Gold Coast Exterior: GC_01 [chef] [Anvil]
Updated file to incorporate data changes. I've plonked down some of the new houses, looks like they'll fit right in. Mind, the old windows and doors aren't yet aligned properly. The slight changes to the flat bits are a subtle improvement, but I feel like they make the set look better on the whole. Thanks, worsas.
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- Anvil_1_08.esp
- (2.42 MiB) Downloaded 335 times
Ok, things to keep in mind for the claim:
- Not all of the new assets (arcade addons and double houses) have been well-implemented. Some windows, doors, etc. are floating. Also, not all double houses have been replaced.
- Same goes for the docks: there are still a couple of large upscaled blocks that need to be replaced with the seamless set around the inner marina.
- The graveyard, which was removed from its place next tot then navy harbor, has to be recreated outside the walls.
- There's supposed to be a runestone north of town, no assets for it right now.
- Feels like a lot of houses feature too many windows, especially in the poor district. Maybe also mix it up so that one house can have different styles of window, like in Stirk.
- "Reefs" on the south side of town are half-assed.
- Compared to surroundings, the overuse of rock assets to make the cliffs feels al little over the top maybe? idk
I have spoken to infragris on discord and offered to continue on this claim next. Berry, I hope you don't mind that.
Cool, sure. I'm sorry, I had virtually no time for serious modding last month, but I can do some exteriors now. Can I claim some cells further in the landmass, like these claims #2 or #3 (probably #3 would be better, not to overlap with roerich's Thresvy)?
A first update to show my road changes. Not much has happened within Anvil itself yet, but I currently plan to extend the golden road into the city itself where it will flow into the harbor. I also consider switching the current cobbles texture for something that conflicts less with the highway texture.
I know that the buildings in Anvil have priority, but I need to work on something like this road first to warm up.
@berry: I'm sure everyone would appreciate some progress on the gold coast. Some of that area is covered in Griffs exterior showcase, that he hasn't updated in ages, though. viewtopic.php?f=66&t=497 Consider recycling some of his work.
I know that the buildings in Anvil have priority, but I need to work on something like this road first to warm up.
@berry: I'm sure everyone would appreciate some progress on the gold coast. Some of that area is covered in Griffs exterior showcase, that he hasn't updated in ages, though. viewtopic.php?f=66&t=497 Consider recycling some of his work.
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- Anvil_1_09.7z
- (638.37 KiB) Downloaded 364 times
Have an update.
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- Anvil_1_10.7z
- (14.62 MiB) Downloaded 291 times
Another update??!
Yes, it is true. In fact I have an extraordinary modding day behind myself that consisted of pursuing the unrealistic aim of finishing this whole claim or at least getting it to be ready for interior claims. I dare to say that we are 99% there. I just need to finish the main harbor now and add galleons aswell as do the graveyard outside of the city walls. Even the Dibella temple is at a mostly satisfactory state at this point.
I would like to take a small break from this claim. If anyone feels like continuing in the meantime, he shall be my guest, unless he thinks it to be a good idea to keep this locked for another month, in which case I will forcefully intervene and discard his/her progress.
Enjoy!
Yes, it is true. In fact I have an extraordinary modding day behind myself that consisted of pursuing the unrealistic aim of finishing this whole claim or at least getting it to be ready for interior claims. I dare to say that we are 99% there. I just need to finish the main harbor now and add galleons aswell as do the graveyard outside of the city walls. Even the Dibella temple is at a mostly satisfactory state at this point.
I would like to take a small break from this claim. If anyone feels like continuing in the meantime, he shall be my guest, unless he thinks it to be a good idea to keep this locked for another month, in which case I will forcefully intervene and discard his/her progress.
Enjoy!
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- Anvil_1_11.7z
- (1.09 MiB) Downloaded 337 times
I want to be worsas when I grow up.
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
- Taniquetil
- Taniquetil
Very nice. I'll update the interior designations, and if everything is fine we'll be able to open up interiors in no time.
Harbor and graveyard should be set now, except for final detailling. some wall towers don't have doors yet and I'm honestly uncertain how the interiors for those should be handled. Probably as small as possible and maybe even handled in a single claim.
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- Anvil_1_12.7z
- (1.09 MiB) Downloaded 313 times
Yes, wall towers should lead to simple, small hallways and stairs in the imperial legion set. These are meant only to reach the ramparts around the town, the defense works are otherwise solid masonry. Only exception would be the part where the wall joins up with the Navy HQ. A single claim for all these hallways was what I had in mind as well.
Interior Claims:
ATTN: these designations ate temporary, many things might still change.
1. Castle Umbanox
2. Anvil Lighthouse
Garden District
3. Principal Temple of Dibella
4. Praetorium
5. Thimistrel Manor (Colo-Nord)
6. Saint Amiel Circle
7. Benirus Manor (abandoned)
Marina District
8. Colo-Nord Noble Manor
9. Navy Officer Manor
10. Expensive Merchant
11. Expensive Alchemist & Perfumer
12. Navy Officer Manor
13. Expensive Clothier & Jeweler
14. Fighters Guild
15. The Abecette (Gambling Palace)
16. The Counts’ Arms Inn
17. Expensive Smith (Orrin)
18. Noble Manor
19. …
20. Emperor Zero Temple
21. Pawnbroker & Loan Shark (Thieves Guild)
22. Mages Guild
23. Apartment Building (expensive)
24. Apothecary
25. General Merchant
26. Apartments
27. Town House (Merchant)
28. Morvayn’s Peacemakers (smith)
29. Clothier
30. Apartments (possible shop)
31. Census & Excise Building
32. Census & Excise Building
33. Apartments (expensive, two sides)
34. Guildhall?
35. Harbormaster’s Office
36. Warehouse
37. Warehouse
38. Warehouse
Harbor District
39. East Empire Company Office
40. Apartments (poor, sailor accomodations)
41. Merchant Manor (EEC)
42. Merchant Captain Manor
43. Warehouse (Briricca Company)
44. Warehouse (Abecean Traders)
45. Kynareth Shrine
46. Warehouse (White Scarab Company)
47. Apartments (poor, sailor accomodations)
48. Silkweaver Guilhall & Silk Exchange
Canal District
49. Apartments (poor)
50. Poor Inn & Thieves Guild HQ
51. Apartments (poor)
52. Apartments (poor)
53. Apartments (poor)
54. Apartments (poor)
55. Tavern & Gambling Den
56. Apartments (poor)
57. The Flowing Bowl Inn & Brothel
58. Apartments (Drowner Cult Hideout)
59. Apartments (poor)
60. Apartments (poor)
61. Apartments (poor)
62. Apartments (poor)
63. Apartments (poor)
64. Apartments (poor)
65. Apartments (Orc scout party)
66. Apartments (poor)
67. Apartments (poor)
68. Apartments (poor)
Navy Port District
69. Defense Wall (three interiors)
70. West Navy HQ
71. Barracks
72. City Wall (many interiors)
Outside
73. Saint Naharine Circle
74. Stables & Caravan Stop (fast travel)
75. Arkay Temple
76. Noble Crypt
77. Noble Crypt
ATTN: these designations ate temporary, many things might still change.
1. Castle Umbanox
2. Anvil Lighthouse
Garden District
3. Principal Temple of Dibella
4. Praetorium
5. Thimistrel Manor (Colo-Nord)
6. Saint Amiel Circle
7. Benirus Manor (abandoned)
Marina District
8. Colo-Nord Noble Manor
9. Navy Officer Manor
10. Expensive Merchant
11. Expensive Alchemist & Perfumer
12. Navy Officer Manor
13. Expensive Clothier & Jeweler
14. Fighters Guild
15. The Abecette (Gambling Palace)
16. The Counts’ Arms Inn
17. Expensive Smith (Orrin)
18. Noble Manor
19. …
20. Emperor Zero Temple
21. Pawnbroker & Loan Shark (Thieves Guild)
22. Mages Guild
23. Apartment Building (expensive)
24. Apothecary
25. General Merchant
26. Apartments
27. Town House (Merchant)
28. Morvayn’s Peacemakers (smith)
29. Clothier
30. Apartments (possible shop)
31. Census & Excise Building
32. Census & Excise Building
33. Apartments (expensive, two sides)
34. Guildhall?
35. Harbormaster’s Office
36. Warehouse
37. Warehouse
38. Warehouse
Harbor District
39. East Empire Company Office
40. Apartments (poor, sailor accomodations)
41. Merchant Manor (EEC)
42. Merchant Captain Manor
43. Warehouse (Briricca Company)
44. Warehouse (Abecean Traders)
45. Kynareth Shrine
46. Warehouse (White Scarab Company)
47. Apartments (poor, sailor accomodations)
48. Silkweaver Guilhall & Silk Exchange
Canal District
49. Apartments (poor)
50. Poor Inn & Thieves Guild HQ
51. Apartments (poor)
52. Apartments (poor)
53. Apartments (poor)
54. Apartments (poor)
55. Tavern & Gambling Den
56. Apartments (poor)
57. The Flowing Bowl Inn & Brothel
58. Apartments (Drowner Cult Hideout)
59. Apartments (poor)
60. Apartments (poor)
61. Apartments (poor)
62. Apartments (poor)
63. Apartments (poor)
64. Apartments (poor)
65. Apartments (Orc scout party)
66. Apartments (poor)
67. Apartments (poor)
68. Apartments (poor)
Navy Port District
69. Defense Wall (three interiors)
70. West Navy HQ
71. Barracks
72. City Wall (many interiors)
Outside
73. Saint Naharine Circle
74. Stables & Caravan Stop (fast travel)
75. Arkay Temple
76. Noble Crypt
77. Noble Crypt
Completed detailling the bottom row of cells in the claim, almost exclusively seafloor. Tried my best to match it to the seafloor of adjacent areas.
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- Anvil_1_13.7z
- (1.15 MiB) Downloaded 318 times
Major update. Underwater detailling is completed except for the three columns of cells that separate the Anvil claim from the Abecean seafloor contained in the stirk file. I also assigned regions to cells and cleared names from wilderness cells.
This all said, I will drop this claim for now for someone else to finish up the land portions.
What still needs to be done is detailliing the streets of Anvil, in particular the market stalls and the properties in the garden district, aswell as creating the imperial fortresses and ruins that are currently only roughly laid-out. There are also complaints with the poor quarter that need to be addressed. The wilderness around the graveyard and the Mara shrine needs detailling, too. But with the ugly and terrible seafloor work out of the way that should be a more comfortable task now.
This all said, I will drop this claim for now for someone else to finish up the land portions.
What still needs to be done is detailliing the streets of Anvil, in particular the market stalls and the properties in the garden district, aswell as creating the imperial fortresses and ruins that are currently only roughly laid-out. There are also complaints with the poor quarter that need to be addressed. The wilderness around the graveyard and the Mara shrine needs detailling, too. But with the ugly and terrible seafloor work out of the way that should be a more comfortable task now.
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- Anvil_1_14.7z
- (1.25 MiB) Downloaded 334 times
Worsas is the hero Tamriel needs. Really, your work on this has been a blessing. I regret not being able to do a tenth of what you've gotten done with Anvil.
I have recommenced work on this area in order to fill three rows of cells of seafloor between the coast and the seafloor of the stirk release. This is the first, dirty WIP - file.
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- Anvil_1_15.7z
- (943.96 KiB) Downloaded 326 times
Well, this went quicker than expected. The seaground up to the stirk release is basically complete now. It could use 1-2 wrecks or other minor points of interest still, but for the most part it's done. Passing this back, so whoever wants can continue on this claim.
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- Anvil_1_16.7z
- (1.16 MiB) Downloaded 299 times
- Saint_Jiub
- P:C Council Member
- Posts: 448
- Joined: Sun Jan 18, 2015 5:44 pm
I'll take this over for a few days to clutter up the merchant stalls if nobody objects.
Sure. Just keep in mind the place is already a big fps hog, so be conservative in your details (gnisis-style stalls should be perfect, I think)
- Saint_Jiub
- P:C Council Member
- Posts: 448
- Joined: Sun Jan 18, 2015 5:44 pm
Imgur album: https://imgur.com/a/91GzV
Other small changes besides the market stalls: Added signage for the Fighters and Mages Guildhalls, and banners to the main gate.
EDIT: if y'all are cool I'll keep working on this, I want to add the rest of the shop signs, some lanterns/lights, and maybe a couple of banners for a start.
EDIT II: Oh shit there's a lot more merchant stalls than I realized. Nevermind, consider this more of a WIP lol.
Other small changes besides the market stalls: Added signage for the Fighters and Mages Guildhalls, and banners to the main gate.
EDIT: if y'all are cool I'll keep working on this, I want to add the rest of the shop signs, some lanterns/lights, and maybe a couple of banners for a start.
EDIT II: Oh shit there's a lot more merchant stalls than I realized. Nevermind, consider this more of a WIP lol.
- Attachments
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- Anvil_1_17.esp
- (5.13 MiB) Downloaded 326 times
- Saint_Jiub
- P:C Council Member
- Posts: 448
- Joined: Sun Jan 18, 2015 5:44 pm
Also I'm decluttering some of the other stalls a little bit - some of them have like 20+ items per merchant which seems excessive. The silverware by the clothier and alchemist is a good example, they have like 6 cups, probably close to 10 bowls, 6 or so candelabras, and 4 vases (going off memory here), plus several silverware sets. For sake of performance I'm cutting that number down.
Update on the Anvil situation: given that the city is still very large and unwieldy, I would like to propose the following edits to further cut down on superfluous interiors. Basically, these places have been selected for removal if a. it does not affect he density of the city as a whole, and b. if their interiors prove to be completely useless (i.e. we already have tons of warehouses and apartment blocks, even more are not necessary.
In addition, these edits would do away with the large villa east of Anvil, which has no real purpose in the current plans and is kind of lost over there, and will try to coalesce several of the slum homes into larger, labyrinthine flophouses which will be easier to make and more interesting than five more or less samey apartment blocks.
If nobody objects, I would like to implement these plans once Saint_Jiub has uploaded his last clutter edits.
In addition, these edits would do away with the large villa east of Anvil, which has no real purpose in the current plans and is kind of lost over there, and will try to coalesce several of the slum homes into larger, labyrinthine flophouses which will be easier to make and more interesting than five more or less samey apartment blocks.
If nobody objects, I would like to implement these plans once Saint_Jiub has uploaded his last clutter edits.
Those look like reasonable changes. I would go ahead with all of them.
Alright folks, here's the updated Anvil file. In addition to the changes listed above, I've also put some work into locations in the wilderness north of Anvil:
- Added the Lady Doomstone just north of the Navy port.
- Added a Sidri-Ashak Runestone close to where Oblivion had one, on a crossroads next to Lindasael.
- Finished rough exterior shell for the Olomachus Fort ruin
- Finished rough exterior shell for the Brinemoth Fort ruin
- Finished Brinemoth Lighthouse
- Attachments
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- Anvil_1_19.esp
- (5.1 MiB) Downloaded 315 times
Updated list of interior designations. Bolded locations are proposed changes, or places without NPC designations or proper names.
- Castle Umbranox
- Anvil Lighthouse
GARDEN DISTRICT - High Temple of Dibella
- Praetorium
- Thimistrel Manor
- Saint Amiel's Lounge/West Navy Officer's Club
- Benirus Manor [Haunted]
MARINA DISTRICT - Leschus Manor
- Bradus Manor
- Duvarre: Luxury Merchandise [General merchant]
- Bespoke Perfumes & Alchemicals [Alchemist]
- Hasi Manor
- Sard-Hand: Accoutrements [Clothier]
- Guild of Fighters
- The Abecette
- The Count's Arms Inn
- Orrin: Redguard Smithing [Smith]
- Hadrach Manor
- Guild of Painters
- Temple of the First Breath [Morihaus Cult]
- Guild of Mages
- Vinicius' House
- Kalcharius' Apartments
- Thirroth: Alchemical Remedies [Alchemist]
- Lelles: Quality Merchandis [General Merchant]
- Gogan's Apartments
- Othesarre: Pawnbroker & Loans [Pawnbroker]
- Morvayn: Peacemakers [Smith]
- Caltierra Sivus: Clothier [Clothier]
- Middle-class Apartments
- Census and Excise Office
- Census and Excsie Warehouse
- Inventius' Apartments
- Silk Exchange
- Harbormaster's Office
HARBOR DISTRICT - Navy officer Lodgings
- East Empire Company Warehouse
- Harrik Oaken-Hull's House
- East Empire Company Offices
- White Scarab Company Warehouse
- Chapel of Kynareth
- Abecean Traders Warehouse
- Lower-class Apartments
- Moneta's Lodgings
CANAL DISTRICT - Thieves Guild HQ & Inn
- Lower-class Apartments
- Flophouse
- Flophouse
- Tavern & Rat Pit Gambling Den
- Flophouse [Drowner Cult Hideout]
- The Flowing Bowl [Inn]
- Flophouse
- Lower-class Apartments
- Lower-class Apartments
- Flophouse
- Pawnbroker
- Flophouse
- Orc House
- Flophouse [Skooma Den]
NAVY YARD - Defense Wall
- West Navy HQ
- City Wall Interiors
MISC. - Caravan Stop [fast travel]
- Chapel of Arkay
- Millirius Family Crypt
- Umbranox Family Crypt
- Misc. Family Crypt
Update: added windows and door to no. 35 - Harbormaster's Office, as well as some missing doors on the castle.
I think that the shape of Anvil has been pretty much finalized with these last few updates. Someone should do another pass over the exterior for more details and stuff, but apart from that I think it would be fine to open up all interiors in the city.
I think that the shape of Anvil has been pretty much finalized with these last few updates. Someone should do another pass over the exterior for more details and stuff, but apart from that I think it would be fine to open up all interiors in the city.
- Attachments
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- Anvil_1_20.esp
- (5.11 MiB) Downloaded 280 times
- Iskuss1418
- PT Reviewer
- Posts: 221
- Joined: Tue Nov 29, 2016 1:57 am
Beta Comments:
Spoiler
Stair's to high to climb easily. I get stuck at the base.(Aleist3r fixed the collision.)
t_imp_setanv_x_stairs_01
meshes\pc\x\_PC_Ex_Anv_Stairs_01.nif
Stained glass window Z-fighting? in Openmw from a distance.
Anvil_1_20.esp
t_imp_setchapel_x_windibella_01
PC_Q7_Anvil_Temple
-120, -57
-976717, -416747, 921
meshes\pc\x\pc_ex_cpl_window_di.nif
Can't climb stairs bad collision. I need momentum otherwise I can't get up at all.(Aleist3r fixed collision.)
t_imp_setanv_x_stairs_03
meshes\pc\c\PC_Ex_Anv_Stairs_03.nif
Floating Crates and Barrels.
Anvil_1_20.esp
PC_P7_Anvil_Middle Class (Whitespace in ID name)
-121, -55
-986365, -449433, 448
Imp Cart 2 Causes 100% fps drop in Openmw. Goes down to < 1 on a gaming computer. (These are also in Stirk, and make people in Tes3mp not want to go there cause of the frame drop.)
t_imp_set_cart_02
PC_P7_Anvil_Main Gate_Guilds (Whitespace in ID name)
-120, -55
-977202, -446248, 513
meshes\pc\f\PC_Furn_Ex_Cart_02.NIF
Also, there's a floating cart nearby the market
Anvil_1_20.esp
PC_Q7_Anvil_Upper Class (Whitespace in ID name)
-120, -56
t_imp_setanv_x_stairs_01
meshes\pc\x\_PC_Ex_Anv_Stairs_01.nif
Stained glass window Z-fighting? in Openmw from a distance.
Anvil_1_20.esp
t_imp_setchapel_x_windibella_01
PC_Q7_Anvil_Temple
-120, -57
-976717, -416747, 921
meshes\pc\x\pc_ex_cpl_window_di.nif
Can't climb stairs bad collision. I need momentum otherwise I can't get up at all.(Aleist3r fixed collision.)
t_imp_setanv_x_stairs_03
meshes\pc\c\PC_Ex_Anv_Stairs_03.nif
Floating Crates and Barrels.
Anvil_1_20.esp
PC_P7_Anvil_Middle Class (Whitespace in ID name)
-121, -55
-986365, -449433, 448
Imp Cart 2 Causes 100% fps drop in Openmw. Goes down to < 1 on a gaming computer. (These are also in Stirk, and make people in Tes3mp not want to go there cause of the frame drop.)
t_imp_set_cart_02
PC_P7_Anvil_Main Gate_Guilds (Whitespace in ID name)
-120, -55
-977202, -446248, 513
meshes\pc\f\PC_Furn_Ex_Cart_02.NIF
Also, there's a floating cart nearby the market
Anvil_1_20.esp
PC_Q7_Anvil_Upper Class (Whitespace in ID name)
-120, -56
Last edited by Iskuss1418 on Tue Jan 30, 2018 1:15 am, edited 1 time in total.
Claimed for a little while to align this with the latest data update.
EDIT: I'll have a look at those betacomments too while I'm at it.
EDIT: I'll have a look at those betacomments too while I'm at it.
Updated to Data 05. Also improved on the Navy dockyard and HQ, and added shells for the locations north of Anvil (along with a lot of minor improvements and bugfixes).
- Attachments
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- PC_xGC_01_130_Anvil.esp
- (5.1 MiB) Downloaded 378 times
Claiming again for a second. Going to see if the warehouse exteriors can be adjusted a bit.