luxray]

Posted: Wed May 11, 2016 10:07 pm
by roerich
Another solution could be to remove the floor on that mesh. Something that would be useful for me as well.

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Thu Jun 16, 2016 11:31 pm
by Luxray
Finally doing this now that the dome issue is fixed (and i worked out a floor plan that actually suited the ruin and pleased me) -- file in the next few days!

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Sun Jun 19, 2016 12:45 pm
by Luxray
Here's the shell. I wildly underestimated how big these were in the past, file now reflects the real size of these towers.

I think it'd be best to build the 3 towers first, and then connect them at the end with berry's underground section. I'll probably claim the other 2 after this one unless someone else wants to have a crack.
sky_int_direnniruin_02B.ESP
(31.83 KiB) Downloaded 135 times

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Sun Jun 19, 2016 2:03 pm
by worsas
This shell is a great asset for any future direnni ruin. Should save many people a lot of effort.

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Sun Jun 19, 2016 2:21 pm
by roerich
Indeed! Great stuff. I might have a go at one of the other towers, but I'd use your shell for sure.

Remember to include the window panels on the side.

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Sun Jun 19, 2016 2:30 pm
by Luxray
Yes I spotted that and fixed it already ^_^

Edit: I updated the file to the fixed version.

[hsimg=]http://i.imgur.com/7NzjygU.jpg[/hsimg]

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Wed Jun 29, 2016 1:50 pm
by Luxray
Nearly done, have an update
sky_int_direnniruin_02B.ESP
(39.3 KiB) Downloaded 168 times

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Thu Jun 30, 2016 10:21 am
by worsas
Nice to see some progress here. You should maybe add bigger lightbulbs to the ceiling lamps in the top level. And maybe add a couple of the empty direnni lanterns to the barracks quarters. The direnni soldiers will have needed some kind of lightsource in their days.

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Thu Jun 30, 2016 11:32 am
by roerich
This is looking excellent so far.

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Thu Jun 30, 2016 7:21 pm
by Luxray
Good ideas worsas, there needs to be more lightstands and misc objects for sure.

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Thu Jun 30, 2016 9:17 pm
by roerich
That mess hall with the tables and windows really feels great. Add some more webs and it will surely look like it's been abandoned for eras.

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Fri Jul 01, 2016 1:17 pm
by Luxray
Here's a much improved design, stealing roerich's ideas for more interesting details. Much happier with how this is looking now.

Feel free to suggest any further needed additions, as well as ideas for sound design in these Direnni ruins, as I have noticed they are quite quiet, without an opportunity to add obvious soundmarkers.
sky_int_direnniruin_02B.ESP
(50.99 KiB) Downloaded 142 times
[hsimg=]https://i.imgur.com/bbaA8Jy.jpg[/hsimg]

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Fri Jul 01, 2016 1:34 pm
by roerich
Steal away, this is getting better and better. I suppose this has been locked off until the player picks the lock?

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Fri Jul 01, 2016 2:09 pm
by Luxray
I don't know what sort of lock levels we should apply to various bits, can easily be adjusted later on I guess, or if you have ideas, shout out.

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Fri Jul 01, 2016 5:36 pm
by roerich
I'd like to see one or two towers being abandoned since the Direnni left and with high locks on exterior doors. The remaining one(s) should have some sort of enemy squatting in them. This int would be one of the abandoned ones. For enemies here we could either go with undead and Daedra, or we could go another route and have them completely abandoned (save for a few rats perhaps). The real challenge here would be the locks. I think having a few dungeons like this would be a memorable experience, with the eerie atmosphere these interiors can have.

Another thing - I'm not sure this int should have a Magus Console. I didn't picture these as being in every dome, but perhaps one in every fortress or something like that. IMO it would be better suited for the Mage tower here. Elfstone doesn't have one, but that's because the Nords smashed it to pieces after taking the keep. Can't have dangerous Elf magic around your throne. Worsas made these though, so perhaps he has a better picture of their use.

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Fri Jul 01, 2016 11:31 pm
by Luxray
I thought I read that the idea was to have a magus console in every dome, like some kind of network. But if it needs removing, just say and it can surely be replaced with something else.

Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Posted: Sat Mar 25, 2017 2:48 pm
by Luxray
Finished, ready for you to merge with the Mirilstaren underground berry
sky_int_direnniruin_02B.ESP
(55.79 KiB) Downloaded 169 times