Refurbishment Claim PC_i2-16: Valsar[Reviewed][chef]

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Kaiel
P:C Head of Interiors
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Refurbishment Claim PC_i2-16: Valsar[Reviewed][chef]

Post by Kaiel » Tue Oct 29, 2019 1:15 pm

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.
16. Valsar
In life, Valsar was a tomb/burial complex, now it has been taken over by a Valenwood-native Bosmer necromancer. Can play into the border problems metanarrative. Part of a MG-quest chain about rooting out illegal necromancers.
a. Alathril( Bosmer, m, necromancer): Necromancer that has crossed the border from Valenwood and taken residence in the burial chambers.
b. Undead
Current interior was made while lacking many assets and would do better imo with less/no com furniture and instead repurposed ayleid furniture. Make it look more like this guy has moved in to an Ayleid ruin and used what was there than lugged in tons of wooden furniture.
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PC_i2-16.esp
(13.29 KiB) Downloaded 32 times

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chef
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Post by chef » Tue Oct 29, 2019 10:47 pm

turbo claim

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Kaiel
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Post by Kaiel » Wed Oct 30, 2019 1:26 am

granted

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chef
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Post by chef » Sun Nov 03, 2019 6:27 am

Got a medium sized dungeon shell here
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PC_i2-16 Valsar.esp
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chef
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Post by chef » Sun Nov 10, 2019 11:17 pm

Putting up for review, not sure if the pit area has enough, but hopefully when enemies are added it will be fine. For some reason the key doesn't work. Will need a second pass for loot when we get some weapons.
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PC_i2-16 Valsar v2.esp
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MinerMan60101
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Post by MinerMan60101 » Fri May 15, 2020 4:53 pm

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 » Fri May 15, 2020 5:57 pm

Clean: Yes
Northmarker: Correct
Fits exterior: Yes
Lighting: Good
Pathgrid: Edited

Floaters:
T_Ayl_DngRuin_F_Bed_01d - lowered
T_Ayl_DngRuin_DoorLightfix_01
T_Cyr_TerrRockGC_Rock_07 - caspering on other side
T_Ayl_DngRuin_I_RoomCol_01 - floating slightly

Bleeders:
None

Other:
The yellow lines between pathgrid nodes are about the size of actors' collision boxes, so make sure these don't go through objects.
Deleted and moved some nodes for the above reason, fixed a missed connection. Also decreased node density in one spot.
T_Ayl_DngRuin_I_Doorframe_01 - replaced with T_Ayl_DngRuin_I_Doorframe_02 so the player can get a cool view while going down the stairs
T_Ayl_DngRuin_DoorIronDbl_01 - locked, since otherwise you could literally walk around the locked door otherwise.
T_Ayl_DngRuin_F_Bed_01d - I missed these for Garlas Malatar. I guess I'm grabbing PC_Anvil next.

Great interior! I'm definitely inspired by the use of the tileset.
Attachments
PC_i2-16 Valsar v2.esp
(69.19 KiB) Downloaded 11 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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chef
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Posts: 542
Joined: Sat Jul 07, 2018 3:48 pm
Location: Canada

Post by chef » Wed Jun 03, 2020 1:47 am

merged

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