Gold Coast interior Claim PC_i2-80[Reviewing][Torlof]

Claimed work is Reviewed here before being marked as Complete
Post Reply
User avatar
Kaiel
P:C Head of Interiors
Posts: 321
Joined: Thu May 10, 2018 3:03 am

Gold Coast interior Claim PC_i2-80[Reviewing][Torlof]

Post by Kaiel » Fri Nov 30, 2018 3:39 pm

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

A Reman Ruin
Please use the T_Imp_DngRuinCyr set.

Torlof
PT Modder
Posts: 128
Joined: Sun May 14, 2017 7:47 pm

Post by Torlof » Sun Jan 20, 2019 4:08 pm

Claim.

Torlof
PT Modder
Posts: 128
Joined: Sun May 14, 2017 7:47 pm

Post by Torlof » Tue Apr 23, 2019 10:53 pm

Completed shell with like a half of all non-tileset statics
Attachments
PC_i2-80_v1.ESP
(46.36 KiB) Downloaded 73 times

Torlof
PT Modder
Posts: 128
Joined: Sun May 14, 2017 7:47 pm

Post by Torlof » Sun May 12, 2019 6:23 am

Close to finish, need to clutter remaining rooms - double-height room and 3-4 smaller ones.
Attachments
PC_i2-80_v2.ESP
(88.98 KiB) Downloaded 73 times

Torlof
PT Modder
Posts: 128
Joined: Sun May 14, 2017 7:47 pm

Post by Torlof » Mon Jun 03, 2019 6:39 pm

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.
Attachments
PC_i2-80_v3.ESP
(159.29 KiB) Downloaded 64 times

User avatar
MinerMan60101
PT Modder
Posts: 364
Joined: Sun Jan 29, 2017 4:55 pm
Location: California

Post by MinerMan60101 » Fri Aug 16, 2019 1:11 am

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: BFHAFSVCKEJVHVEVVBV!UYRFQ#G&RIUVTY@oyrF(GFBIHRWF(BFHC@(HFB(8g6\ [CRASH]

User avatar
MinerMan60101
PT Modder
Posts: 364
Joined: Sun Jan 29, 2017 4:55 pm
Location: California

Post by MinerMan60101 » Fri Aug 16, 2019 11:20 pm

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
(177.63 KiB) Downloaded 46 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: BFHAFSVCKEJVHVEVVBV!UYRFQ#G&RIUVTY@oyrF(GFBIHRWF(BFHC@(HFB(8g6\ [CRASH]

Torlof
PT Modder
Posts: 128
Joined: Sun May 14, 2017 7:47 pm

Post by Torlof » Sat Aug 24, 2019 6:02 pm

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.

Torlof
PT Modder
Posts: 128
Joined: Sun May 14, 2017 7:47 pm

Post by Torlof » Fri Oct 11, 2019 2:22 pm

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.
Attachments
PC_i2-80_v4.ESP
(178.59 KiB) Downloaded 17 times

Post Reply

Return to “Reviewing”