Gold Coast Exterior: GC_01 [chef] [Anvil]

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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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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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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
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Saint_Jiub
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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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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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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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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
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Infragris
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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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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.
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Anvil_1_20.esp
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Iskuss1418
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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
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 » Mon Jan 29, 2018 12:53 pm

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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Post by Infragris » Mon Feb 26, 2018 3:09 pm

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 » Sat Oct 06, 2018 1:17 pm

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

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MinerMan60101
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Post by MinerMan60101 » Sat Dec 01, 2018 11:32 pm

Plantation -119,-53: Much of the Spikerice are floating, looking closely at the model not all of the leaves end at the same place, so whoever fixes it, watch out for that.

Same cell, east of plantation: cave entrance missing door.

Same cell, south of plantation: Talos statue missing platform to stand on.
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Infragris
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Post by Infragris » Sun May 19, 2019 12:49 pm

Update. I'm dropping this claim, too much other stuff to do.

Next person to pick this up should keep in mind the following:
  • The new Dibellan temple needs to be implemented
  • Gardens of the wealthy manors in the south part of town need a major upgrade
  • I've cluttered up some of the back alley plots between the houses and the city wall - IMO it makes little sense for these to be filled with random rocks and grasses. These places are great for workshops, small personal gardens, small sheds, maybe a goat pen or something.
  • Docks still need a major cluttering pass.
  • I've started implementing the new streetlights around the main gate, these should also be added to other (wealthy) parts of town. Perhaps only implement them on the main road through the slums, or use torches as lighting there (to emphasize the class difference).
  • Morihaus temple has been replaced.
  • The clutter in the marina (walled wealthy harbor) could be a bit better - IMO it feels a bit too much like a modern tourist port. We need to make a decision on which market stalls to use: the ones we have now are a bit too clean and straightforward, they give me a renfair vibe. We could replace them entirely with the more weathered, "realistic" looking merchant tents/stalls added for HR (with a different wood texture and imperial-specific canvas)
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PC_xGC_01_131_Anvil.esp
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spineinside
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Post by spineinside » Sun May 19, 2019 8:43 pm

Claiming and taking care of docks

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Post by Scamp » Mon May 20, 2019 9:33 pm

Granted. Looking forward to more clutter magic.

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spineinside
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Post by spineinside » Thu Jun 20, 2019 12:10 pm

Dropping

1. City terrain smoothed and matched to walkable static foundations level
2. The City entry area cleared from huge rocks
3. Containers all around the city except Upper Class area
4. Docks area cluttered
5. Junk sunk in a sea floor
6. Trial with gardens
7. Marina Market tents replaced and cluttered
8. Big flower pots used to cover issues between stairs, terrain and foundations
9. Some changes to Middle Class Market
10. Added meshes for Painter's guild exterior representation near the building.

Suggestions for next person picking up this file:

Upper Class area persist untouched except of several gardens I tried to make and wall fence leading to a castle - feel free to change it.
I focused on lighting up the docs, some places around a city should have more lamps.
City entry area still to adjust to a better looking place.
The new Dibellan temple needs to be implemented still.
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PC_xGC_01_132_Anvil.esp
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spineinside
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Post by spineinside » Mon Jun 24, 2019 5:39 pm

Claiming again just for some minor changes providing:

- cushions replacement
- final light posts/ laterns placement

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spineinside
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Post by spineinside » Sat Jun 29, 2019 5:12 am

Dropped

Light radius of docks intensified
DE Cusions replaced for RGA
Laterns placement at light posts and at most of doors
Some minor changes and adjustment to stuff I added before

This Left:
City entry area adjusting
Better Gardens
Better Mid Class Market
The new Dibellan temple needs to be implemented still.
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Infragris
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Post by Infragris » Mon Jul 01, 2019 12:06 pm

Claiming for a sec. I'll have a look at the Dibellan temple.

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Infragris
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Post by Infragris » Tue Jul 02, 2019 6:04 pm

Added first pass on the Dibellan Temple, fixed copper crate issue, removed some superfluous lightposts and placeholder cupolas. Also added an Anvil city banner to the Navy HQ tower earmarked as a coast guard office.

The temple still needs a second pass for correct doors, a spruced up garden, and some assets that aren't in the data files yet (tiled floors for the basin, borders for the fresco, etc.).
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PC_xGC_01_134_Anvil.esp
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chef
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Post by chef » Sat Aug 24, 2019 8:50 pm

Going to begin reviewing this huge file, starting in the north.

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Post by chef » Tue Aug 27, 2019 12:37 am

Progress update/safekeeping post, I've reviewed the top 4 rows so far, change log to come upon completion.
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chef
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Post by chef » Thu Aug 29, 2019 6:36 am

Update, I've begun the lower class canals, pausing the review and handing this off to roerich to detail the temple so he can start the int.
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PC_xGC_01_136_Anvil.esp
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roerich
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Post by roerich » Thu Aug 29, 2019 7:01 am

Claiming.

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roerich
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Post by roerich » Tue Sep 03, 2019 6:42 pm

Dropping.
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chef
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Post by chef » Tue Sep 03, 2019 6:55 pm

Carrying on with my review

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Post by chef » Sun Sep 08, 2019 4:54 am

Backup/progress update. Up to the "Anvil, Docks" cell reviewed so far. As always, changelog to come upon completion.
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chef
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Post by chef » Tue Sep 10, 2019 12:53 am

Finished.
SpoilerShow
Clean: No, lots of objects were dirtied
Border matched: No

General:
Added light grey vertex shading to shores
Added light grey vertex shading under kelp
Added more container flora throughout the wilderness
Added some green stain and dryad saddle mushrooms in the north
Added water flora (lotus, cattails, hyacinth, lilypads) to the floodlands
Added water lights to the floodlands
Added bc mushroom 64 lights to nirnroot
_PC_Chest_Small_01_Silv renamed PC_xGC_01_ChestSmall01
_PC_Com_Sack_02_Nails renamed PC_xGC_01_Sack_01
Most T_Cyr_Flora_AloeVera01 were bleeding in some way, I assume the mesh went through some changes
Sunk or deleted all kelp that were poking through the surface of the water
Raised most lilypads a bit
A few galleons have no doors, should be handelled by merger
Pulled most windows in Anvil out as far as they go to reduce distant flickering
T_MwCom_Var_Bls2Empty will need to be replaced with cyr versions once they are made, they may also be getting mesh edits from wolli
Added Furn_banner_hanger_01 to banners that weren't connected to anything
Most doors in the city weren't fit to their frame

Abecean Sea Region -127,-50
Region: Correct
Flora_kelp_01 bleeding into rock x5
Deleted Flora_kelp_01 hidden under a big rock x5

Abecean Sea Region -126,-50
Region: Correct
Flora_kelp_01 bleeding into rock x6

Abecean Sea Region -125,-50
Region: Inorrect, made Gold Coast Region based on the gridmap.
Rough terrain on the north border will be addressed with border matching
Flora_kelp_02 bleeding into rock x5
Missing vertex shading between sand/grass

Gold Coast Region -124,-50
Region: Correct
Landscape seam in the northeast corner will be addressed with border matching
Smoothed out a huge landscape seam under the cliff
Changed ltex to GC rock under the cliff
Road not sunk
Texture seam on the road, covered with rock x4
Excessive vertex shading under palm tree and a rock
Missing vertex shading under a small rock
Cleaned up the cliff a bit to make it less clumpy
T_Cyr_Flora_AloeVera01 bleeding into rock x3
T_Cyr_Flora_Ladysmnt01 leaf bleeding into ground x2
T_Cyr_Flora_Thunglew01 floating
T_Cyr_FloraGC_Shrub_01 completely hidden under edge
T_Cyr_TerrRockGC_Rock_06 floating on one side
T_Cyr_TerrRockGC_Rock_11 floating on one side

Gold Coast Region -123,-50
Region: Correct
Excessive shading under a palm tree
Some missing vertex shading under a few rocks
Some rough terrain by the grass_02
T_Cyr_Flora_Ladysmnt01 leaf bleeding into ground
T_Cyr_Flora_Thunglew01 bleeding too deep (edgy)
T_Cyr_FloraGC_Shrub_01 very slight bleeding into tree
T_Cyr_FloraGC_Shrub_02 floating on one end
Deleted a T_Cyr_TerrRockGC_Rock_03 completely hidden underground
T_Imp_SetGC_X_Stool_01 floating x2
Added bedrolls to the tents

Gold Coast Region -122,-50
Region: Correct
Lone sand tile changed to dirt
3 Highway tiles changed to grass
Changed highway tiles to 02 to clear a texture seam
Rough terrain around highway trim
Reverse landscape spike under the hill
Missing vertex shading under palm tree x3
Cleaned up vertex shading under the bridge
T_Cyr_Flora_AloeVera01 floating
T_Cyr_Flora_AloeVera01 bleeding
T_Cyr_Flora_Ladysmnt01 leaf bleeding into ground x2
T_Cyr_Flora_Ladysmnt01 bleeding into rock
T_Cyr_Flora_Thunglew01 leaf bleeding into ground
T_Cyr_FloraGC_Bush_01 excessive rotation x2
T_Cyr_FloraGC_Shrub_01 bleeding into rock x2
T_Cyr_FloraGC_Shrub_02 floating on one end
Deleted T_Cyr_TerrRockGC_Rock_06 hidden completely under a bigger rock

Gold Coast Region -121,-50
Region: Correct
Added light grey vertex shading to the shore
Missing vertex shading between grass 1/2
Lone sand tile changed to dirt x2
Added light grey vertex shading under kelp
Added some spike rice, mushrooms, bones, apple trees and a chest
Flora_kelp_01 bleeding into rock x2
T_Cyr_Flora_AloeVera01 bleeding into rock x3
T_Cyr_FloraGC_Bush_01 excessive rotation x2
T_Cyr_TerrRockGC_Rock_03 floating on one end

Gold Coast Region -120,-50
Region: Correct
Lone sand tile changed to dirt x2
Missing vertex shading between grass/sand
Missing vertex shading beneath a palm tree
Jagged terrain by some kelp
T_Cyr_Flora_AloeVera01 bleeding into rock
T_Cyr_Flora_Ginseng01 floating
T_Cyr_Flora_Ladysmnt01 leaf bleeding into ground

Gold Coast Region -119,-50
Region: Correct
Lone sand tile changed to dirt x2
Texture seam in the bottom right corner, covered it with a rock
Excessive shading under a palm tree
Jagged terrain near some rocks
Small spot of terrain between some rocks turned to rock ltex
T_Cyr_Flora_AloeVera01 bleeding into rock x2
T_Cyr_Flora_Goldenrod01 floating
T_Cyr_Flora_Ladysmnt01 bleeding
T_Cyr_FloraGC_Bush_02 floating
T_Cyr_TerrRockGC_Rock_04 floating on one end

Abecean Sea Region -127,-51
Region: Correct

Abecean Sea Region -126,-51
Region: Correct
Flora_kelp_01 hidden beneath a big rock x16

Abecean Sea Region -125,-5
Region: Inorrect, made Gold Coast Region based on the gridmap.
Fixed vertex shading between sands
Flora_kelp_02 bleeding into rock x2

Gold Coast Region -124,-51
Region: Correct
Road not sunk
Missing vertex shading between the road and grass
Texture seam between the road, grass and grass/rock. Moved a rock to hide it
Excessive vertex shading near palm tree
Some landscape spikes near a bush
T_Com_SetHarbor_CraneMiddle_01 rope very slightly bleeding into the arch
T_Com_SetHarbor_CranePlatfSm_01 moved to match the crane's new position
T_Cyr_Flora_AloeVera01 bleeding into rock
T_Cyr_Flora_Ladysmnt01 leaf bleeding into ground
T_Cyr_Flora_Ladysmnt01 floating
T_Cyr_FloraGC_Bush_01 bleeding into rock
T_Cyr_FloraGC_Bush_02 bleeding into tree
T_Cyr_TerrRockGC_Rock_09 caspering
T_Imp_SetGC_X_Bench_01 floating
T_Imp_SetGC_X_Planks_02 floating
Added some ivy

Gold Coast Region -123,-51
Region: Correct
Road not sunk
Missing vertex shading between road/grass, and between grass/grassrock
Missing vertex shading under a palm tree and some rocks
Excessive vertex shading under a palm
Added a small ruined farmstead
T_Cyr_Flora_AloeVera01 bleeding into rock
T_Cyr_FloraGC_Bush_01 excessive rotation x2
T_Cyr_FloraGC_Bush_01 bleeding into ground
T_Cyr_FloraGC_Shrub_02 floating
T_Cyr_TerrRockGC_Rock_03 floating x2
T_Cyr_TerrRockGC_Rock_06 caspering

Gold Coast Region -122,-51
Region: Correct
Road Signs: Brina Cross was pointed the wrong direction
Texture seam on the west side of the bridge
Missing vertex shading under an olive tree
Spots of missing vertex shading under rocks
Bit of rough terrain on the highway near the road sign
Terrain spike near the doomstone
T_IngFlor_BloodlilyFlower_01 floating x2
misc_de_cloth replaced with T_com version
T_Cyr_Flora_AloeVera01 floating
T_Cyr_Flora_Ginseng01 leaf bleeding into ground
T_Cyr_Flora_Goldenrod01 floating x3
T_Cyr_Flora_Ladysmnt01 leaf bleeding into ground x3
T_Cyr_Flora_Thunglew01 bleeding
T_Cyr_Flora_Tigerlill01 floating
T_Cyr_FloraGC_Shrub_01 bleeding into aloe vera
T_Cyr_FloraGC_Shrub_02 floating
T_Cyr_FloraGC_Shrub_02 bleeding into highway trim
Deleted an unnecessary T_Imp_Highway_Trim_01d

Gold Coast Region -121,-51
Region: Correct
Couple dozen floating kelp
T_Ayl_DngRuin_DoorStone_01 moved further into door frame x2
T_Ayl_DngRuin_X_CircleWlkStp_01 completely hidden underground, deleted
T_Ayl_DngRuin_X_RingInnerWl_01 hardly visible and weird bleeding
T_Cyr_Flora_AloeVera01 bleeding into tree/rock
T_Cyr_Flora_Ladysmnt01 leaf bleeding into ground
T_Cyr_FloraGC_Bush_01 excessive rotation x2
T_Cyr_FloraGC_Shrub_01 bleeding into rock
T_Cyr_FloraGC_Shrub_02 floating

Gold Coast Region -120,-51
Region: Correct
Added a few sand tiles to the pond
Lowered a couple dozen kelp
T_Cyr_TerrRockGC_Rock_12 caspering

Gold Coast Region -119,-51
Region: Correct
Missing vertex shading under a palm
Missing vertex shading under many small rocks
Texture seam between dirt/grass1/2, covered with rock
Flora_kelp_02 bleeding into rock
T_Cyr_Flora_AloeVera01 bleeding into rock
T_Cyr_FloraGC_Bush_02 bleeding into rock

Abecean Sea Region -127,-52
Region: Correct
Flora_kelp_01 bleeding into rock x5

Abecean Sea Region -126,-52
Region: Correct

Abecean Sea Region -125,-52
Region: Inorrect, made Gold Coast Region based on the gridmap.
A few texture seams where sand rotates, changed it to be one sand texture
Rough terrain at the foot of a sand hill
Flora_kelp_01 bleeding into rock x16
Flora_kelp_01 floating
Flora_kelp_01 weird rotation

Gold Coast Region -124,-52
Region: Correct
Touched up the rock formation on the cliff
Missing vertex shading under a palm x2
T_Cyr_Flora_AloeVera01 bleeding into rock
T_Cyr_Flora_Ladysmnt01 leaf bleeding into ground x2
T_Cyr_FloraGC_Bush_01 excessive rotation x2
T_Cyr_FloraGC_Shrub_01 bleeding into rock x2
T_Cyr_FloraGC_Shrub_02 bleeding into rock

Gold Coast Region -123,-52
Region: Correct
Pathgrid: added to Brinemoth Fort
Road not sunk
Texture seam near the bottom left corner
Moved a T_Imp_LegionCyr_X_Rubble_06 to hide bleeding created from sinking the road
Missing vertex shading under some rocks
Reduced vertex shading in the fort
Missing vertex shading between rock/grass
Tiny texture seam by a rock on the road, moved said rock over a bit to cover it
furn_com_rm_chair_03 lowered a bit
T_Cyr_Flora_AloeVera01 bleeding into rock
T_Cyr_Flora_Goldenrod01 caspering so small you can hardly see it
T_Cyr_Flora_Ladysmnt01 leaf bleeding into ground x2
T_Cyr_Flora_Thunglew01 leaf bleeding into ground
T_Cyr_FloraGC_Bush_01 caspering
T_Cyr_FloraGC_Shrub_02 floating
T_Cyr_FloraGC_Shrub_02 bleeding into rock x2
T_Cyr_TerrRockGC_Rock_11 lowered a bit to cover tiny sliver poking through ground
T_Cyr_TerrRockGC_Rock_19 bleeding through to the other side of imp wall a bit, moved out
T_Imp_LegionCyr_X_Rubble_06 moved a bit to widen the path
T_Imp_LegionCyr_X_Rubble_06 floating
T_Imp_LegionCyr_X_Wallent_02 caspering x2
T_Imp_LegionCyr_X_WellBroken_01 floating

Gold Coast Region -122,-52
Region: Correct
Several rocks missing vertex shading
Texture seam on the west border, covered it with a rock x3
Texture seam near the puddle
Missing vertex shading under a palm x4
T_Cyr_Flora_AloeVera01 bleeding into rock
T_Cyr_Flora_Ginseng01 floating
T_Cyr_Flora_Thunglew01 leaf bleeding into ground x3
T_Cyr_FloraGC_Shrub_01 bleeding into rock x3
T_Cyr_FloraGC_Shrub_02 floating
T_Cyr_TerrRockGC_Rock_03 floating
T_Cyr_TerrRockGC_Rock_12 caspering
T_Imp_SetAnv_X_Addon_02 rogue house piece meters underground, deleted

Gold Coast Region -121,-52
Region: Correct
Rogue highway tile under some rocks
Changed some highway tiles to the rotated version
Flora_kelp_01 bleeding into rock
T_Cyr_Flora_AloeVera01 bleeding into rocks and floating x2
T_Cyr_Flora_Thunglew01 leaf bleeding into ground
T_Cyr_FloraGC_Bush_01 excessive rotation x3
T_Cyr_FloraGC_Bush_01 bleeding into ruin
T_Cyr_FloraGC_Shrub_01 bleeding into ruin/rock x2
T_Cyr_FloraGC_Shrub_02 floating
Tidied up a few highway stones

Gold Coast Region -120,-52
Region: Correct
Missing vertex shading between grass/dirt
Rough terrain on a hill
Changed ltex under a big rock formation to GCrock
T_Cyr_Flora_AloeVera01 bleeding into rock x2
T_Cyr_FloraGC_Bush_01 excessive rotation
T_Cyr_FloraGC_Shrub_01 inside a rock
T_Cyr_FloraGC_Shrub_01 bleeding into rock
T_Cyr_TerrRockGC_Rock_03 floating

Gold Coast Region -119,-52
Region: Correct
Added a door to the barrow
Spikey terrain on the right side of the claim will be addressed during border matching
T_Cyr_Flora_AloeVera01 bleeding into rock/floating x2
T_Cyr_Flora_Thunglew01 leaves bleeding into ground
T_Cyr_FloraGC_Shrub_01 bleeding into rock
T_Cyr_TerrRockGC_Rock_02 floating
T_Cyr_TerrRockGC_Rock_08 lowered to hide small sliver of rock

Abecean Sea Region -127,-53
Region: Correct
Flora_kelp_01 bleeding into rock x4

Abecean Sea Region -126,-53
Region: Correct

Abecean Sea Region -125,-53
Region: Inorrect, made Gold Coast Region based on the gridmap.
Many texture seams on the beach, made all one sand texture to fix
Missing vertex shading between sand/grass
Landscape spike on the grass
Flora_kelp_02 bleeding into rock x19

Gold Coast Region -124,-53
Region: Correct
Texture seam on the beach
Missing vertex shading between sand/grass
Landscape spike in Olomachus
Landscape spikes under water
Had to rotate the upper 2 rings in Olomachus to grid position to get rid of a gap, very small gap remains from a mesh error.
Flora_kelp_01 sunk too Deep
T_Cyr_FloraGC_TreeOlive_01 leaves bleeding into ground
T_Cyr_TerrRockGC_Rock_04 caspering
T_Cyr_TerrRockGC_Rock_06 floating x2

Gold Coast Region -123,-53
Region: Correct
Missing vertex shading under a few rocks
Flora_kelp_01 sunk too deep x2
Rock hidden completely under terrain or a bigger rock, deleted x7
T_Cyr_TerrRockGC_Rock_03 floating
T_Cyr_TerrRockGC_Rock_04 floating x2
T_Cyr_TerrRockGC_Rock_06 floating x2

Gold Coast Region -122,-53
Region: Correct
Added more flora to the wilderness
Rock hidden completely under terrain or a bigger rock, deleted x3
T_Cyr_TerrRockGC_Rock_02 floating
T_Cyr_TerrRockGC_Rock_03 floating

Gold Coast Region -121,-53
Region: Correct
Missing vertex shading between most textures
Missing vertex shading under some rocks
Added more flora to the wilderness
T_Cyr_TerrRockGC_Rock_02 floating

Gold Coast Region -120,-53
Region: Correct
Added a door to the cave
Added more flora to the wilderness
T_Cyr_TerrRockGC_Rock_09 moved to cover texture seam
T_Cyr_TerrRockGC_Rock_21 raised to cover texture seam

Gold Coast Region -119,-53
Region: Correct
Pathgrid: added to the farm
Missing vertex shading under well
Missing vertex shading under some rocks
Added more flora to the wilderness
Dirt roads not sunk
Moved fence a bit to get it out of the big rock
Lowered the fences a bit
Texture seam where the highway meets the dirt road, seems acceptable to me due to the texture ending exactly where the brick ends.
Some rocks with missing vertex shading on the border, will fix that while border matching
Gold_001 floating
misc_com_bottle_02 floating
misc_com_bottle_05 floating
misc_com_bottle_10 sunk too deep in the ground
misc_com_bottle_12 sunk too deep in the ground
misc_com_bucket_01 floating
misc_de_bellows10 one end bleeding, one end floating
T_Cyr_TerrRockGC_Rock_04 moved a little to line up nicely with the vertex shading
T_Cyr_TerrRockGC_Rock_31 caspering
T_CyrCom_Var_Bl1Skooma bleeding into floor
T_Imp_Set_Cart_01 wheels bleeding into ground too deep x2
T_Imp_SetFarm_FenceStrt_01 bleeding into house
T_Imp_Set_Cart_01 floating
T_Imp_SetGCPoor_X_Barn_01 posts floating, added T_Imp_SetGCPoor_I_Pillar to the bottoms
T_Imp_SetGCPoor_X_Doorframe_02 caspering, moved it and the door back

Abecean Sea Region -127,-54
Region: Correct
Flora_kelp_01 bleeding into rock x5

Abecean Sea Region -126,-54
Region: Correct
Flora_kelp_02 bleeding into rock x5

Abecean Sea Region -125,-54
Region: Inorrect, made Gold Coast Region based on the gridmap.
Flora_kelp_02 bleeding into rock x21

Gold Coast Region -124,-54
Region: Correct
Lots of texture seams on the beach
Missing vertex shading under some rocks
Flora_kelp_01 completely underground
T_Cyr_TerrRockGC_Rock_06 caspering
T_Cyr_TerrRockGC_Rock_16 completely underground

Gold Coast Region -123,-54
Region: Correct
Missing vertex shading under some rocks
Added more flora to the wilderness
T_Cyr_TerrRockGC_Rock_03 caspering
T_Cyr_TerrRockGC_Rock_04 caspering

Gold Coast Region -122,-54
Region: Correct
Named cell "Anvil, Lower Class"
Set illegal to sleep
Pathgrid: added to the city and walls
Missing vertex shading between grass1/2
Missing vertex shading under a few rocks
Jagged terrain near the shrine
Texture seam in a back alley x4
Some rough terrain near the wall
Sunk the plank steps deeper to avoid getting stuck
Added more flora to the wilderness
Fixed most vine placements
Fixed floating items on the T_Imp_SetGC_X_Table_01 with the dice game, I now miss de_p
iron dagger floating
Light_Com_Candle_11 caspering
light_com_lantern_01_128 floating
misc_com_basket_01 floating
misc_com_bottle_xx various floaters and bleeders
misc_com_bucket_01 various floaters and bleeders
misc_com_wood_cup_01 floating
misc_com_wood_cup_02 floating x3
misc_com_wood_cup_02 bleeding into ground x2
Various wooden utensils adjusted
T_Com_Chisel_01 bleeding into bench
T_Com_Chisel_03 floating
T_Com_Dice_01 bleeding into table
T_Com_Drill_01 handle floating
T_Com_Farm_Sledgehammer_01 bleeding into wall
T_Com_Horseshoe_01 floating
T_Com_Iron_Tanto_02 floating
T_Com_IronPot_02 floating
T_Com_LanternEmpty_01 very slight bleeding into stool
T_Com_SetFarm_Box_01 slight floating
T_Com_SetFarm_Bucket_02 floating x3
T_Com_Steel_CutlassPirate_01 deprecated item, replaced with steel saber
T_Com_Var_BarrelBroken_01 in a house
T_Com_Var_BarrelRing_03 slight floating
T_Com_Var_BarrelWater_01 slight floating
T_Com_Var_BarrelWater_01 cork floating
T_Com_Var_BottleBroken_03 bottom half floating
T_Com_Var_BottleCork_01 floating
T_Com_Var_CrateBroken_xx various floaters and bleeders
T_Com_Var_CrateBroken_07 in a house
Lowered some RopeClothes off of shingles
T_Com_Var_RopeClothes_06 end poking through a roof
T_Cyr_Flora_AloeVera01 floating
T_Cyr_Flora_AloeVera03 floating
T_Cyr_Flora_Goldenrod01 various bleeders
T_Cyr_FloraGC_Bush_01 bleeding into palm
T_Cyr_FloraGC_Shrub_01 bleeding into rock
T_Cyr_FloraGC_Shrub_02 various bleeders
T_Cyr_FloraGC_TreePalm_02 palm bleeding into chimney
T_Cyr_FloraGC_TreePalm_03 palm bleeding into roof
T_Cyr_TerrRockGC_Rock_03 inside a wall x2
T_Cyr_TerrRockGC_Rock_06 floating on one end
T_Cyr_TerrRockGC_Rock_13 caspering
T_Cyr_TerrRockGC_Rock_30 inside a wall
T_CyrCom_Var_Bl2Empty floating on one end
T_CyrCom_Var_Bl2Grain bleeding into wall
T_CyrCom_Var_Cr1Empty floating
T_CyrCom_Var_Cr1Empty bleeding into wall
T_CyrCom_Var_Cr3Farmer bleeding into wall
T_Imp_SetAnv_Door_01 moved to better fit the door frame
T_Imp_SetAnv_X_Canopy_03 posts slightly exposed
T_Imp_SetAnv_X_CityWall_01 caspering
T_Imp_SetGC_X_Bench_01 floating on one end x2
T_Imp_SetGC_X_Palmlogs_01 floating x2
T_Imp_SetGC_X_Plank_03 floating/bleeding into wall
T_Imp_SetGC_X_Stool_01 almost all are floating
T_Imp_SetWayshrine_Platform_03 lowered to make it easier to walk on
T_Imp_Var_ColLantern03_128 bleeding into bench
T_Imp_Var_ColLantern05_128 floating
T_Orc_Drink_LiquorUngorth_02 floating x2

Gold Coast Region -121,-54
Region: Correct
Set illegal to sleep
Pathgrid: added to the city and walls
Texture seam between dirt/grass1/2 x2
Covered gap between crypt entrances and rocks
Added more flora to the wilderness
Spikey terrain in a back alley
furn_com_lantern_hook caspering
Gold_001 floating
Gold_005 floating
misc_com_wood_cup_02 floating
steel halberd floating
T_Com_Dice_01 floating x2
T_Com_SetFarm_Box_01 floating
T_Com_Var_CrateBroken_02 floating
T_Cyr_Flora_Fig02 bleeding into wall
T_Cyr_CaveGC_DoorIn_01 replaced with PC_xGC_01_Wooden_Door_01 to get rid of the "worn cavern door" name
T_Cyr_Flora_Ladysmnt01 leaf bleeding into ground
T_Cyr_Flora_Thunglew01 bleeding into rock x2
T_Cyr_Flora_Thunglew01 floating x2
T_Cyr_FloraGC_Bush_01 bleeding into wall
T_Cyr_FloraGC_Bush_02 floating
T_Cyr_FloraGC_Shrub_02 various floaters and bleeders
T_Cyr_FloraGC_TreeOlive_01 bleeding into wall
T_Cyr_TerrRockGC_Rock_03 hidden in a wall
T_Cyr_TerrRockGC_Rock_09 floating
T_CyrCom_Var_Bl1DriEp bleeding into ground x2
T_CyrCom_Var_Bl2DriNib replaced with T_CyrCom_Var_Bl2DriCol
T_CyrCom_Var_Cr1Empty floating
T_CyrCom_Var_Cr3ArmIron floating
T_CyrCom_Var_Cr4FoodGC bleeding into stand
T_CyrCom_Var_Cr5DriWine floating
T_Imp_Set_MarketStand_05 floating
T_Imp_SetAnv_X_PropertyWall_04 a few floaters
T_Imp_SetAnv_X_Stairs_02 replaced with smaller stairs
T_Imp_SetAnv_X_Window_06 bleeding into trim
T_Imp_SetGC_X_Canopy_02 caspering
T_Imp_SetGraveY_Grave_02 floating
T_Imp_SetGraveY_Grave_03 floating
T_Imp_SetGraveY_Grave_07 floating

Gold Coast Region -120,-54
Region: Correct
Pathgrid: added to the tower
Added more flora to the wilderness
Misc_Com_Pitcher_Metal_01 floating
misc_com_tankard_01 floating/bleeding x3
T_Com_Dice_01 floating
T_Imp_ColClayPlate_02 floating
misc_com_wood_cup_02 bleeding into ground
T_Cyr_FloraGC_TreeOlive_01 leaves bleeding into tower
T_Cyr_TerrRockGC_Rock_02 inside a tower
T_Cyr_TerrRockGC_Rock_06 caspering
T_Cyr_TerrRockGC_Rock_16 floating
T_CyrCom_Var_Cr1ArmLgn1 bleeding into ground
T_Imp_SetGC_X_Bench_01 bleeding into ground

Gold Coast Region -119,-54
Region: Correct
A few texture seams
Added more flora to the wilderness
Tidied up highway trim in a few places
Missing vertex shading between dirt/grass
T_Imp_Highway_MStoneGold_01 floating on one end

Abecean Sea Region -127,-55
Region: Correct
Flora_kelp_02 bleeding into rock x5
active_bubbles00 box visible x2
kollop_xx floating x4

Abecean Sea Region -126,-55
Region: Correct
Flora_kelp_01 bleeding into rock x8

Abecean Sea Region -125,-55
Region: Correct
Flora_kelp_02 bleeding into rock x10

Gold Coast Region -124,-55
Region: Incorrect, was Abecean Sea and named GC
Flora_kelp_02 bleeding into rock x3
T_Cyr_TerrRockGC_Rock_04 caspering
T_Cyr_TerrRockGC_Rock_16 floating

PC_P6_Anvil_WestNavyDocks -123,-55
Region: Correct
Named cell "Fort Telodrach" named by Infragris on discord
Set illegal to sleep
Pathgrid: added to walls and fort
Galleon doors will be added on merge as the ints are already made
Rough terrain at the bottom of the docks
Rough terrain by the doomstone
Added more flora to the wilderness
Added collision boxes to hard to climb sections of the docks
Added doors to 2 towers in the fort, lowered the bridge they are on to line up with another door
Cleaned up vertex shading
Ex_imp_loaddoor_02 caspering at the top x4
furn_com_p_table_01 leg bleeding into wall
furn_com_pm_chair_02 floating
furn_crate_lid_01 floating
in_cavern_ramp00 floating
light_com_lantern_02_128 bleeding into hook
misc_com_bottle_06 floating x2
misc_com_bottle_11 floating
misc_com_broom_01 bleeding into crate
sc_paper plain floating
T_Com_ClothRag_02 floating
T_Com_Hammer_05 handle floating
T_Com_Var_BottleBroken_08 floating
T_Cyr_Flora_Apple02 bleeding into well
T_Cyr_TerrRockGC_Rock_02 hidden underground
T_Cyr_TerrRockGC_Rock_03 floating
T_Cyr_TerrRockGC_Rock_03 hidden underground
T_Cyr_TerrRockGC_Rock_04 hidden underground
T_Cyr_TerrRockGC_Rock_05 hidden underground
T_Cyr_TerrRockGC_Rock_09 hidden in wall
T_Cyr_TerrRockGC_Rock_16 floating
T_Cyr_TerrRockGC_Rock_18 moved to help prevent collision issues x2
T_CyrCom_Furn_Ch2Tools bleeding into table
T_CyrCom_Var_Bl1Bread floating on one end
T_CyrCom_Var_Bl1Bread bleeding into rail
T_CyrCom_Var_Bl1Empty floating
T_CyrCom_Var_Bl1Lamps bleeding into ground
T_CyrCom_Var_Bl2Empty floating
T_CyrCom_Var_Bl2Empty bleeding into planks
T_CyrCom_Var_Cr1Cloth bleeding into wall
T_CyrCom_Var_Cr1Meat bleeding into rail
T_CyrCom_Var_Cr2WpnIron floating
T_Imp_LegionCyr_X_Arrowslit_01 floating
T_Imp_LegionCyr_X_Arrowslit_01 hidden in fort
T_Imp_LegionCyr_X_Mooring_01 lined up with the rest
T_Imp_SetDoomstonegc_06 floating
T_IngFood_CheeseColovian_01 floating

PC_P6_Anvil_LowerClassCanal -122,-55
Region: Correct
Named cell "Anvil, Lower Class Canal"
Set illegal to sleep
Pathgrid: added to entire cell besides underwater
Texture seam by the navy gate, covered with some blocks
Missing vertex shading under platform
Rough terrain in the canal
Landscape spike under a boat
Tidied up vertex shading in various spots
Added a platform behind a set of stairs that had uncooperative terrain
ex_imp_towerb_dark_01 completely underground, and a morrowind piece
furn_com_lantern_hook floating
furn_com_rm_bench_02 bleeding too far into ground x2
furn_de_rope_04 both ends caspering
Gold_001 floating x4
misc_com_bottle_xx various floaters and bleeders
misc_com_bucket_01 bleeding into floor
Misc_Com_Pitcher_Metal_01 floating
misc_com_tankard_01 floating
Misc_Com_Wood_Bowl_01 floating
misc_com_wood_bowl_02 floating
misc_com_wood_cup_01 floating x2
misc_com_wood_cup_02 floating x2
misc_com_wood_knife bleeding into bench
misc_com_wood_knife floating
misc_com_wood_spoon_01 floating
misc_de_fishing_pole floating x2
PC_xGC_01_Sack_01 hidden in tower x2
T_Com_Cleet_01 bleeding into planks
T_Com_Dice_01 floating
T_Com_Nails_01 floating
T_Com_SetFarm_Box_01 floating x2
T_Com_SetFarm_Bucket_01 floating
T_Com_SetHarbor_DipNet_01 floating
T_Com_SetHarbor_Fishnet_02 floating on one end
T_Com_SetHarbor_Rope_01 bleeding into floor
T_Com_Var_CandleBox_xx various floaters and bleeders
T_Com_Var_Cleaver_01 blade floating
T_Com_Var_Cratexx various floaters and bleeders
T_Com_Var_Knife_01 blade floating
T_Com_Var_LampEmpty_01 legs bleeding into other lamps
T_Com_Var_Rope_02 floating x4
T_Com_Var_RopeHooks_01 caspering on top, though I doubt it would ever even be visible
T_Cyr_Flora_AloeVera03 bleeding into other aloe
T_Cyr_Flora_Thunglew01 bleeding into statue base x2
T_Cyr_FloraGC_Bush_02 floating x2
T_Cyr_FloraGC_Shrub_02 various floaters and bleeders
T_Cyr_FloraGC_TreePalm_02 floating
T_CyrCom_Var_Blx various floaters and bleeders
T_CyrCom_Var_Sk2Empty floating
T_CyrImp_Furn_ColA2Empty leg bleeding into crate
T_Imp_Drink_WineFreeEstat_01 bleeding into crate
T_Imp_Drum_03 bleeding into floor
T_Imp_LegionCyr_X_Arrowslit_01 floating x2
T_Imp_LegionCyr_X_TowerBLigt_01 hidden underground
T_Imp_LegionCyr_X_Wallent_02 hanging off the edge a bit
T_Imp_SetAnv_X_Addon_01 caspering, moved slightly back to cover the caspering roof, then covered the rest with a plank
T_Imp_SetAnv_X_Platform_02 hidden underground
T_Imp_SetAnv_X_PropertyWall_01 slight floating
T_Imp_SetAnv_X_Window_02 hidden in a wall x2, delete as Infragris isn't using them in his int
T_Imp_SetGC_X_Bench_01 bleeding into house
T_Imp_SetGC_X_DocksCentB_01 unaligned and caspering on the connecting pillars, replaced with non caspering piece and added stairs
T_Imp_SetGC_X_DocksCleat_01 floating
T_Imp_SetGC_X_DocksPiling_01 bleeding into platform
T_Imp_SetGC_X_Plank_05 floating on one end
T_Imp_SetGC_X_Planks_01 various floaters and bleeders
T_Imp_SetGC_X_Planks_03 hidden in a tower
T_Imp_SetGC_X_Planter_01 floating on one end
T_Imp_SetGC_X_Stool_01 floating
T_Imp_SetGCPoor_X_Window_02 hidden in a tower
T_IngFood_BreadColovian_02 floating x2
T_IngFood_BreadColovian_02 bleeding through bowl
T_IngFood_FishSlaughterDried_01 floating
T_IngFood_FishStrid_01 floating x2
T_IngFood_Onion_01 floating
T_IngFood_Onion_01 hidden under a platform

PC_P7_Anvil_MiddleClass -121,-55
Region: Correct
Named cell "Anvil, Middle Class"
Set illegal to sleep
Pathgrid: added to entire cell besides underwater
Terrain poking through platform
Texture seam by the poor district, moved crates and barrels over to cover
Spikey terrain in the part of the poor canal that reaches this cell
ex_barnacles_xx hidden under dock
T_Imp_LegionCyr_X_Wallent_02 replaced with T_Imp_SetAnv_X_CityWallEnt_01 x2
ex_vivec_waterfall_01 replaced with T_Glb_TerrWater_Waterjet_01
Ex_waterfall_mist_01 scaled down to .5 x4
Sound_Waterfall00 added to fountain
furn_anvil00 sunk too deep
furn_com_lantern_hook floating x4
furn_com_rm_bench_02 floating
furn_com_rm_chair_03 bleeding into platform x2
furn_com_rm_table_04 floating
ingred_bread_01 floating x2
Light_Com_Candle_12 floating
misc_com_basket_01 floating
misc_com_basket_02 bleeding into wall
Misc_Com_Bottle_xx various floaters and bleeders
misc_com_bucket_01 bleeding into wall x3
misc_com_redware_flask floating
Misc_Com_Wood_Bowl_01 bleeding into crate
misc_com_wood_knife blade floating
misc_de_basket_01 replaced with misc_com_basket_01
misc_de_bellows10 floating
misc_de_foldedcloth00 replaced a few with TD ones to diversify colours x5
misc_de_foldedcloth00 floating x2
p_swift_swim_c floating
PC_xGC_01_Sack_01 not sunk
repair_journeyman_01 handle floating
sc_paper plain floating x6
T_Com_DaedSteel_Dagger_01 replaced with T_Com_Steel_Dagger_01
T_Com_Hammer_01 floating
T_Com_SetFarm_Box_01 various floaters and bleeders
T_Com_Tankard_01 bleeding into table
T_Com_Var_BarrelTop_01 floating
T_Com_Var_BottleCork_01 moved out of bowl, these aren't misc so they would float if the bowl gets picked up
T_Com_Var_CrateBroken_05 floating
T_Com_Var_MetalHook_01 floating/bleeding
T_Com_Var_Rope_02 floating
T_Cyr_Flora_Ladysmnt01 leaf bleeding into dirt x3
T_Cyr_Flora_MorningGl01 leaf bleeding into chain
T_Cyr_FloraGC_TreePalm_0x leaf bleeding into tower x3
T_CyrCom_Furn_Ch1Smith bleeding into planks
T_CyrCom_Furn_Ch2Repair bleeding into planks
T_CyrCom_Furn_Ch2Smith bleeding into wall
T_CyrCom_Var_Blx various floaters and bleeders
T_CyrCom_Var_Bs1FoodGC bleeding into other basket
T_CyrCom_Var_Crx various floaters and bleeders
T_CyrCom_Furn_Ch2Smith caspering x2
T_CyrImp_Furn_ChS1G050 floating
T_CyrImp_Furn_ColAx various floaters and bleeders
T_CyrImp_FurnP_St1Empty floating
T_Imp_Cm_PantsColWest_01 floating on one end
T_Imp_ColClayBottle_01 floating x3
T_Imp_ColClayBowl_01 floating
T_Imp_ColClayPlate_02 floating
T_Imp_ColClayPlatter_01 floating x5
T_Imp_Drink_CiderAliyew_01 bleeding into crate
T_Imp_Drink_RicebeerMori_01 bleeding into crate
T_Imp_Furn_PlanterHanging_01 chain poking through the top plank
T_Imp_Furn_RugBigCm_01 tassels floating
T_Imp_SetAnv_Door_01 a few that don't fully fit their frames
T_Imp_SetAnv_X_Addon_03 caspering
T_Imp_SetAnv_X_AddonArchway_01 caspering
T_Imp_SetAnv_X_Balcony_02 gap with building
T_Imp_SetAnv_X_Canopy_03 a sliver of the pole poking out of building
T_Imp_SetAnv_X_CityWall_01 caspering
T_Imp_SetAnv_X_Entrance_01 caspering
T_Imp_SetAnv_X_Platform_01 hidden underground x2
T_Imp_SetAnv_X_Platform_02 hidden underground
T_Imp_SetAnv_X_Platform_03 hidden underground
T_Imp_SetAnv_X_Stonewall_0x various unaligned pieces
T_Imp_SetAnv_X_Window_01 floating x2
T_Imp_SetAnv_X_Window_02 caspering x2, replaced with 01
T_Imp_SetAnv_X_Window_05 hidden in a house x2
T_Imp_SetAnv_X_Window_08 caspering x6, replaced with 07
T_Imp_SetAnv_X_Window_08 hidden in a house
T_Imp_SetGC_Railing_03 hidden under docks
T_Imp_SetGC_X_Bench_01 floating on one side x2
T_Imp_SetGC_X_DocksCleat_01 hanging off the edge x2
T_Imp_SetGC_X_DocksSteps_01 replaced with the shorter 02
T_Imp_SetGC_X_Plank_05 floating
T_Imp_SetGC_X_Table_01 floating
T_Imp_SetGCPoor_I_Planks_01 floating
T_Imp_SetGCPoor_I_Planks_02 floating
T_IngFlor_BloodlilyFlower_01 floating x5
T_IngFood_BreadColovian_01 floating x7
T_IngFood_BreadColovian_02 floating
T_IngFood_Honey_01 floating
T_IngFood_Wheat_01 floating

PC_P7_Anvil_MainGate_Guilds -120,-55
Region: Correct
Named cell "Anvil, Main Gate"
Set illegal to sleep
Pathgrid: added to city and walls
Deleted Gilded Hills grass
Cleaned up vertex shading
Missing vertex shading between grass/highway
Missing vertex shading between dirt/farm
Landscape spike near house and city wall
Rough terrain between houses/wall
apparatus_a_mortar_01 floating
T_Imp_LegionCyr_X_Wallent_02 replaced with T_Imp_SetAnv_X_CityWallEnt_01
hammer_repair handle floating
furn_com_lantern_hook floating
furn_com_p_table_01 floating
furn_com_pm_stool_02 bleeding into floor
furn_com_rm_bench_02 bleeding into floor
furn_com_rm_bench_02 hidden under docks
furn_de_rope_04 caspering
iron mace handle floating
iron spear floating
misc_com_bottle_10 bleeding into box x2
misc_com_bottle_11 bleeding into box x3
misc_com_bucket_01 floating
Misc_Com_Pitcher_Metal_01 floating
Misc_Com_Pitcher_Metal_01 holding container plants, replaced with planter x2 looked nice, but doesn't work unfortunately
misc_com_plate_05 bleeding into stand
misc_com_plate_08 not resting on stand
misc_com_redware_plate floating
misc_com_silverware_spoon floating
Misc_Com_Wood_Bowl_01 floating
misc_com_wood_bowl_02 floating
misc_com_wood_cup_02 bleeding into table x2
misc_com_wood_knife blade floating
misc_de_foldedcloth00 floating
misc_de_pot_mottled_01 replaced with misc_flask_04
misc_flask_0x floating x3
misc_imp_silverware_cup bleeding into table x2
T_Com_Farm_Pitchfork_01 floating
T_Com_Farm_Shovel_01 bleeding into fence
T_Com_Furn_Canvas_02 floating x4
T_Com_Hammer_01 handle floating x2
T_Com_Mallet_0x handle floating x2
T_Com_Paint_Palette_01 floating
T_Com_PaintpotY_01 bleeding into bench
T_Com_Pipe_02 floating
T_Com_PotionBottle_03 floating on one side
T_Com_PotionBottle_04 bleeding into stand x2
T_Com_Rope_01 floating
T_Com_SetFarm_Box_01 floating
T_Com_SetFarm_Box_01 bleeding into floor x2
T_Com_SetFarm_Bucket_01 floating
T_Com_Var_Cleaver_01 blade floating x3
T_Com_Var_Knife_01 blade floating x2
T_Com_Var_Knife_02 blade floating x2
T_Com_Var_Knife_03 blade floating
T_Com_Var_Cratexx various floaters and bleeders
T_Com_Var_Rope_02 floating
T_Com_Var_Rope_05 caspering
T_Com_Var_RopeHooks_01 caspering
T_Cyr_Flora_Goldenrod01 floating x3
T_Cyr_Flora_Primrose01 leaves bleeding into planter x3, fixed as best as possible
T_Cyr_Flora_Thunglew01 floating x5
T_Cyr_FloraGC_Bush_02 floating x6
T_Cyr_FloraGC_Shrub_01 floating x4
T_Cyr_FloraGC_Shrub_01 hidden in a building
T_Cyr_FloraGC_Shrub_02 floating x4
T_Cyr_FloraGC_TreePalm_03 leaves bleeding into wall/roof x3
T_Cyr_FloraGC_TreePalm_04 bleeding into temple
T_Cyr_TerrRockGC_Rock_03 floating
T_Cyr_TerrRockGC_Rock_04 floating x2
T_CyrCom_Furn_Ch2Empty bleeding into crate
T_CyrCom_Var_Blx various floaters and bleeders
T_CyrCom_Var_Bs1FoodGC bleeding into basket/wall x3
T_CyrCom_Var_Crx various floaters and bleeders
T_CyrCom_Var_Sk1Empty floating x4
T_CyrImp_Furn_ColAx bleeders x8
T_CyrRga_Furn_Ba1x various floaters and bleeders
T_CyrRga_Furn_BlGrain floating x3
T_CyrRga_Furn_Pot1Empty bleeding into boat
T_CyrRga_Furn_Urn1Food bleeding into ground x2
T_Imp_ColClayPlate_01 bleeding into table
T_Imp_ColClayPlate_02 floating
T_Imp_ColIron1_Cuirass_02 floating
T_Imp_ColIron1_GauntletR_02 hidden under market stand
T_Imp_Drink_WineTamikaClr_01 floating
T_Imp_Furn_Easel_01 floating x2
T_Imp_Furn_Planter_01 floating
T_Imp_Furn_RugBigCm_03 not sunk enough x3
T_Imp_HandMirror_01 mirror floating x2
T_Imp_Legion_Dagger_01 blade floating
T_Imp_Scrollcase_0x floating x2
T_Imp_SetAnv_X_Entrance_02 poking through balcony
T_Imp_SetAnv_X_PropertyWall_04 unaligned
T_Imp_SetAnv_X_Window_01 floating x3
T_Imp_SetChapel_X_Doorframe_01 raised to show the top details of the door
T_Imp_SetChapel_X_WinPlain_01 floating x6
T_Imp_SetGC_X_DocksTownCent_01 unaligned
T_Imp_SetGC_X_DocksTownEnd_01 z fighting with neighboring piece
T_Imp_SetGC_X_Palmlogs_01 floating on one end
T_IngFlor_FennelSeed_01 floating
T_IngFood_AppleSkyrim_01 bleeding into bowl
T_IngFood_CheeseColovian_01 floating x2
T_IngFood_FishSlaughterDried_01 tail floating x3
T_IngFood_FishSlaughterDried_02 tail bleeding into stand
T_IngFood_FishStrid_01 floating
T_IngSpice_Cardamon_01 floating
T_IngSpice_Curcuma_01 floating
T_IngSpice_Pepper_01 floating
T_SkyCom_Var_Cr2Empty bleeding into house
T_SkyCom_Var_Cr9Empty bleeding into railing
T_SkyCom_Var_Sk4Food removed

Gold Coast Region -119,-55
Region: Correct
Cleaned up vertex shading where big rocks and the manor used to be
Added more flora to the wilderness
Missing vertex shading under a rock
T_Com_Var_CrateLid_02 floating
T_Cyr_TerrRockGC_Rock_03 floating x2
T_Cyr_TerrRockGC_Rock_03 hidden in tower
T_CyrCom_Var_Cr3Torch floating
T_CyrCom_Var_Cr4Bread floating

Abecean Sea Region -127,-56
Region: Correct

Abecean Sea Region -126,-56
Region: Correct
Flora_kelp_01 Bleeding into rock x20

Abecean Sea Region -125,-56
Region: Correct
Flora_kelp_01 bleeding into rock x28

PC_Q6 -124,-56
Region: Incorrect, made Gold Coast Region based on the gridmap.
Named cell "Gold Coast Region"
Cleaned up rocks on the island a bit
Rough terrain by the kollop
active_bubbles00 moved under kollop

PC_Q6_Anvil_Island -123,-56
Region: Correct
Named cell "Gold Coast Region"
Texture seam where grass meets sand
Missing vertex shading between grass/sand
Missing vertex shading under rock x2
Missing vertex shading under palm x3
Cleaned up rocks on the island a bit
T_Com_Var_CratePanel_02 hidden underground
T_Cyr_TerrRockGC_Rock_04 hidden underground
T_Cyr_TerrRockGC_Rock_05 caspering x2
T_Cyr_TerrRockGC_Rock_06 caspering
T_Cyr_TerrRockGC_Rock_12 caspering
T_Cyr_TerrRockGC_Rock_19 caspering
T_Imp_SetAnv_X_Stonewall_03 unaligned

PC_Q6_Anvil_LargeDocks -122,-56
Region: Correct
Named cell "Anvil, Large Docks"
Set illegal to sleep
Pathgrid: added to docks
ex_ship_plank floating x3
furn_com_lantern_hook floating
Gold_025 floating
misc_com_basket_01 floating
T_Com_SetFarm_Box_01 floating
T_Com_SetHarbor_Rope_01 floating
T_Com_Var_CrateOpen_04 floating x2
T_Com_Var_Rope_02 bleeding into dock
T_CyrCom_Furn_Ch1ArmNor floating
T_CyrCom_Var_Blx various floaters and bleeders
T_CyrCom_Var_Crx varuiys floaters and bleeders
T_CyrCom_Var_Sk1Salt floating
T_CyrCom_Var_Sk2Salt floating
T_Imp_SetFarm_Plough_01 blade floating x2
T_Imp_SetGC_X_DocksCleat_01 floating x2
T_Imp_SetGC_X_DocksTownCent_01 unaligned
T_Imp_SetGC_X_DocksTownEnd_01 unaligned x4
T_Imp_SetGC_X_Railing_01 floating
T_Imp_SetGCPoor_I_Planks_01 floating x2
T_Imp_SetGCPoor_I_Planks_02 floating

PC_Q7_Anvil_Docks -121,-56
Region: Correct
Named cell "Anvil, Docks"
Set illegal to sleep
Pathgrid: added to land and walls
Missing vertex shading under a rock
Texture seam where grassrock/rock meets
Texture seam near the castle
Raised a door hidden in a galleon, merger may have to adjust the position
ex_ship_plank floating x2
Flora_kelp_02 floating x3
furn_com_lantern_hook caspering on top x7
furn_de_rope_04 poking through planks
Furn_De_Rope_07 caspering
miner's pick bleeding into dock
misc_com_bottle_xx bleeding into box x8
T_Com_PaintpotX_02 bleeding into box x4
T_Com_Rigging_01 floating
T_Com_SetHarbor_Anchor_01 floating
T_Com_Var_BarrelBroken_02 floating
T_Com_Var_BarrelRing_03 floating
T_Com_Var_CrateLid_03 replaced with T_Com_Var_CrateLid_02 x2
T_Com_Var_CrateOpen_09 bleeding into wall
T_Cyr_TerrRockGC_Rock_18 hidden underground
T_CyrCom_Furn_Ch1WpnRga floating
T_CyrCom_Var_Blx various floaters and bleeders
T_CyrCom_Var_Crx various floaters and bleeders
T_CyrCom_Var_Sk1FoodGC floating
T_CyrCom_Var_Sk2Miner floating
T_De_StonewareBowl_02 indoril item, deleted
T_Imp_ColSiyatCigar_01 bleeding into rail
T_Imp_SetAnv_X_AddonArchway_01 poking through the side of the building
T_Imp_SetAnv_X_Canopy_02 had a gap with the building
T_Imp_SetAnv_X_Window_03 hidden in a building x2, deleted cause int wasn't using them
T_Imp_SetGC_X_Bench_01 floating
T_Imp_SetGC_X_DocksTownColmn_02 floating
T_Imp_SetGC_X_Plank_06 floating
T_Imp_SetGC_X_Stool_01 bleeding into dock
T_Imp_SetGCPoor_I_Planks_02 floating

PC_Q7_Anvil_UpperClass -120,-56
Region: Correct
Named cell "Anvil, Upper Class"
Set illegal to sleep
Pathgrid: added to city and walls
Vertex shading under boat going the wrong direction
Rough terrain in the bay
Missing vertex shading under planters
Missing vertex shading under planks
Flora_kelp_01 bleeding into rock
Flora_kelp_01 hidden underground x3
furn_com_lantern_hook caspering on top x2
furn_com_rm_bench_02 floating x4
furn_com_rm_bench_02 bleeding into floor x4
furn_com_rm_table_04 floating x2
furn_com_rm_table_04 bleeding into floor x2
Light_Com_Candle_16 floating
misc_com_bottle_11 bleeding into box x6
misc_com_silverware_knife blade floating (all)
misc_com_silverware_spoon end floating (all)
misc_de_goblet_09 replaced with misc_com_metal_goblet_01
Misc_Imp_Silverware_Cup_01 bleeding into table
misc_imp_silverware_pitcher floating x5
misc_imp_silverware_plate_02 bleeding into stand
T_Com_Cleet_01 floating
T_Com_LanternEmpty_01 floating
T_Com_SetFarm_Box_01 bleeding into crate x3
T_Com_SetHarbor_Rope_01 floating x2
T_Com_Var_CrateLid_02 floating
T_Com_Var_CrateOpen_04 floating x2
T_Cyr_Flora_Ladysmnt01 floating
T_Cyr_Flora_LillyVall04 floating x2
T_Cyr_FloraGC_Bush_01 bleeding into wall
T_Cyr_FloraGC_Shrub_01 floating x3
T_Cyr_FloraGC_Shrub_02 floating
T_Cyr_FloraGF_Shrub_01 deleted x3
T_Cyr_TerrRockGC_Rock_01 hidden in a building
T_Cyr_TerrRockGC_Rock_04 caspering
T_Cyr_TerrRockGC_Rock_12 hidden underground x2
T_Cyr_TerrRockGC_Rock_16 caspering
T_CyrCom_Var_Blx various floaters and bleeders
T_CyrCom_Var_Crx various floaters and bleeders
T_Imp_Drink_WineTamikaClr_01 bleeding into crate x5
T_Imp_Furn_RugBigCm_01 tassels too high x5
T_Imp_Legion_Dagger_01 blade floating
T_Imp_Scrollcase_02 floating
T_Imp_Set_Cart_01 floating
T_Imp_SetAnv_X_Addon_01 z fighting with building
T_Imp_SetAnv_X_PropertyWall_01 unaligned
T_Imp_SetAnv_X_PropertyWall_04 unaligned
T_Imp_SetAnv_X_Stairs_02 hidden underground
T_Imp_SetAnv_X_Window_01 duplicate
T_Imp_SetAnv_X_Window_01 floating
T_Imp_SetAnv_X_Window_05 floating x2
T_Imp_SetGC_X_DocksCleat_01 floating x4
T_Imp_SetGC_X_DocksPilingS_01 floating
T_Imp_SetGC_X_Palmlogs_01 floating x3
T_Imp_SetGC_X_Plank_01 bleeding into plank
T_Imp_SetGC_X_Plank_05 floating
T_Imp_SetGC_X_Planks_01 floating x3
T_Imp_SetGC_X_Planter_02 z fighting with othe planter
T_Imp_SetGCPoor_I_Planks_01 bleeding into rail
T_Imp_SetGCPoor_I_Planks_02 hidden under docks
T_IngFood_CheeseColovian_01 bleeding through plate x2
T_IngFood_Fig_01 bleeding through plate
T_IngFood_Honey_01 bleeding through plate x2
T_IngFood_Leek_01 floating
T_IngFood_Onion_01 floating x3
T_Nor_Orn_Longsword_01 blade floating

PC_Q7_Anvil_UpperClass -119,-56
Region: Correct
Named cell "Anvil, Upper Class"
Set illegal to sleep
Pathgrid: added to city and walls
Cleaned up vertex shading under walls
Missing vertex shading between grass/dirt
Make shift wall tower fountain removed
Missing vertex shading under haunted house
Rough terrain outside the wall
Roguh terrain in building 8's backyard
Missing vertex shading under olive tree
Added more flora to the wilderness
misc_com_wood_cup_02 floating
pc_anvil_light_02_256 bleeding into steps
T_Cyr_Flora_Thunglew01 floating
T_Cyr_Flora_Tigerlill02 bleeding into rock
T_Cyr_FloraGC_TreeOlive_03 leaves bleeding into rock
T_Cyr_FloraGC_TreePalm_04 leaves bleeding into wall
T_Cyr_TerrRockGC_Rock_03 hidden underground
T_Cyr_TerrRockGC_Rock_12 floating
T_Cyr_TerrRockGC_Rock_30 hidden in wall
T_CyrImp_Furn_ColA3Empt not leaning on anything
T_Imp_Furn_RugBigCm_01 tassels too high
T_Imp_SetAnv_X_PropertyWall_04 caspering x2
T_Imp_SetAnv_X_Stairs_02 replaced with shorter steps, only 3 steps were showing
T_Imp_SetAnv_X_Window_03 floating x2
T_Imp_SetGC_X_Planter_02 floating
T_Imp_SetChapel_X_StatueNich_01 replaced with the makeshift wallent version that neighbors it
T_IngFood_Apple_01 bleeding into basket x2

Abecean Sea Region -127,-57
Region: Correct
Flora_kelp_01 bleeding into rock x17

Abecean Sea Region -126,-57
Region: Correct
Flora_kelp_01 bleeding into rock x18

Abecean Sea Region -125,-57
Region: Correct
Flora_kelp_01 bleeding into rock x16

PC_Q6 -124,-57
Region: Incorrect, made Gold Coast Region based on the gridmap.

PC_Q6_Anvil_Lighthouse -123,-57
Region: Correct
Named cell "Gold Coast Region"
Cleanded up vertex shading on the island
Replaced CH textures with GC
Texture seam under stone wall
Landscape spike on the side of the road
Rock usage on the island was very repetitive
furn_com_pm_stool_02 floating
misc_com_bottle_03 floating
T_Com_SetFarm_Bucket_02 floating
T_Com_Var_PlankBrokenA_05 floating
T_Cyr_TerrRockGC_Rock_04 hidden under bigger rocks
T_Cyr_TerrRockGC_Rock_09 hidden underground
T_Cyr_TerrRockGC_Rock_11 hidden underground
T_Cyr_TerrRockGC_Rock_14 floating
T_Cyr_TerrRockGC_Rock_14 hidden underground
T_Cyr_TerrRockGC_Rock_14 caspering
T_Cyr_TerrRockGC_Rock_15 floating
T_Cyr_TerrRockGC_Rock_16 hidden underground
T_Cyr_TerrRockGC_Rock_19 caspering

PC_Q6_Anvil_CastleUmbranox -122,-57
Region: Correct
Named cell "Gold Coast Region"
Set illegal to sleep
Pathgrid: added to castle
Rough terrain outside the castle
Rough terrain beneath the cliff
Repetitive rock usage on the island
Caspering on 2 ends where the birge meets the courtyard, fixed with moorings, it looks okay but I'm open to a better fix
ex_imp_foundation_01 hidden underground, and a morrowind object x3
Ex_imp_loaddoor_02 hidden in keep
ex_imp_wallent_02 hidden in keep, and a morrowind object
T_Imp_LegionCyr_X_Arrowslit_01 floating x12
T_Imp_LegionCyr_X_Walkway_01 z fighting

PC_Q7_Anvil_CastleUmbranox -121,-57
Region: Correct
Named cell "Anvil, Castle Umbranox"
Set illegal to sleep
Pathgrid: added to castle and bridge
Repetitive rock usage on the castle cliffs
Landscape spike on the grass south of the castle
Rough terrain in the courtyard
T_Imp_LegionCyr_X_Arrowslit_01 floating x7
T_Imp_LegionCyr_X_Foundation_01 moved over to hide caspering bridge
T_Imp_LegionCyr_X_Wallent_02 caspering
T_Imp_Set_StatueUmbranox_01 floating

PC_Q7_Anvil_Temple -120,-57
Region: Correct
Named cell "Anvil, Temple"
Set illegal to sleep
Pathgrid: added to city and walls
Missing vertex shading under some walls
Missing vertex shading under some rocks
Replaced CH textures with GC
ex_vivec_waterfall_01 replaced with T_Glb_TerrWater_Waterjet_01 x4
Ex_waterfall_mist_01 added to fountain x4
Furn_Com_Planter bleeding into trellis
in_impsmall_loaddoor_01 replaced with Ex_imp_loaddoor_02 x4
T_Com_IronPot_01 bleeding into wall
T_Com_LanternEmpty_01 bleeding into wall
T_Cyr_Flora_Ginseng01 floating
T_Cyr_Flora_Goldenrod01 floating
T_Cyr_Flora_LillyVall0x floating x12
T_Cyr_Flora_Peony01 leaf bleeding through planter
T_Cyr_FloraGC_Shrub_01 hidden in temple
T_Cyr_FloraGC_TreeOlive_01 floating
T_Cyr_FloraGC_TreePalm_02 bleeding into rock
T_Imp_Furn_RugBigCm_01 tassels too high
T_Imp_SetAnv_X_Addon_01 caspering
T_Imp_SetAnv_X_AddonArchway_03 caspering
T_Imp_SetAnv_X_Platform_01 hidden underground
T_Imp_SetAnv_X_PropertyWall_04 caspering x6
T_Imp_SetAnv_X_PropertyWPill_01 hidden in temple
T_Imp_SetChapel_X_Addon1_02 hidden in temple
T_Imp_SetChapel_X_Addon1End_01 hidden in temple
T_Imp_SetChapel_X_PlazaWall_01 caspering
T_Imp_SetGCPoor_X_Well_01 not sure a poor well right outside the chapel is apropriate, idk a good alternative though


PC_Q7_Anvil_UpperClass -119,-57
Region: Correct
Named cell "Gold Coast Region"
Set illegal to sleep
Pathgrid: added to city and walls
Cleaned up vertex shading outside the wall
Missing vertex shading under a rock
Missing vertex shading between sand/grass
Added a door to a cave
Added more flora to the wilderness
ex_vivec_waterfall_01 replaced with T_Glb_TerrWater_Waterjet_01 x4
Ex_waterfall_mist_01 added to fountain x4
furn_com_lantern_hook floating
Misc_Com_Pitcher_Metal_01 floating
misc_com_wood_bowl_02 floating
misc_com_wood_cup_01 floating x2
misc_com_wood_knife floating
misc_com_wood_spoon_01 floating
T_Cyr_Flora_Fig03 floating
T_Cyr_Flora_Ginseng01 floating x3
T_Cyr_Flora_Goldenrod01 floating
T_Cyr_Flora_Ladysmnt01 floating
T_Cyr_Flora_LillyVall04 floating x4
T_Cyr_Flora_Thunglew01 floating x2
T_Cyr_FloraGC_TreePalm_02 floating
T_Cyr_FloraGC_TreePalm_04 floating
T_Cyr_TerrRockGC_Rock_03 hidden underground
T_Cyr_TerrRockGC_Rock_04 caspering
T_Cyr_TerrRockGC_Rock_05 hidden underground
T_CyrCom_Var_Cr1Empty bleeding into tower x3
T_Imp_ColClayPlatter_01 floating
T_Imp_Drink_WineTamikaClr_01 bleeding into floor
T_Imp_SetAnv_X_PropertyWall_02 caspering
T_Imp_SetAnv_X_PropertyWall_04 caspering
T_IngFood_Apple_01 floating x2
T_IngFood_CheeseColovian_01 floating

Abecean Sea Region -127,-58
Region: Correct
Flora_kelp_01 bleeding into rock x12

Abecean Sea Region -126,-58
Region: Correct
Flora_kelp_01 bleeding into rock x32

Abecean Sea Region -125,-58
Region: Correct
Flora_kelp_01 bleeding into rock x30

Abecean Sea Region -124,-58
Region: Incorrect, made Gold Coast Region based on the gridmap

Abecean Sea Region -123,-58
Region: Incorrect, made Gold Coast Region based on the gridmap

PC_Q6 -122,-58
Region: Incorrect, made Gold Coast Region based on the gridmap
Named cell "Gold Coast Region"
Flora_kelp_01 hidden underground

Abecean Sea Region -121,-58
Region: Incorrect, made Gold Coast Region based on the gridmap
Cleaned up vertex shading on the beach
T_Com_Var_CrateBroken_01 floating

PC_Q7_Anvil_DibellaGarden -120,-58
Region: Incorrect, made Gold Coast Region based on the gridmap
Named cell "Gold Coast Region"
Replaced grass ltex under a rock formation

PC_Q7 -119,-58
Region: Incorrect, made Gold Coast Region based on the gridmap
Named cell "Gold Coast Region"
Missing vertex shading under a rock
Overall a really nice city, big props to everybody who worked on it.
I'm going to merge this into the section file before dealing with grass as border matching is needed.
Attachments
PC_xGC_01_139_Anvil_Reviewed.7z
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