Medericus Family Crypt [Lumpag][Reviewed]

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Taniquetil
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Medericus Family Crypt [Lumpag][Reviewed]

Post by Taniquetil »

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Crypt of the Medericus family, noble landowners and aliyew brewers with a manor in Brina Cross. This crypt has been occupied by a gang of highwaymen encamped nearby, who are using it to store goods waylaid off the road. A kidnapped local notable is also being held here.
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Claiming
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Lumpag
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Post by Lumpag »

Submitting for Review.
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Medericus Family Crypt.ESP
(21.8 KiB) Downloaded 13 times
RIP Vrenmalog 2002-2022

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Denis418
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Post by Denis418 »

Name: PC_Medericus Family Crypt
Clean: Yes
Esm dependencies: ok
Northmarker: Incorrect by 180 digrees.
Light: Reduced sunlight a bit
Illegal to sleep here: No, correct.
Gridsnap: Ok
Pathgrid: fixed one path intersecting with a column. Fixed the grid after altering some objects, see below.
Fits exterior: Yes
Floaters:
• T_Com_Rope_01
• extravagant_pants_01
• steel dagger
• T_Bk_ImperialProverbsOpenPC
• iron longsword
• light_com_candle_07_64
• T_Com_Bucket_02
• sc_paper plain
• T_Imp_Scrollcase_02
Bleeders:
• 12 x furn_c_t_arkay_01
• bk_poisonsong1
• T_Imp_SilverWarePot_02
• T_Imp_Furn_Coffin_02
• T_Imp_FurnR_Bench_01
• T_CyrCom_Var_Bs2Empty
• T_Com_WoodTray_a01
• steel_shield
• T_Imp_FurnR_Bookshelf_01
• T_Com_PaintpotR_02
• T_Imp_Furn_Coffin_03
Other:
• Scaled T_Imp_Furn_RugBigXp_04 down to 0.80 to not bleed with the shelf.
• Moved T_Imp_Var_ColLantern05_128 from the shelf to break symmetry. Replaced Ayleid box with bandit variant.
• Put one T_Imp_Drink_CiderAliyew_01 on a side.
• T_Imp_SilverWareCup_02 same.
• Put T_CyrCom_Var_Sk1Empty flat.
• Replaced the skeleton underwater with T_Glb_Var_Skeleton08 (without fly sound)
• Rotated T_Cyr_CaveGC_I_Rock_15 to hide stretched UV. Same with T_Cyr_CaveGC_I_Rock_13.
• Added a hay pile to the cave room. Moved Misc_Uni_Pillow_02 to it.
• Moved T_CyrCom_Furn_Ch2Smug to the altar.
• Removed T_Cyr_CaveGC_I_Rock_17, added sand bedding to the cave room.
• Moved T_CyrCom_Var_Bl1Drug to the altar room.
• Moved bk_poisonsong1 to the bed between the benches.
• Adjusted T_Imp_DngCrypt_DoorIn_01.
• Added another doorjamb to the base of the stairs leading to the water, and locked the door – to justify the fact that the prisoner has to sleep on a damp rock, rather than on the top of the staircase.
• Replaced T_CyrCom_Var_Bs1Empty with T_CyrCom_Var_Bs1FoodGC and placed it on the top of the prisoner’s staircase.
• Added black lichen on the cave ceiling for a morbid effect.
• Removed the cobbled wooden pier – it would’ve been tiresome to build this for the bandits, and provides little benefit.
• Added floating items in the flooded area.
- Added a waterfall and a small dark hole implying an underwater current.


Added a Prisoner NPC marker with the following text: Bandits kidnapped a person and hold him here. A man important enough for the towners to hire a mercenary to save him. AI Wander 00000. Only clothing (decent) -- no gold/weapons. Probably, not of the Medericus family. Otherwise, he would've fixed the fallen coffin with his ancestor in the adjacent room. Not Teophon Ivrol too, since he's used in the Figthers Guild line.

Added PC_i2_MedericusCrypt_Key that opens the door leading to the prisoner. Should be added to the gang leader's pocket.

Added 4 bandit NPC markers with suggestions.

Merge notes: Just noting that the gang near the campfire outside is involved in this misc quest about lost research papers.
Attachments
Medericus Family Crypt.ESP
(25.54 KiB) Downloaded 12 times
There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment.
The one who fears is not made perfect in love. 1 John 4:18

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Taniquetil
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Post by Taniquetil »

Merged into Anvil v110
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