Gold Coast Interior Claim PC_i2-87[Reviewed][Torlof]

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Kaiel
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Gold Coast Interior Claim PC_i2-87[Reviewed][Torlof]

Post by Kaiel »

Unnamed Ayleid Ruin
Exterior Location #1 on the following map:
Image

An Ayleid ruin.
Please use the T_Ayl_DngRuin set.

The exterior file can be found in this thread.
Always use the latest file.

Torlof
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Post by Torlof »

Want to claim this one too.

Torlof
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Post by Torlof »

Completed shell.
As always with me, it turned out way bigger that i was originally planned. Instead of making it smaller, decided to take a different approach: made a whole section inacessible without levitation and will put more roadblocks in the form of cave-ins, doors and such.
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PC_i2-87_v1.ESP
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Torlof
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Post by Torlof »

Finished.
In regards to NPCing: at first i was making it as infested with bandits/looters/lowlives ruin, but later on though it will be more fun it would be more fun if it was a split between daedra and bandits. Said daedra should be in the big hall and the part of the interior only accesible through levitation. Also, despite the size, it should be a dungeon for high-level players, imo.
Added two ayleid armor pieces (one bracer and legs that are in the last room).
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PC_i2-87_v2.ESP
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Kaiel
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Post by Kaiel »

Reviewing

Torlof
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Post by Torlof »

In need of an update: main hall is a bit undercluttered.
Don't review yet.

Torlof
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Post by Torlof »

Updated, added some stuff to the mainhall.
Can be reviewed now.
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PC_i2-87_v3.ESP
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Fürst Thal
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Post by Fürst Thal »

Reviewing!

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Fürst Thal
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Post by Fürst Thal »

Clean: Yes.
Lightning: Good.
Northmarker: Set and Correct.
FitsExterior: Yes.
Pathgrid: Set but overkill.(Should have had only half or one forth the pathgrids.)

Floaters:

T_Ayl_ClayJar_01: Floated a bit.
T_Ayl_DngRuin_X_oBlock_04: Floated a bit.
T_Ayl_ClayJar_01: Floated.
T_Ayl_DngRuin_F_Chest_02: Floated.
T_Ayl_DngRuin_I_WelkyndStnW_02: Floated.

Bleeders:

T_Ayl_DngRuin_Welkynd01_64(some): Bleeded into their "T_Ayl_DngRuin_I_WelkyndHoldr_01".
T_Ayl_ClayBowl_01: Bleeded a bit into the wall.
ingred_crab_meat_01: Bleeded into "T_Imp_ColClayPlate_02".

Others:

T_Ayl_Hook_01: Had an unplausible rotation.
T_Ayl_DngRuin_LightWelkynd_256(all): Moved the closer to the stones.
T_Ayl_DngRuin_I_WelkyndHoldr_01: Caspering, had to connect it to "T_Ayl_DngRuin_I_Pedestal_01" again because its bottom is transparent.
T_Cyr_CaveGC_I_TunnelSml_01: Was caspering. Had to increase its size and rotate it.
T_Cyr_TerrRockGC_Rock_11: Caspered.
T_Cyr_CaveGC_I_TunnelSml_01: Caspered.
T_Cyr_TerrRockGC_Rock_16: Caspered.
T_Ayl_DngRuin_I_Lightfix_01(The one in the big room.): Was rotated for no apparent reason.
T_Glb_Var_Skeleton07(The one in the big room.): Moved closer to "T_Ayl_DngRuin_X_Pedestal_01" so that it touches it with its back.
T_Ayl_DngRuin_I_Block_02(The one in the big room.): Was only resting on two points instead of atleast three.
T_Cyr_TerrRockGC_Rock_16(The one in the big room.): Added another "T_Cyr_TerrRockGC_Rock_16" to hide its caspering.
T_Com_Farm_Shovel_01: Changed its position so it also rests on "T_CyrCom_Furn_Ch1BandGC".
T_Glb_Var_SpiderWeb_04a: Caspered.
misc_clothbolt_01: Rotated to make it look better.
T_Com_ClothPlain_02(In the populated room.): Deleted because the things were all resting awfully on it.
T_Com_Var_BottleBroken_07: Unrealistic rotation.
Furn_colony_ladder01: Wasn't resting on the wall.
ingred_raw_glass_01: Changed its location to the smuggler room.
Reason is that raw glass exists only as a smuggler item and its original location has nothing to do with them.
Smuggler Room: Added some rocks and moved some furniture as some set-pieces where z-fighting.
T_Ayl_DngRuin_LightWelkynd_128: Removed one unnecessary placement on a Welkynd stone.
Added some more In_Lava_Blacksquare to hide still visible spots on the minimap.
T_Ayl_DngRuin_F_ChainBase_01: Added some of them where they were missing.

Reviewer Note: Very great Torlof.
Attachments
PC_i2-87_Reviewed.ESP
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chef
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Post by chef »

merged

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