Reach Barrow (Sky_iRe21_Barrow) [Vern][Reviewed]

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Jani
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Reach Barrow (Sky_iRe21_Barrow) [Vern][Reviewed]

Post by Jani » Mon Jul 08, 2019 6:32 pm

Ruvheide Barrow, an ancient Nordic burial site, which is currently occupied by a specialized gang of Breton grave robbers. Hired by an eccentric Wayrest collector, they're searching for an ancient High Rock artifact brought back to Skyrim during one of the many High Rock raids of the First Era.

Exterior coordinates: -99,6,

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Vern
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Post by Vern » Fri Aug 16, 2019 3:34 am

Claiming

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roerich
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Post by roerich » Fri Aug 16, 2019 4:24 am

Granting!

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Vern
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Post by Vern » Fri Aug 23, 2019 4:40 pm

Wip
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Sky_iRe21_Barrow.ESP
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Vern
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Post by Vern » Mon Nov 11, 2019 3:19 am

Want to say 90% done (obvious absences like northmarker and pathrgrid aside) looking for some clutter suggestions since I'm not sure if this is too empty at the momment.
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Vern
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Post by Vern » Fri Nov 22, 2019 6:31 am

Submitting for review

Possibly needs more clutter, but I'm operating off it already having been looted before the Thieves got there, with them offering the player a quest to find the key or some of magical way in. Reward being the vault contents sans the sword which they want. (represented by a nedic one).
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Sky_iRe21_Barrow.ESP
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Fürst Thal
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Post by Fürst Thal » Sat Nov 23, 2019 1:48 am

Reviewing.

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Fürst Thal
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Post by Fürst Thal » Wed Nov 27, 2019 12:34 pm

Clean: Yes.
Lightning: Good.
Northmarker: Good.
Pathgrid: Good.

Floaters:

T_Nor_DngBarrow_F_UrnBroken_02: Floated a tiny bit.
T_Nor_Var_BasketWood_01: Floated a bit.
T_Glb_Var_SkeletonHandL_01: Bones don't need to be 100% perfectly rotated but this one wasn't at all.
T_Glb_Var_SkeletonArmR_01: Floated a bit.
T_Glb_Var_SkeletonArmL_01: Floated a bit.
T_Glb_Var_SkeletonFootR_01: Floated severly.
T_Glb_Var_SkeletonPelvis_01: Floated very severly.
furn_bone_skull_01: Floated.
T_Com_Var_BottleBroken_02: Floated.
T_Com_Var_CandleWhite03_128: Floated.
furn_bone_skull_01: Floated.
T_Glb_Var_SkeletonCattleSkul_01: Floated.
T_Nor_DngBarrow_F_UrnBroken_02: Floated.
T_Nor_DngBarrow_F_UrnSmall_01: Floated and bleeded.
T_Rea_Drink_LiquorAeli_01: Floated.
T_Rea_Shaker_01: Floated a bit.
light_com_lantern_01_128. Floated.
light_com_lantern_01_77: Floated.
T_Nor_DngBarrow_F_UrnBroken_01: Floated.
sc_elementalburstfrost: Floated.
T_Nor_Guard_GauntletR_01: Floated.
T_SkyNor_DngBarr_U2Empty: Floated.
T_SkyNor_DngBarr_U2Potio: Floated.
dwemer_satchel00: Floated.
T_Glb_Var_SkeletonLegL_01: Floated.
T_Glb_Var_SkeletonForearmL_01: Floated.
T_Glb_Var_SkeletonFootL_01: Floated.
T_Glb_Var_SkeletonHandL_01. Floated.
probe_bent: Floated in the middle of the room.
T_SkyNor_DngBarr_U2G: Floated.
T_Nor_SilverGoblet_01: Floated.
T_SkyNor_DngBarr_U2Empty: Floated.
T_SkyNor_DngBarr_U1Jewel: Floated.
T_Nor_SilverPlate_02: Floated.
T_Nor_SilverVase_01: Floated.
T_Nor_DngBarrow_F_UrnSmall_01: Floated.

Bleeders:

T_SkyCom_Var_Bl1Empty: Bleeded a bit.
T_SkyCom_Var_Sk3Food: Sunken way too hard.

Others:

Set door teleports.
Added some weebs.

Note:

The big door needs its own key in connection the the quest that is going to happen there.
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Sky_iRe21_Barrow_Reviewed.ESP
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chef
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Post by chef » Fri Apr 24, 2020 1:22 am

merged

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