Stonehead Cave
Exterior Location #1 on the following map:
A small cave north of Thresvy and Garlas Malatar.
Please use the T_Cyr_CaveGC set.
The exterior file can be found in this thread.
Always use the latest file.
Gold Coast Interior Claim PC_i2-86[Reviewed][Outlander]
claiming this to make it a pirate cave
still heavily WIP.
something around 25% finished.
something around 25% finished.
- Attachments
-
- PC_i2-86.ESP
- (60.49 KiB) Downloaded 95 times
*update*
i'm getting there. about 75% done.
i'm getting there. about 75% done.
- Attachments
-
- PC_i2-86.ESP
- (87.26 KiB) Downloaded 96 times
finished & pathgridded (this is my first time making a pathgrid, i hope this works good enough).
The giant "stonehead" room is supposed to act as a training area and a place to settle conflicts among the pirates/smugglers. it could potentially be included in some quest or just be used for a boss fight.
The giant "stonehead" room is supposed to act as a training area and a place to settle conflicts among the pirates/smugglers. it could potentially be included in some quest or just be used for a boss fight.
- Attachments
-
- PC_i2-86.ESP
- (112.14 KiB) Downloaded 84 times
- 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
Northmarker: Correct
Lighting: Good
Pathgrid: Added a few more nodes throughout and made some other minor adjustments.
Floaters:
T_CyrCom_Var_Bl2Torch
iron longsword
furn_com_rm_chair_03
Bleeders:
T_Imp_SetGC_X_Stool_01
Other:
PC_i2-86_Bl_01 - renamed PC_i2-86_Bl_SloadSoap
PC_i2-86_SloadSoap - renamed PC_i2-86_Lvl_SloadSoap
Replaced makeshift steps with scaled down T_Imp_SetGC_X_DocksSteps_01
T_Glb_Light_Wispstalk_64 - lights don't need rotation
T_Imp_SilverScales_02 - moved nearby coins onto it so it makes sense to be off balance
Northmarker: Correct
Lighting: Good
Pathgrid: Added a few more nodes throughout and made some other minor adjustments.
Floaters:
T_CyrCom_Var_Bl2Torch
iron longsword
furn_com_rm_chair_03
Bleeders:
T_Imp_SetGC_X_Stool_01
Other:
PC_i2-86_Bl_01 - renamed PC_i2-86_Bl_SloadSoap
PC_i2-86_SloadSoap - renamed PC_i2-86_Lvl_SloadSoap
Replaced makeshift steps with scaled down T_Imp_SetGC_X_DocksSteps_01
T_Glb_Light_Wispstalk_64 - lights don't need rotation
T_Imp_SilverScales_02 - moved nearby coins onto it so it makes sense to be off balance
- Attachments
-
- PC_i2-86.ESP
- (112.42 KiB) Downloaded 95 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]