Refurbishment Claim PC_i2-08[c0dacann0n]

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Kaiel
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Refurbishment Claim PC_i2-08[c0dacann0n]

Post by Kaiel »

This claim is to create an interior of a quality, tone, and style consistent with the other interiors created for Anvil Section. The original claim will be included in the thread. The claimant can use as much or as little of the original as they wish, whether only as inspiration or trying to fix the original, as long as a quality result is delivered.

Infragris's notes on the original interior:
This cavern suffers from multiple problems: it is enormous, very dark with no directional lights, goes very deep (possibly engine-breaking), has way too many references (+4000), and contains almost no loot. In other words, it is not a fun place for the player to visit. I'd like to rework this interior by removing some of the superfluous references, splitting the cavern up in two cells, and by adding some gameplay-related conveniences (some ambient lights, loot rewards)
NOTE: multiple enemy types are possible due to the size of the cave: smugglers/bandits on the top level, creatures on the bottom. This place is also referenced in the new Fighters Guild questline as a quest location - eliminating the bandits and fighting the prize beast that dwells in the deep is the capstone for the local questline.
The interior has been split into two cells as mentioned, and some of the references culled, but in my opinion it is still far too massive, and still too dark and empty of interesting details or reward for exploring. I would recommend a large, 2-cell cave with the upper part being smugglers/bandits and creatures on the bottom like Infragris, but a reasonable size, not supporting more smugglers than the population of a minor city.
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PC_i2-08.esp
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c0dacan0n
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Post by c0dacan0n »

Requesting to claim this!

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Kaiel
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Post by Kaiel »

Granted!

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c0dacan0n
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Post by c0dacan0n »

Submitting this for review!
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Clean PC_i2-08.esp
(96.46 KiB) Downloaded 107 times

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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: No, data addon object
Northmarker: Correct
Fits Exterior: Yes
Lighting: Good
Pathgrid: Edited

Floaters:
misc_com_wood_knife
misc_com_wood_spoon_01
T_Imp_SetGC_X_Table_01
T_Cyr_CaveGC_I_Rock_09 - caspering
T_CyrCom_Var_Bl2BandGC1
sc_elevramssty
T_CyrCom_Furn_Ch3WizEvil
T_Imp_Furn_RugBigCm_04 - the usual rule to bleed these is superceeded by it looking weird to have planks going through it (no change)
T_CyrCom_Var_Cr3BandGC2
misc_skooma_vial x2 - resting on an edge
T_CyrCom_Furn_Ch1BandGC
T_Imp_SetGC_Railing_05 - caspering
T_CyrCom_Var_Bl1MscGC1
T_Imp_Furn_Rug_03
T_Com_Var_Rope_02
in_cave_plant10 x2

Bleeders:
T_Imp_SetGC_X_DocksSteps_01
T_Com_Furn_Bedroll_01 x3 - bleeding into planks weirdly

Other:
Removed Cyrodiil_Main.esm dependency.
Pathgrid went through rocks and had other issues, did some rearrangement throughout
Deleted underwater pathgrid nodes
T_Imp_SetGC_X_DocksSteps_02 - added to a platform at the start of the cave
T_Cyr_CaveGC_Door_i01 - moved in a bit
T_CyrImp_Furn_ChS2Jewel - backwards
T_Imp_SetGC_X_DocksSteps_01 - scaled down a number of these so they line up properly
Moved some of the barrels so they rest on one high plank
T_Cyr_CaveGC_I_Stalagmite_04 - deleted, outside of interior
light_tikitorch00 - as above
furn_mist512 - the blue box is visible ingame, stuck it in a pole
Moved the stairs before the large cave forward so the pole doesn't block the stairs
Added a railings to the ends of the platforms in the big cavern
Rearranged the clutter around the gambling table so it can be walked around
PC_i2-08_note_01 - renamed PC_i2-08_Note_01
pc_i2-08_troll - renamed PC_i2-08_Troll
addamantium_helm - probably fine? There are adamantium deposits in Kvatch and Sancre Tor.
T_IngCrea_Ivory x2 - deleted, Ivory is from Mammoths which are in Skyrim, not Cyrodiil
T_Dae_Regular_Naginata_01 - this seems fine
red_512_pulse - replaced with blue coast ref 512 and moved to the center of the room
in_cave_plant10 - scaled some of these

NOTE TO MERGER: This cave's entrance is in -118, -56
Attachments
PC_i2-08.esp
(95.62 KiB) Downloaded 106 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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chef
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Post by chef »

merged

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