Strident Coast 01 - Floodplains [mothpot and MinerMan]

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c0dacan0n
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Strident Coast 01 - Floodplains [mothpot and MinerMan]

Post by c0dacan0n »

Getting the floodplains north of Anvil into ship-shape
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c0dacan0n
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Post by c0dacan0n »

Finished detailing in the main southern valley and the gulch west of the highway
Sculpted out the central ridge and smaller northern valley.
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Taniquetil
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Post by Taniquetil »

lee said they'd be dropping this - setting to unclaimed
A far green country, under a swift sunrise
she/her

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mothpot
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Post by mothpot »

Claiming

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Taniquetil
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Post by Taniquetil »

grant!
A far green country, under a swift sunrise
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mothpot
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Post by mothpot »

Including texture edits
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mothpot
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Post by mothpot »

New textures + Marav village
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mothpot
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Post by mothpot »

More textures, Marav edits, etc. Can open int claims in Marav now
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mothpot
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Post by mothpot »

ok last flash upload i added a new building
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mothpot
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Post by mothpot »

Reeve house + more
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mothpot
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Post by mothpot »

Rocks, trees, ground textures included
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mothpot
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Post by mothpot »

Updating
75% done
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mothpot
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Post by mothpot »

Decluttering around Anvil walls
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mothpot
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Post by mothpot »

Posting update
Almost finished
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Post by mothpot »

Almost done I promise
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mothpot
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Post by mothpot »

Submitting for a reviewer to finish
You'll find some objects placed in the air around the floodplains - delete those or find something to do with them. I just kept them around to eventually place
The northern stretches bordering Brennan Bluffs need some attention to detail
The river outside Anvil could use some more love
Land seam created between this file and latest Cyr_Main, keep an eye out
Don't place hyacinths or lilypads, delete any you see. Not the correct climate
Smooth out some landscape spikes around
Remove the trader cart's table outside of Anvil and distribute his statics onto the cart
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xfloodplains-0.2.ESP
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MinerMan60101
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Post by MinerMan60101 »

Claiming. Fixed the seams around Anvil, and cleaned the claim of its many dirty objects. Next I'll finish off the river near Anvil.
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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 »

The river near Anvil is finished, or at least mostly so. Will have to figure out the rest of the claim's borders now (without going insane from looking at all of the poorly implemented cells past those borders...)
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PC_xfloodplains-0.2.ESP
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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 »

More work around the borders, fixed all of the ints to link to the correct doors and have the correct northmarkers, and removed the connection between Kicsiver barrow and Einluk mine.
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PC_xfloodplains-0.2.ESP
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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 »

I believe I am finished, and any remaining issues can reasonably be left to a reviewer.
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PC_xfloodplains-0.2.ESP
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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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Post by Silvone »

Reviewing

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