Marina District Sewers
Sewer area marked 75 on the following map:
The main sewer hub. Should include entrances to the other three areas.
Please use the T_Imp_DngSewers- Set
The exterior file can be found in this thread.
Always use the latest file.
Anvil Interior Claim PC_i2-Anv75[chef]
Early Abecette matching + mapped out city pre cutting into different cells
- Attachments
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- PC_i2-Anv75_Marina_Sewers.ESP
- (28.55 KiB) Downloaded 88 times
Made the connection to the garden sewers and my new unadded ext entrance, needs the newest addon
- Attachments
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- PC_i2-Anv75_Marina_Sewers_2020-06-27.ESP
- (34 KiB) Downloaded 83 times
All right, here is every sewer cell mapped out with proper grid layout and water height. The western layout in 75 isn't very pretty at the moment, just needed to measure where the entrances would be.
Needs addon.
Needs addon.
- Attachments
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- Sewer ESPs.7z
- (8.57 KiB) Downloaded 93 times
South side shell made, little bit of detailing. Made notes for door linking, should only be removed upon merging and linking.
- Attachments
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- PC_i2-Anv75_Marina_Sewers.ESP
- (46.54 KiB) Downloaded 99 times
Getting close, all potential entrances mapped out
- Attachments
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- PC_i2-Anv75_Marina_Sewers_v47.ESP
- (61.6 KiB) Downloaded 99 times
Done. Tunnels are a bit bare but not sure if they really need much
- Attachments
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- PC_i2-Anv75_Marina_Sewers_2020-07-12.ESP
- (84.03 KiB) Downloaded 98 times
- MinerMan60101
- PT Modder
- Posts: 426
- Joined: Sun Jan 29, 2017 4:55 pm
- Location: California
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]
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]
- MinerMan60101
- PT Modder
- Posts: 426
- Joined: Sun Jan 29, 2017 4:55 pm
- Location: California
Clean: No, addon objects
Northmarker: Correct
Fits exterior: Yes
Lighting: Good
Pathgrid: Edited
Floaters:
T_CyrCom_Var_Bl2Lamp - on slightle uneven surface
T_Glb_Var_SpiderWeb_11
Bleeders:
T_CyrCom_Furn_Ch1Empt - some objects can be incorrectly f'ed twice
T_CyrCom_Var_Bl1Lamps - as above
misc_com_bottle_06
Other:
pc_i2-Anv75_DeadBosmer - renamed PC_i2-Anv75_DeadBosmer
Made pathgrid not go through spider webs
The sewer tileset is great, and I think the level of clutter is good.
Northmarker: Correct
Fits exterior: Yes
Lighting: Good
Pathgrid: Edited
Floaters:
T_CyrCom_Var_Bl2Lamp - on slightle uneven surface
T_Glb_Var_SpiderWeb_11
Bleeders:
T_CyrCom_Furn_Ch1Empt - some objects can be incorrectly f'ed twice
T_CyrCom_Var_Bl1Lamps - as above
misc_com_bottle_06
Other:
pc_i2-Anv75_DeadBosmer - renamed PC_i2-Anv75_DeadBosmer
Made pathgrid not go through spider webs
The sewer tileset is great, and I think the level of clutter is good.
- Attachments
-
- PC_i2-Anv75_Marina_Sewers.ESP
- (83.27 KiB) Downloaded 92 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]
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]