refer to the Thresvy planning thread for more information regarding this location.
This manor belong to Sigorn Valchar, local noblewoman. Sober, pious country nobiity. Two servants.
Gold Coast Interior Claim PC_i2-67[Reviewed][Kaiel]
Finished and ready for review, not pathgridded. Dependent on Data Addon.
- Attachments
-
- Clean PC_i2-67.ESP
- (100.32 KiB) Downloaded 136 times
Last edited by Kaiel on Fri Dec 28, 2018 1:19 am, edited 1 time in total.
Moved to reviewing.
- MinerMan60101
- PT Modder
- Posts: 426
- Joined: Sun Jan 29, 2017 4:55 pm
- Location: California
Reviewing
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]
- MinerMan60101
- PT Modder
- Posts: 426
- Joined: Sun Jan 29, 2017 4:55 pm
- Location: California
Clean: Yes
Northmarkers: Correct
Fits Exterior: No, two windows on wrong wall
Illegal to Sleep Here: Good
Lighting: Good
Pathgrid: Added
A:
Floaters:
T_Imp_Furn_Tapestry_08 x3
T_Imp_Furn_Tapestry_25 x4
T_Imp_SetGC_I_Railing_01
T_Com_Var_Cleaver_01 x2 - resting on a point
T_Com_Var_Cleaver_01 x2 - resting on handle but blade floats
Bleeders:
in_com_traptop_01 - bleeding into column
T_Imp_SetGC_DoorIn_01 - bleeds into rug when opening
T_Com_CuttingBoard_01 - under table
misc_com_bottle_07 - bleeding into other jugs
misc_com_bottle_12 - as above
T_Com_SetFarm_Winepress_01 - bleeding into tapestry and wall
Furn_Com_Kegstand x36 - z-fighting, scaled the beams up to 1.01 and moved them over the kegstands' legs
B:
Floaters:
T_Imp_Furn_Tapestry_03 x2
T_Imp_Furn_Tapestry_16
T_Imp_SetGC_DoorIn_01
light_com_lamp_01 x5
light_com_candle_08
light_com_candle_03
imperial broadsword
Bleeders:
T_Imp_Furn_Tapestry_03
T_Imp_SetGC_I_Center_01 x2 - z-fighting outside of interior
T_Imp_SetGC_DoorIn_01 - too far into door frame
light_com_candle_10 x2
Other:
T_Imp_Furn_Tapestry_25 x2 - outside of interior
T_Imp_SetGC_I_Pillar_02 - as above
Active_Com_Bar_Door x2 - these need to have room on either side
T_Imp_FurnR_Bookshelf_01 x4 - replaced one with 02 variant, put other three on a wall, this is a wall shelf not a floor shelf
T_CyrImp_Furn_ChS2Jewel - backwards
T_Imp_SetGC_I_Wall_01 x10 - replaced with the half sized version, T_Imp_SetGC_I_Wall_05
T_Imp_SetGC_I_Side_02 x2 - replaced with T_Imp_SetGC_I_Center_01
T_Imp_SetGC_I_Pillar_02 x2 - deleted, outside of interior
Shifted the floors of the top floor in B so that they don't hide the second floor from the map
Added in_lava_blacksquares to B
Northmarkers: Correct
Fits Exterior: No, two windows on wrong wall
Illegal to Sleep Here: Good
Lighting: Good
Pathgrid: Added
A:
Floaters:
T_Imp_Furn_Tapestry_08 x3
T_Imp_Furn_Tapestry_25 x4
T_Imp_SetGC_I_Railing_01
T_Com_Var_Cleaver_01 x2 - resting on a point
T_Com_Var_Cleaver_01 x2 - resting on handle but blade floats
Bleeders:
in_com_traptop_01 - bleeding into column
T_Imp_SetGC_DoorIn_01 - bleeds into rug when opening
T_Com_CuttingBoard_01 - under table
misc_com_bottle_07 - bleeding into other jugs
misc_com_bottle_12 - as above
T_Com_SetFarm_Winepress_01 - bleeding into tapestry and wall
Furn_Com_Kegstand x36 - z-fighting, scaled the beams up to 1.01 and moved them over the kegstands' legs
B:
Floaters:
T_Imp_Furn_Tapestry_03 x2
T_Imp_Furn_Tapestry_16
T_Imp_SetGC_DoorIn_01
light_com_lamp_01 x5
light_com_candle_08
light_com_candle_03
imperial broadsword
Bleeders:
T_Imp_Furn_Tapestry_03
T_Imp_SetGC_I_Center_01 x2 - z-fighting outside of interior
T_Imp_SetGC_DoorIn_01 - too far into door frame
light_com_candle_10 x2
Other:
T_Imp_Furn_Tapestry_25 x2 - outside of interior
T_Imp_SetGC_I_Pillar_02 - as above
Active_Com_Bar_Door x2 - these need to have room on either side
T_Imp_FurnR_Bookshelf_01 x4 - replaced one with 02 variant, put other three on a wall, this is a wall shelf not a floor shelf
T_CyrImp_Furn_ChS2Jewel - backwards
T_Imp_SetGC_I_Wall_01 x10 - replaced with the half sized version, T_Imp_SetGC_I_Wall_05
T_Imp_SetGC_I_Side_02 x2 - replaced with T_Imp_SetGC_I_Center_01
T_Imp_SetGC_I_Pillar_02 x2 - deleted, outside of interior
Shifted the floors of the top floor in B so that they don't hide the second floor from the map
Added in_lava_blacksquares to B
- Attachments
-
- PC_i2-67.ESP
- (101.98 KiB) Downloaded 103 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]