Gold Coast Exterior: GC_01 [Unclaimed]

Claim Exterior work
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Saint_Jiub
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Re: Gold Coast Exterior: GC_01 [Unclaimed]

Post by Saint_Jiub » Wed Sep 20, 2017 1:00 am

I'll take this over for a few days to clutter up the merchant stalls if nobody objects.

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Infragris
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Re: Gold Coast Exterior: GC_01 [Unclaimed]

Post by Infragris » Wed Sep 20, 2017 2:18 pm

Sure. Just keep in mind the place is already a big fps hog, so be conservative in your details (gnisis-style stalls should be perfect, I think)

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Saint_Jiub
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Re: Gold Coast Exterior: GC_01 [Unclaimed]

Post by Saint_Jiub » Sun Sep 24, 2017 4:23 am

Imgur album: https://imgur.com/a/91GzV

Other small changes besides the market stalls: Added signage for the Fighters and Mages Guildhalls, and banners to the main gate.

EDIT: if y'all are cool I'll keep working on this, I want to add the rest of the shop signs, some lanterns/lights, and maybe a couple of banners for a start.

EDIT II: Oh shit there's a lot more merchant stalls than I realized. Nevermind, consider this more of a WIP lol.
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Anvil_1_17.esp
(5.13 MiB) Downloaded 25 times

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Saint_Jiub
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Re: Gold Coast Exterior: GC_01 [Unclaimed]

Post by Saint_Jiub » Mon Sep 25, 2017 8:17 pm

Also I'm decluttering some of the other stalls a little bit - some of them have like 20+ items per merchant which seems excessive. The silverware by the clothier and alchemist is a good example, they have like 6 cups, probably close to 10 bowls, 6 or so candelabras, and 4 vases (going off memory here), plus several silverware sets. For sake of performance I'm cutting that number down.

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Infragris
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Re: Gold Coast Exterior: GC_01 [Unclaimed]

Post by Infragris » Sat Oct 28, 2017 12:00 pm

Update on the Anvil situation: given that the city is still very large and unwieldy, I would like to propose the following edits to further cut down on superfluous interiors. Basically, these places have been selected for removal if a. it does not affect he density of the city as a whole, and b. if their interiors prove to be completely useless (i.e. we already have tons of warehouses and apartment blocks, even more are not necessary.
unknown.png
In addition, these edits would do away with the large villa east of Anvil, which has no real purpose in the current plans and is kind of lost over there, and will try to coalesce several of the slum homes into larger, labyrinthine flophouses which will be easier to make and more interesting than five more or less samey apartment blocks.

If nobody objects, I would like to implement these plans once Saint_Jiub has uploaded his last clutter edits.

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Yeti
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Re: Gold Coast Exterior: GC_01 [Unclaimed]

Post by Yeti » Sun Oct 29, 2017 2:11 am

Those look like reasonable changes. I would go ahead with all of them.

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Infragris
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Re: Gold Coast Exterior: GC_01 [Unclaimed]

Post by Infragris » Wed Nov 15, 2017 5:39 pm

Alright folks, here's the updated Anvil file. In addition to the changes listed above, I've also put some work into locations in the wilderness north of Anvil:
  • Added the Lady Doomstone just north of the Navy port.
  • Added a Sidri-Ashak Runestone close to where Oblivion had one, on a crossroads next to Lindasael.
  • Finished rough exterior shell for the Olomachus Fort ruin
  • Finished rough exterior shell for the Brinemoth Fort ruin
  • Finished Brinemoth Lighthouse
A more up-to-date city plan:
devmap_Anvil_03.jpg
Town planning for Anvil has not really kept up with all of the recent changes, so I will post another topic to discuss the location assignment and character development for Anvil shortly.
Attachments
Anvil_1_19.esp
(5.1 MiB) Downloaded 12 times

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Infragris
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Re: Gold Coast Exterior: GC_01 [Unclaimed]

Post by Infragris » Sat Nov 18, 2017 12:25 pm

Updated list of interior designations. Bolded locations are proposed changes, or places without NPC designations or proper names.
  1. Castle Umbranox
  2. Anvil Lighthouse

    GARDEN DISTRICT
  3. High Temple of Dibella
  4. Praetorium
  5. Thimistrel Manor
  6. Saint Amiel's Lounge/West Navy Officer's Club
  7. Benirus Manor [Haunted]

    MARINA DISTRICT
  8. Leschus Manor
  9. Bradus Manor
  10. Duvarre: Luxury Merchandise [General merchant]
  11. Bespoke Perfumes & Alchemicals [Alchemist]
  12. Hasi Manor
  13. Sard-Hand: Accoutrements [Clothier]
  14. Guild of Fighters
  15. The Abecette
  16. The Count's Arms Inn
  17. Orrin: Redguard Smithing [Smith]
  18. Hadrach Manor
  19. Guild of Painters
  20. Temple of the First Breath [Morihaus Cult]
  21. Guild of Mages
  22. Vinicius' House
  23. Kalcharius' Apartments
  24. Thirroth: Alchemical Remedies [Alchemist]
  25. Lelles: Quality Merchandis [General Merchant]
  26. Gogan's Apartments
  27. Othesarre: Pawnbroker & Loans [Pawnbroker]
  28. Morvayn: Peacemakers [Smith]
  29. Caltierra Sivus: Clothier [Clothier]
  30. Middle-class Apartments
  31. Census and Excise Office
  32. Census and Excsie Warehouse
  33. Inventius' Apartments
  34. Silk Exchange
  35. Harbormaster's Office

    HARBOR DISTRICT
  36. Navy officer Lodgings
  37. East Empire Company Warehouse
  38. Harrik Oaken-Hull's House
  39. East Empire Company Offices
  40. White Scarab Company Warehouse
  41. Chapel of Kynareth
  42. Abecean Traders Warehouse
  43. Lower-class Apartments
  44. Moneta's Lodgings

    CANAL DISTRICT
  45. Thieves Guild HQ & Inn
  46. Lower-class Apartments
  47. Flophouse
  48. Flophouse
  49. Tavern & Rat Pit Gambling Den
  50. Flophouse [Drowner Cult Hideout]
  51. The Flowing Bowl [Inn]
  52. Flophouse
  53. Lower-class Apartments
  54. Lower-class Apartments
  55. Flophouse
  56. Pawnbroker
  57. Flophouse
  58. Orc House
  59. Flophouse [Skooma Den]

    NAVY YARD
  60. Defense Wall
  61. West Navy HQ
  62. City Wall Interiors

    MISC.
  63. Caravan Stop [fast travel]
  64. Chapel of Arkay
  65. Millirius Family Crypt
  66. Umbranox Family Crypt
  67. Misc. Family Crypt

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Infragris
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Re: Gold Coast Exterior: GC_01 [Unclaimed]

Post by Infragris » Thu Dec 07, 2017 5:25 pm

Update: added windows and door to no. 35 - Harbormaster's Office, as well as some missing doors on the castle.

I think that the shape of Anvil has been pretty much finalized with these last few updates. Someone should do another pass over the exterior for more details and stuff, but apart from that I think it would be fine to open up all interiors in the city.
Attachments
Anvil_1_20.esp
(5.11 MiB) Downloaded 7 times

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Iskuss1418
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Re: Gold Coast Exterior: GC_01 [Unclaimed]

Post by Iskuss1418 » Thu Dec 07, 2017 8:26 pm

Beta Comments:
SpoilerShow
Stair's to high to climb easily. I get stuck at the base.(Aleist3r fixed the collision.)
t_imp_setanv_x_stairs_01
meshes\pc\x\_PC_Ex_Anv_Stairs_01.nif

Stained glass window Z-fighting? in Openmw from a distance.
Anvil_1_20.esp
t_imp_setchapel_x_windibella_01
PC_Q7_Anvil_Temple
-120, -57
-976717, -416747, 921
meshes\pc\x\pc_ex_cpl_window_di.nif

Can't climb stairs bad collision. I need momentum otherwise I can't get up at all.(Aleist3r fixed collision.)
t_imp_setanv_x_stairs_03
meshes\pc\c\PC_Ex_Anv_Stairs_03.nif

Floating Crates and Barrels.
Anvil_1_20.esp
PC_P7_Anvil_Middle Class (Whitespace in ID name)
-121, -55
-986365, -449433, 448

Imp Cart 2 Causes 100% fps drop in Openmw. Goes down to < 1 on a gaming computer. (These are also in Stirk, and make people in Tes3mp not want to go there cause of the frame drop.)
t_imp_set_cart_02
PC_P7_Anvil_Main Gate_Guilds (Whitespace in ID name)
-120, -55
-977202, -446248, 513
meshes\pc\f\PC_Furn_Ex_Cart_02.NIF

Also, there's a floating cart nearby the market
Anvil_1_20.esp
PC_Q7_Anvil_Upper Class (Whitespace in ID name)
-120, -56

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