Claiming this. Design will be based on the NPCs Infragris came up with for this one:
30. Cularyia's Apartments
a. Cularyia(Altmer, f, merchant): Merchant venturer originally hailing from High Rock. Direnni connections. Owner of the building, lives on the top floor.
b. Surbo Gro-Mazar(Orc, m, commoner): a rare middle-class Orc. Ex-Legion soldier who now works as an overseer of the docks.
c. Cassian Achav(Colovian, m, Commoner): Lives on the bottom floor with his roommate, Nata.
d. Nata(Redguard, m, commoner): Lives on the bottom floor with his roommate, Cassian. e. The middle apartment in this building is empty, temporarily uninhabited.
Last edited by Kaiel on Mon May 28, 2018 12:15 pm, edited 1 time in total.
First Draft Complete
Shell, furnishings and detailing done on all three floors including leftover furniture and broken stuff in the vacant apartment. May add a letter to or from Cularyia's Direnni contact, depending on feedback on discord.
Fixed the ridiculous overuse of Chandeliers, as well as a few other issues. Both cleaned and uncleaned file are attached because when I load CS after cleaning the file I get a weird CS error(Clean PC_i2-Anv30.esp is not a valid TES file)
Figured out what was causing the problems(I had deleted the TES3 entry from my file) and went over this again. Added more clutter to the Orc's room. Finished and ready for reviewing.
The stair does look okay to me. There only needs to be a trap door leading to the top level of the tower and the middle floor of the tower is obviously missing some clutter.
The problem is the stairs to the top level. A trap door wont work because that makes no sense that such a high person will do that all the time. The furniture too couldnt be moved up there. It makes physically no sense especially when thinking that while building the house they wouldnt have made trapdoors in the first place.
Name: PC_i2-Anv30
Clean: yes
Lighting: adjusted it to standard for Anvil, lowered sunlight
Northmarker: correct
Fits exterior: yes
Pathgrid: none, added
Illegal to Sleep Here: yes, correct
Gridsnap: good
Bleeders:
active_com_bed_03: was partially on and off carpet and showed bleeding
active_com_bed_05: as above
T_CyrImp_FurnP_Dw1CCmMGC (x2): one as above, both bleeding
T_CyrCom_Var_Cr4Lamp: bleeding into another crate
T_CyrCom_Var_Bl2Empty: bled into wall
T_CyrCom_Var_Bl2Fish: as above
T_Imp_FurnM_Wallscreen_01: bled into wall
T_CyrImp_FurnM_Ds1Paper: bled
T_IngFood_Indureta_01: bled through the bowl
T_Com_Var_CrateBroken_01: bled into tapestry
T_Imp_Furn_RugBigXp_05 (x3): bled into wall
Slightly adjusted the top trapdoors to look less bled
T_Com_PumiceStone_01: bled into brush
Floaters:
T_Imp_Cm_ShirtColWest_04: not bled enough
T_Imp_Cm_PantsColWest_04: not bled enough
T_Imp_Cm_PantsColWest_01: as above
T_Imp_Cm_ShirtColWest_01: floated
misc_com_broom_01: stood straight up, not resting on anything
T_CyrCom_Var_Sk1Grain: raised up a bit since it bled weirdly into the lip of the crate
T_Imp_Furn_RugBigCm_09: not bled enough, but also bled into the wall
T_Com_Soap_02: floated
furn_com_rm_table_04: floated
sc_paper plain: not bled enough
Misc_Quill: floated
T_Imp_Et_ShirtColWest_01: not bled enough
T_Imp_Ep_ShirtColWest_03: as above
T_Com_Furn_Bed_01: floated (I replaced this with a Com_M variant)
Other:
T_Com_Dice_01: rotated it for dice number diversity
Replaced T_Com_Hammer_01 with T_Com_Hammer_Repair_01 since the former was deprecated
Added teleports to each of the trapdoors
Added some blacksquares
Added T_Bk_DeRerumDirennisSHOTN to the top floor for even more Direnni imagery.