GC_00_InteriorNotes
GENERAL NOTES
- Deprecated books and plantlife shouldbe replaced (an ongoing thing)
- Paintings placement has been reviewed due to different proportions of the new paintings: these have all been inspected and corrected.
- Most barrow interiors were made before the new barrow clutter made. I've added a small amount of new items for each barrow, sometimes replacing more modern ware (containers, septim coins, etc.)
- Ayleid interiors should be updated with the new interior pieces once they have been ported from Beyond: Skyrim.
- Old Imperial Ruins still pose some problems due to proportion errors, which will have to wait until the better proportioned meshes are in. Luckily, there are only one or two of them.
- Rural GC houses were apparently made before the interior set was complete, resulting in the use of exterior shells as makeshift walls. These have all been replaced.
PC_i2-01 Broken Shrine Grotto
A very small, cozy grotto.
NOTE: I would like to add the titular "broken shrine" (T_Imp_Set_Shrine_Saint_brk_01) to the back of the cave and use this as a possible Imperial Cult quest: to find and rededicate the shrine to whatever saint was once worshiped here.
NOTE: Let's not put any enemies into this cave
PC_i2-02 Harkisius Barrow
A small, one-chamber barrow. It was not present on the older development map, has now been added and given a new name (Harkisius, subject to review)
NOTE: enemies should be ghost/barrow type
PC_i2-03 Beccha Barrow
A small, one-chamber barrow.
NOTE: enemies could be ghost/barrow type
PC_i2-04 Gweden Farm & PC_i2-05 Gweden Farm, Barn
Small, isolated farmhouse.
NOTE: This interior contained dunmer candles (de_light). Replaced with com ones
NOTE: inhabited by a Colovian farmer, the target of a possible Sirens questline for the Anvil Thieves Guild.
PC_i2-06 Agi Bay Grotto
Medium grotto. No notable features.
NOTE: wilderness/grotto creatures, maybe one or two smugglers.
PC_i2-07 Miskar Barrow
Small, two-chamber barrow.
NOTE: enemies should be ghost/barrow type
PC_i2-08 Thesigir Chasm
Massive cave complex.
NOTE: this cavern suffers from multiple problems: it is enormous, very dark with no directional lights, goes very deep (possibly engine-breaking), has way too many references (+4000), and contains almost no loot. In other words, it is not a fun place for the player to visit. I'd like to rework this interior by removing some of the superfluous references, splitting the cavern up in two cells, and by adding some gameplay-related conveniences (some ambient lights, loot rewards)
NOTE: multiple enemy types are possible due to the size of the cave: smugglers/bandits on the top level, creatures on the bottom. This place is also referenced in the new Fighters Guild questline as a possible quest location.
PC_i2-09 Clisius' Shack
Small fisherman shack
NOTE: home to Clisius Hermontar, Colovian fisherman.
PC_i2-10 Miris' Shack
Small fisherman shack
NOTE: home to Miris, a Bosmer commoner/fisherman. Use of exterior shells as makeshift interior walls, fixed
PC_i2-11 Rilsyl Barrow
Medium Colovian barrow, has an interesting firepit design.
NOTE: enemies should be ghost/barrow type. Maybe a Flame Atronach due to the firepit?
PC_i2-12 Strand Mine
Large, multiple cell interior.
NOTE: probably of great use for an Imperial Legion questline originating in Fort Strand (retrieve something from the haunted lower depths) or maybe Imperial Cult Arkay-focused qeust (lay to rest ghosts of miners)
- PC_i2-12_01 Strand Mine, Upper Gallery
Enormous mine complex, still in use by the Legion. Iron ore. Contains a scripted elevator.
NOTE: test stability of mine elevator scripts.
NOTE: should be populated with miners and Legion soldiers (non-hostile)
- PC_i2-12_02 Strand Mine, Lower Gallery
Another large mine complex. This part of the mine is abandoned following a collapse.
NOTE: enemies are ghost type (already a couple present in cell)
- PC_i2-12_03 Strand Mine, Coal Pit
Sort of a warehouse/coal pit inside of the mine.
NOTE: more miners, maybe an administrator or clerk of some sort.
PC_i2-13 Fort Strand
Large, multi-cell fortress complex. Quest hub for local Imperial Legion quests.
- PC_i2-13 Fort Strand, Armory
- PC_i2-13 Fort Strand, Commander's Chamber
NOTE: change name of cell depending on rank/name of commanding officer.
- PC_i2-13 Fort Strand, General Quarters
NOTE: removed a copy of Beethoven's "Ode to Joy", fixed some clipping issues. There's a large double room here that could be made better by making some custom Legion interior assets, or by sanitizing those that are already in data but have usability issues.
- PC_i2-13 Fort Strand, Guard Quarters
- PC_i2-13 Fort Strand, Prison
- PC_i2-13 Fort Strand, South Tower
- PC_i2-13 Fort Strand, Stendarr Chapel
NOTE: I'd like to develop the chapel inside the fort as dedicated to Stendarr specifically, instead of to all the Divines. Put this in the maybe column until the Imperial Cult discussion has been hashed out completely, though.
- PC_i2-14 Fort Strand, The Iron Man Tavern
NOTE: I've given the fort tavern the temporary name "The Iron Man Tavern". It is mainly frequented by the miners and laborers in the fort, distinct from another tavern-like space inside the fort which is exclusive to troopers.
PC_i2-15 Smoke Hole Cavern
Large, dark cavern. Purely natural.
NOTE: Creatures I guess. No loot?
PC_i2-16 Valsar
Small Ayleid ruin. Home to a renegade sorceror or wizard of some sort. Could be a Bosmer maybe, pick up on the border problems metanarrative.
NOTE: lacks any ayleid furniture. Revisit to place some of the new assets (once the BS assets are ported)
NOTE: maybe Mages Guild quest material
PC_i2-17 Crow Hall Cave
Large, natural cave split into three parts.
NOTE: impressive, but a little dark. Could use some slight ambient lighting.
NOTE: Use creatures
PC_i2-18 Akna Mine
Vast, abandoned mine complex, infested with goblins.
NOTE: there is a supply room here with an enormous amount of iron ore crates in a very artificial stack, locked behind two 100pts doors. It looks quite moddy, inappropriate. The cell also included three notes that were dated a couple of years after (!) the beginning date of Morrowind. Since the notes do not much backstory to this location, I would like to simply remove them and rework the supply room to be a difficult to get into, but reachable location with a more modest reward.
NOTE: enemy types: goblins, maybe some ghosts.
NOTE: could be used for a quest of some type.
PC_i2-19 Blackfish Cave
Medium cave inhabited by bandits or smugglers. Kind of sparse, but not too much. Contains two dead prisoners.
NOTE: This cave was not on previous maps, now added. Temporary name.
NOTE: dead prisoners could be used in a quest.
PC_i2-20 Karskaer Barrow
Small, two-chamber barrow with an interesting water feature and hidden moon sugar smuggling spot.
NOTE: contains a dumb Breaking Bad easter egg: pusing a secret button will reveal a hidden spot with a crate full of moon sugar and an immersion-breaking message. I'd like to rework this implementation to be a) less derivative, and b) possibly tied to a Legion or Thieves Guild questline to do with these smugglers and their activities.
NOTE: should be populated with smugglers, or maybe left empty.
PC_i2-21 Gosha Inn
Small roadside inn on the edge of the Gold Coast.
NOTE: should have a rentable room and supplies for sale. The only bit of civilization in these parts. Couple of quests could touch on this place too
NOTE: maybe add some caravaners, dibella pilgrims on their way to Anvil or something like that.
PC_i2-22 Kar Toronr Barrow
Medium colovian barrow containing a large firepit and "modern" imperial flags and decoration. Contains a coffin with a unique artifact "Ring of Horner"
NOTE: apparently the grave of an Imperial soldier or commander? Possible quest hook, though it could also be left alone as a random find. Largest problem is the mix between old barrow stuff and modern Imperial things.
NOTE: maybe use Imperial skeleton creatures here instead of barrow-type undead.
PC_i2-23 Vitta Barrow
Large, multi-chamber barrow with maze-like, twisting passages. Contains a dead adventurer.
NOTE: very nice, but also very dark. Not a lot of reward for investigating.
NOTE: contains a note that doesn't really fit the barrow esthetic or time period. I would like to remove or rewrite this.
PC_i2-24 Gula Cave
Small cave that turns into an Ayleid ruin halfway through. Contains a couple of goblin things, but otherwise very sparse.
NOTE: uses tribunal goblin stuff: was this permitted or are we adamant about only using our own goblin gear?
NOTE: Spruce up the place with more ayleid furn stuff once it it ported
NOTE: maybe shift focus from goblin to pure Ayleid - daedra, spirits etc. Lot of gobbo stuff already
PC_i2-25 Broken Gate Fort
Large Abandoned fort. Contains a hidden cave with necromancer junk
NOTE: this fort was abandoned after the war against the Usurper. Hidden part could contain Bosmer necromancers. Possible quest hook for either sload interference or the history of the Usurper
NOTE: enemy type: ghosts and Legion skeletons
PC_i2-26 Garlas Agea
Large Ayleid ruin, partially used by smugglers
NOTE: Garlas Agea is supposed to be the most prominent Ayleid ruin in this region. The top level is used by smugglers, the lower levels are sealed and filled with Ayleid enemies.
NOTE: very sparse and unfinished looking right now. Also some questionable use of assets meant to mimic the look of Oblivion ayleid assets we do not yet have in data. I suggest that this ruin be revisited once the Beyond Skyrim ayleid meshes have been ported. Ayleid furniture can then be added alongside.
PC_i2-27 Shor's Teeth
Enormous multi-cell cave/reman ruin labyrinth with traps etc.
NOTE: a very impressive, noteworthy interior. This place can be used to flesh out the Colo-Nordic Lord questline, as a labyrinth of trials for incumbent nobility. Should be tied to the Shor cult. This will require some edits (replace the imperial monument with a shor shrine, that kind of thing)
NOTE: edits to the Reman ruins interiors will affect this cell slightly. Should mostly be alright, just have to move some crates to prevent clipping
PC_i2-28 Salvage Mine
Small mineshaft, iron ore.
NOTE: a sober, straightforward interior. Appears to be still in use, mineshaft exploited by a private person, maybe an Anvil nobleman.
NOTE: Will need miners, maybe add a firepit etc. on the outside to signal that it is a "friendly" interior.
NOTE: Add a road to the mine? It's very isolated. See if there can be a way through from berry's claim
PC_i2-29 Lost Stars Hollow/Nefa
Cave leading to a very impressive lost Ayleid burial chamber. Two-part interior.
NOTE: the burial chamber is undisturbed, player might need to solve a puzzle/find a key to enter. Maybe Mages Guild quest material? Guarded by Ayleid spirits.
PC_i2-30 Lotal Cave
Medium cave ending in a small abandoned mine, consists of two cells. Contains a complex secret door, someone is trying to hide here. Maybe a vampire den, there's a rather civilized nook in the back.
NOTE: wooden bridge could use some more scaffolding to hold it up. Maybe fuss up the planks a little so that it looks less artificial. Same for the mineshaft in second cell.
NOTE: iron grilles used in second cell are off-center due to mesh edits on TR's end.
PC_i2-31 Brina Cross, North Guard Towers
Guard towers and town guard quarters.
PC_i2-32 Brina Cross, Kimoi Manor
Home to an influential merchant, recently murdered.
NOTE: part of a Brina Cross quest proposal
PC_i2-33 Brina Cross, The Crossing Inn
Town inn and tavern
NOTE: should have rentable room set up with safe storage
PC_i2-34 Brina Cross, Medericus Manor
Large, sober manor.
PC_i2-35 Brina Cross, Halgern Manor
Manor of the local noble lord, also town hall.
NOTE: includes a wine cellar
PC_i2-36 Brina Cross, Empty Warehouse
A warehouse.
NOTE: only empty barrels and crates, diversify container loot.
PC_i2-37 Brina Cross, West Guard Towers
Western guard towers. Includes a small underground guard area.
PC_i2-38 Brina Cross, Colovian Traders Warehouse
A warehouse used by a Colovian merchant cooperation. Two workers present.
NOTE: only empty barrels and crates, diversify container loot.
PC_i2-39 Brina Cross, Temple of Mara
Unfinished interior
PC_i2-40 Brina Cross, Mandilaron Sundries
Pawnbroker.
NOTE: interior has two exits.
PC_i2-41 Brina Cross, Maricius' House
Nice middle-class house. Belongs to an ex-legionnaire.
PC_i2-42 Brina Cross, Petri's House
Middle-class house of a Redguard woman who claims to be an ex-legion trooper. Implicated in a misc. quest.
PC_i2-43 Brina Cross, Karlorume's House
Small middle-class house. Home to an Altmer scribe.
PC_i2-44 Brina Cross, Mikol's Shack
Rural-style shack of two Redguard commoners
PC_i2-45 Brina Cross, South Guard Towers
Another pair of guard towers.
NOTE: the underground part here is somewhat nicer, the guard captain can be found here
PC_i2-46 Brina Cross, Bareis' Shack
Rural-style shack, home to a Nordic laborer and his wife
NOTE: Use of exterior shells as makeshift interior walls, fixed
PC_i2-47 Brina Cross, Passus' Shack
Rural-style shack, owner is not at home (lock the door)
NOTE: uses ugly "plastic" ferns that clip through the walls, replace with region-appropriate flora
PC_i2-48 Brina Cross, Varsius' Shack
Rural-style sack, home to another commoner
NOTE: Use of exterior shells as makeshift interior walls, fixed
PC_i2-49 Brina Cross, Ivrol Manor
Home to a local noble and landowner.
NOTE: removed Dunmer book and Dwarven bowl. Fixed bed clipping into wooden post
NOTE: plant bed with a lot of questionable flora and plastic ferns. Should be renovated.
PC_i2-50 Brina Cross, ___
Unfinished cell. Used to be the Saintly Circle place, renovate as a manor or other kind of temple, maybe.
NOTE: Also has a basement
PC_i2-51 Brina Cross, The Standard Issue Smithy
Smithy. Has two entrances, one for the shop and one for the house - maybe lock the latter.
NOTE: Consider replacing the Colovian Prince and Niben Bronze helmets: high-class armor should be more rare. Easy to steal from this shop.
PC_i2-52 Brina Cross, North Wind Merchants
General Merchant
NOTE: yet another interior full of dunmer-specific religious books. Also contained a vanilla small chest, replaced with appropriate container.
PC_i2-5* Brina Cross, Barn
Small barn in fields south of Brina Cross.
NOTE: thiswas added in a exterior spruce-up and has not interior yet. Int can be added along with the interiors for berry's claim.