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Anvil Interior Claim PC_i2-Anv45[Matin Sanguine]

Posted: Tue May 29, 2018 7:21 pm
by Kaiel
The Spearmouth Inn

Building 45 on this map:

Please use the T_Imp_SetGC_I - Set

45. The Spearmouth Inn
a. The Arenthian(Bosmer, ???): Mysterious master-thief and leader of the Anvil thieves guild.
b. Faustina Cartia(Imperial, f, spellsword): mid-ranking member in the thieves guild. Cartia wants to found the Sirens, an all-female thieves' gang working under the auspices of the Guild. She needs the player's help to convince her friends and ex-colleagues, who are working in various taverns and brothels in Anvil to join her.
c Old Man Theft(Nord, m, savant): An old veteran of the guild- so old, in fact, that nobody remembers his actual name.
The exterior file can be found in this thread.
Always use the latest file.

Re: Anvil Interior Claim PC_i2-Anv45[Unclaimed]

Posted: Thu Dec 27, 2018 3:38 pm
by Matin Sanguine
Can I claim this?

The interior will consist of two levels as well as a basement - the first floor is the general dining area of the inn, the second floor has rooms for rent as well as a parlour, the basement holds inn supplies as well serving as a surreptitious secondary entrance via the trapdoor immediately outside the exterior of the inn (I imagine that is what the trapdoor is for - correct me if I'm mistaken). Size and shape of the interior will consist of a 4x5 block (exterior piece T_Imp_SetAnv_X_Building_05) joined with a 3x3 block (T_Imp_SetAnv_X_Building_03), with some overlap. Objects will be a mixture of poor and middle com pieces.

Re: Anvil Interior Claim PC_i2-Anv45[Matin Sanguine]

Posted: Thu Dec 27, 2018 8:33 pm
by worsas
You can surely have this claim. Proposed dimensions sound fine at a first glance.

Re: Anvil Interior Claim PC_i2-Anv45[Matin Sanguine]

Posted: Fri Dec 28, 2018 12:24 am
by Kaiel
I would prefer 5x5 and 3x3, since the building is more square and is "made" of two overlapping 5x3s, but I'm a stickler and it shouldn't be a problem if it isn't.

Re: Anvil Interior Claim PC_i2-Anv45[Matin Sanguine]

Posted: Mon Feb 04, 2019 11:49 am
by Matin Sanguine
I was made aware by Torlof of a discord post by Infragris that had some additional information on the claim - I'll post it here in order to collate all relevant claim information in the one place for ease of reference:
Infragris wrote:The NPC listing for the TG was never finished. Just ignore it for now and assume that there will be 8-10 NPCs in that interior.
The basic concept behind the place is the same as TG hideouts in Vvardenfell, like the South Wall Cornerclub, Dirty Muriel's, or the Rat in the Pot. The South Wall's "People" tab is a pretty goo guide: there might be two or three normal patrons, but the rest are at the very least on the Guild's payroll, if not outright members: ... Cornerclub. If you check TG guildhalls in Morrowind, you'll notice that they aren't really "hideouts", and that most business seems to happen in the open. You can sort of nod to that, but since we have the space a couple of private backrooms are not a bad idea. The difference between the Vvardenfell guildhalls and this one is that the Guild is very powerful and well-established in Cyrodiil, so it can afford bigger and better digs.
In general, I think one "open" public room, a couple of backrooms set up for illegal gambling, and some more TG-exclusive rooms on the top floor. Maybe set up the interior so that you have to pass one guarded door to reach the backrooms, including the upper floor. A basement/tunnel network would also be pretty nice, for storing loot and stuff
Actually come to think of it, original planning for that place was sort of inspired by the Thieves Guild level in the original Thief game, if you ever played that
which was a casino, connected to a large sewer hideout, which in turn connected to the lavish town houses of the Guild leaders
The idea was to have an underground sewer/tunnel/cave part starting from the Spearmouth's basement and ending in a lavishly decorated hidden chamber where the guild leader lairs.
I was modelling the interior in the vein of vanilla TG guildhalls which, as the discord post notes, mostly had things done out in the open - hence the fact that I was initially going to restrict the 'private' space to the 3x3 section alone. This will be changed to align more with the vision presented in the discord post.


-Interior layout completed, major object placement in parts of the interior. The interior space that corresponds with the exterior piece 'T_Imp_SetAnv_X_Building_05' has had its' size increased from 4x5 to 5x5. The initial plan for this space was to have it mainly serve as the general public inn space, with stairs that led to rooms for hire on the 2nd floor and doors in the back that led to the more private space in the 3x3 block. With the new info from the discord post, I've since partitioned this space between a section that carries the original idea for the space (public inn space) and a back section where gambling and other unscrupulous activities occur. The increase in size is to better accommodate this expanded function of the space.

-The 2nd floor will most likely have the rooms for hire removed; my initial plan was to have the 3x3 section serve as the TG-exclusive space, with stairs located in the front to provide access to rooms for hire in the 2nd floor - this clashes with the concept presented in the discord post which has most of the interior be effectively private and host to stuff the TG would rather keep out of the open. The reason why they are still there is because I haven't yet figured what they will be replaced with - likely private parlour rooms.

-The basement will still serve as a storage area for legitimate and illegitimate goods, as well as a secondary entrance via the trapdoor. One change from my initial plan has been to add a 3x3 section that will tentatively serve as the guild leader's office/quarters; it's not as elaborate as what is described in the discord post, but it will serve in the interim (I might change it in the future, but it's something I need to think on further, as I'm not really too sure how extensive I can make any sort of 'basement/tunnel network' as is mentioned in the discord post).

Things will hopefully be more settled by the next update.

Re: Anvil Interior Claim PC_i2-Anv45[Matin Sanguine]

Posted: Sat May 18, 2019 6:07 pm
by Kaiel
Matin Sanguine, it has been 3 months since your last update, are you still working on/wanting this claim?

Re: Anvil Interior Claim PC_i2-Anv45[Matin Sanguine]

Posted: Sun May 19, 2019 1:26 am
by Matin Sanguine
I am; I've just had a lot of difficulty working and updating the claim in a timely manner due to some real life stuff that has consumed a lot of time in the past three months - some of which was really, really unexpected and unpleasant to deal with. Apologies for going dark without notice; if this happens again, I'll drop the claim.

Re: Anvil Interior Claim PC_i2-Anv45[Matin Sanguine]

Posted: Wed Jul 03, 2019 1:30 pm
by Matin Sanguine
Update Overview

-Second room on the 2nd story of the 5x5 block has been detailed, with only a few more object placements remaining. I'm envisaging the space to be more a private guild members space, as opposed to the room(s) adjacent (which are open to friends of the guild/high-rollers that are into high-stakes gambling) and thus serving as a mixture of a study and a general living area.

-Basement filled out more with inn supplies and illegal, smuggled goods. I put some dwemer stuff here , but I'm not sure if it's appropriate or not (I imagined the area to be a space where they store illegal, smuggled goods) - let me know if they are an issue. Some more detailing is needed, but the general setup works for me for the most part.

-Changed a few things in the guildmaster's office in the basement (accidentally placed a de_ furniture piece there by mistake, among other minor changes). Still needs some more detailing (it's a bit sparse on the front part of the room).

-Detailed the main inn space a lot more. I changed the layout a bit because I didn't like how the door to the back was straight across from the front door - the new setup has it be in the corner of the room.

All that remains is minor detailing and changes all round, in addition to filling out the empty back room on the 1st floor and the 2nd floor (these will likely just be normal gambling tables etc.)

I got a bit held up in this update because of my computer dying (I lost some work on the claim as a result) and work-related stuff piling up.

Re: Anvil Interior Claim PC_i2-Anv45[Matin Sanguine]

Posted: Fri Oct 04, 2019 4:26 pm
by Matin Sanguine
Update Overview

Claim is essentially completed; I just want to quickly look over the interior for any obvious issues, in addition to chasing up something with Kaiel with regards to the kitchenware used in the Tavern section (I'm not sure if I mixed it the way Kaiel wanted it) before submitting this for review. I'm uploading this version now because I'm acutely conscious of the very long time its' been since the last update, and I want to hedge against anything tying me up in the coming days (stuff is a bit hectic for me at the moment).

-Detailing completed for all parts of the interior; I replaced the Direnni contraband with Ayield stuff instead, having been told that it would be more appropriate.

-Lighting done; I just copied the settings from another Anvil interior, so if there are any issues, please let me know

-Northmarker set

Re: Anvil Interior Claim PC_i2-Anv45[Matin Sanguine]

Posted: Tue Oct 29, 2019 12:34 pm
by Matin Sanguine
Submitting for review

-Made some minor changes and fixes with regards to issues with object placement, but nothing particularly noteworthy.

Re: Anvil Interior Claim PC_i2-Anv45[Reviewing][Matin Sanguine]

Posted: Mon Jan 06, 2020 2:31 am
by Iskuss1418

Re: Anvil Interior Claim PC_i2-Anv45[Reviewing][Matin Sanguine]

Posted: Mon Jan 06, 2020 9:28 am
by Iskuss1418
Review of PC_i2-Anv45

Clean: Yes
Northmarker: Correct
Fits Exterior: Yes, merger please shift chimney right.
Aligned to Grid: Yes :)
Pathgrid: No, added.
Lighting: Good
Illegal to Sleep:
Yes, good.

T_Imp_FurnR_Bookshelf_01 (This asset is weird. You have to bleed the center part of the base for it to sit flat.)
sc_paper plain (x5)
Furn_De_Kegstand (2)
T_CyrCom_Var_Sk1FoodGC (x2)
furn_com_rm_chair_03 (x3)
T_IngFood_FishPike_01 (x2)
T_Imp_FurnR_Bookshelf_01 (Weird asset)


furn_com_rm_chair_03 (x2)

Placement Errors:

extravagant_robe_02 caspering (F twice)
extravagant_robe_01 caspering
T_Imp_Et_ShirtColWest_01 caspering
expensive_shirt_02 caspering
expensive_shirt_01 caspering
T_Imp_Furn_Tapestry_05 bleeding into wall pillar and not centered on wall.
ingred_pearl_01 (x3) Resting on point. Bleed point into shelf slightly.
T_IngMine_Topaz_01 resting on point. Layed it on its side.
T_IngMine_Sapphire_01 resting on point. Layer it on its side.
text_paper_roll_01 (3) resting on point. Rotated so they rested on flat edge.
T_CyrCom_Var_Sk2Thief needs to be bleed slightly.
T_CyrCom_Var_Sk2Moonsug (x2) needs to bleed slightly.
T_CyrCom_Var_Sk3FoodGC didn't look natural leaning the way it was. Moved slightly.
T_Ayl_WelkyndInv_01 not quite touching sack.
misc_flask_04 resting on point.
T_Ayl_WelkyndInv_01 not quite touching side of bowl.
T_CyrCom_Var_Sk2IngGC needs to bleed.
T_CyrCom_Var_Sk2Ing needs to bleed.
T_Imp_SetGC_I_Fireplace_01 Sunk down and added ashes.
misc_com_wood_spoon_01 (x11) spoons have to be rotated to rest naturally.
T_Imp_ColClayPlate_02 (x5)
T_CyrCom_Var_Sk1FoodGC resting unnaturally.
text_paper_roll_01 (x2)


sack_small_(scale)00 needs to be bleed into ground slightly since its a sack. (It was also blocked for some reason?, and it had a weird ID to so I replaced it with T_CyrCom_Var_Sk2G005 to be safe.)
The drinks on the T_Imp_FurnR_Bookshelf_01 were kind of in an evenly spaced line. I added some variety by adding cups and breaking the objects into groups.
T_CyrImp_FurnM_Ht1Plate Filled up the top shelf a little bit more.
Raised all the taprestries in the basement to be off the floor.
Added some taprestries where they were lacking.
Filled up top shelf of T_Imp_FurnR_Bookshelf_02
Replaced two purple banners with ones that matched the other ones in the room.
Added clutter in a few empty spaces.
Raised the scale of T_Imp_SetAnv_Door_i01 to 1.02 so it would fill up the entire door frame.

Re: Anvil Interior Claim PC_i2-Anv45[Reviewing][Matin Sanguine]

Posted: Mon Jan 06, 2020 6:41 pm
by Iskuss1418
This interior needs to go back in development to fix some major stylistic issues.
  • Make the interior less extravagant. Replace the furniture with poor, except the basement and one room in the upstairs.
  • Clutter up the empty areas, and add more poor rugs around.
  • Replace the vanilla clothes with T_imp clothes.
  • Djamb01 needs to be switched to Dframe01 for the load door to the exterior.

Re: Anvil Interior Claim PC_i2-Anv45[Matin Sanguine]

Posted: Tue Feb 11, 2020 4:56 am
by Matin Sanguine
Update Overview

-Excluding the objects in the room in the basement and two rooms on the top floor - the high-stakes gambling room and the room reserved for guild business - all incorrectly placed rich furniture objects have been replaced with poor equivalents. The exceptions to this outside of the aforementioned rooms are furniture objects with no poor equivalents as of yet, such as the hutch in the bar area.

To clarify why I kept the rich furniture for two of the rooms on the top floor as opposed to just the one indicated by the reviewer - the room adjacent to the high-stakes gambling room on the top floor is a private guild business room, and thus I figured that it would appropriate for it to retain the rich furniture it had (I don't think I sufficiently explained the purpose of the room prior to the review). I asked Kaiel on Discord whether it would be acceptable to keep it as it was in addition to the other room, in light of its' private nature and what it was intended for; he said it should be fine, but that I should make sure that the doors leading to each were locked, which I did in this latest update.

-Vanilla clothes have been replaced with T_imp clothes.

-Made an effort to further clutter up empty areas of the claim, particularly the hallway on the top floor. More rugs have been placed throughout the interior.

-Djamb01 has been replaced with Dframe01.

-Replaced the Mori drink with an Aliyew; It was pointed out to me on Discord that it is Nibenese drink, and there's no real reason for it to be imported to Colovia for use here.

-Edited the pathgrid slightly to accommodate the different shapes of the poor tables used to replace the rm_tables.

-Placed some poor wines on the wineracks in the basement.

Submitting for review.

Re: Anvil Interior Claim PC_i2-Anv45[Matin Sanguine]

Posted: Tue Jul 14, 2020 3:45 am
by Vern

Re: Anvil Interior Claim PC_i2-Anv45[Matin Sanguine]

Posted: Sun Jul 26, 2020 9:30 am
by Vern
Name: PC_i2-Anv45
Clean: Yes
Lighting: Base settings too bright, light sources too dull, added additional light sources, added light fog
Northmarker: correct
Fits exterior: Yes
Pathgrid: Cut back nodes and made paths clearer
Illegal to Sleep Here: yes, correct
Gridsnap: Good



replaced Furn_De_Kegstand with Furn_Com_Kegstand x4
replaced T_CyrImp_FurnM_Ht1Plate with T_CyrImp_FurnR_Ht1UtClt
replaced furn_com_rm_winerack with T_Imp_FurnR_Winerack_01
replaced T_Imp_SetAnv_DoorTrap_01 with T_Imp_SetAnv_DoorTrap_02
replaced T_Imp_FurnR_Bookshelf_01 with T_Imp_FurnR_Bookshelf_04 x2
added various clutter
increased variety of cup, plates and bowels to be more in line with general standards for poorer ints

Re: Anvil Interior Claim PC_i2-Anv45[Matin Sanguine]

Posted: Sun Jul 26, 2020 3:47 pm
by chef