[PRIORITY][CAUTION] Gold Coast interior Claim PC_i2-80[Reviewed][Torlof]

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Kaiel
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[PRIORITY][CAUTION] Gold Coast interior Claim PC_i2-80[Reviewed][Torlof]

Post by Kaiel »

Reman Ruin Eumaeus
Exterior Location #1 on this map:
Image

A Reman Ruin
Please use the T_Imp_DngRuinCyr set.

Torlof
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Post by Torlof »

Claim.

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Post by Torlof »

Completed shell with like a half of all non-tileset statics
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Post by Torlof »

Close to finish, need to clutter remaining rooms - double-height room and 3-4 smaller ones.
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Post by Torlof »

Finally done it. It ended up being way bigger than i was imagining.

I have some ideas about NPCing of this dungeon and a quest that might start here. Going to write about them in a separate post some time later.
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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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Post by MinerMan60101 »

Clean:
Northmarker:
Lighting:
Fits Exterior:
Pathgrid:

Floaters:
T_Com_Iron_Broadsword_01
T_Imp_Furn_RugBigCm_01 - rugs with tassels need to be bled, and this one bleeds into the door while it's open
T_Imp_DngRuinCyr_Braz02_off - caspering, scaled down.
T_Imp_DngRuinCyr_Braz02_128 - as above

Bleeders:
T_Imp_DngRuin_DoorIn_01 - moved forward in doorframe so it wouldn't bleed into the arch when open Scratch that, that will be fixed on the asset side. Torlof or I will undo this.
T_Com_Var_RopeStraight_01 - bleeding through painting

Other:
T_Imp_Set_Shrine_Saint_brk_01 - rotated slot forward
In_Lava_Blacksquares don't work in interiors with water, since they show up as black squares above the water.
Split off the part of the claim that uses the water to its own cell, and deleted its blacksquares.


Pausing the review so that Torlof can make some changes
Attachments
PC_i2-80.esp
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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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Post by Torlof »

In need of an update.
Still to do:
1. need to replace stairs and railing to appropriate
2. minor stuff in main hall
3. minor detailing in one particular part of the dungeon
4. write up NPC plans and quest idea i had when making it.

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Post by Torlof »

Updated.
Changes:
1. renamed PC_i2-80_Sewer to Reservoir;
2. replaced stairs and railings from legion ones to dng_cyr;
3. added more clutter to one empty corner in mainhall.

So, in regards to NPCing: when making it, i thought that it's going to be populated only by undead and made up some small backstory about an amateur necromancer that got killed off by one of his creations after unsuccessful raising. To go with it, added a small book with text and cluttered one part of the main hall appropriately. If NPCer decides it's good enough to leave, he can add his corpse somewhere nearby.

The quest idea was about locating the stuff that was keeped in the fortress and got moved with the soldiers after it was decided to abandon it completely in 2nd era. Rough idea, but there's an empty note, a command, decree to abandon the fort (don't know how to writeofficial stuff like this), and one looted room where the goods were stored; second room is completely unlooted.
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Post by Torlof »

Updated (posting wip in case I disappear again). File is dirty.
Changes:
1. finally resolved issue with cistern/reservoir/whatever after moving it to a new cell with barracks;
2. started replacing furniture with (relatively) new reman stuff;
3. some more clutter all over the place.
What I still need to do is to replace the remaining furniture, change layout according to some new ideas I got -- want to make deeper part more maze-like and add a couple more officer rooms.

Btw, sorry for dropping off the face of the earth earlier this year. I'm planning to hopefully finish refurbishing this int in a week or two.
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Post by Torlof »

Another update. My PC is acting up, so I'm gonna post them updates frequently, just in case.
Changes:
1. improved, added clutter and fixed errors in the first few rooms (I made them when I just started learning the tileset, and it showed);
2. added more clutter in second cell.

Dirty and messy still.
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Post by Torlof »

Another one. File is dirty.
Slowly getting there, should be done in a week or so.
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Post by Torlof »

Unfortunately, was kinda busy this week, so couldn't finish it in the timeframe I set for myself (tried to learn barrow tileset for a bit also). It's really close though, penultimate update.
Stuff left to do:
-more detailing in mess hall;
-few more beds in one empty area in barracks;
-playtest, find and fix mistakes;
-adjust pathgrid.
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PC_i2-80_v8.ESP
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Post by Torlof »

Finished, finally. It can be reviewed now. Load with the latest addon and Anvil file (used static doors and chests from chef's claim).
You can put quest boss anywhere you want, but I was thinking it should be in the barracks cell. It's locked, too.

Also, I had an idea about one non-journal mini quest. Where you find a note in which someone orders Eumaeus' commander to move treasures from the vault (yeah, there are two vault like rooms, one of which is accordingly looted) to some other location. On the road to the location described in the order you find maybe two chests half-buried in the ground.
There's a placeholder note but without text. You can delete it if you want.
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PC_i2-80_v12.ESP
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Kaiel
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Post by Kaiel »

Reviewing

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Post by Denis418 »

Reviewing.

Posting WIP review file. Only one of the three interiors is reviewed.

Name: PC_i2-80 – has more than 1600 refs, to be cut in two.
Clean: Yes, has lot’s of custom things.
Esm dependencies: Ok
Northmarker:
Light: Ok
Illegal to sleep here: No, correct.
Gridsnap: There were major gaps in the ceiling of the shrines room. Fixed it by scaling the ceiling pieces up.
Pathgrid:
Fits exterior:
Floaters:
• 4 x T_Imp_DngRuin_F_Barrel_01
• T_Imp_ColClayPlate_02
• T_Glb_Var_Skeleton06
• misc_com_bucket_01
• T_Com_Iron_Tanto_01
• furn_com_p_bench_01
• 2 x T_Imp_DngRuin_F_WoodPlank_01
• T_Cyr_Flora_DryadSad03
• T_Com_Steel_Helm_Open_01
• steel club
• T_Imp_ColClayBottle_01
Bleeders:
• 2 x T_CyrCom_Var_Bl2Empty
• 3 x T_Imp_DngRuin_F_Barrel_01
• T_Imp_Var_CoffinWithered_01
• T_Imp_DngRuin_F_Shelf_01 – scaled it down and rearranged clutter on top.
• T_Imp_DngRuin_F_Tapestry_01 – placed it on an opposite wall.
• misc_com_bottle_12
• T_Imp_SilverWareCup_03
• 6 x T_Cyr_FloraGC_Shrub_01
• p_restore_endurance_s
• T_Com_Furn_Bedroll_01
Adjusted:
• 12 x T_Imp_DngRuin_F_Tapestry_01
• 2 x T_Imp_DngRuin_F_Tapestry_02
• 3 x T_Cyr_Flora_Wispstalk01
• T_Imp_DngRuin_F_Tapestry_03
• T_Imp_ColClayCup_01
• 5 x T_Imp_DngRuin_DoorIn_01 – it’s best to place these at the edge of the doorjamb in the direction it opens. Otherwise, the bleeding is too severe when the door is opened.
• T_Com_BrokenBottle_05
• T_Glb_Var_SkeletonForearmL_01
• misc_com_bottle_06
• misc_com_metal_plate_05
• T_Com_Book_Ruin_04
• T_Com_ClothRag_02
• T_CyrCom_Var_Sk3Empty
• T_CyrCom_Var_Sk2Empty
• T_CyrCom_Var_Sk2Rice
• misc_com_bottle_10
• T_Imp_ColClayPlate_01
• T_Imp_DngRuin_F_WoodPlank_01
• T_Imp_DngRuin_F_Barrel_01
• Furn_Uni_Spearholder_01
• misc_com_bottle_06
• T_Com_Furn_Bedroll_01
• furn_com_p_bench_01
• misc_com_wood_cup_01
• T_Imp_DngRuin_F_ScrapWood_03
• Misc_Uni_Pillow_02
• 3 x steel arrow
• T_Imp_SetGC_X_Stool_01
• common_glove_left_01
• T_Imp_DngRuin_F_ScrapWood_03
• T_Imp_DngRuin_F_Barrel_01
• T_Imp_Legion_X_Grille_01
• PC_i2-80_Door
• T_Imp_DngRuin_F_Barrel_01
• misc_imp_silverware_plate_01
• 4 x T_Com_Book_Ruin_02
• T_Imp_Drum_04
• T_Com_Var_LampEmpty_01
• T_Glb_Var_SpiderWeb_03a
• T_Imp_DngRuin_F_WoodBeam_01
• light_com_candle_07_77
• T_Glb_Var_SpiderWeb_04b
• furn_imp_flagpole_01
• 2 x T_Imp_LegionCyr_F_Planter_01
Rescaled miscs:
• T_Imp_ColClayBottle_01
• 6 x steel arrows
• T_Com_ClothRag_02
• 2 x sc_paper plain
Other:
• Removed akul.
• Replaced deprecated static broken bottles with misc ones.
• Placed T_Imp_DngRuin_F_Bench_01 near the campfire.
• PC_i2-80_Notebook has: [This reads/looks like a notebook of a necromancer-beginner: you find excerpts from Corpse Preparation here and there, impressions after first, mostly unsuccessful experiments and his thoughts about where he should look for the fresh supply of corpses next.] <- removed “reads”; rephrased “necromancer-beginner” to “beginning necromancer”.
• Added p_restore_health_s to the necromancer’s shelf.
• Removed 7 x T_Glb_Var_Blood_01 (it would’ve weather away).
• Replaced Wolfsblood wine with Sour Wine.
• Placed T_IngCrea_BezoarStone_01 in a copper pot as a secret loot.
• Replaced Aliyew with T_Com_Potion_Shield_S.
• Placed T_Glb_Var_Skeleton05 in a hay pile, so the floating limbs won’t be so obvious.
• Moved T_Com_WoodPlate_c01 to a bedroll to make it more visible.
• Unique cell door?
• Placed T_Glb_Var_CollisionBox_01 to block access to a dead-end door.
• Replaced akul with cheap restore fatigue potion.
• Replaced wolfsblood wine with quality fortify agility potion.
• Moved T_Imp_DngRuin_F_Barrel_01 on the floor.
• Replaced wolfsblood wine with cure poison potion.
• Removed paintings cause they would’ve not survived.
• Replaced T_Imp_Drink_WineFreeEstat_01 with exclusive fortify personality.
• Replaced flin with p_restore_health_q.
• Replaced T_Imp_Furn_Planter_02 with Furn_Com_Planter scaled down.
• Removed T_Com_BookendRich_01.
• Replaced T_Imp_Scrollcase_01 with T_Imp_Scrollcase_02.
• Removed PC_i2-80_Note (it has no icon) and placed a dev marker with Torlof’s quest suggestion.
• Moved T_CyrImp_Furn_ChS2G025 and some other items from under the collapsed cupboard so the player could reach it, locked the chest with 30. Moved T_Imp_DngRuin_F_Barrel_01 from the top of the cupboard.
• Removed two candles.
• Added T_Imp_DngRuinCyr_X_Rubble_01 to cover the caspering bottom of the overturned brazier.
• Replaced 2 x PC_i2-78_ChestDrink with T_CyrImp_DngRuin_Ch2Arm and T_CyrImp_DngRuin_Ch1Coi.
Attachments
PC_Eumaeus.ESP
(238.47 KiB) Downloaded 8 times
There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment.
The one who fears is not made perfect in love. 1 John 4:18

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Post by Denis418 »

Divided the biggest cell in two. Renamed every cell to:
For Eumaeus, Main Area
For Eumaeus, Inner Cells
For Eumaeus, Barracks
For Eumaeus, Vault


Cleaned WIP esp. 2 cells of review remain.
Attachments
PC_Eumaeus WIP Cleaned.esp
(238.36 KiB) Downloaded 12 times
There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment.
The one who fears is not made perfect in love. 1 John 4:18

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Post by Denis418 »

Posting the rest of the review. It's ready for merge now

Name: For Eumaeus, Main Area
Clean: Yes, has lot’s of custom things.
Esm dependencies: Ok
Northmarker: Ok
Light: Ok
Illegal to sleep here: No, correct.
Gridsnap: Ok
Pathgrid: Added, because this interior was copied into a new cell.
Fits exterior: Ok
Other:
* Placed 2 x T_Imp_DngRuinCyr_I_RoomPllr_01 horisontally to create a step for NPC to reach the shrine platforms. Covered its ends with debris.
* Replaced light_com_torch_01_128 with torch_128 (unlit one).

Name: For Eumaeus, Inner Cells (still has more than 1000 refs, I’m afraid. And somewhat lags on my laptop when looked in the middle of the cell)
Northmarker: Ok
Light: Upped ambient to 30
Illegal to sleep here: No, correct.
Gridsnap: Ok
Pathgrid: Removed 1/3 of the nodes.
Fits exterior: Ok
Other:
* Made the door behind a cave-in a unique object PC_i2_EumaeusBlockedDoor with the blocked door script attached, because the PC could’ve opened it into the void.

Name: For Eumaeus, Barracks
Northmarker: Ok
Light: Upped ambient to 30
Illegal to sleep here: No, correct.
Gridsnap: Ok
Pathgrid: Reduced the number of nodes.
Fits exterior: Ok
Floaters:
• 2 x T_Com_BookendRich_01 – removed them
Bleeders:
• T_Imp_DngRuin_F_Barrel_01
• T_Imp_DngRuinCyr_X_Rubble_03
• T_Imp_DngRuin_F_Chair_01
Adjusted:
• T_Imp_DngRuinCyr_X_Rubble_02
• T_Cyr_Flora_Wispstalk01
• T_Cyr_Flora_CairnBol03
• 4 x T_Imp_DngRuin_F_Tapestry_01
• flora_bc_moss_07
• 3 x T_Imp_DngRuin_DoorIn_01
• T_Com_Book_Ruin_03
• repair_journeyman_01
• empty sack on the bunk
• T_Imp_DngRuin_F_Barrel_01
• T_Imp_ColClayCup_01
• T_Cyr_Flora_DryadSad04 and placed another copy.
• T_Bk_LamentForPelinalTR
Rescaled miscs:
• misc_com_bucket_01
• 2 x T_Com_ClothRag_02
Replaced:
• misc_com_bottle_02 with misc_com_bottle_14_float.
• Deprecated broken bottles.
• T_Imp_Drink_CiderAliyew_01 with fortify strength.
• Colovian battlewine with T_Imp_Drink_WineSour.
• 2 x akuls with 2 restore fatigue potions.
• T_Imp_Cm_ShirtColWest_03 with common pants.
Other:
• T_Imp_DngRuinCyr_Braz01_128 was floating in the void between walls.
• Upturned bk_LegendaryScourge so it won’t show its Morrowind cover.
• Locked the officer’s room with 40 and put a trap curse strength on the door.
• Culled two candles.
• Moved T_Com_Var_RopeClothes_03.

Name: For Eumaeus, Vault
Northmarker: Ok
Light: Upped ambient to 30
Illegal to sleep here: No, correct.
Gridsnap: Ok
Pathgrid: Deleted 1/3 of the nodes.
Fits exterior: Ok
Floaters:
• T_Imp_DngRuinCyr_Braz01_128
Bleeders:
• 3 x T_Imp_DngRuin_F_Barrel_01
Adjusted:
• 15 x T_Imp_DngRuin_F_Tapestry_02
• 4 x T_Cyr_Flora_DryadSad03
• T_Imp_DngRuinCyr_X_Rubble_02
• 4 x T_Imp_DngRuin_DoorIn_01
• 2 x T_Imp_DngRuin_F_ScrapWood_02
• 6 x Furn_Uni_Weaponrack_01
• T_Com_Iron_Tanto_04
• Misc_Com_Bucket_Metal
• T_Com_Soap_01
• T_Imp_DngRuin_F_Barrel_01
• T_Imp_DngRuin_F_SideTable_01
• T_Imp_DngRuinCyr_I_RoomWall_03
• T_Imp_DngRuinCyr_X_Rubble_02
• 3 x T_Imp_Furn_CoatoFarmsCyr_03
• T_Imp_DngRuinCyr_X_Rubble_01
Rescaled miscs:
• 2 x T_Com_ClothRag_02
• T_Com_ClothRag_01
Replaced:
• Static coal piles with container ones. Added T_Com_Furn_Scorch_01 scorch marks underneath.
• 2 x light_com_lamp_01_77 with 2 x T_Com_Var_LampEmpty_01.
• T_Imp_Drink_WineWolfsbl_01 with fortify personality.
• 3 x light_com_lamp_02_128 with 3 x T_Com_Var_LampEmpty_01.
Other:
• Locked T_CyrImp_DngRuin_Ch1Wpn with 45.
• Locked T_CyrImp_Furn_ChS2Gem with 50.
• Added PC_i2_Eumaeus_ShieldHelm (“Reman Helm of Stronghold”) – Reman Legion Helmet with protector_en constant magic effect (10 points of shield). Placed it on a piece of furniture in the inaccessible room behind a cave-in. A reward for telekinesis users. Could be tied with the archaeology quest that’s supposed to happen here (Scavaging Eumaeus). Stats: AR 19, Health 200, Price 1580. Added a dev note about it.
• Used furn_imp_stoneblock_01 to cover a caspering gap in the collapsed room. Placed spider web there. Placed a debris pile. Locked the entrance door with the vault key.
• Removed T_Imp_Et_HatColNorth_05.
• Renamed PC_i2-80_Key1 to PC_i2_EumaeusVaultKey and placed it on top of the coins on a barrel to make it more visible.
• Renamed PC-i2_Eumaeus_BarracksKey1 to PC_i2_Eumaeus_BarracksKey1.
• Locked 2 x T_CyrImp_DngRuin_Ch1Coi with 50 using the vault key.
• Removed T_Imp_DngRuinCyr_I_RoomWall_03 from the void.

I have some suggestions for the Scavenging Eumaeus quest that takes place here.
Attachments
PC_Eumaeus Reviewed.esp
(237.79 KiB) Downloaded 13 times
There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment.
The one who fears is not made perfect in love. 1 John 4:18

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Taniquetil
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Post by Taniquetil »

Merged into Anvil v111
A far green country, under a swift sunrise
she/her

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