Anvil Interior Claim PC_i2-Anv08[Reviewed][Worsas]

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worsas
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Anvil Interior Claim PC_i2-Anv08[Reviewed][Worsas]

Post by worsas »

The Manor of a Colo-Nordic noble family. This should be a wealthy interior.

Building 8 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.

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worsas
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Post by worsas »

I don't really know, if I fully want to claim this interior, but I created a basic shell, in accordance to interior dimensions given in stirk cells. It's quite big, I must say.
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Infragris
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Post by Infragris »

Notes:
8. Leschus Manor
a. Reymanus Leschus (Colovian, m, noble) Minor Colo-Nordic nobleman.
b. Aristide Gedeon (Breton, m, gardener) Servant and gardener of Reymanus.
c. Lillet (Redguard, f, commoner) Kitchen maid.

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worsas
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Post by worsas »

I'll claim this now.
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worsas
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Post by worsas »

It's done.
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Ragox
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Post by Ragox »

This interior will need a slight rework. There are 8 windows too many present. The botanical section has to either be moved to an existing window or be replaced.

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MinerMan60101
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Post by MinerMan60101 »

Reviewing. If the botanical section's windows face another house I'll move it, if not I'll axe some other windows or something.
Interior and Exterior Developer | PT, TR
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Post by worsas »

The difference in windows between the interior and the exterior is due to the fact that the exterior was edited after this interior had been made. I have looked at this interior to get an idea of how it could be adjusted to the new window setup and I very much struggle to think of a way without massive changes to many parts of the interior.

Because of this I have spoken to infragris and he said he would be fine if the windows in the anvil exterior were put back to how they used to be. On the other hand I'm absolutely fine if you manage to rework this interior in accordance to the changed windows.

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MinerMan60101
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Post by MinerMan60101 »

Clean: Yes
Northmarker: Absent
Fits exterior: No
Illegal to Sleep Here: Good
Lighting: Good
Pathgrid: Added

Bottom Floor:
Floaters:
T_Imp_Furn_Tapestry_06
T_Imp_SetGC_I_Railing_02 - caspering
T_Imp_Furn_Rug_02
furn_com_rm_bench_02 x3
T_CyrImp_Furn_ColA2Empty x2
misc_imp_silverware_plate_03 x2
T_Imp_SilverWarePlate_02 x2
T_Imp_SilverWarePlate_03
T_CyrCom_Var_Sk1Grain
furn_com_rm_bookshelf_02
T_Com_FireplaceShovel_01
T_Com_FireplaceHook_01
T_CyrImp_Furn_ColA2Ing
T_CyrCom_Var_Sk1Rice
misc_com_wood_knife - knives need to be rotated, the handle is angled.

Bleeders:
T_Cyr_Flora_AloeVera03
furn_com_rm_table_04 x2 - took these apart. In this case it didn't look too weird so feel free to undo.
pot_01


Middle Floor:
Floaters:
T_Imp_Furn_Tapestry_08 x2
T_Imp_Furn_RugBigCm_06 x5 - rugs with tassles need to be bled slightly
T_Imp_Furn_RugBigCm_07 - as above
light_com_sconce_01
furn_com_rm_bookshelf_02
light_com_candle_02 - use 0.1 movement speed for lights that don't f
light_com_lamp_01 x2 - as above
T_CyrImp_Furn_ColA2G

Bleeders:
T_Imp_SetGC_DoorIn_01 - bleeds into T_Imp_Furn_RugBigCm_07 x2 while opening, moved the rugs out of the way
light_com_lantern_02_128_Off - use 0.1 movement speed for lights that don't f
light_com_candle_05_64 - as above
T_Cyr_FloraGC_Shrub_02 - bleeding through planter, scaled down


Top Floor:
Floaters:
T_Imp_Furn_Tapestry_03
T_Imp_Furn_Tapestry_10
T_Imp_Furn_Tapestry_13 x2
T_Imp_Furn_RugBigCm_05 x2 - rugs with tassles need to be bled slightly
light_com_lamp_01 - use 0.1 movement speed for lights that don't f
T_Imp_Cm_PantsColWest_02 - clothes need to be f'ed twice or rotated
T_Imp_Et_ShirtColWest_01 - as above
light_com_lamp_01 x3 - use 0.1 movement speed for lights that don't f
light_com_candle_05_64 - as above
light_com_lantern_02_128_Off - as above
furn_com_rm_shelf_01
furn_pottedplant
misc_com_bottle_05 x4
T_CyrImp_FurnR_Dw1CEpMGC
misc_com_wood_knife - knives need to be rotated, the handle is angled.
T_Com_ClothRedFolded_01
T_Com_ClothPurpleFolded_01 x2
T_CyrImp_Furn_ColA2G
T_Bk_LineOfEmperorsPC_V09 - use 0.1 movement to get boks to lean on each other without floating
T_Bk_FuneraryRitesTombsPC - as above
bk_MysteriousAkavir - as above

Bleeders:
T_Imp_Var_ColLantern04_128 - this light's bottom ends before its selection box.
T_Imp_SetGC_DoorIn_01 x3 - bleeds through rug slightly when opening, moved the rug for two, flipped door for third
misc_com_bottle_12
Misc_Com_Pitcher_Metal_01
T_Imp_Var_ColLanternSmall01_77
light_com_candle_03_64 - use 0.1 movement speed for lights that don't f
light_com_candle_08 - as above
T_Com_BookendRich_01 - bleeding into chest
T_Bk_LoathsomeCvilisationPC - use 0.1 movement to get boks to lean on each other without bleeding


Other:
You should still place a northmarker even if the exterior is angle snapped and you orient the interior correctly. The CS has a function to find interiors lacking northmarkers.
Removed all but two of the extra windows (I only saw 7 extra) - Worsas, if you need to add more back in then go ahead.
T_IngFood_CheeseWheelNord_01 - deleted, this is Nord cheese. Even though this is a Colo-Nordic noble family, I doubt they would import cheese all the way from Skyrim.
T_Glb_Light_Window_128 - moved these away from the windows a bit
T_Imp_SetGC_I_Ceiling_01 x4 - deleted, outside of playable area.
T_CyrImp_FurnR_Dw3Empty - backwards
T_Imp_SetGC_I_Floor_01 x2 - shifted the floors on the bottom floor to make these not stick out on either side.

NOTE TO MERGER add these two windows to the exterior:
Image
Attachments
PC_i2-Anv08.ESP
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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 »

Added the windows during my GC_01 review as requested by worsas.

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chef
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Post by chef »

merged

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