Gilded Hills Exterior: GC_08 [spineinside] [Seppaki] [Reviewed]
Gilded Hills Exterior: GC_08 [spineinside] [Seppaki] [Reviewed]
A stretch of cliffside coasts and seafloor cells. Most important is the town of Seppaki, which is a small trade outpost and remote sea port for Sutch, founded by Redguard merchant cartels. The town lies on a small stretch of beach beneath a massive cliff, and consists of a stone docks, two or three warehouses (Anvil building style) and a number of shacks (GC rural style). The southern part of this claim includes a location earmarked as a hidden shrine to Mauloch, which a number of Orcs in Anvil are looking for. The exterior should be a simple cave.
The nearby seafloor and cliff-side claims would be excellent for more grottoes and for shipwrecks. One or two other points of interest would also be good.
Check the Claim map topic for information on this region.
The nearby seafloor and cliff-side claims would be excellent for more grottoes and for shipwrecks. One or two other points of interest would also be good.
Check the Claim map topic for information on this region.
- spineinside
- SHotN Jarl of Assets
- Posts: 358
- Joined: Wed Feb 25, 2015 7:34 am
officially claiming it
- Scamp
- Lesser Daedra
- Posts: 465
- Joined: Sat Jan 03, 2015 2:51 pm
- Location: Kilkreath Mountains
- Contact:
You're good to go I think. Relevant threads:
http://project-tamriel.com/viewtopic.php?f=70&t=586
http://project-tamriel.com/viewtopic.php?f=70&t=564
http://project-tamriel.com/viewtopic.ph ... paki#p4000
http://project-tamriel.com/viewtopic.ph ... paki#p3991
http://project-tamriel.com/viewtopic.ph ... paki#p3375
http://project-tamriel.com/viewtopic.php?f=70&t=586
http://project-tamriel.com/viewtopic.php?f=70&t=564
http://project-tamriel.com/viewtopic.ph ... paki#p4000
http://project-tamriel.com/viewtopic.ph ... paki#p3991
http://project-tamriel.com/viewtopic.ph ... paki#p3375
- spineinside
- SHotN Jarl of Assets
- Posts: 358
- Joined: Wed Feb 25, 2015 7:34 am
this is a wip file for archive purposes
- Attachments
-
- GC_08_withScampBorders_v01.esp
- (857.59 KiB) Downloaded 249 times
- MinerMan60101
- PT Modder
- Posts: 426
- Joined: Sun Jan 29, 2017 4:55 pm
- Location: California
Cut out the cells bordering my claim (uploaded that file too)
Removed unnecessary cell names
Assigned regions
Moved floating objects of the cells I cut out
Cleaned of wilderness cells.
Removed unnecessary cell names
Assigned regions
Moved floating objects of the cells I cut out
Cleaned of wilderness cells.
Spoiler
Delete border cells from GC_08
DELETE FROM exteriorCells WHERE
gridX>=-122 AND gridY>=-40 OR
gridX>-121 OR gridY>-38 OR
gridX<-124 OR gridY<-44;
UPDATE exteriorCells SET name='' WHERE name='GC_08' OR name='ScampBorder'
Extract border cells from GC_08
DELETE FROM exteriorCells WHERE
gridX<-122 OR gridY<-40 OR
gridX>-121 OR gridY>-38 OR
(gridX=-121 AND (gridY=-39 OR gridY=-38));
UPDATE exteriorCells SET name='' WHERE name='GC_08' OR name='ScampBorder'
DELETE FROM exteriorCells WHERE
gridX>=-122 AND gridY>=-40 OR
gridX>-121 OR gridY>-38 OR
gridX<-124 OR gridY<-44;
UPDATE exteriorCells SET name='' WHERE name='GC_08' OR name='ScampBorder'
Extract border cells from GC_08
DELETE FROM exteriorCells WHERE
gridX<-122 OR gridY<-40 OR
gridX>-121 OR gridY>-38 OR
(gridX=-121 AND (gridY=-39 OR gridY=-38));
UPDATE exteriorCells SET name='' WHERE name='GC_08' OR name='ScampBorder'
- Attachments
-
- GC_08_MinerManBorders_v01.esp
- (154.21 KiB) Downloaded 187 times
-
- GC_08_withoutMinerManBorders_v01.esp
- (585.39 KiB) Downloaded 197 times
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]
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]
Gave roerich back his cells
- Attachments
-
- GC_08_withoutMinerManBordersWithout Sutch Cells_v01.esp
- (422.91 KiB) Downloaded 193 times
- spineinside
- SHotN Jarl of Assets
- Posts: 358
- Joined: Wed Feb 25, 2015 7:34 am
Control file update including Detailed Seppaki and surroundings
- spineinside
- SHotN Jarl of Assets
- Posts: 358
- Joined: Wed Feb 25, 2015 7:34 am
CLEAN - removed unnecessary info from wilderness cells around
- Attachments
-
- GC_08_withoutMinerManBordersWithout Sutch Cells_v03.esp
- (693.78 KiB) Downloaded 193 times
- spineinside
- SHotN Jarl of Assets
- Posts: 358
- Joined: Wed Feb 25, 2015 7:34 am
... in case of my computer crashing (there's something off going on)
It's almost finished.
Needs dock meshes replacement, shrubs on the southern cliff and a better seafloor crack cluttering.
It's almost finished.
Needs dock meshes replacement, shrubs on the southern cliff and a better seafloor crack cluttering.
- Attachments
-
- GC_08_withoutMinerManBordersWithout Sutch Cells_v04.esp
- (815.5 KiB) Downloaded 173 times
- spineinside
- SHotN Jarl of Assets
- Posts: 358
- Joined: Wed Feb 25, 2015 7:34 am
Finished Seppaki Area with meshes in the southern part of claim
- Attachments
-
- GC_08_withoutMinerManBordersWithout Sutch Cells_v05.esp
- (910.02 KiB) Downloaded 193 times
- MinerMan60101
- PT Modder
- Posts: 426
- Joined: Sun Jan 29, 2017 4:55 pm
- Location: California
Positing this here too just in case discord is screwy
- Attachments
-
- GC_08_MinerManCells.ESP
- (97.66 KiB) Downloaded 179 times
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]
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]
- spineinside
- SHotN Jarl of Assets
- Posts: 358
- Joined: Wed Feb 25, 2015 7:34 am
Seppaki for review
- Attachments
-
- GC_08_WithoutSutchWithGHrocks_02.esp
- (955.95 KiB) Downloaded 197 times
Off to reviewing!
- Scamp
- Lesser Daedra
- Posts: 465
- Joined: Sat Jan 03, 2015 2:51 pm
- Location: Kilkreath Mountains
- Contact:
Review!
-added vertex paint for kelp
-bleeding kelp in -124,-43
-added some missing vertex paint around rocks
-border matched with claim 07
-T_Sky_Cave_DoorNat_01 caspering in -123,-39
-T_Cyr_TerrRockGH_Bridge_02 caspering in -123,-39
-jagged terrain in -123,-40
-jagged terrain in -123,-43
-T_Cyr_FloraStr_Shrub_01 floating in -123,-43
-cave in -123,-43 missing door
-another cave missing door in -122,-42
-jagged terrain in -123,-41
-T_Imp_SetHarbor_Fishnet_01 caspering in -122,-41
-a little bit of jagged terrain around Seppaki, but rather hard to fix and didn't want to touch too much
-jagged terrain in cell -122,-38
-someone (chef) told me to put bc mushroom lights on nirnroots so I did that.
-replaced VM trees
-added a missing cliff and some detailing to bordermatch claim 03
-file wasn't clean (left the rocks in though)
-122,-41:
-one texture seam
-T_Com_SetFarm_Box_01 not resting properly
-multiple T_IngFood_Grape_01 bleeding through misc_com_basket_02
-T_IngFood_CheeseColovian_01 bleeding through T_Com_SetFarm_Bucket_02
-T_IngFood_CheeseColovian_01 bleedin through T_IngFood_Grape_01
-T_Com_Var_CrateBroken_07 was unk into the ground a bit too much for my taste
-T_CyrCom_Var_Cr1Meat floating
-T_Imp_SetGCPoor_X_Window_02 caspering a bit
-T_CyrCom_Var_Sk2FoodGC bleeding through the side of the wagon
-T_Com_Var_CrateOpen_04 with contained bottles and pots was floating (x2)
-some sacks needed bleeding into the ground
-ex_ship_plank floating
-all barrels on the large ship floating
-lots of crates floating at the docks
-one create bleeding
-T_CyrCom_Var_Bl2Empty bleeding
-T_Imp_SetGC_X_Planks_02 bleeding on both sides
-T_Com_SetHarbor_Anchor_01 bleeding
-T_CyrCom_Var_Bl2Empty bleeding
-three barrels nearby slightly floating
-honestly at this point I just went around basically 'f'ing every single item in that area. Dunno what happened here ;D
-T_CyrCom_Var_Cr2Fish bleeding
-T_CyrCom_Var_Cr3Empty bleeding
-T_Imp_Var_ColLanternSmall01_77 needed to be sunk since it has a pointy bottom (x2)
-T_Com_Var_CrateBroken_03 had been sunk too much
-T_Com_Var_CrateOpen_06 was rotated accordingly but not actually resting against the other surface (x2)
-T_CyrCom_Var_Cr2Fish bleeding
-T_Imp_SetGC_X_Planks_03 floating
-T_CyrCom_Var_Bl2Empty floating (x3)
-misc_com_basket_02 floating
-T_CyrCom_Var_Cr2Fish bleeding and floating
-T_CyrCom_Var_Cr3Empty bleeding
-T_CyrCom_Var_Cr4OreIron floating
-some clothing needed to be sunk further
-T_Com_Var_CrateLid_01 floating
-T_CyrCom_Var_Cr1Empty bleeding
-T_CyrCom_Var_Cr4OreIron floating (x2)
-added some missing vertex paint around docks
-as I mentioned on discord, some issues with the dock pieces caspering
Nice work. A very interesting new region design and wonderfully executed landscape details.
Some missing paint here and there, and could have used the smoothing tool more often.
Seppaki is one of the most believable villages I have seen in any video game, period. Really excellent. The chosen objects were just right and placed with care and purpose.
Given the amount of total misc items around the town there was astonishingly little need for adjustment. However, it seemed odd that a lot of the barrels and crates around the docks were in a much worse state.
Requires T_D addon.
-added vertex paint for kelp
-bleeding kelp in -124,-43
-added some missing vertex paint around rocks
-border matched with claim 07
-T_Sky_Cave_DoorNat_01 caspering in -123,-39
-T_Cyr_TerrRockGH_Bridge_02 caspering in -123,-39
-jagged terrain in -123,-40
-jagged terrain in -123,-43
-T_Cyr_FloraStr_Shrub_01 floating in -123,-43
-cave in -123,-43 missing door
-another cave missing door in -122,-42
-jagged terrain in -123,-41
-T_Imp_SetHarbor_Fishnet_01 caspering in -122,-41
-a little bit of jagged terrain around Seppaki, but rather hard to fix and didn't want to touch too much
-jagged terrain in cell -122,-38
-someone (chef) told me to put bc mushroom lights on nirnroots so I did that.
-replaced VM trees
-added a missing cliff and some detailing to bordermatch claim 03
-file wasn't clean (left the rocks in though)
-122,-41:
-one texture seam
-T_Com_SetFarm_Box_01 not resting properly
-multiple T_IngFood_Grape_01 bleeding through misc_com_basket_02
-T_IngFood_CheeseColovian_01 bleeding through T_Com_SetFarm_Bucket_02
-T_IngFood_CheeseColovian_01 bleedin through T_IngFood_Grape_01
-T_Com_Var_CrateBroken_07 was unk into the ground a bit too much for my taste
-T_CyrCom_Var_Cr1Meat floating
-T_Imp_SetGCPoor_X_Window_02 caspering a bit
-T_CyrCom_Var_Sk2FoodGC bleeding through the side of the wagon
-T_Com_Var_CrateOpen_04 with contained bottles and pots was floating (x2)
-some sacks needed bleeding into the ground
-ex_ship_plank floating
-all barrels on the large ship floating
-lots of crates floating at the docks
-one create bleeding
-T_CyrCom_Var_Bl2Empty bleeding
-T_Imp_SetGC_X_Planks_02 bleeding on both sides
-T_Com_SetHarbor_Anchor_01 bleeding
-T_CyrCom_Var_Bl2Empty bleeding
-three barrels nearby slightly floating
-honestly at this point I just went around basically 'f'ing every single item in that area. Dunno what happened here ;D
-T_CyrCom_Var_Cr2Fish bleeding
-T_CyrCom_Var_Cr3Empty bleeding
-T_Imp_Var_ColLanternSmall01_77 needed to be sunk since it has a pointy bottom (x2)
-T_Com_Var_CrateBroken_03 had been sunk too much
-T_Com_Var_CrateOpen_06 was rotated accordingly but not actually resting against the other surface (x2)
-T_CyrCom_Var_Cr2Fish bleeding
-T_Imp_SetGC_X_Planks_03 floating
-T_CyrCom_Var_Bl2Empty floating (x3)
-misc_com_basket_02 floating
-T_CyrCom_Var_Cr2Fish bleeding and floating
-T_CyrCom_Var_Cr3Empty bleeding
-T_CyrCom_Var_Cr4OreIron floating
-some clothing needed to be sunk further
-T_Com_Var_CrateLid_01 floating
-T_CyrCom_Var_Cr1Empty bleeding
-T_CyrCom_Var_Cr4OreIron floating (x2)
-added some missing vertex paint around docks
-as I mentioned on discord, some issues with the dock pieces caspering
Nice work. A very interesting new region design and wonderfully executed landscape details.
Some missing paint here and there, and could have used the smoothing tool more often.
Seppaki is one of the most believable villages I have seen in any video game, period. Really excellent. The chosen objects were just right and placed with care and purpose.
Given the amount of total misc items around the town there was astonishingly little need for adjustment. However, it seemed odd that a lot of the barrels and crates around the docks were in a much worse state.
Requires T_D addon.
- Attachments
-
- GC_08_2019_01_12.7z
- (283.96 KiB) Downloaded 181 times
Butchered version to be used by me and Roerich for border matching.
- Attachments
-
- GC_08_2019_04_23.7z
- (284.32 KiB) Downloaded 151 times
Border matched with GC_03, and fixed flying shelf fungus.
- Attachments
-
- PC_xGC_08 Missing 05 Border.7z
- (191.73 KiB) Downloaded 169 times
Cells returned from GC_05, now I'm gonna do grass.
- Attachments
-
- PC_xGC_08_Seppaki_2019_07_29.ESP
- (982.8 KiB) Downloaded 274 times
Grass generated, fixed, and file merged into PC_Sutch_v0002.