Gold Coast Exterior: GC_05 [chef] [Sutch] [Reviewed]

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Infragris
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Gold Coast Exterior: GC_05 [chef] [Sutch] [Reviewed]

Post by Infragris »

A rather large claim containing a great number of important locations, prime among them the town of Sutch.
release_area_2-3_GC_claims_05.png
  • This claim contains a transition between the GC and GH region set.
  • The Red Dome Temple: this location requires assets not yet in data. Just keep in mind there will be a large temple fortress somewhere around here.
  • Sutch itself rests on a spire in the middle of a ravine, connected to either side with bridges. Check other design and concept topics for more information. The road going through Sutch to the north is not a full highway, but it is an important trade road.
  • Lake Oloman is a large, shallow salt lake. The lake and its shores should use the salt assets and terrain textures made for it. The shores of the lake are crowded with signs of industry: small shacks, rowing boats, docks, poles, and other implements of salt excavation. Salt beds should be a prominent part of this. The salt textures and terrain can expand far from the lake itself, at least a cell of more. Maybe imply that the water level was once higher with stranded boats and abandoned docks.
  • Bleak Mine, to the east, is part of this salt industry. The mine can have multiple entrances, and the mining pit should follow the design of the salt industry described above.
  • The Ivrol Estate is owned by a local Colo-Nordic noble and businessman. He is involved in the salt trade. His estate can include a warehouse for salt and produce, some fields, and should be surrounded by walls, possibly watchtower (the owner is on somewhat bad terms with the local commoners and the Kali Mes). The estate should use the Anvil set.
  • Crowhaven, to the west, was once a town surrounding a watchtower which stood guard against the airships of Thras. The town was destroyed by the army of the Camoran Usurper, and has never been reclaimed. Check the similar Thraswatch location in GC_03 for design clues.
  • Talan's Vineyards are the producers of the Talan's Heritage wine (see alchemy tab). This is a Redguard business. The vineyards themselves can fairtly blanket the slopes of this hill, with maybe some smaller buildings scattered around. This is a prosperous, large farmstead.

Check the Claim map topic for information on this region.
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GC_05.esp
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Scamp
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Post by Scamp »

Hi,

I'd like to claim this bad boy. Will ask many questions in due time when they come up. First of all I just want to get a big picture of it and flesh out some of the significant areas. Might ping-pong the file to/with other modders later if needed.

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Infragris
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Post by Infragris »

Granted. Hope you have a good time with it.

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Post by Scamp »

Meh, uploading this here in case someone wants to take a gander. It's not really something we have to use. Elevator has a carved-in kind of look. Again, not something that has to be done this way in the end.

This includes almost all surrounding claims, hence it's not suited for loading alongside the other files right now.
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GC_05_v01.7z
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spineinside
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Post by spineinside »

6 neghbour cells excluded from a file to serve me well
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GC_05_v01.7_withoutWesternBoders.esp
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Kaiel
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Post by Kaiel »

2 northern border cells give to minerman and a lot of extraneous cells cleaned out including Thresvy
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GC_05_v01.8_withoutWesternBodersOrnorthernborder.esp
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Post by Scamp »

Due to my extended period of absence, I am releasing this claim so that it can be worked on by others if desired. Last file should be the latest still.

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roerich
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Post by roerich »

Mind if I give this a go? GC03 is done within the next week.
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Post by roerich »

Update. Rough work on Sutch itself is mostly in place.

Needs addon.
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GC_05_v01.9.ESP
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chef
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Post by chef »

Border matched with GC_04, and took back the cells.
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GC_05_v01.9.1.ESP
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Post by spineinside »

one cell lost and found
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-122-44.esp
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Post by roerich »

Update.

Clean: No (not cellwise)
Addon: Yes
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GC_05_v01.9.3.esp
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Post by roerich »

Another update. Not cleaned.

Load this with Tamriel Data addon.
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GC_05_v01.9.7.esp
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Post by roerich »

Update! Now without Tamriel Data Addon.

Should be clean.
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GC_05_v01.9.8.esp
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Post by roerich »

Another quick update, now with Seppaki cells.
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GC_05_v01.9.9.esp
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Post by roerich »

Update. File is not cleaned, I think.

Passing this on to chef for the time being.
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GC_05_v02.0.0. including GC11 border cells and templeesp.ESP
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Post by chef »

Gave back GC_08/11 border cells, no other changes.
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PC_xGC_05_v02.0.1.ESP
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Post by chef »

cleaned up a lot of placeholder things and fixed small errors, begun some minor detailing in the south.
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PC_xGC_05_v02.0.2.ESP
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Post by chef »

More detail in the south, re-border matched with PC_Anvil, and borrowed some GC_09 cells.
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Post by chef »

Border matched with GC_09
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Post by chef »

Little farm added by the blood dome, border matched with 06, touch of detailing here and there.
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Post by chef »

Using the newest 7.3 data, file patched to use correct lamp posts, and some northern detailing.
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PC_xGC_05_v02.1.0.ESP
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Post by chef »

Entire northern 6 cells done, updated to data 7.4
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Post by chef »

West completed, east and lake rocked.
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Post by chef »

Ready for review. Border matched with all neighboring claims at least loosely.
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Post by Scamp »

Review:


-texture seam in -122,-44
-texture seam in -122,-46
-texture seam in -121,-46
-texture seam in -117,-43
-texture seam in -121,-44
-road not properly smoothed in -120,-41
-road not properly smoothed in -120,-42
-jagged terrain in -119,-42
-road not properly smoothed in -121,-44 (x3)
-jagged terrain in -117,-42 (x8)
-jagged terrain in -118,-42 (x4)
-jagged terrain in -119,-42 (x3)
-T_Com_SetFarm_Box_01 floating in -119,-42 (x2)
-T_Imp_SetGC_X_Canopy_03 caspering in -119,-42
-T_Imp_SetGCPoor_X_House_04 missing door in -119,-42
-Misc_Com_Redware_Cup floating in -120,-42
-jagged terrain in -120,-41 (x3)
-jagged terrain in -121,-41 (x2)
-jagged terrain in -120,-40 (x2)
-jagged terrain in -120,-40 (x2)
-jagged terrain in -120,-42 (x3)
-jagged terrain in -120,-43 (x3)
-missing some shading in -120,-43
-T_CyrCom_Var_Cr2Sailor not rotated properly to match the surface in -120,-43
-T_Imp_SetGC_X_Plank_05 bleeding in -120,-42 (x2)
-jagged terrain in -121,-43 (x1)
-jagged terrain in -121,-42 (x2)
-jagged terrain in -121,-44 (x3)
-jagged terrain in -120,-44 (x5)
-jagged terrain in -120,-45 (x2)
-jagged terrain in -122,-45 (x5)
-T_Com_SetHarbor_Fishnet_02 half-floating in -120,-43
-T_Imp_SetGC_X_DocksCentB_01 caspering in -120,-43
-T_Cyr_Flora_Ivy_01 placed in a very odd way in -122,-45
-T_Cyr_FloraGC_Bush_02 caspering in -122,-45
-T_Cyr_Flora_Grape01 bleeding awkwardly into ground in -121,-44 (x4)
-T_Cyr_Flora_Grape01 floating in -121,-44 (x5)
-T_Com_SetFarm_VinyardTrellis_02 floating in -121,-44
-T_Cyr_FloraGC_Shrub_02 had to be raised out of the ground a bit in -120,-44
-T_Imp_SetAnv_X_PropertyWall_04 caspering in -121,-44 (x2)
-T_Imp_SetGC_X_Stool_01 not rotated to match the surface well in -121,-44
-T_CyrCom_Var_Cr1Torch bleeding in -120,-46
-T_CyrCom_Var_Bs1FoodGC bleeding in -119,-46
-jagged terrain in -117,-45
-jagged terrain in -118,-43 (x3)
-jagged terrain in -119,-43
-jagged terrain in -118,-44
-T_Imp_SetGC_X_Plank_03 not placed very convincingly in -118,-44
-T_Cyr_CaveGC_Door_01 placed incorrectly in -119,-45; needs to be further back and not visibly bleeding through the bottom
-T_Imp_SetGC_X_Bench_01 half-floating in -119,-45
-furn_rail_cart00 floating in -119,-45
-four crates floating in -119,-45
-T_MwCom_Var_Bls1Empty floating in -119,-45
-jagged terrain in -119,-44
-some missing shading here and there, minor stuff


Conclusion:

Sutch has turned out a true marvel, absolutely 10/10 material. Amount of placement errors is also really impressive in the wilderness, though less so in settlement areas, where it seemed like often clutter was just dropped and then forgot about, resulting in floaters and strange placement. Most issues were the typical rough terrain/texture seams.

Here's your daily reminder to make excessive use of the shift+c shortcut and looking for spots where three textures meet.
Also, a tip regarding rough terrain: use radius 1 in the landscaping options to manually smooth out any spiky spots that are hard to deal with otherwise.

Great work!
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PC_xGC_05_v3.7z
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Post by chef »

merging

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