The Brine Stone
Building 72 on this map:
The Brine Stone is a merchant ship supposedly importing goods from Hammerfell. It secretly functions as a mobile headquarters for a Nibenese Drowner Cult of Molag Bal. The ship leaves port regularly on errands and to keep up appearances but never goes too far from Anvil. The owner is a cultist.
Please use the T_Imp_SetHarbor_GalleonIn Set
The exterior file can be found in this thread.
Always use the latest file.
Anvil Interior Claim PC_i2-Anv72[Iskuss1418]
- Iskuss1418
- PT Reviewer
- Posts: 221
- Joined: Tue Nov 29, 2016 1:57 am
I'd like to try claiming this. So they ritually drown victims to satisfy Molag Bal, god of the sea? I'm thinking of having some sort of gruesome sacrificial vat of water where they chain up their victims by the ankles then lower them into it to drown them. Maybe some sort of Saw inspired area. The top area shouldn't arouse suspicions, but should still feel a bit ominous.
- Iskuss1418
- PT Reviewer
- Posts: 221
- Joined: Tue Nov 29, 2016 1:57 am
Finished and ready for Review! On the upper deck is the crew's living area. There's plenty of butchered fish and broken objects trashed around the place to match the Drowner Cult's aesthetic. The lower deck is where the shrine to Molag Bal is. It is used to drown victims of the cult. The floor is covered in a few inches of water and seaweed grows rampant down along the walls, and a green, daedric fog engulfs the entire lower deck. There is also a transitional area on the upper deck, right before the entrance to the lower deck. It has seaweed growing and a greenish hue, but there is no heavy daedric fog.
- Attachments
-
- PC_i2-Anv72.esp
- Finished and Ready for Review 12/23/19
- (33.17 KiB) Downloaded 123 times
- Iskuss1418
- PT Reviewer
- Posts: 221
- Joined: Tue Nov 29, 2016 1:57 am
Just had to add barnacles real quick, now it's ready for review.
- Attachments
-
- PC_i2-Anv72--12-24-19.esp
- Quick update to add barnacles, now ready for review.
- (34.65 KiB) Downloaded 110 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
Northmarkers: Correct
Fits exterior: Yes
Illegal to Sleep Here: Correct
Lighting: Good
Pathgrids: Edited
Floaters:
Ex_barnacles_01 x2 - lowered, showing too much of the bottom part
Ex_barnacles_02 x2 - as above
Ex_barnacles_03 x2 - as above
Ex_barnacles_04 x2 - as above
Ex_barnacles_05 - as above
Ex_barnacles_06 x3 - as above
T_Com_Var_SoupPot_01
Bleeders:
T_CyrCom_Var_Sk2Salt x2 - bleeding slightly
T_Com_ClothGreenFolded_01
T_Com_Var_BottleBroken_04
Other:
Deleted some pathgrid nodes which weren't necessary
T_Sky_Cave_I_Ramp_01 - technically stylemixing, but it looks fine
Made the key unique and assigned it to the door
NOTE TO MERGER: The exterior trapdoor needs to be rotated 180 degrees and moved towards the back of the ship, about where it is in the interior.
Northmarkers: Correct
Fits exterior: Yes
Illegal to Sleep Here: Correct
Lighting: Good
Pathgrids: Edited
Floaters:
Ex_barnacles_01 x2 - lowered, showing too much of the bottom part
Ex_barnacles_02 x2 - as above
Ex_barnacles_03 x2 - as above
Ex_barnacles_04 x2 - as above
Ex_barnacles_05 - as above
Ex_barnacles_06 x3 - as above
T_Com_Var_SoupPot_01
Bleeders:
T_CyrCom_Var_Sk2Salt x2 - bleeding slightly
T_Com_ClothGreenFolded_01
T_Com_Var_BottleBroken_04
Other:
Deleted some pathgrid nodes which weren't necessary
T_Sky_Cave_I_Ramp_01 - technically stylemixing, but it looks fine
Made the key unique and assigned it to the door
NOTE TO MERGER: The exterior trapdoor needs to be rotated 180 degrees and moved towards the back of the ship, about where it is in the interior.
- Attachments
-
- PC_i2-Anv72.esp
- (34.6 KiB) Downloaded 121 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]