Dunbarrow (Sky_xHf_Db) [roerich]

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berry
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Re: Haafinheim - City Claim: Dunbarrow [roerich]

Post by berry » Fri May 13, 2016 8:16 am

I gave this an in-game run, and I honestly can't tell what I love more: the city or the ruins. :) The chörten-like structures in the latter especially are spot-ons, we should be adding them elsewhere too. Great makeshifting job on the stables' exterior, too.

I'm on the fence about the mill myself too, honestly. It doesn't feel fake to me (well, apart from the stream flowing backwards as for now :P ) and the mixture between common and colony sets plays really well for it's aqueduct and fits the city's general style, but then... the water planes always feel a little awkard and pulling off this concept using them in realistic manner would require enormous amounts of work. This area looks good without it too, although a little empty; this vertical diversity the mill created visually balanced the heavy ruins on the other side of the town, so I'd vote to add there for example a hilltop watchtower of some kind to preserve that immersion.

The stairs leading towards the level with an entrance to the ruins are impassable now, sunk too deep within the wall.

There was a blacksquare covering a breach in the barrow wall, on the river level, in the first version you posted. Originally I thought that's an entrance to the ruins too. Maybe that would be a cool concept to pull off?

How about dusting off that old necropolis concept I did, for the main chamber of these ruins? Their exterior feels grand enough, for sure. :)

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Re: Haafinheim - City Claim: Dunbarrow [roerich]

Post by roerich » Fri May 13, 2016 8:38 am

Thanks for the feedback, berry. I'm glad you like it!

We can reuse the mill in another setting, perhaps Dunstad or further east. Hopefully making it look a bit less moddy. I wanted to replace them with another mining related structure, but I'm not really sure what yet. A watch tower would be a good idea! What did you think about my frozen waterfall?

I've thought about a secret entrance to the barrows as well, on the river level indeed, but I'm not sure yet. We could indeed use the necropolis for this interior, although I would like to see an entrance chamber with more ext_barrow parts and fewer lanterns. The vertical level in it fits greatly though! I'm thinking some remnants of Potema's undead army has taken up refuge here.

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Re: Haafinheim - City Claim: Dunbarrow [roerich]

Post by roerich » Fri May 13, 2016 11:42 am

ImageImage
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Re: Haafinheim - City Claim: Dunbarrow [roerich]

Post by berry » Fri May 13, 2016 11:44 am

To be honest, I missed the waterfall :oops: or rather not notice the fact this ice formation is a frozen waterfall. But it's a great design! :) Reminds me my exterior showcase, in a way. Perhaps it might be expanded even further up this snowy landslide, so it's more noticable?

The problem I can see with that entrance on the river level is how unorthodox that would be. Unless it's made more makeshifted than just a black hole within the sidewall, the player might get bugged why there are no entrances in other sidewalls they encounter. I think.

Wolf Queen's army is cool idea. There could be a quest where an archeologist from Markarth wants the player to escort him deep into the ruins, under the breath of unwary Arkay priest, who considers this a blasphemy. Stuff like "meet me at midnight at the city outskirts" and so on.

Here's the latest version of this "Hirserhallar" necropolis, if you want to play with it. It's much less civil than the version I posted last year (there are no lanterns or the janitor etc), but it's still probably not a finest choice for an opening hall, with this burial ship or so :P might work as a final chamber of the dungeon though. At any rate, feel free to treat is as you feel due. :)

edit: Love the progress pictures. It would be even better if the tower stood on the rocky hill, where the stables behind it now are, breaking the vertical monotony, imho of course.
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Re: Dunbarrow (Sky_xHf_Db) [roerich]

Post by sasquatch » Sun May 28, 2017 5:52 am

Nice work! Town is looking SO good and the barrow quite intimidating.

Not a fan of the rope bridge though. A natural arch or stone bridge would look better/ be more fitting considering the structures around it, imo.

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Re: Dunbarrow (Sky_xHf_Db) [roerich]

Post by roerich » Sun May 28, 2017 8:50 am

Thanks! And don't worry, the rope bridge has been exchanged when the barrow set was expanded.

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Re: Dunbarrow (Sky_xHf_Db) [roerich]

Post by Yeti » Sun May 28, 2017 8:30 pm

Would you be able to upload your latest file for this, roerich? I'd love to see how it looks in the game.

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Re: Dunbarrow (Sky_xHf_Db) [roerich]

Post by roerich » Mon Jun 05, 2017 8:31 am

Sure thing.
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Re: Dunbarrow (Sky_xHf_Db) [roerich]

Post by Yeti » Mon Jun 05, 2017 7:00 pm

Thanks, roerich. Your work looks great alongside Lestat's original work on the forest. I forgot what an insane number of trees he ended up bunching together. When you get back to this, it might be worth thinning the woods a little on the town's outskirts, placing stumps where the townspeople cleared trees for construction.

Will this claim be affected much when we change the course of the Karth River?

It's cool to see there are already some interiors for Dunbarrow, even if they might need a little more work. It was nostalgic seeing the old Dunbarrow Silver Mine. That was the first thing I did for the mod when I volunteered my services to Lestat. Afterwards, I did all the interiors for "Amber Guard" in one go. Of course, they ended up needing a lot of polish later on. :lol:

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Re: Dunbarrow (Sky_xHf_Db) [roerich]

Post by roerich » Mon Jun 05, 2017 7:10 pm

Yes, hopefully we can reuse some those ints. Your first int should surely be included!

I've been thinking the same with the trees, and already started thinning out in the edges. Ideally the forest should lose 10-20% of trees in general to actually make it traversable. I mean, it looks good but right now it's 200 cells of not being able to see anything. It would be cool for it to be a bit more dense than Vorndgad, but closer to that than the current version. But that's really a hellish job. :lol:

This claim won't be affected no, the river will go through 2-3 cells south of here I Think.

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Re: Dunbarrow (Sky_xHf_Db) [roerich]

Post by Yeti » Mon Jun 05, 2017 7:13 pm

Cool. Thanks for the speedy reply. You actually caught me in the middle of editing my post! What you do think about my suggestion for the trees?

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Re: Dunbarrow (Sky_xHf_Db) [roerich]

Post by Yeti » Mon Jun 05, 2017 7:20 pm

Ha, now you're the one editing before I get to replay.

I agree on the trees. A balance should be sought between the current density and the more open Vorndgad Forest. They should certainly be foreboding, but that doesn't mean making them impossible to navigate.

I love your barrow overlooking the town, by the way. It's great to see that set used to create tall, imposing ruins.

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Re: Dunbarrow (Sky_xHf_Db) [roerich]

Post by roerich » Mon Jun 05, 2017 8:04 pm

Nice one.

The whole forest really needs a minor revamp, besides adding new stuff like barrows and Nordic style cabins. But most of it could just be thinning out trees. Where do we find a lumberjack?

And thanks for the comment on the barrow! Berry already made parts of the interior.

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