23. Kalcharius Apartments Olvus Kalcharius (Imperial, m, commoner) Owner of multiple apartment blocks in the poor quarter. A slumlord with a bad reputation for exploiting tenants. Also has a daughter who is present in the Abecette. Lives on the top floor. Vinicalla Kalcharius (Imperial, f, commoner) Wife of the above. Society lady. Demmenbar (Bosmer, m, merchant) Representative of a merchant firm in Valenwood, involved in the lumber trade with Skyrim. Reasonable affluent, Imperialized in attitude. Lives on the middle floor. Prirra Firton (Colovian, f, commoner) Merchant investor, shareholder in several trade enterprises in the harbor. Widowed. Lived on the ground floor. Rofar (Nord, m, caretaker) Concierge. Lives in a small basement flat.
Revoking claim, wanted to finish it but the style here is very different from my own, I don't think I could finish it in a reasonable amount of time or effort, so if anyone else wants to finish it feel free.
Edit: added a window to the back of the main hall. Also, the file has a dependency on a TR master that I can't lose - I don't know if this will affect merging.
DELETE from masterFiles WHERE
name<>'Morrowind.esm' AND
name<>'Tribunal.esm' AND
name<>'Bloodmoon.esm' AND
name<>'Tamriel_Data.esm';
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]
Name: PC_i2-Anv23
Clean: No, a dependency on TR Mainland had to be removed with the quick editor.
Lighting: Not good, more lights in the 128 range and some lamps on the bottom floor should have been placed
Northmarker: Wrong
Fits exterior: No
Pathgrid: no
Illegal to Sleep Here: yes, correct
Gridsnap:Yes, correct
Bleeders:
T_Imp_Furn_Tapestry_08: bled a little too much into the wall x4
T_Imp_Furn_Painting_09c: frame bled into wall
T_Imp_Furn_Tapestry_07: bled a little too much into the wall x2
T_Com_Var_CrateOpen_02: bled slightly into floor
T_CyrCom_Var_Cr3Silverw: bled slightly into floor
furn_imp_flag_01_indoor: wasnt bled but was flat to the wall, moved forward slightly
light_com_candle_08: bled slightly into the table
T_Imp_Furn_RugOvalXp_02: Bled under drawers, rotated it and adjusted scale to fit better
light_com_candle_08: bled into drawers
T_Imp_Furn_Tapestry_16: bled a little too much into the wall
furn_com_rm_shelf_01: bled a little too much into the wall x2
T_Imp_ColClayBottle_01: bled slightly into shelf
T_Imp_SilverWareCup_03: bled slightly into dish
T_Imp_SilverWareCup_01: bled slightly into dish
furn_com_rm_table_03: bled into rug
furn_com_rm_chair_03: bled into rug x12
furn_com_rm_chair_03: bled slightly into floor x 2
furn_log_02: bled slightly into pot
light_com_candle_09_128: bleeding slightly into desk
light_com_sconce_02_77: bled a little too much into the wall
light_com_candle_05: bled slightly into side table
furn_com_rm_table_04: bled into rug
T_Com_CandleStickPewter_01: bleeding slightly into shelf
furn_com_rm_table_05: bled through rug into the floor
Floaters:
T_CyrCom_Var_Cr4Empty: sat awkwardly, shrank to sit more naturally on top of the larger crate
T_Imp_Scrollcase_01: floated slightly at one end x2
T_Imp_Scrollcase_02: floated slightly at one end x2
T_Imp_FurnM_Bookshelf_04: floated slightly over the floor x2
Other:
removed the superfluous second cell and put the room under the rest of the int, will require second-party review.
moved the table and rug in the south-east room on the bottom floor to fix bleeding/floating
removed imperial banners, not a state building
adjusted rug/bed placemetn and adjacent draws in the north east room on the top floor to deal with clipping
removed T_Imp_Furn_RugRoundBigXp_01 due to awkward placement causing inconsistent bleeding of objects around table
removed the "rug" objects as those should be statics anyway. (static versions of the cloth item would be good for future references, but dont make sense as a one off claim item)
Reviewers Note
Insufficient and bland cluttering, no food has been placed with most tables being bare save for cups and candles, several shelves are completely bare, the north east room on the bottom floor is empty even for an "unused storeroom" and the top floor landing feels especially under-cluttered .
More over several apartments show style-mixing beyond what is even close to appropriate with p, m and r furniture all in the same room,
Also includes the red and yellow books of riddles which are supposed to be rare items right next to each-other.
Most importantly it does not fit the exterior.
I am formally requesting this claim be put back in development for these points to be adressed, though I would honestly suggest scrapping this version and having the claim be re-designed from the ground up.
I am seconding the motion to scrap this and redesign the claim from the beginning. Here are the current NPC notes, in that vein.
23. Kalcharius Apartments[Reviewing]
Olvus Kalcharius (Imperial, m, commoner) Owner of multiple apartment blocks in the poor quarter. A slumlord, known to exploit his tenants, even sending them to jail if they do not pay rent on time. Also has a daughter who is present in the Abecette. Lives on the top floor.
Vinicalla Kalcharius (Imperial, f, commoner) Wife of the above.
Demmenbar (Bosmer, m, merchant) Representative of a merchant’s firm in Valenwood, involved in the lumber trade with Skyrim. Reasonable wealthy. Only just arrived in town, and will likely not stay long. Lives on the middle floor.
Prirra Firton (Colovian, f, commoner) Merchant investor. Widowed. Lived on the ground floor.
Rofar (Nord, m, caretaker) Concierge of the building. Lives in a small basement flat.
Clean: Yes Northmarker: Good Aligned to Grid: Yes Fits Exterior: Yes Pathgrid: Good Illegal to Sleep: Yes, good. Lighting: Not set close to standard Anvil settings. Too many light sources in the ground floor dining room. Toned down the window lights.
Floaters:
misc_com_basket_02
T_Imp_Var_ColLantern02_256
T_CyrImp_Furn_ChS2Jewel
T_CyrImp_FurnR_Dw1CEpFGC
T_Imp_SilverWareCup_01 (x7)
Bleeders:
Most tapestries (Slightly)
misc_com_bottle_03
T_IngFood_MeatHam_01
T_IngFood_Cookie_02
light_com_sconce_01
T_CyrImp_FurnR_Dw1CEpMGC
T_Imp_FurnR_Bookshelf_03
Placement Errors:
T_Imp_FurnP_Bookshelf_01 moved out of path of door.
T_Com_Hammer_05
T_Imp_Cm_PantsColWest_06 caspering
T_Imp_Cm_ShirtColWest_03 caspering
T_Imp_Et_PantsColWest_01 caspering
T_Com_Ex_Shirt_01 caspering
T_Imp_Et_SkirtColWest_01 caspering
T_Imp_Et_SkirtColWest_02 caspering
T_Imp_SilverWareKnife_01 (x3)
T_Com_Ep_Robe_01 caspering
Other:
T_Imp_SetGC_DoorIn_01 (x2) reversed opening direction.
Renamed cell to PC_i2-Anv23
Replaced in_c_stone_room_side with in_c_stone_3way (x2) to fix caspering in a corner.
Replaced in_com_stone_room_side with in_c_stone_3way to fix caspering roof support sticks.
Replaced some rm furniture on the ground floor with R furniture. Left the poor furniture in the basement because its a basement.
Replaced the shoes in the apartment's main entrance with some candle holders and pottery. It doesn't make sense for people to take their shoes off when entering the public hallway.
Added some more paintings, rugs, and tapestries.
Added benches to the hallways.
Added some clutter in places. Particularly the corner outside of the tower office.
Deleted Skooma and Skooma Pipe because it doesn't match the NPC descriptions.
EDIT: Removed secret room and plate under static candle. Also changed red candle to normal. Decorated space where secret room used to be and edited pathgrid. Cleaned file of scripts and activators and also removed custom keys.