A patch of Gold Coast grasslands west of the coast. This area features a barrow and the estate of a local nobleman. The Ivrol estate is a somewhat isolated farming estate, involved with the politics surrounding Sutch and the nearby salt mines. It should be well-defended, with a wall and maybe a couple of watchtowers. The estate can use the Anvil building set (see GC_03 for inspiration).
The Gold Road highway winds through the southern part of this claim. The highway should use the designated highway meshes and ground textures (see GC_01 and GC_02), and should connect seamlessly to the road in those claims.
As the area is a little empty, you are encouraged to add two or three dungeon entrances or other points of interest. Suggestions:
A crypt/small graveyard near the Ivrol estate (T_Imp_DngCrypt_Entrance).
One or two small wayshrines for the saints (activators, T_Imp_Set_Shrine).
A ruined modern Imperial watchtower, small Ayleid location, cave, etc.
Here's the first version. Ivrol Estate was made, along with an Aylied ruin and the highway. Height was aligned with neighboring claims. Load with the PT data addon.
-road in -122,-49 wasn't sunk properly
-some missing vertex paint in -122,-49 (x3)
-some jagged terrain in -122,-49
-T_Cyr_TerrRockGC_Rock_19 caspering in -122,-48
-some jagged terrain in -122,-48 (x2)
-some jagged terrain in -121,-47
-some missing vertex paint in -121,-47
-some missing vertex paint in -120,-47
-some missing vertex paint in -121,-48
-some missing vertex paint in -121,-49
-some jagged terrain in -120,-49 (x2)
-texture seam in -121,-48
-T_Ayl_DngRuin_X_Tower_01 caspering in -120,-49
-T_Ayl_DngRuin_X_Tower_03 caspering in -120,-49
-some jagged terrain in -119,-49
-some missing vertex paint in -120,-49
-texture seam in -120,-49
-T_Cyr_TerrRockGC_Rock_23 caspering in -119,-49
-jagged terrain in -120,-48
-T_Cyr_FloraGC_Shrub_02 bleeding in -120,-48
-T_Imp_SetAnv_X_Window_03 floating and bleeding in -120,-47
-T_Imp_SetGC_X_Bench_01 floating in -120,-47
-T_Cyr_Flora_Spikerice0? floating/caspering in -120,-47 (x12)
-removed a Dunmer urn in front of a Colovian barrow
Very impressive indeed. Wonderfully looking transition, nice attention to detail, interesting landmarks. Exterior caves! Nice. Love this claim, an excellent first impression of your work, looking forward to seeing more.
Generated grass for this, using both GC and the new Gilded Hills grass meshes. Note: I didn't fix any bleeders or anything of that sort.
Careful when loading this. You need to download and load all of the following files for the correct results:
Tamriel_Data PT Addon.ESP
Clean GHrocks.ESP
PC_xGC_04_2019_01_17.esp
PC_Grass.esp (found in the data contribution thread, upload by Worsas) PC_xGC_04_grass.esp
For future reference, here's the ini I used to generate the groundcover: Spoiler
Usage: Paint GL_Grass_01 for the Gilded Hills areas and GL_Grass_03 for the Gold Coast areas. If generating for Gilded Hills or Gold Coast only, just don't use the corresponding texture.
Grass tutorial: https://www.project-tamriel.com/viewtop ... f=141&t=29
Border matched to GC_03, so grass will have to be adjusted around that border when it's fixed, also is now dependent on the new internal Tamriel Data 7.
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]