Page 1 of 1

Anvil Interior Claim PC_i2-Anv28[Reviewed]

Posted: Thu May 18, 2017 3:10 pm
by worsas
Morvayn’s Peacemakers (smith). Middle class.

Building 28 on this map:
Image

Please use the T_Imp_SetGC_I - Set.

The exterior file can be gotten from this thread. Always use the latest file.

Re: Anvil Interior Claim PC_i2-Anv28[Unclaimed]

Posted: Wed Jan 31, 2018 6:54 pm
by Fürst Thal
Claiming!

Also, what weapons are being sold here?

Re: Anvil Interior Claim PC_i2-Anv28[Unclaimed]

Posted: Thu Feb 01, 2018 12:07 am
by Infragris
NPC's in this location:
Varel Morvayn (Dunmer, m, smith) Middle-class smith and repairs. Despite being a Dunmer, Varel has lived in Anvil all his life and has fully adopted Imperial culture.
Morvayn is a character pulled from Oblivion, though you should not feel bound to the way his shop looked in that game. He specializes in maces and blunt weapons. As per his writeup, he is not at all connected to Morrowind, so no dunmer weapon types should feature.

Re: Anvil Interior Claim PC_i2-Anv28[Fürst Thal]

Posted: Fri Feb 02, 2018 5:26 pm
by worsas
Moved to claimed.

Re: Anvil Interior Claim PC_i2-Anv28[Fürst Thal]

Posted: Wed Feb 14, 2018 11:25 am
by Fürst Thal
First version.

Did the basic layout and some detailing.

Re: Anvil Interior Claim PC_i2-Anv28[Fürst Thal]

Posted: Tue Feb 20, 2018 7:50 pm
by Fürst Thal
New Version up.

Changelog:

Unlocked all doors as I dont know the policy of door locking.
More Details.
North marker with the final rotation.
Completed the whole interior shell.

All in all the interiors in Anvil are very large and im running out of ideas what to put in, so any ideas and/or critisims are welcome.

Re: Anvil Interior Claim PC_i2-Anv28[Fürst Thal]

Posted: Wed Feb 21, 2018 12:27 am
by Infragris
Better not to lock, that is considered a responsibility for NPC'ers. Leave a note if you think a door should be locked.

Don't oversize interiors more than you have to. Keep in mind not every interior is required to be wholly unique and memorable - plenty of people live in utterly mundane locations. Go sparse, if anything, that's my advice.

Re: Anvil Interior Claim PC_i2-Anv28[Fürst Thal]

Posted: Wed Feb 21, 2018 8:46 pm
by Fürst Thal
I looked at the other interiors for what they used as a size. But its really just too big for one person living in there to fill it out completely. So im letting some space there as it would propably be in real life too. I still hope that for what it is there is enough stuff in it.

So if there is anything thats still a big issue then please tell me. Otherwise, I'm now putting this up for review.

Re: Anvil Interior Claim PC_i2-Anv28[Fürst Thal]

Posted: Mon Feb 26, 2018 9:47 am
by Fürst Thal
Not putting this up for review for now. Will first implement Infragis suggestions from discord.

Re: Anvil Interior Claim PC_i2-Anv28[Fürst Thal]

Posted: Mon Feb 26, 2018 2:19 pm
by Fürst Thal
New file up.

Added a smith.

Also changed the layout quite a bit and added some small clutter.

Re: Anvil Interior Claim PC_i2-Anv28[Fürst Thal]

Posted: Mon Feb 26, 2018 4:37 pm
by Fürst Thal
Fixed the last issues.

Im now putting this up for review.

Re: Anvil Interior Claim PC_i2-Anv28[Fürst Thal]

Posted: Tue Feb 27, 2018 11:08 am
by worsas
Moved to reviewing.

Re: Anvil Interior Claim PC_i2-Anv28[Fürst Thal]

Posted: Mon Jul 09, 2018 2:38 am
by MinerMan60101
Reviewing!

Re: Anvil Interior Claim PC_i2-Anv28[Fürst Thal]

Posted: Mon Jul 09, 2018 9:33 pm
by MinerMan60101
Clean: Yes
Northmarker: Set, slightly off
Fits exterior: Yes
Illegal to Sleep Here: Good
Lighting: Made fog slightly lighter than just black

Bottom Floor:
Floaters:
iron longsword
iron_towershield
iron spear - resting on an edge
iron warhammer - should be resting on the crate
silver staff
silver_cuirass
silver_helm
steel battle axe
T_Com_Iron_Morningstar_01
T_Com_Adamant_Club_01
steel longbow
steel warhammer
steel warhammer
steel_pauldron_left
steel_pauldron_right
T_Com_FireplaceShovel_01
T_Com_Hammer_01
T_Com_Iron_Helm_Open
T_Com_Iron_Greaves_01
T_Com_SteelSpike_PauldronL_01
T_CyrCom_Furn_Ch1ArmIron
T_CyrCom_Var_Cr5Tool
T_Imp_Furn_Painting_01a - moved as close to wall as possible
T_Imp_Furn_Painting_05c - as above
T_Imp_Furn_RugBigCm_09 - bled into floor so tassles would be as close to it as possible
T_Imp_Furn_RugBigCm_09 - as above
T_Imp_Furn_RugBigCm_09 - as above
T_Imp_Furn_RugBigCm_09 - as above
T_Imp_Furn_RugBigCm_09 - as above
T_Imp_Furn_RugBigCm_09 - as above
T_Imp_Furn_RugBigCm_09 - as above
T_Imp_Furn_RugBigCm_09 - as above
T_Imp_Furn_RugBigCm_09 - as above

Bleeders:
silver shardblade - tip bleeding into shelf

Casperers:
T_Imp_SetGC_I_Stair_01 - a lip is caspering
T_Imp_SetGC_I_DJamb_02 - missing a pillar

Middle Floor:
Floaters:
misc_com_broom_01

Bleeders:
T_IngFood_MeatBeef_01 - bleeding through plate
T_Com_Frypan_01 - bleeding through crate
T_CyrCom_Var_Sk2Empty - moved away from edge of the crate, looked a bit odd
T_CyrCom_Var_Sk3Grain - unbled from ground, this works better for it.
T_IngFood_Leek_01

Casperers:
T_Imp_SetGC_I_Stair_01 - a lip is caspering
T_Imp_SetGC_I_Side_01 - as above
T_Imp_SetGC_I_Side_01 - as above
T_Imp_SetGC_I_Side_01 - as above
T_Imp_SetGC_I_Pillar_01 - caspering on top - left alone, too tedious for too little gain.
T_Imp_SetGC_I_Pillar_03 - as above
T_Imp_SetGC_I_Pillar_03 - as above

Top Floor:
Floaters:
bk_BriefHistoryEmpire1
T_Bk_KnightsOfTheNinePC
T_Bk_RemanadaPC
misc_clothbolt_02
misc_clothbolt_02
misc_com_basket_01
misc_de_cloth10
T_Com_SetFarm_Box_01
misc_de_drum_01
furn_com_rm_shelf_01 - not in contact with the wall
Misc_Quill - not resting in inkwell
sc_paper plain - moved closer to the table
T_Com_FireplaceBroom_01 - floating near ceiling under fireplace
T_Imp_Furn_Tapestry_10 - not in full contact with wall


Bleeders:
T_Imp_SetGC_I_Pillar_02 - z-fighting with another pillar, scaled up slightly
T_Imp_SetGC_I_Wall_02 - z-fighting with another piece when not zoomed in super close. Didn't want to chance that this was CS only, moved out from wall slightly
T_Imp_SetGC_I_Wall_02 - as above, two of these were caspering on top
T_Imp_SetGC_I_Wall_02 - as above
T_Imp_SetGC_I_Wall_02 - as above, also pillar cross beam was caspering
T_Imp_SetGC_I_Pillar_03 - caspering on bottom - left alone, too tedious for too little gain.
T_Imp_Furn_Tapestry_10 - bleeding into beam slightly
light_com_lamp_01 - bleeding into wooden beam
misc_com_bucket_01
T_Com_ClothPlainFolded_01 - bleeding into cloth below it.
T_Com_Soap_01
T_CyrImp_FurnM_Cl2CmFGC - unbled from wall

Casperers:
T_Imp_SetGC_I_Pillar_03 - caspering on bottom - left alone, too tedious for too little gain.
T_Imp_SetGC_I_Pillar_03 - as above
T_Imp_SetGC_I_Pillar_03 - as above

Other:
Removed PC_Landmass.esm dependency
Un-caps locked esp and interior names
Added in_lava_blacksquares to the rim of the building to hide extra stuff from the map
iron_bracer_left - replaced one of these with a right bracer. Come on.