Refurbishment Claim PC_i2-23[Reviewed][chef]

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Kaiel
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Refurbishment Claim PC_i2-23[Reviewed][chef]

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:
PC_i2-23 Vitta Barrow
Large, multi-chamber barrow with maze-like, twisting passages. Contains a dead adventurer.
NOTE: very nice, but also very dark. Not a lot of reward for investigating.
NOTE: contains a note that doesn't really fit the barrow aesthetic or time period. I would like to remove or rewrite this.
NOTE: Barrow enemies.
I propose some of the layout be somewhat more rationalized(Right now a large section is a grid of very similar rectangular rooms randomly connected), Oblivion was derided for its nonsensical dungeon layouts for a reason. Additionally, sorting out the clutter so that barrow-appropriate items are featured and anachronistic ones aren't would also be good in my opinion(not sure how much that affects the int overall at this time).
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PC_i2-23.esp
(132.1 KiB) Downloaded 139 times

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chef
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Post by chef »

claim'n

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chef
P:C Head of Exteriors
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Post by chef »

wip file, changed the layout of the barrow while keeping the main points of interest, changed the labyrinth section to have more graves/indents.
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PC_i2-23 v2.esp
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chef
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Post by chef »

Ready for re-review. The end room past the pit has a key for a hard chest full of loot in the labyrinth, and the dead adventurer is closer to the entrance and no longer has a cursed gold dagger, if you would rather have the dead adventurer gone completely then go ahead and delete him.
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PC_i2-23_v3.esp
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chef
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Post by chef »

Made the mummy holding a key into a container (pc_i2-23_Mummy). Named Teptopratha by Infragris on discord.
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PC_i2-23_v3.1.esp
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MinerMan60101
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Post by MinerMan60101 »

Re-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: Good
Fits Exterior: Yes
Lighting: Good
Pathgrid: Edited

Floaters:
T_Imp_DngColBarrow_I_Ceil_03 - caspering

Bleeders:
T_Imp_ColBarrowGoblet_01 x3 - raised and f'ed these
T_Glb_Var_Skeleton01

Other:
Moved the northmarker above the blacksquares so it's immediately clear where the door is
Removed pathgrid nodes around the platform in the big room, actors can't actually move that way
PC_i2-23_Dead_01 - someone more knowledgeable should look at this one
PC_i2-23_White_718 - added T_ScObj_WindowLight, the new window light script to this
T_Cyr_TerrRockGC_Rock_03 - this is poorly UV mapped
Added more in_lava_blacksquares

This was an amazing barrow! Great job making the ingame map look good.
Attachments
PC_i2-23.esp
(100.02 KiB) Downloaded 101 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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Kaiel
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Post by Kaiel »

Merged

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