Gold Coast Exterior: GC_01 [chef] [Anvil]

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Infragris
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Post by Infragris »

Updated file to incorporate data changes. I've plonked down some of the new houses, looks like they'll fit right in. Mind, the old windows and doors aren't yet aligned properly. The slight changes to the flat bits are a subtle improvement, but I feel like they make the set look better on the whole. Thanks, worsas.
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Infragris
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Post by Infragris »

Ok, things to keep in mind for the claim:
  • Not all of the new assets (arcade addons and double houses) have been well-implemented. Some windows, doors, etc. are floating. Also, not all double houses have been replaced.
  • Same goes for the docks: there are still a couple of large upscaled blocks that need to be replaced with the seamless set around the inner marina.
  • The graveyard, which was removed from its place next tot then navy harbor, has to be recreated outside the walls.
  • There's supposed to be a runestone north of town, no assets for it right now.
  • Feels like a lot of houses feature too many windows, especially in the poor district. Maybe also mix it up so that one house can have different styles of window, like in Stirk.
  • "Reefs" on the south side of town are half-assed.
  • Compared to surroundings, the overuse of rock assets to make the cliffs feels al little over the top maybe? idk

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worsas
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Post by worsas »

I have spoken to infragris on discord and offered to continue on this claim next. Berry, I hope you don't mind that.

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berry
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Post by berry »

Cool, sure. I'm sorry, I had virtually no time for serious modding last month, but I can do some exteriors now. Can I claim some cells further in the landmass, like these claims #2 or #3 (probably #3 would be better, not to overlap with roerich's Thresvy)?

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worsas
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Post by worsas »

A first update to show my road changes. Not much has happened within Anvil itself yet, but I currently plan to extend the golden road into the city itself where it will flow into the harbor. I also consider switching the current cobbles texture for something that conflicts less with the highway texture.

I know that the buildings in Anvil have priority, but I need to work on something like this road first to warm up.

@berry: I'm sure everyone would appreciate some progress on the gold coast. Some of that area is covered in Griffs exterior showcase, that he hasn't updated in ages, though. viewtopic.php?f=66&t=497 Consider recycling some of his work.
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worsas
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Post by worsas »

Have an update.
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worsas
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Post by worsas »

Another update??!

Yes, it is true. In fact I have an extraordinary modding day behind myself that consisted of pursuing the unrealistic aim of finishing this whole claim or at least getting it to be ready for interior claims. I dare to say that we are 99% there. I just need to finish the main harbor now and add galleons aswell as do the graveyard outside of the city walls. Even the Dibella temple is at a mostly satisfactory state at this point.

I would like to take a small break from this claim. If anyone feels like continuing in the meantime, he shall be my guest, unless he thinks it to be a good idea to keep this locked for another month, in which case I will forcefully intervene and discard his/her progress.

Enjoy!
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roerich
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Post by roerich »

I want to be worsas when I grow up.
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
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Infragris
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Post by Infragris »

Very nice. I'll update the interior designations, and if everything is fine we'll be able to open up interiors in no time.

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worsas
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Post by worsas »

Harbor and graveyard should be set now, except for final detailling. some wall towers don't have doors yet and I'm honestly uncertain how the interiors for those should be handled. Probably as small as possible and maybe even handled in a single claim.
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Infragris
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Post by Infragris »

Yes, wall towers should lead to simple, small hallways and stairs in the imperial legion set. These are meant only to reach the ramparts around the town, the defense works are otherwise solid masonry. Only exception would be the part where the wall joins up with the Navy HQ. A single claim for all these hallways was what I had in mind as well.

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Infragris
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Post by Infragris »

Interior Claims:
pc_devmap_Anvil_01.jpg
ATTN: these designations ate temporary, many things might still change.
1. Castle Umbanox
2. Anvil Lighthouse

Garden District
3. Principal Temple of Dibella
4. Praetorium
5. Thimistrel Manor (Colo-Nord)
6. Saint Amiel Circle
7. Benirus Manor (abandoned)

Marina District
8. Colo-Nord Noble Manor
9. Navy Officer Manor
10. Expensive Merchant
11. Expensive Alchemist & Perfumer
12. Navy Officer Manor
13. Expensive Clothier & Jeweler
14. Fighters Guild
15. The Abecette (Gambling Palace)
16. The Counts’ Arms Inn
17. Expensive Smith (Orrin)
18. Noble Manor
19. …
20. Emperor Zero Temple
21. Pawnbroker & Loan Shark (Thieves Guild)
22. Mages Guild
23. Apartment Building (expensive)
24. Apothecary
25. General Merchant
26. Apartments
27. Town House (Merchant)
28. Morvayn’s Peacemakers (smith)
29. Clothier
30. Apartments (possible shop)
31. Census & Excise Building
32. Census & Excise Building
33. Apartments (expensive, two sides)
34. Guildhall?
35. Harbormaster’s Office
36. Warehouse
37. Warehouse
38. Warehouse

Harbor District
39. East Empire Company Office
40. Apartments (poor, sailor accomodations)
41. Merchant Manor (EEC)
42. Merchant Captain Manor
43. Warehouse (Briricca Company)
44. Warehouse (Abecean Traders)
45. Kynareth Shrine
46. Warehouse (White Scarab Company)
47. Apartments (poor, sailor accomodations)
48. Silkweaver Guilhall & Silk Exchange

Canal District
49. Apartments (poor)
50. Poor Inn & Thieves Guild HQ
51. Apartments (poor)
52. Apartments (poor)
53. Apartments (poor)
54. Apartments (poor)
55. Tavern & Gambling Den
56. Apartments (poor)
57. The Flowing Bowl Inn & Brothel
58. Apartments (Drowner Cult Hideout)
59. Apartments (poor)
60. Apartments (poor)
61. Apartments (poor)
62. Apartments (poor)
63. Apartments (poor)
64. Apartments (poor)
65. Apartments (Orc scout party)
66. Apartments (poor)
67. Apartments (poor)
68. Apartments (poor)

Navy Port District
69. Defense Wall (three interiors)
70. West Navy HQ
71. Barracks
72. City Wall (many interiors)

Outside
73. Saint Naharine Circle
74. Stables & Caravan Stop (fast travel)
75. Arkay Temple
76. Noble Crypt
77. Noble Crypt

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worsas
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Post by worsas »

Completed detailling the bottom row of cells in the claim, almost exclusively seafloor. Tried my best to match it to the seafloor of adjacent areas.
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worsas
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Post by worsas »

Major update. Underwater detailling is completed except for the three columns of cells that separate the Anvil claim from the Abecean seafloor contained in the stirk file. I also assigned regions to cells and cleared names from wilderness cells.

This all said, I will drop this claim for now for someone else to finish up the land portions.

What still needs to be done is detailliing the streets of Anvil, in particular the market stalls and the properties in the garden district, aswell as creating the imperial fortresses and ruins that are currently only roughly laid-out. There are also complaints with the poor quarter that need to be addressed. The wilderness around the graveyard and the Mara shrine needs detailling, too. But with the ugly and terrible seafloor work out of the way that should be a more comfortable task now.
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Post by Yeti »

Worsas is the hero Tamriel needs. Really, your work on this has been a blessing. I regret not being able to do a tenth of what you've gotten done with Anvil.

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worsas
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Post by worsas »

I have recommenced work on this area in order to fill three rows of cells of seafloor between the coast and the seafloor of the stirk release. This is the first, dirty WIP - file.
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worsas
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Post by worsas »

Well, this went quicker than expected. The seaground up to the stirk release is basically complete now. It could use 1-2 wrecks or other minor points of interest still, but for the most part it's done. Passing this back, so whoever wants can continue on this claim.
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Saint_Jiub
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Post by Saint_Jiub »

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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Post by Infragris »

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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Post by Saint_Jiub »

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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Saint_Jiub
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Post by Saint_Jiub »

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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Post by Infragris »

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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Post by Yeti »

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

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Infragris
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Post by Infragris »

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.
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Infragris
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Post by Infragris »

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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Post by Infragris »

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.
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Anvil_1_20.esp
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Iskuss1418
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Post by Iskuss1418 »

Beta Comments:
Spoiler
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
Last edited by Iskuss1418 on Tue Jan 30, 2018 1:15 am, edited 1 time in total.

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Infragris
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Post by Infragris »

Claimed for a little while to align this with the latest data update.

EDIT: I'll have a look at those betacomments too while I'm at it.

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Infragris
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Post by Infragris »

Updated to Data 05. Also improved on the Navy dockyard and HQ, and added shells for the locations north of Anvil (along with a lot of minor improvements and bugfixes).
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Infragris
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Post by Infragris »

Claiming again for a second. Going to see if the warehouse exteriors can be adjusted a bit.

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