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,
Ruvheide Barrow (Sky_iRe21_Barrow) [Vern][Reviewed]
Claiming
Granting!
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
- Taniquetil
- Taniquetil
Wip
- Attachments
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- Sky_iRe21_Barrow.ESP
- (10.35 KiB) Downloaded 135 times
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.
- Attachments
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- Sky_iRe21_Barrow.ESP
- (27.27 KiB) Downloaded 82 times
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).
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).
- Attachments
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- Sky_iRe21_Barrow.ESP
- (31.56 KiB) Downloaded 78 times
- Fürst Thal
- PT Modder
- Posts: 185
- Joined: Mon Jan 29, 2018 1:46 pm
Reviewing.
- Fürst Thal
- PT Modder
- Posts: 185
- Joined: Mon Jan 29, 2018 1:46 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.
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.
- Attachments
-
- Sky_iRe21_Barrow_Reviewed.ESP
- (31.9 KiB) Downloaded 87 times