The Reach - Western Grasslands #01 [berry]

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worsas
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Re: The Reach - Western Grasslands #01 [berry]

Post by worsas » Sat Feb 07, 2015 4:00 pm

Worsas, could you please confirm I got it right with making the rocks look more natural & improving the creek? Did you have something like that in mind? Thanks for notice about sharp edged rocks btw, some of them really can look out of place indeed.
It looks better, yes. It is generally annoying that 50% of our 04 rocks are unusable in most cases. As said, try to use the same rocks, Scamp has used in the two mesas west of your claim, because they work well for giving the landscape a more inhospitable look, but at the same time they still visually harmonize. Also, try to replicate the way cliff tops are cluttered in the surrounding areas. I don't think we are going to change that.

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Re: The Reach - Western Grasslands #01 [berry]

Post by roerich » Sat Feb 07, 2015 4:58 pm

berry wrote: Hagraven cavern is good idea, I think. They don't necessarily have to be rulling over nearby Reachmen - at least not yet - but it may be good hideout for their plots and dark intrigues. Also I've already placed some eerie Reachmen stuff in the area that could hint local villagers are of nothing good.
Sounds good, no Reachmen are up for any good. BTW, are you familiar with the Reachmen lore thread (in progress) compiled from our old forum?

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Re: The Reach - Western Grasslands #01 [berry]

Post by berry » Sun Feb 08, 2015 9:19 pm

I'm uploading current version of this claim as a reference in Druadach Highlands discussion. I'd say it is in 60% done, the border part of valley is still untouched, basically as is hillside of massive hill and the clifftop with ruins, plus I think I will start the rocks above passage (under bridge leading to mesa) from scratch, not fond of them. More cliff detailing and tons of grass work there awaits as well. :?

Please note I haven't yet completely implemented changes that Worsas suggested here.
roerich wrote:Sounds good, no Reachmen are up for any good. BTW, are you familiar with the Reachmen lore thread (in progress) compiled from our old forum?
I took a glimpse at it before, but I will get more acquainted with it now. Lot's of interesting ideas here, I am really fond of SHotN's interpretation of Reachmen. Thanks!

Oh, and as points of orientation - to find more obscure caves and passages I put there search for:
Sky_Ex_Cattle_Skull_01
Sky_Redguard_Lantern_02_Off
Sky_Flora_Lichen_Cave_01
they are unique for that spots.

As always, looking forward to hearing any feedback. :)
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Re: The Reach - Western Grasslands #01 [berry]

Post by worsas » Tue Feb 10, 2015 12:56 am

I have finally managed to look at your claim closer. Unfortunately I have a couple of things to critizise again but also many things I genuinely liked.

This rocky hillside and the rocks in the foreground look and feel great to me. All of the rocks seen here visually harmonize with each other.
https://dl.dropboxusercontent.com/u/223 ... erry_1.jpg" onclick="window.open(this.href);return false;

Actually the usage of blank rocks across your claim seems to be just fine in 98% of the cases. There are only these two rocks that sting out like a sore thumb and block sight into the valley:
https://dl.dropboxusercontent.com/u/223 ... erry_2.jpg" onclick="window.open(this.href);return false;

I love how you made the valley (the little grove looks spot on). I also love the often-mentioned hill-cliff transition with the grass rocks at the edge. The second valley next to the reachmen village is just as lovely.

There are a few examples of plants that do not belong into the region, like the thistle, the king boletes and the Sky_Flora_Bush_Leaves_02_01. But I'm currently considering introducing the King Bolete (or maybe rather the funnel cap) for further variation, because I don't think it would magically disappear on the border between Haafinheim and The Reach. But the other two plants certainly shouldn't be seen here.

I don't like this line of grass rocks on top of the cliff. This space should be filled with blank rocks and maybe 1-2 covered boulders as seen on neighbour cliffs.
https://dl.dropboxusercontent.com/u/223 ... erry_3.jpg" onclick="window.open(this.href);return false;

You have many small, interesting micro-locations in your claim, but some of them almost don't seem to be accessible at all. The cave next to the grove in the valley that is not accessible over any regular means is so well-hidden that 90% of the people will not discover it, meaning that the interior modder will have put a lot of effort on a cave that only few people will enjoy. You should ensure that most people will discover such places.

Another thing I would suggest is making less much use of cavern roots on trees or trunks. There is a Sky_Flora_Tree_Pine_04_03 with cavern roots attached to it next the Reachmen village that looks extremely tinkered (the dead tree with the roots is probably fine, though). I'm fine with the cavern roots on the Sky_Flora_Log_Leaf_01_01 that acts as bridge leading to the hilltop. But you should generally watch out for things that feel tinkered together. If something looks very makeshifted, don't do it and go the boring, regular route instead. There will be enough interesting sights in other places left.

But overall your claim looks and feels really good.

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Re: The Reach - Western Grasslands #01 [berry]

Post by Scamp » Tue Feb 10, 2015 3:19 pm

Really digging the layout here, this is spot on. I can already imagine players wandering these areas in fascination. We should build upon these cliff layouts in the area near Dragonstar. This might well be one of my very favourite areas in the Reach so far, I love the little details that you put here and there, like that little stream in the northern part of your claim (speaking of which, your usage of waterfall meshes has greatly improved...!)

Three things, though.

[hsimg=]http://i.imgur.com/4yjos0W.jpg[/hsimg]

Does it make sense to build a rope bridge here? I realize there's not much you can about it without removing the bridge altogether. But I hope you see that everyone who wishes to access the mesa might as well just walk right over, so why build this excessive bridge here? There's neither water nor great heights below it, which makes it rather redundant.

Your pine trees suffer from issues similar to what I told you about in your showcase thread. You seem obsessed with the idea that the leaves should be as close to the ground as possible. Why? It just makes them more likely to be bleeding, which, in fact, happens in your claim here and there, and that's not the way they're supposed to be used. They have a huge trunk which should be mostly visible and not hidden beneath the ground like that. If you don't want the pines to be that tall, scale them down. Some of your trees are 1.88. Pine trees on the nearby mesa range from 1.2 to 2.0, and the leaves are much further up the tree, so all pine trees in this area should behave like that.

I think we have a major inconsistency regarding those roots here now. Nobody used them in exteriors throughout the Reach so far, and your claim has a density which seems like it's something along the lines of 10 roots per cell. It's a cool concept, yes, but we should restrict it to certain eye-catchers or we'll have to add these roots all over the existing areas to make these occurrences look less out-of-place.

That's all from me now. Like I said, great work overall, you're really working on making this area a whole lot more interesting for players (and modders).

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Re: The Reach - Western Grasslands #01 [berry]

Post by berry » Wed Feb 11, 2015 12:08 am

Thanks for quick feedback guys, and thank you for your kind words. Fortunately I intented to redo most of the things you criticized anyway :) many of those are leftovers from my first attempts at this claim, I will improve the rest too.
There are a few examples of plants that do not belong into the region, like the thistle, the king boletes and the Sky_Flora_Bush_Leaves_02_01. But I'm currently considering introducing the King Bolete (or maybe rather the funnel cap) for further variation, because I don't think it would magically disappear on the border between Haafinheim and The Reach. But the other two plants certainly shouldn't be seen here.
Personally I would like us to keep king boletes growing in groves of this region, but in small numbers, like one or two in every third shroom group. But I won't insist on that.
You have many small, interesting micro-locations in your claim, but some of them almost don't seem to be accessible at all. The cave next to the grove in the valley that is not accessible over any regular means is so well-hidden that 90% of the people will not discover it, meaning that the interior modder will have put a lot of effort on a cave that only few people will enjoy. You should ensure that most people will discover such places.
Well, actualy I wanted that spot to be obscure, as acording to Roerich's suggestion I tried to make it hagraven's hideout; I imagined them to be even better concealed than this. I kind of assumed it will be some quest related location too, that would force player to find it. I took some attempts to make it easier to notice without giving too much of that feel though. I put more bones with flies activator around the cave, and subtle red flickering light by the entrance to that passage. Lastly but most importantly, I rearranged the cliffs for another grass shelf to fit there, so it looks like that: (you can see that red glowing effect here too, by the apple tree in the middle)

[hsimg=]http://i.imgur.com/vr21f6j.png[/hsimg]

That new shelf can be reached by rocks from creek with fallen tree bridge. It is supposed to be a spot where local tribes leave tribute to their hagravens.

[hsimg=]http://i.imgur.com/5gMgd1W.png[/hsimg]

I think it is a straightforward hint now :D in fact I am worried I went too far with revealing that dungeon's localization. That cave can be reached without levitating by the way, at least by passionate acrobat type of player.
Another thing I would suggest is making less much use of cavern roots on trees or trunks. There is a Sky_Flora_Tree_Pine_04_03 with cavern roots attached to it next the Reachmen village that looks extremely tinkered (the dead tree with the roots is probably fine, though). I'm fine with the cavern roots on the Sky_Flora_Log_Leaf_01_01 that acts as bridge leading to the hilltop. But you should generally watch out for things that feel tinkered together. If something looks very makeshifted, don't do it and go the boring, regular route instead. There will be enough interesting sights in other places left.
I think we have a major inconsistency regarding those roots here now. Nobody used them in exteriors throughout the Reach so far, and your claim has a density which seems like it's something along the lines of 10 roots per cell. It's a cool concept, yes, but we should restrict it to certain eye-catchers or we'll have to add these roots all over the existing areas to make these occurrences look less out-of-place.
Those are good points, I will delete all the roots except for the ones in burrows or the ones by the grove with creepy tree, I think, although those will have to be rearranged.
Your pine trees suffer from issues similar to what I told you about in your showcase thread. You seem obsessed with the idea that the leaves should be as close to the ground as possible. Why? It just makes them more likely to be bleeding, which, in fact, happens in your claim here and there, and that's not the way they're supposed to be used. They have a huge trunk which should be mostly visible and not hidden beneath the ground like that. If you don't want the pines to be that tall, scale them down. Some of your trees are 1.88. Pine trees on the nearby mesa range from 1.2 to 2.0, and the leaves are much further up the tree, so all pine trees in this area should behave like that.
I suppose I just don't like the way the pines' trunks look like in Morrowind, whether they are vanilla, Vurt's or SHotN's in that case. :? Dunno, they just seem unrealistic. But I agree the way I place them isn't exactly realistic too :D I will watch out for this, thanks
Does it make sense to build a rope bridge here? I realize there's not much you can about it without removing the bridge altogether. But I hope you see that everyone who wishes to access the mesa might as well just walk right over, so why build this excessive bridge here? There's neither water nor great heights below it, which makes it rather redundant.
Yeah, that makes little sense. I think I will end with leading some kind of dirt path through that rocks when I get to tinkering with that spot. I also had that thought the other day it may be a good localization to place direnni bridge here? It could start a path leading to that other ruins on further mesa, northwest from that claim? I can make the rocks here less crossable, for the bridge not to look out of place, if that's what we want. Or perhaps some kind of direnni road made from Sky_Ex_Altmer_Terrace_03? That could be neat too.

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Re: The Reach - Western Grasslands #01 [berry]

Post by Scamp » Wed Feb 11, 2015 12:32 pm

We could show remains of that "Direnni Road" here and there, sure. I'm not sure though if we can easily connect the two mesas.

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Re: The Reach - Western Grasslands #01 [berry]

Post by berry » Mon Feb 16, 2015 8:24 pm

Okay, I was more occupied this week than I had expected to, so this claim is still long way to go, but I managed to pursue some massive progress over the weekend. I tried to go with that direnni road concept we discussed earlier and I honestly believe I have never created anything that beautiful in CS before. I really hope it is a keeper, even were we to drop the concept of direnni road through these mesas. I also stuffed well hidden Reachmen loot stash under it.

As for other changes, I amended some other stuff Scamp and Worsas mentioned, worked on remaining part of valley and replaced second rope bridge with natural rock bridge as well. I would say this claim is done in 80% maybe now, but remaining work will be so tedious I can't declare now when shall I finish that claim. :) I'm sure it will be sometime in February though.

To do:
  • place more small rocks in further valley and by the ruins
  • take care of grass - change proportions in remaining cells to include more shrubs, ferns and bushes; place grass on boulders and overgrown rocks
  • take closer look on the dirt road; I just can't get it to look decent in game, it is either too flat or too spiky
  • alter flora of the claim accordingly, adjusting proportions and types
  • finish vertex shading
Screens: edit: watch out, laggy
[hsimg=]http://i.imgur.com/jsYO8jl.png[/hsimg][hsimg=]http://i.imgur.com/0XgZOSb.png[/hsimg] [hsimg=]http://i.imgur.com/boI7pjN.png[/hsimg] [hsimg=]http://i.imgur.com/iwyKQut.png[/hsimg] [hsimg=]http://i.imgur.com/XztgfvZ.png[/hsimg][hsimg=]http://i.imgur.com/jZVW1SU.png[/hsimg] [hsimg=]http://i.imgur.com/dK6K4Zp.png[/hsimg] [hsimg=]http://i.imgur.com/lsz5p79.png[/hsimg][hsimg=]http://i.imgur.com/woWcMnZ.png[/hsimg][hsimg=]http://i.imgur.com/9M5H7rH.png[/hsimg] [hsimg=]http://i.imgur.com/meBmVTy.png[/hsimg] [hsimg=]http://i.imgur.com/nLRaQXX.png[/hsimg] [hsimg=]http://i.imgur.com/KjgqVDl.png[/hsimg][hsimg=]http://i.imgur.com/phKDUWN.png[/hsimg] [hsimg=]http://i.imgur.com/vpcpZQi.png[/hsimg] [hsimg=]http://i.imgur.com/xYLm2XI.png[/hsimg] [hsimg=]http://i.imgur.com/ey3Ho5F.png[/hsimg][hsimg=]http://i.imgur.com/iwL3l4D.png[/hsimg] [hsimg=]http://i.imgur.com/nsCadj7.png[/hsimg] [hsimg=]http://i.imgur.com/CHfcUwU.png[/hsimg] [hsimg=]http://i.imgur.com/DLAxlCb.png[/hsimg][hsimg=]http://i.imgur.com/Gm7RkHH.png[/hsimg] [hsimg=]http://i.imgur.com/Uo2RnfY.png[/hsimg] [hsimg=]http://i.imgur.com/G2Nfzc1.png[/hsimg] [hsimg=]http://i.imgur.com/M5WoLCz.png[/hsimg]
Scamp wrote:We could show remains of that "Direnni Road" here and there, sure. I'm not sure though if we can easily connect the two mesas.
I was thinking we could place elven bridge in that narrow spot between two mesas, though I don't really know about it now.

[hsimg=]https://dl.dropboxusercontent.com/u/223 ... 4%2C14.jpg[/hsimg]

I would appreciate if everyone interested could take a look at the file and tell whether they find that look of grassy Druadach Highlands satisfactory. For now I think we should rather put more boulders and rocks on hillsides and probably use less trees outside of groves.

Cheers! :P
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Re: The Reach - Western Grasslands #01 [berry]

Post by Scamp » Mon Feb 16, 2015 9:15 pm

[hsimg=]http://i.imgur.com/oc1TmMj.jpg[/hsimg]

Not sure if this works well. Do we have collision on this thing? Even if not, it might be awkward to walk right through it.

[hsimg=]http://i.imgur.com/GnQMXJb.jpg[/hsimg]

This is almost as bad as a texture seam, I'd place some rocks there or use different means to hide it.

[hsimg=]http://i.imgur.com/NgxWQUp.jpg[/hsimg]

These apple trees are bleeding all over the place. They don't quite fit in there, either. Can't you use other, region-specific trees?

Direnni road looks cool. As you mentioned, it may need some more work near the ruins, and I don't quite see how it is connected to the latter at the moment.

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Re: The Reach - Western Grasslands #01 [berry]

Post by worsas » Tue Feb 17, 2015 12:17 am

These apple trees are bleeding all over the place. They don't quite fit in there, either. Can't you use other, region-specific trees?
It is quite possible that those trees don't bleed for anyone else, as they are using a different model than seen on your screen in later Skyrim-Data versions.

The density of rocks and bushes in -109, 9 seems ideal to me. -109, 9 generally seems like a good rolemodel for many other spots in the region. The dirt path you created looks great in the cs and I don't mind the little bit ruggedness. The direnni brick path between the two mesas looks fantastic. I was envisioning the Druadach Highlands to have even more shrubs opposed to grass, but your claim already looks great and doesn't require more shrubs.

I would replace the two instances of Sky_Terrain_Rock_04_092 with other high rocks. With their uv-mapping they look very odd to my eye. Other than that I have little to complain about. Only that the Dragynias are generally sunk too deep into the ground. This is especially noticable with the new Dragynia model that will come very soon with the next Skyrim-Data.

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Re: The Reach - Western Grasslands #01 [berry]

Post by Yeti » Tue Feb 17, 2015 1:11 am

Great job on this, berry. You and roerich have given our exterior department a much-needed jolt of progress. You've even motivated me to work on writing dialogue. Speaking of which, I should really post an update...

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Re: The Reach - Western Grasslands #01 [berry]

Post by Scamp » Tue Feb 17, 2015 1:43 am

Well, using the latest version of data, which I downloaded in order to look at roerich's Markarth file. It must be the most up-to-date models.

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Re: The Reach - Western Grasslands #01 [berry]

Post by worsas » Tue Feb 17, 2015 8:52 am

I'm using the latest Skyrim-Data, too. You must be overwriting the model in the bsa file with one in your game directories (perhaps you don't have the bsa registered?). The apple tree you have is definitely the outdated one.

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Re: The Reach - Western Grasslands #01 [berry]

Post by berry » Tue Feb 17, 2015 11:27 am

Concerning problematic apple trees, Scamp's and mine models look nothing alike, as seen here:

[hsimg=]http://i.imgur.com/G2Nfzc1.png[/hsimg][hsimg=]http://i.imgur.com/NgxWQUp.jpg[/hsimg]

That being said, I just took a glimpse at it in CS and the tree behind the shelter indeed bleeds into the cliff. I think I will replace it with something else, given how there are already way over 70 organic containers in this cell. Even considering this valley is supposed to be wild and secluded, I should cut the numbers down.
Not sure if this works well. Do we have collision on this thing? Even if not, it might be awkward to walk right through it.
The roots nifs were set as NCO. I kind of imagined players would believe their character is spreading the roots apart and then entering, though I bet it may not look great without physics engine. I will move some of the roots further into cave and use some moss here instead.
This is almost as bad as a texture seam, I'd place some rocks there or use different means to hide it.
I think I will replace that overgrown rock ramp with some kind of open direnni staircase. It will make more sense anyway :)
I would replace the two instances of Sky_Terrain_Rock_04_092 with other high rocks. With their uv-mapping they look very odd to my eye.
Sure thing.
Only that the Dragynias are generally sunk too deep into the ground. This is especially noticable with the new Dragynia model that will come very soon with the next Skyrim-Data.
New Draygnia model? Wow, but they are so good-looking as they are already, imho (plus: new update already? wow, too :P ) I will wait for new update with fixing them then.
Great job on this, berry. You and roerich have given our exterior department a much-needed jolt of progress. You've even motivated me to work on writing dialogue. Speaking of which, I should really post an update...
Good to hear you like it and I managed to inspire you :) I like the recent progress ratio at SHotN too.

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Re: The Reach - Western Grasslands #01 [berry]

Post by Scamp » Tue Feb 17, 2015 2:08 pm

worsas wrote:I'm using the latest Skyrim-Data, too. You must be overwriting the model in the bsa file with one in your game directories (perhaps you don't have the bsa registered?). The apple tree you have is definitely the outdated one.
You would really assume that I have been working on this project for years without having my BSA registered? :/

It was indeed a problem with the archives:

Code: Select all

Archive 3=IntCut.bsa

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Re: The Reach - Western Grasslands #01 [berry]

Post by berry » Sat Feb 21, 2015 1:29 pm

Some progress to report. Recently I have been working on finishing the cliff top surface, so cells -109,8 and -109,7 are very close to being finished now. I also worked on valley a bit more and I like how it is developing. I wonder is everyone fine with improved ruins design? I gave main building inner wall circle, for extra protection, so I bet this keep must have been of great importance to Direnni :P . It may look a little narrow in CS, but as it is shown by helpful Dreamers it isn't too narrow to navigate here. I may or may not end moving the two front buildings tad closer forward though.

[hsimg=]http://i.imgur.com/JQHDUXk.jpg[/hsimg] [hsimg=]http://i.imgur.com/AdbOEyY.jpg[/hsimg] [hsimg=]http://i.imgur.com/J7GxIX1.jpg[/hsimg]
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Re: The Reach - Western Grasslands #01 [berry]

Post by Scamp » Sat Feb 21, 2015 1:43 pm

But there's still no real connection between this dirt road leading to the north and the ruin, or is there?

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Re: The Reach - Western Grasslands #01 [berry]

Post by berry » Sat Feb 21, 2015 1:53 pm

Well, the dirt road eventually reaches ruin via fallen tree bridge, and it goes as far as to the ruins walls. Are you saying I should rather replace fallen tree passage with something more stable?

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Re: The Reach - Western Grasslands #01 [berry]

Post by Scamp » Sat Feb 21, 2015 1:56 pm

No, I mean: When was the last time you saw a road ending in a wall? I can only remember roads ending in front of a gate.

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Re: The Reach - Western Grasslands #01 [berry]

Post by berry » Sat Feb 21, 2015 2:35 pm

The way I see it, Direnni are long centuries gone, I assumed that by their times this cliffs looked quite different, there have been landslides since, grass has been growing and so on. Direnni must have had some more serious means of transport here, some kind of a bridge, or similar to the road leading to your mesa, maybe. I tried to hint it's existence by placing ruin meshes by the landslide. The dirt road here is creation of Reachmen and other inhabitants of the area, that came to be out of neccesity - it's relatively the easiest way of reaching mesa. It leads as far as to the ruins walls because many people going that way would split their ways in that place - some would go left through the ruins, entering it by the convenient hole in the wall, the others might go right by the cliff (or try to enter ruins from that side too, or go to that hidden loot stash...) or try to go down to the village valley. I thought it will be a good spot to end the common road.

Regarding lack of gate - I dunno, there are fallen walls in the front of the ruins that could indicate the place it once was. As isn't it weird Direnni gates are the only wall parts that made it to current times untouched? With their lightweight design they should be most fragile wall part actually. Hence I figured I wouldn't put actual gate mesh here.

Did quick sketch of how it may look like with gate. Personally I would extend the road as far as seen below, but would rather keep the ruined wall mesh here, instead of gate.

[hsimg=]http://i.imgur.com/gxNtWwy.jpg[/hsimg]

:?:

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Re: The Reach - Western Grasslands #01 [berry]

Post by Scamp » Sun Feb 22, 2015 1:24 pm

Well, if the road came later, it doesn't have to be connected to the ruin in a meaningful way at all. I just thought it was weird how it just ended in front of a wall.

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Re: The Reach - Western Grasslands #01 [berry]

Post by berry » Sun Feb 22, 2015 2:40 pm

Scamp wrote:Well, if the road came later, it doesn't have to be connected to the ruin in a meaningful way at all. I just thought it was weird how it just ended in front of a wall.
No, that was a good point (as always) and I thank you for that. I messed around that place a little and eventually it gained that look:

[hsimg=]http://i.imgur.com/6Gzoii8.png[/hsimg]

It makes sense now. I will post more screens/updated file when I'm done with fixing organic containers of the claim, so hopefuly remains of that Direnni cliff road will be more noticable by then. :P

By the way, I am really close to finishing that ruins area, so if anyone have any major concerns/ideas for that place, now it's the last chance to speak them up.

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Re: The Reach - Western Grasslands #01 [berry]

Post by Scamp » Mon Feb 23, 2015 3:37 pm

I like this approach, as well as the overgrown look of the ruins. Very nice stuff.

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Re: The Reach - Western Grasslands #01 [berry]

Post by berry » Tue Feb 24, 2015 10:08 pm

Scamp wrote:I like this approach, as well as the overgrown look of the ruins. Very nice stuff.
Thank you, Scamp. :) Glad you like it.

Here goes the last progress update before this claim's completion, I hope. Major changes took place, including:
  1. I rearranged container plants accordingly to region planning conclusions; removed over 150 plants, replaced lots too
  2. extented the dirt road north, so now it ends in the ruined village. Once we get road network of the region settled we can link it with Dragonstar from here with ease were we to decide we want that
  3. did some serious detailing, mostly along the road and in burned village valley, but cliffsides and groves received some love too. I tried to clutter the hills with flat rocks, to preserve region consistency
  4. generated grass in spots that were skipped the first time I did it
  5. made changes to fallen tree bridge, so now it can be crossed without player being forced to jump at all
and many others.

I still have to:
  1. add some more rocks/bushes to -109;11, -109;10, -108;11 cells
  2. add few apple trees by Reachmen village
  3. hand place some grass on grass rocks/boulders (yaay :roll: :D )
  4. take further look at container flora of the region; possibly replace some of it with static vegetation
  5. take care of misplacements, floaters, bleeders and so on
I am posting this file now mostly for safekeeping sake (my PC has been acting moodily recently), as I hope I will be able to post completed file in 1-2 days anyway. I think it does look pretty solid already though and hope everything looks fine.
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berry
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Re: The Reach - Western Grasslands #01 [berry]

Post by berry » Wed Mar 04, 2015 1:32 pm

Okay, so it took a little longer than I expected, but this claim is now finished.

I took some screens with ENB palette shader that show the place:
[hsimg=]http://i.imgur.com/VIlchGt.png[/hsimg][hsimg=]http://i.imgur.com/tTJm5kb.png[/hsimg][hsimg=]http://i.imgur.com/gyh0OLU.png[/hsimg][hsimg=]http://i.imgur.com/y3EwF9P.png[/hsimg][hsimg=]http://i.imgur.com/IZUc0ms.png[/hsimg][hsimg=]http://i.imgur.com/nisaduC.png[/hsimg][hsimg=]http://i.imgur.com/lDjkFYo.png[/hsimg][hsimg=]http://i.imgur.com/WEGPePP.png[/hsimg][hsimg=]http://i.imgur.com/GCC6Go4.png[/hsimg][hsimg=]http://i.imgur.com/ZViKbM2.png[/hsimg][hsimg=]http://i.imgur.com/rPnro0T.png[/hsimg][hsimg=]http://i.imgur.com/ZYdixmI.png[/hsimg][hsimg=]http://i.imgur.com/xG9XaiE.png[/hsimg][hsimg=]http://i.imgur.com/aQ71b9Y.png[/hsimg][hsimg=]http://i.imgur.com/5I5bnUL.png[/hsimg][hsimg=]http://i.imgur.com/mZL0RDI.png[/hsimg][hsimg=]http://i.imgur.com/w9HXoW3.png[/hsimg][hsimg=]http://i.imgur.com/u4qANtu.png[/hsimg][hsimg=]http://i.imgur.com/iiXxQPl.png[/hsimg][hsimg=]http://i.imgur.com/AlnCTF8.png[/hsimg][hsimg=]http://i.imgur.com/W4NUidU.png[/hsimg] Now, of technical matters:
  1. I left out some final detailing of -109, 11 and -110, 11 cells for another exterior claim; it will be more effective that way (plus they weren't even supposed to be part of my claim), I think. We also need to lead "mesa" road further NW through them.
  2. I'm afraid path griding may be due for that claim, at least for some parts of it (ruins part of the clifftop, hill orchard by the village...) The enemies have really hard time in that spots. What are opinions on that? It would be an easy fix, I think.
  3. Should I list the interiors of the claim here, at least those that were already connected with exterior before?
It's all for now. Enjoy! :P
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Last edited by berry on Sun Mar 08, 2015 6:37 pm, edited 1 time in total.

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Re: The Reach - Western Grasslands #01 [berry]

Post by roerich » Wed Mar 04, 2015 1:52 pm

Congrats and cool stuff! Very impressive first claim. Looking forward to check it out properly.

3. A list of interiors would be a great addition, so we can get an overview.

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Re: The Reach - Western Grasslands #01 [berry]

Post by berry » Thu Mar 05, 2015 10:07 am

Thanks, Roerich :) Making this provided me a good bit of joy. I just hope I didn't get carried away and put too much stuff in those cells, it doesn't look overwhelming in game though.
3. A list of interiors would be a great addition, so we can get an overview.
Here it comes then. I underlined the ones that were joined with interiors in the main exterior file:

-109, 9 - "Sky_Ex_Barbarian_Door_02"; hagraven/witch cavern. Added by me.
-108, 9 - "Sky_Ex_Cave_Door_01_03", Cave Reach 22, cave in the cliff side, down in the forest. Luxray's ruined war hideout ?
-109, 8 - Direnni ruins on the top of the cliff; 3x "Sky_Ex_Altmer_Building_02". Well fortificated (back in their days)
-109, 6 - Reachmen Village; 3x "Sky_Ex_Reachmen_House_01". Secluded and with many ritualistic spots around. Possible inhabitants: 2-3 Reachmen wise women (eyes, mouths and arms for local hagravens) with their male elderly servant?
-110, 7 - "Sky_Ex_Redguard_Door_02"; Small farm on the mesa.
-108, 6 - "Sky_Ex_Redguard_Door_01"; Little farmhouse down the cliff, on Aldkarth Lowlands. Maybe we should consider moving it somewhere else? Now it stands right between the lair of vile ancient wizard and the village of witchserving Reachmen :P not really the best spot for a farm
-108, 6 - "Sky_Ex_Cave_Door_01_03"; Cave Reach 27. Scamp's grotto by the waterfall
-108, 5 - "Sky_In_Cave_Door_01_03"; Cave Reach 01, located by the very end of the valley, behind the orchard next to the village

There is also a potential interior in the form of unruined Altmer tower in -110, 8 cell, but I didn't place any (trap)doors on it.

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Re: The Reach - Western Grasslands #01 [berry]

Post by worsas » Thu Mar 05, 2015 9:34 pm

Berry!
Nice work with this claim. I wanted to comment earlier, but I'm being more occupied than otherwise these days. And before posting something, I wanted to give your claim an ingame visit.

While I'm familiar with the overall shape of the claim, I managed to get lost ingame, not knowing where I was facing at some point.

Your exterior work has got a strong theme to it and feels like it would lend itself fantastically for stories playing in this area.

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Re: The Reach - Western Grasslands #01 [berry]

Post by berry » Sun Mar 08, 2015 9:34 pm

Thank you for finding time to take a look at this, Worsas, really appreciate that. :) I'm glad it turned out on a par with PT's exteriors. Thanks for your kind comments.
worsas wrote:While I'm familiar with the overall shape of the claim, I managed to get lost ingame, not knowing where I was facing at some point.
Was it near the grassy edge of the cliff, by chance? :P I used to get lost there myself.

By the way, did you have major problems noticing hagravens' cave from the valley? Does that unique tree and lights bring it out sufficiently?

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Re: The Reach - Western Grasslands #01 [berry]

Post by Luxray » Sun Mar 08, 2015 10:06 pm

Fantastic work berry, you would hardly believe it used to be a boring old grassland!

Hopefully we will have some more exterior claims soon, if we have not scared you off with this first mammoth one.

It just requires us as a group to get organised in what to do next, I am sure others will have some thoughts on this in another thread. :)
<roerich> woah it's hot in here
<Lord Berandas> it must be Summer.
<Infragris> #hell is meant as a spam and off topic channel. Doing a great job already

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