Midkarth Cave (Sky_iRe_Mid23) [Batkan][Reviewed]
Midkarth Cave (Sky_iRe_Mid23) [Batkan][Reviewed]
Cave occupied by bandits keeping a low profile due to the nearby fort, have the upper levels appear more natural and the bandit hideout hidden.I would like to claim this plz
I made basic layout but dunno if its ok. I would really appreciate if someone takes quick look and give some feedback before i start detailing with rocks etc. This is my first attempt of dungeon so any comments are greatly appreciated. Thx!
I think it's fine. Make sure to study some of the existing caves in the The Reach for stylistic consistency, mushrooms, glowing lichen etc.
yes, i will do that. Thank you
Ok i think its finished. I am not really satisfied but i am out of ideas.
If someone can give some suggestions or advices would be great but if not its up for review.
If someone can give some suggestions or advices would be great but if not its up for review.
Judging from objects used in this cave, this should either be made a designated reachmen cave or it needs to be reworked to use T_Nor_Set_Docks - objects or the objects found under T_Sky_Cave_I_ for wooden constructions. The Orc Cushions are a big no-go. Did you see them used in other caverns?
Goat pelts or Aeli drinks are also more or less a reachmen or orc-specific thing and should be an exception in regular places.
The cave itself looks alright in the CS. But it's always difficult to get a good idea without an ingame test. I'll try to remember to have a look tomorrow. I would say some places could use a few more rocks spread around. The cave system under Karthwasten could be a good reference.
Also, some places look so tight that I doubt they can be navigated by players or npcs, thinking about the narrow passage next to the reachmen shelter.
Edit: The living spaces have got some nice cluttering, even if I'm not sure the choice of objects is adequate.
Goat pelts or Aeli drinks are also more or less a reachmen or orc-specific thing and should be an exception in regular places.
The cave itself looks alright in the CS. But it's always difficult to get a good idea without an ingame test. I'll try to remember to have a look tomorrow. I would say some places could use a few more rocks spread around. The cave system under Karthwasten could be a good reference.
Also, some places look so tight that I doubt they can be navigated by players or npcs, thinking about the narrow passage next to the reachmen shelter.
Edit: The living spaces have got some nice cluttering, even if I'm not sure the choice of objects is adequate.
Thx for comments and suggestions! Well i did see Orc cushions in other cave that i dont think has anything with orcs, i will replace them. Same with wooden constructions. I though Reach constructions is ok for region not specifly reachmen. Will replace.
About tight spaces dunno about NPCS but player can move there easly. i playtested few times, walked everywhere back and forward.
Thx for your time and i will update
About tight spaces dunno about NPCS but player can move there easly. i playtested few times, walked everywhere back and forward.
Thx for your time and i will update
Last edited by Fran on Thu Nov 05, 2020 12:19 am, edited 1 time in total.
Looks fine. Let us know when you think the claim is ready for review.
Yes i think its up for review. I am clueless how to improve or what to add
Reviewing.
Clean: yes
Lighting: good
Northmarker: present, incorrect (fixed)
Fits exterior: yes
Pathgrid: remade due to shell issues
Illegal to sleep here: no, good
IMPORTANT: int was not gridsnapped with many gaps, had to remake shell
Floaters:
- T_Nor_Furs_03
- T_Nor_Cm_Belt_04
- T_SkyNor_Furn_Ch1Fur
- T_Com_Tankard_01
- iron club
- T_Com_SetFarm_Box_01
- T_Com_Tankard_01
- T_Com_Furn_Bedroll_01
- misc_com_bottle_06
- misc_com_bottle_15
- T_Nor_Cm_Pants_04
- misc_com_bottle_11
- T_Nor_Huntsman_Bow_01
- T_Sky_Flora_LichenCav01
Bleeders:
- T_Nor_Set_Tent_01
- T_Sky_TerrRockRE_Rock_02
- Light_Com_Candle_01
- BM Bear Helmet
- T_Nor_SilverPlate_02
- T_Nor_SilverVase_02
- T_Nor_SilverGoblet_01
- T_Nor_SilverVase_02
- Misc_Com_Bottle_08
- misc_com_bottle_02
- T_Com_Var_BarrelSkyBroken_01
- T_Nor_FurnP_Stool_03
Misc.:
- replaced deprecated objects
- added dirt and orange_128_01_d to instances of mushrooms
- added rocks to improve accessibility
Lighting: good
Northmarker: present, incorrect (fixed)
Fits exterior: yes
Pathgrid: remade due to shell issues
Illegal to sleep here: no, good
IMPORTANT: int was not gridsnapped with many gaps, had to remake shell
Floaters:
- T_Nor_Furs_03
- T_Nor_Cm_Belt_04
- T_SkyNor_Furn_Ch1Fur
- T_Com_Tankard_01
- iron club
- T_Com_SetFarm_Box_01
- T_Com_Tankard_01
- T_Com_Furn_Bedroll_01
- misc_com_bottle_06
- misc_com_bottle_15
- T_Nor_Cm_Pants_04
- misc_com_bottle_11
- T_Nor_Huntsman_Bow_01
- T_Sky_Flora_LichenCav01
Bleeders:
- T_Nor_Set_Tent_01
- T_Sky_TerrRockRE_Rock_02
- Light_Com_Candle_01
- BM Bear Helmet
- T_Nor_SilverPlate_02
- T_Nor_SilverVase_02
- T_Nor_SilverGoblet_01
- T_Nor_SilverVase_02
- Misc_Com_Bottle_08
- misc_com_bottle_02
- T_Com_Var_BarrelSkyBroken_01
- T_Nor_FurnP_Stool_03
Misc.:
- replaced deprecated objects
- added dirt and orange_128_01_d to instances of mushrooms
- added rocks to improve accessibility
- Attachments
-
- Sky_iRe_Mid23 reviewed.esp
- (39.81 KiB) Downloaded 18 times