Anvil Interior Claim PC_i2-Anv36[Reviewed][Infragris]

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worsas
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Anvil Interior Claim PC_i2-Anv36[Reviewed][Infragris]

Post by worsas »

West Navy Lodgings.

Building 36 on this map:
Image
36. West Navy Lodgings
a. Tullius Glabrovyn (Colovian, m, sailor) Officer cadet in the West Navy. A talented officer, Tullius is considering an offer from the EEC to stop his military career and work for the merchant fleet. His superiors are not too happy about this.
b. Connada Velgus (Imperial, f, sailor) Officer cadet in the West Navy.
c. Antoine Lerphine (Breton, m, sailor) First mate on a ship of the West Navy.

A lot more small lodgings and apartments, empty because their inhabitants are off to sea or at work in the navy HQ. This place is run by the West navy as home for cadets and officers.

Please use the T_Imp_SetGC_I - Set.

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

Yeti
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Post by Yeti »

To give these warehouses a little more variety, perhaps one of them could have a secret shrine of The Placid Drowner Cult?
Infamous sailor cult who worship Molag Bal as lord of the deep ocean, who must be placated with sacrifice. Maintain secret shrines in many port cities. Known for their ritual drownings.

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roerich
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Post by roerich »

They already have a hideout in one of the apartment buildings, but I don't see why not.
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Yeti
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Post by Yeti »

In that case, perhaps we shouldn't overdo their presence.

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Infragris
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Post by Infragris »

Plan was to give them three hideouts: one in the flophouse, one in a ship, and one in a nearby cave. Any more would be overkill. However, you could have a Kali Mes hideout in a warehouse somewhere.

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Iskuss1418
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Post by Iskuss1418 »

This no longer exists in the most recent Anvil exterior

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Infragris
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Post by Infragris »

I feel like making an interior. Claiming this.

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Infragris
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Post by Infragris »

Granted. Good luck!

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Infragris
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Post by Infragris »

First update: basic shell is finished, and some areas are partly cluttered. The first floor has a commons room and two large lodgings for higher-ranking officers, while the top two floors will have a large number of small (2x1) rooms for cadets and petty officers, some of which are uninhabited.
Attachments
PC_i2_Anv36_01.ESP
(23.32 KiB) Downloaded 149 times

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Infragris
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Post by Infragris »

Should be finished. Commons room with the new games and smokes, two officers' rooms, lots of tiny cadet rooms. Couldn't remember if interiors were supposed to come pre-pathgridded so I did that too.

Please not this file is dependent on the Data addon. It will not function correctly unless the data addon is loaded alongside it!
Attachments
PC_i2_Anv36_02.ESP
(45.12 KiB) Downloaded 135 times

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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: Correct
Fits exterior: Yes
Illegal to Sleep Here: Incorrect
Lighting: Toned down sunlight
Pathgrid: Edited

Bottom Floor:
Floaters:
misc_com_broom_01
Misc_Com_Bottle_14
T_Com_Cm_Pants_03 - clothes need to be f'ed a second time or rotated
T_Imp_Cm_SkirtColWest_03 - as above
misc_com_wood_knife - knives need to be rotated to rest properly
T_Imp_FurnM_Bookshelf_04 - this mesh floats above the ground normally (that should get fixed by the way...)
T_Imp_Furn_Painting_07c - made this closer to wall
T_Imp_ColClayBowl_01
T_Com_Furn_TrophSlaughtfish_01
T_Imp_Furn_RugBigCm_03 - rugs with tassles need to be bled

Bleeders:
T_Com_Var_LampEmpty_01 - objects that taper at the bottom can be incorrectly f'ed another time
T_Imp_FurnR_Basin_03 - as above
active_com_bed_04 x2 - as above
Misc_Com_Wood_Bowl_01 - as above
T_Com_ClothRedFolded_01
light_com_candle_02_64 - use 0.1 movement for lights
Light_Com_Candle_12 x3 - as above
T_Imp_Var_ColLantern05_128 - as above
furn_com_rm_table_04 x2 - bleeding through rug to rest on floor
furn_com_rm_bench_02 x4 - as above
T_Com_Furn_TrophBoar_01 - set into wall too much
T_Com_Furn_TrophBearColovian_01 - as above


Middle Floor:
Floaters:
Light_Com_RM_Chandelier_05_L_02
T_Imp_Cm_PantsColWest_02 - clothes need to be f'ed a second time or rotated
T_Imp_Cm_ShirtColWest_06 - as above
T_Com_Cm_Shirt_04 - as above
T_Imp_Cm_SkirtColWest_08 - stacking clothes needs precision so that nothing caspers
T_CyrImp_FurnP_Dw1CCmFGC

Bleeders:
active_com_bed_05 x2 - objects that taper at the bottom can be incorrectly f'ed another time
T_Imp_ColClayBowl_01 - as above
T_Com_Cm_Pants_03 - as above
light_com_candle_05_64 - use 0.1 movement for lights
T_Com_Var_RopeClothes_01 - visible on other side of the wall


Top Floor:
Floaters:
T_Imp_Cm_ShirtColWest_06 - stacking clothes needs precision so that nothing caspers
T_Imp_Cm_SkirtLegion_02
furn_com_pm_stool_02
T_Com_Var_LampEmpty_01 x2
T_Imp_FurnP_Wallscreen_01
T_CyrImp_FurnP_Dw1Empty

Bleeders:
active_com_bed_05 - objects that taper at the bottom can be incorrectly f'ed another time
T_Glb_Var_SpiderWeb_06b - bled into second floor
Misc_Com_Bucket_Metal
imperial shortsword
Light_Com_Candle_12_77 - use 0.1 movement for lights
bk_BriefHistoryEmpire3 - use 0.1 movement and look at the selection box to get books just right
T_Bk_FuneraryRitesMothPC - as above


Other:
Renamed interior PC_i2-Anv36
Changed the stair pathgrids slightly
Moved northmarker behind the door to exterior. (Not really important here but essential for massive caves and so on)
furn_com_torch_ring_01 - made these be consistently on the same parts of the banner
Attachments
PC_i2-Anv36.ESP
(45.07 KiB) Downloaded 83 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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