Anvil Interior Claim PC_i2-Anv49[Reviewed][Kaiel]

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Kaiel
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Anvil Interior Claim PC_i2-Anv49[Reviewed][Kaiel]

Post by Kaiel »

The Sailor's Fluke Tavern.

Building 49 on this map:
Image

Please use the T_Imp_SetGC_I - Set

Notes:
49. The Sailor's Fluke Tavern
a. Signy(Nord, f, thief): A thief, working girl. Works as a maid in the tavern. Involved in a thieves guild quest for Faustina Cartia
b. Julius Volchar(Colovian, m, publican): Owner of the tavern. Also runs a rat pit in the basement.
c Habashi(Redguard, m, warrior): An adventurer and mercenary. Quest-relevant. Currently hired by a Blades agent active in the poor district, to investigate interference in her network.
The exterior file can be found in this thread.
Always use the latest file.

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Kaiel
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Post by Kaiel »

Claiming

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worsas
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Post by worsas »

Granted

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Kaiel
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Post by Kaiel »

Uploading some in progress work, shell is finished, as well as furniture in all but one room that I'm trying to determine the purpose of. Really like the way the rat pit turned out. File is clean.
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PC_i2-Anv49.ESP
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Kaiel
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Post by Kaiel »

Small update, some minor changes to room layouts and finalized furniture except the storage area which is WIP
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Kaiel
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Post by Kaiel »

Update: Mostly finished, I know it needs more detailing though. I can't figure what kinds of clutter to put in the rat pits area. Any suggestions would be welcome. Additionally, I know the attic needs more detailing and also the bar. File is clean.
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PC_i2-Anv49.ESP
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Kaiel
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Post by Kaiel »

I fixed some issues, should be ready for review. A warning to anyone working on 48: I made the basement extend a tile outside the main structure, watch out that you don't do the same(don't think it has a basement anyway but just in case) or they would be overlapping.
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Clean PC_i2-Anv49.ESP
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MinerMan60101
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Post by MinerMan60101 »

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]

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MinerMan60101
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Post by MinerMan60101 »

Clean: Yes
Northmarker: Absent
Fits exterior: Yes
Illegal to Sleep Here: Correct
Lighting: Good
Pathgrid: Added

Top Floor:
No issues


Middle Floor:
Floaters:
T_Imp_Furn_Tapestry_17 x4
furn_com_tapestry_05 x2
misc_com_wood_knife x7 - knives need to be rotated to rest properly
T_Com_CuttingBoard_01
T_CyrImp_FurnP_St1Empty
misc_com_tankard_01

Bleeders:
T_Imp_Furn_Tapestry_17
light_com_chandelier_01 - moved this down a bit
T_Imp_SetGC_DoorIn_01 - bled into rug when open, flipped\
T_IngFood_CheeseColovian_01 - bleeding through bowl


Ground Floor:
Floaters:
furn_com_tapestry_01 x3
T_Imp_SetGC_I_Ceiling_01 - got ungridsnapped
T_Imp_SetGC_I_DJamb_01 - floating above stairs
T_Imp_Furn_RugBigCm_07 x2 - rugs with tassles need to be bled
T_Com_Var_Knife_01
T_Com_Var_Cleaver_01
misc_com_wood_knife x5 - knives need to be rotated to rest properly
misc_com_tankard_01 - you f'ed this onto one of the metal parts

Bleeders:
T_Imp_SetGC_DoorIn_01 - bled through a lot of furniture when opening. Shifted the furniture around instead of making the door swing above the stairs.
T_Imp_SetGC_DoorIn_01 - bled into chest while opening
furn_com_p_table_01 - bleeding into other table
furn_com_pm_stool_02 - bleeding through rug
furn_com_tapestry_02
misc_com_metal_plate_05 x4
T_IngFood_FishSalmon_01 x2 - bleeding through bowl


Basement:
Floaters:
T_Imp_Furn_RugBigCm_07 x3 - rugs with tassles need to be bled
misc_com_tankard_01 x6
Misc_Com_Pitcher_Metal_01
Gold_001 x6
T_Imp_SetGC_I_Pillar_02 x12 - caspering

Bleeders:
furn_com_p_table_01 x2 - bleeding through each other and the rugs


Other:
You should still have a northmarker even if the interior is aligned correctly
PC_i2-Anv49_Note02 - renamed PC_i2-Anv49_Note_02
PC_i2-Anv49_Note03 - renamed PC_i2-Anv49_Note_03
PC_i2-Anv49_Note_01-03 - added <BR> to the end of every line
Misc_Uni_Pillow_02 - replaced with misc_uni_pillow_01, these were meant for hammocks and I don't think that they look good on normal beds.
T_Imp_SetGC_I_Center_01 - moved all of these over
T_Imp_SetGC_I_Side_02 - replaced this one behind the door to exterior with T_Imp_SetGC_I_Center_01 and T_Imp_SetGC_I_Wall_01 because of above change
T_Imp_SetGC_I_Wall_01 x2 - replaced these two with T_Imp_SetGC_I_Wall_05
T_Imp_SetGC_I_Wall_01 x3 - deleted these, they weren't visible
in_com_traptop_01 x2 - made these usable by the player by adding T_Sky_Cave_DoorNat_01 to the doorframes and making them unique doors named "Trap Door"
T_Com_Hammer_01 - replaced with T_Com_Hammer_Repair_01, deprecated
T_Com_Hammer_02 - replaced with T_Com_Farm_Sledgehammer_01, deprecated
T_Com_Hammer_03 - replaced with hammer_repair, deprecated. The gang's all here!
T_Imp_FurnP_Rack_02 x3 - backwards
T_Imp_Drink_AleAkul_01 x2 - moved these to the other wine rack and left that one backwards
T_Com_Dice_01 - flipped some of these over (still doesn't make it realistic...)
You couldn't move into the tabled off area in the basement

NOTE TO MERGER: the rectangular part of the ext should be lined up with the circular part, as it is in the interior (or vice versa, whichever works best).
Attachments
PC_i2-Anv49.ESP
(52.53 KiB) Downloaded 85 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]

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chef
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Post by chef »

merged

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