Refurbishment Claim PC_i2-26: Garlas Agea[c0dacan0n]

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Kaiel
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Refurbishment Claim PC_i2-26: Garlas Agea[c0dacan0n]

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.
26. Garlas Agea
Garlas Agea was home to the most prominent Sorceror-King on the Gold Coast, and the de facto “capitol” of the Ayleid in the area. It served as a sort of Arcane High Palace.

a. Welkynd Spirits
b. Aurorans and other daedra
c. Redeemed Servants
The current implementation copies the Oblivion layout, and falls into the common trope of half-smuggler filled Ayleid ruins. It's vastly underwhelming and was made at a time when we lacked many of the assets we have now. I think this is one of the locations where a complete redo would work best. A truly grand Arcane High Palace/ capital of the Gold Coast is imo a must for this location.
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PC_i2-26.esp
(38.26 KiB) Downloaded 30 times

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c0dacan0n
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Post by c0dacan0n »

Requesting to claim this interior

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c0dacan0n
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Post by c0dacan0n »

development on this has been a mess but finally, here is a nearly finished WIP for Garlas Agea
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Clean PC_i2-26 garlas agea 1.9.esp
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c0dacan0n
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Post by c0dacan0n »

Submitting Garlas Agea for review!
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Clean PC_i2-26 garlas agea 2.2.esp
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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, Cyrodiil_Main.esm
Northmarkers: One incorrect
Fits Exterior: No
Lighting: Good
Pathgrids: Edited

Floaters:
T_CyrCom_Var_Cr1Empty - your effort to rotate this was in vain sadly
T_Ayl_Hook_01 x9 - these have octagonal parts which aren't aligned so that the flat part is down
T_Ayl_Knife_01 x7 - as above
T_Ayl_Goblet_01 - as above
T_Ayl_DngRuin_GasProxOff
dwarven warhammer - no point in rotating a placeholder, left as is
dwarven mace - as above
Misc_SoulGem_Petty
Misc_SoulGem_Lesser
T_Ayl_DngRuin_F_Lantern_02 x3
T_Glb_Var_SkeletonFootL_01
T_Glb_Var_SkeletonShinL_01
T_Glb_Var_SkeletonForearmR_01 - resting on a point
furn_bone_rib_01 - as above
T_Glb_Var_SkeletonHandL_01 - as above
BM nordic silver shortsword - as above
T_Com_SkeletonHandL_01 - as above
Misc_SoulGem_Petty x2 - as above
T_Glb_Var_Skeleton07 - made this rest better
T_CyrAyl_DngRuin_Ch1Pos
T_Ayl_Scrollcase_01 x2
T_Ayl_DngRuin_Welkynd01_64 x4
T_Ayl_DngRuin_I_Lightfix_03
T_Ayl_ClayJar_02 x2 - needs rotation
T_Ayl_ClayJar_01 - as above
T_Ayl_ClayPot_02 - as above
T_Ayl_ClayPot_01 - as above
T_Glb_Var_SkeletonPlane_01 x9 - caspering
ingred_diamond_01
ingred_Dae_cursed_diamond_01
T_Ayl_DngRuin_DoorLightfix_01 x6

Bleeders:
DoorMarker
T_Sc_MapCountyAnvilPC - some objects can be incorrectly f'ed twice
T_CyrCom_Var_Sk2FoodGC - bleeding weirdly
T_Glb_Var_SkeletonPelvis_01
T_EnSc_Ayl_LoreArmor2
T_EnSc_Ayl_Wisdom2
T_Ayl_Scrollcase_01 x4
T_Ayl_ClayCup_01
T_Ayl_DngRuin_I_PitStairs_01 x2 - z-fighting
T_Ayl_DngRuin_I_WideHCat_01 - deleted, bleeding with another catacomb piece. While not techically noticeable ingame, this architecture would still be impossible
T_Ayl_DngRuin_I_WelkyndClst_01
T_EnSc_Ayl_Wisdom2
T_Ayl_DngRuin_I_RubblePile_02 - bleeds into lamp doors when they open
T_Ayl_DngRuin_I_Lightfix_01 - stuck further into wall
T_Ayl_DngRuin_I_Lightfix_01 x2 - overlapping with door frame

Other:
Added a spiral staircase entrance to Cul
Moved the rubble out of the way of the door from Cul to Aransel, so the player doesn't get the wrong idea about being able to open it and can access it better
Capitalized unique object IDs
T_Ayl_DngRuin_LightWelkynd_512 - replaced with T_Ayl_DngRuin_LightVarla_512
Added some in_lava_blacksquares around some makeshifting
dwarven shortsword - a placeholder for an Ayleid shortsword
dwarven war axe - as above
T_Scobj_pc_i2-26_floatscroll - renamed PC_i2-26_FloatScroll_sc
T_Ayl_DngRuin_I_FlrRaisCen_01 - rotated so the texture wouldn't line up with adjacent pieces
Unrotated no-model lights.
daedric battle axe - Up in one of the catacombs, so the player already has to work for it. It's far enough into the dungeon as well.
T_Ayl_DngRuin_I_Lightfix_01 x4 - mispositioned
Added a few pathgrid links in the large room in Nagaseli
Removed pathgrid connections that went too far or through objects
Added more nodes to the hallways of Aransel
Removed the extra pathgrid from the cut original entrance to the interior
Reduced node density occasionally
Lowered floating nodes
My advice here is to always make the pathgrid last, just as I always review the pathgrid last so that all of your changes are taken into account.

The interior juts out of the exterior mountain dramatically and needs the following changes or something similar, either by c0da or myself:
1. The interior tower needs to be taller, maybe one or two 'blocks'
2. Nagaseli needs to be moved so that it's completely below the central tower, maybe with stairs and halls that go around 180 degrees
3. Dorhame's entrance should be rotated clockwise a bit, then nedic stand's counterclockwise by 90 degrees
4. Aransel needs to be shifted so it's inside of the mountain

---I worked with c0da in PMs to help fix the exterior alignment with the following changes:
Moved Nagaseli to the bottom and added stairs and a corner to the entrance
Added a corner to the entrance of Nedic Stand
Moved the doors of the remaining three offshoots
Extended the tower interior
Probably more
---The interior now only sticks out slightly from the exterior in a few places

Moved the large rectangular room in Malatu Mallari so it wouldn't intersect with Dorhame
T_Ayl_DngRuin_I_WideHCat_01 x2 - same interior, moved these two to a different part as they intersected with other interiors
Moved the fireplace in Cita as it was blocking the new entrance to Nagaseli
Edited the pathgrid again to account for the new changes

The tower set is so cool, I'm glad you got some modellers to make it. Thanks for helping make it fit the exterior.
Attachments
PC_i2-26_Garlas_Agea_Final.esp
(258.73 KiB) Downloaded 1 time
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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