Markarth: City Walls (Sky_iRe_Mk42) [Tristior][Reviewed]
Markarth: City Walls (Sky_iRe_Mk42) [Tristior][Reviewed]
City walls and towers of Markarth Side. Go light on cluttering and keep the design simple. I.e. I don't see the need to use the full tower ints every time. For inspiration on how to set this up, see the Anvil city wall claim. Some of the larger towers can have guard quarters.Unlocked.
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
- Taniquetil
- Taniquetil
Haven't cleaned this. Not much actual work has been done, but I've set it up and done a couple shells so I'm backing it up.
- Attachments
-
- Sky_iRe_MK42_v1.ESP
- (35 KiB) Downloaded 55 times
Update. Did some more shells.
- Attachments
-
- Sky_iRe_MK42_v2.ESP
- (42.32 KiB) Downloaded 57 times
Update. Finished shells.
- Attachments
-
- Sky_iRe_MK42_v3.ESP
- (49.11 KiB) Downloaded 62 times
Alright, I'll claim this. Time to (almost) finish Markarth.
Ready for review. I kept the city walls and notes about door placement in the file for the benefit of the merger.
- Attachments
-
- Sky_iRe_MK42_v4.ESP
- (127.49 KiB) Downloaded 38 times
Clean: yes
Lighting: seems fine
Northmarker: present, correct
Fits exterior: yes
Pathgrid: no, added
Illegal to sleep here: yes, good
Starting from centre, then clockwise
Tower 1
Tower 2
Floaters:
- T_SkyCom_Var_Cr9Wpn2
Tower 3
Floaters:
- T_SkyCom_Var_Cr2Arrow
- T_SkyCom_Var_Cr9Wpn1
Tower 4
Floaters:
- T_Nor_SetCastle2_I_TowerRnBt_02
- T_SkyCom_Var_Cr2Wpn1
Tower 5
Tower 6
Floaters:
- T_SkyCom_Var_Bl3CodSalt
Tower 7
Floaters:
- T_SkyCom_Var_Sk3Grain
- steel war axe
- steel longsword
- steel war axe
- steel war axe
Tower 8
Tower 9
Tower 10
Tower 11
Tower 12
Tower 13
Floaters:
- long bow
Tower 14
Floaters:
- T_Nor_Iron_WarAxe_01
Tower 15
Tower 16
Tower 17
Bleeders:
- Iron Long Spear
- T_Nor_Wood_Shield_01
Floaters:
- T_SkyCom_Var_Bl2CodSalt
Tower 18
Tower 19
Bleeders:
- Iron Long Spear
Tower 20
Floaters:
- T_Nor_FurnM_Bench_01
Bleeders:
- T_SkyCom_Var_Cr8Tool
Tower 21
Floaters:
- T_SkyCom_Var_Cr9Dri
Tower 22
Tower 23
Floaters:
- steel war axe
- iron arrow
- T_Nor_Wood_Shield_02
- Iron Long Spear
Tower 24
Tower 25
Floaters:
- T_Nor_Iron_Seax_01
- T_SkyCom_Var_Sk2Salt
- Iron Long Spear
Tower 26
Lighting: seems fine
Northmarker: present, correct
Fits exterior: yes
Pathgrid: no, added
Illegal to sleep here: yes, good
Starting from centre, then clockwise
Tower 1
Tower 2
Floaters:
- T_SkyCom_Var_Cr9Wpn2
Tower 3
Floaters:
- T_SkyCom_Var_Cr2Arrow
- T_SkyCom_Var_Cr9Wpn1
Tower 4
Floaters:
- T_Nor_SetCastle2_I_TowerRnBt_02
- T_SkyCom_Var_Cr2Wpn1
Tower 5
Tower 6
Floaters:
- T_SkyCom_Var_Bl3CodSalt
Tower 7
Floaters:
- T_SkyCom_Var_Sk3Grain
- steel war axe
- steel longsword
- steel war axe
- steel war axe
Tower 8
Tower 9
Tower 10
Tower 11
Tower 12
Tower 13
Floaters:
- long bow
Tower 14
Floaters:
- T_Nor_Iron_WarAxe_01
Tower 15
Tower 16
Tower 17
Bleeders:
- Iron Long Spear
- T_Nor_Wood_Shield_01
Floaters:
- T_SkyCom_Var_Bl2CodSalt
Tower 18
Tower 19
Bleeders:
- Iron Long Spear
Tower 20
Floaters:
- T_Nor_FurnM_Bench_01
Bleeders:
- T_SkyCom_Var_Cr8Tool
Tower 21
Floaters:
- T_SkyCom_Var_Cr9Dri
Tower 22
Tower 23
Floaters:
- steel war axe
- iron arrow
- T_Nor_Wood_Shield_02
- Iron Long Spear
Tower 24
Tower 25
Floaters:
- T_Nor_Iron_Seax_01
- T_SkyCom_Var_Sk2Salt
- Iron Long Spear
Tower 26
- Attachments
-
- Sky_iRe_MK42 REVIEWED.ESP
- (141.92 KiB) Downloaded 30 times
Belay merging.
This is 1600 refs (still 1300 after deleting the exterior walls) and requires breaking up into multiple cells for performance, then secondary review.
This is 1600 refs (still 1300 after deleting the exterior walls) and requires breaking up into multiple cells for performance, then secondary review.
Breaking and re-reviewng
DO NOT MERGE UNTIL REREVIEWED
I am submitting this for re-review, not merge
During the course of edits I had to break this a further third time to seperate the gatehouse from the city walls (the castle sets lack of proper pieces making the gatehouse ref count bloated) and several other changes will require another review to check for errors. Below is my log for use by secondary reviewer.
Name: Sky_iRe_MK42, renamed Sky_iRe_MK42 City Walls after split
Clean: " yes", forgot to delete the temp note.
Lighting: lots of greenlight from torches so replaced them with tiki lamps (dont be fooled by the name, they match the iron the doors use) which were able to be moved further from the walls so had less greenlight, added fog (the lamps and braziers are smoky)
Northmarker: correct
Fits exterior: Yes
Pathgrid: a lot of excess nodes and overlapping paths
Illegal to Sleep Here: Yes, correct
Gridsnap: NA
Bleeders:
Floaters:
Other:
added dripping water sound to the flooded tower
replaced iron spears with nordic iron spears
added markarth banners to large towers
added bunks to the large towers
-----------------------------------------------------------------------------------------------------
Name: Sky_iRe_MK42 Castle Walls
Lighting: copied settings over from the cities (post adjustment), replaced torches and added more lamps. Also added fog
Northmarker: copied from the other cell, still correct
Fits exterior: yes
Pathgrid: NA, pathgrids cant be copied so had to make a new one.
Illegal to Sleep Here: As with the base, correct
Gridsnap: NA
Bleeders:
Floaters:
Other:
added bunks to the large towers
added a forge to the armory tower
replaced iron spears with nordic iron spears
deleted a door from the large tower near the gate facing the city side as it would compromise the castles defences if the city walls were taken.
-----------------------------------------------------------------------------------------------------
Name: Sky_iRe_MK42 Gatehouses
Lighting: these were pretty underlit despite being the towers which had the most guards living initally living in them so added extra lamps along with the replaced torches, also added fog.
Northmarker: copied from the other cell, still correct
Fits exterior: yes
Pathgrid: NA, pathgrids cant be copied so had to make a new one.
Illegal to Sleep Here: As with the base, correct
Gridsnap: moved to 32
Bleeders:
Floaters:
Other:
added bunks to the other gatehouse
Note, initially wasn't going to split this off, until I did a test which found the gate houses accounted for 300 refs to themselves. So rather than only 100 free refs to add to the city walls, there was an extra 400 to improve performance/be used for later clutter additions.
I am submitting this for re-review, not merge
During the course of edits I had to break this a further third time to seperate the gatehouse from the city walls (the castle sets lack of proper pieces making the gatehouse ref count bloated) and several other changes will require another review to check for errors. Below is my log for use by secondary reviewer.
Name: Sky_iRe_MK42, renamed Sky_iRe_MK42 City Walls after split
Clean: " yes", forgot to delete the temp note.
Lighting: lots of greenlight from torches so replaced them with tiki lamps (dont be fooled by the name, they match the iron the doors use) which were able to be moved further from the walls so had less greenlight, added fog (the lamps and braziers are smoky)
Northmarker: correct
Fits exterior: Yes
Pathgrid: a lot of excess nodes and overlapping paths
Illegal to Sleep Here: Yes, correct
Gridsnap: NA
Bleeders:
Floaters:
Other:
added dripping water sound to the flooded tower
replaced iron spears with nordic iron spears
added markarth banners to large towers
added bunks to the large towers
-----------------------------------------------------------------------------------------------------
Name: Sky_iRe_MK42 Castle Walls
Lighting: copied settings over from the cities (post adjustment), replaced torches and added more lamps. Also added fog
Northmarker: copied from the other cell, still correct
Fits exterior: yes
Pathgrid: NA, pathgrids cant be copied so had to make a new one.
Illegal to Sleep Here: As with the base, correct
Gridsnap: NA
Bleeders:
Floaters:
Other:
added bunks to the large towers
added a forge to the armory tower
replaced iron spears with nordic iron spears
deleted a door from the large tower near the gate facing the city side as it would compromise the castles defences if the city walls were taken.
-----------------------------------------------------------------------------------------------------
Name: Sky_iRe_MK42 Gatehouses
Lighting: these were pretty underlit despite being the towers which had the most guards living initally living in them so added extra lamps along with the replaced torches, also added fog.
Northmarker: copied from the other cell, still correct
Fits exterior: yes
Pathgrid: NA, pathgrids cant be copied so had to make a new one.
Illegal to Sleep Here: As with the base, correct
Gridsnap: moved to 32
Bleeders:
Floaters:
Other:
added bunks to the other gatehouse
Note, initially wasn't going to split this off, until I did a test which found the gate houses accounted for 300 refs to themselves. So rather than only 100 free refs to add to the city walls, there was an extra 400 to improve performance/be used for later clutter additions.
- Attachments
-
- Sky_iRe_MK42.ESP
- (122.16 KiB) Downloaded 28 times
Re-review complete!
Sky_iRe_MK42 Gatehouses
Clean: yes
Lighting: good
Northmarker: present, correct
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: yes, good
Floaters:
Bleeders:
- T_Nor_Iron_Spear_01
Misc:
- T_Nor_SetCastle2_I_Pillar_02 z-fighting
- T_Nor_SetCastle2_I_ArchHalf_01 z-fighting x4
- T_Nor_SetCastle2_I_Stair_01 z-fighting (not fixed, issue with the model)
Sky_iRe_MK42 City Walls
Clean: yes
Lighting: good
Northmarker: present, correct
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: yes, good
Floaters:
Bleeders:
- T_Nor_Iron_Spear_01
Misc:
Sky_iRe_MK42 Castle Walls
Clean: yes
Lighting: good
Northmarker: present, correct
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: yes, good
Floaters:
Bleeders:
- T_Nor_Iron_Spear_01
Misc:
Sky_iRe_MK42 Gatehouses
Clean: yes
Lighting: good
Northmarker: present, correct
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: yes, good
Floaters:
Bleeders:
- T_Nor_Iron_Spear_01
Misc:
- T_Nor_SetCastle2_I_Pillar_02 z-fighting
- T_Nor_SetCastle2_I_ArchHalf_01 z-fighting x4
- T_Nor_SetCastle2_I_Stair_01 z-fighting (not fixed, issue with the model)
Sky_iRe_MK42 City Walls
Clean: yes
Lighting: good
Northmarker: present, correct
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: yes, good
Floaters:
Bleeders:
- T_Nor_Iron_Spear_01
Misc:
Sky_iRe_MK42 Castle Walls
Clean: yes
Lighting: good
Northmarker: present, correct
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: yes, good
Floaters:
Bleeders:
- T_Nor_Iron_Spear_01
Misc:
- Attachments
-
- Sky_iRe_MK42.ESP
- (121.84 KiB) Downloaded 11 times