Elfstone Keep (Sky_iRe_Mk43)[Tristior][Reviewed]

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roerich
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Elfstone Keep (Sky_iRe_Mk43)[Tristior][Reviewed]

Post by roerich »

Elfstone Keep

Role: Seat of King Barda and the throne of the Reach.
Architecture: Direnni interior set with a mix of Altmer, Nord_Upper and Nord_Mid furniture.
  • Throne room
  • Council room
  • Royal private quarters
  • Housecarl private quarters
  • Kitchen
  • Servant quarters
  • Storage
  • Barracks, armory & training room
  • Dungeon (acts as Markarth's prison) and a vault
  • Clever-man's quarters & possibly a shrine to a Nordic deity
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roerich
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Post by roerich »

Claiming. This is the only currently available house interior, as the Int_Markarth set is still unfinished.

I will make a grand keep fit for a king, though I will not make this overly decadent or luxurious. This interior needs to contrast the relative luxury of Karthwasten, and the cold, ancient stone setting will already do a good job with this.

Here is a sketch for the first floor. There will be two upper floors and a dungeon floor, with the dungeon leading to a cave system that exits next to the docks.

[hsimg=]http://i.imgur.com/0Mb8uI9.png[/hsimg]
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Post by Yeti »

I would cut one of the upper floors. Otherwise, I fear this would end up conspicuously big.

Still, I'm excited to see you working on this roerich. I look forward to seeing how this turns out!

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roerich
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Post by roerich »

I'll see what I can do, I won't make this bloated and full of unnecessary rooms. :-D

Here's some progress, screenshots and all:

[hsimg=]http://i.imgur.com/QTFfLDU.png[/hsimg][hsimg=]http://i.imgur.com/f54wIdZ.png[/hsimg][hsimg=]http://i.imgur.com/UocoOn3.png[/hsimg]
[hsimg=]http://i.imgur.com/dSHykg8.png[/hsimg][hsimg=]http://i.imgur.com/8BscLGI.png[/hsimg][hsimg=]http://i.imgur.com/ZRQDhCy.png[/hsimg]
[hsimg=]http://i.imgur.com/qR5pGYY.png[/hsimg][hsimg=]http://i.imgur.com/qsse4A4.png[/hsimg][hsimg=]http://i.imgur.com/o0NLp2N.png[/hsimg]
[hsimg=]http://i.imgur.com/ehX8gmR.png[/hsimg][hsimg=]http://i.imgur.com/QpVerT7.png[/hsimg][hsimg=]http://i.imgur.com/Dq54FZ0.png[/hsimg]
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Sky_Int_Markarth_01_roerich.esp
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Post by worsas »

I like this interior a lot. But I'm afraid that there are issues involved with having the grate doors right next to each other or next to other grates. They need to be surrounded by solid wall, because they shift sidewards into the wall, when activated.

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roerich
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Post by roerich »

Time to cut down on prison cells then.
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Post by Luxray »

Quite a mighty looking interior indeed. My only concern is that the throne room looks quite dark. But perhaps that is better in-game.
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roerich
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Post by roerich »

Archived

Archived for the time being. Will unlock once Markarth claims are better figured out.
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Post by Tristior »

Claim following discussion with roerich.

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Post by Rakanishu »

This might need a new ID since "Sky_iRe_Mk01" is already used by a merged int claim: viewtopic.php?f=130&t=1159

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Post by Tristior »

Ready for review. ID is now Sky_iRe_MK43.

Designed to work in tandem with Sky_iRe_MK36 (city barracks). Smithy, guard quarters, and jail (rather than dungeon) are in MK36.
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Sky_iRe_MK43.ESP
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Tristior
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Post by Tristior »

Updated MK43d with a housecarl's quarters.

EDIT: Some notes for reviewing/NPCing
- Barda's infirmity limits his mobility. He should carry an amulet of recall or similar to get between the royal chambers and his throne. He takes his meals and hears from only the most important petitioners in his chambers.
- The council meets in their own chambers (in MK43d) without him. Only two or three councillors meet at present.
- The western room in the royal chambers (MK43a) is Prince Oringar's, and is not currently inhabited. The eastern room is occupied by Barda's healer and their partner.
- The dungeons in MK43e are an oubliette of sorts for the worst criminals the Reach has to offer. A more common jail can be found in MK36. This means the prison marker outside Elfstone should probably be moved.
- Bad Light the daedric merchant can be found at the bottom of MK43e. He doesn't need to exist, but I thought it was fun.
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Sky_iRe_MK43.ESP
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Taniquetil
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Post by Taniquetil »

Reviewing.
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Post by Taniquetil »

Clean: Yes

Reviewed file requires latest addon!

I split the former Sky_iRe_MK43a cell into two, in order to avoid hearing the water sounds in the disconnected upper royal bedroom and to allow for different light settings up in the dome. This will also allow both floors to be shown on the minimap. The cells were renamed to accommodate this new cell.

==========================

Name: Sky_iRe_MK43a (Markarth Side, Elfstone Keep: Royal Chambers)

Lighting: Adjusted values to dim sunlight and make light match the dome more closely

Northmarker: Yes, correct

Fits exterior: Good

Pathgrid: Not present, added

Illegal to Sleep Here: Yes, correct

Gridsnap: Yes, correct

Bleeders:
- T_Nor_Set_BannerTownMarkthIn_01 (x6) - all bleeding with mounts
- light_com_candle_10
- T_He_DngDirenni_X_Planter_01 (x4)
- light_com_candle_08
- T_Nor_Ep_Ring_05
- T_Nor_SilverBowl_01
- T_Nor_FurnR_Cornershelf_01
- light_com_candle_03 (x2)

Floaters:
- T_Nor_Ep_Pants_03
- T_Nor_Ex_Belt_01
- T_Com_BookendRich_01

Other:
- Rescaled T_Nor_SilverPlate_03 (x3) to 1.0x
- Straightened the heater shields on the walls
- Pushed the 2x T_Com_Furn_TrophEmpty_01 closer to the walls
- Rescaled T_IngCrea_SaberCatTooth_01 (x2) to 1.0x
- Rather than rescaling the other two peridots, I replaced them with other gems
- Rescaled T_Com_BookendRich_01 (x2) to 1.0x
- Rescaled T_Bk_SongOfHrormirSHOTN to 1.0x
- Rescaled T_Bk_RestlessNorthSHOTN_V1, T_Bk_RestlessNorthSHOTN_V2, and T_Bk_RestlessNorthSHOTN_V3 to 1.0x
- Rescaled T_Bk_CollectedYsmritisSHOTN to 1.0x
- Aligned and raised T_He_DngDirenni_I_CeilingBm_03 (x6) slightly to get rid of caspering
- replaced Wayrest heater shield with a generic one

==========================

Name: Sky_iRe_MK43b (Markarth Side, Elfstone Keep: Household) - split from former A int

Bleeders:
- light_com_candle_10_off
- T_Nor_Companion_Cuirass_01
- T_Nor_Companion_Greaves_01
- T_Nor_Companion_PauldronR_01
- T_Nor_Companion_PauldronL_01
- steel claymore
- T_Com_Furn_TrophElk_03 - bled too far into wall
- T_Nor_Furn_Candlestand01_256 (x4)
- light_com_candle_08 (x3)
- T_Com_ClothGreenFolded_01
- light_com_candle_10_128
- T_He_DngDirenni_F_Seat_01 (x8)
- T_He_DngDirenni_F_Table_01 (x2)

Floaters:
- T_Imp_Furn_TapestryWool_01 (x4)
- T_Imp_Furn_TapestryWoolLarge_02
- T_SkyNor_FurnR_ClS1Msc
- T_Nor_FineSteel_Seax_01
- T_Nor_FurnR_BedDouble_03
- T_Nor_FurnR_Bed_03
- T_Imp_Ep_AmuletNib_01
- T_IngMine_Peridot_01
- T_Nor_Et_Dress_02

Other:
- Replaced Sound_MournSpray (x2) with slightly quieter T_Glb_Sound_Water_01
- Bled T_Com_Furn_TrophBoar_01 and bm_bearhead_red slightly further into wall
- Aligned T_Nor_Furn_Tapestry_04 (x4) and adjusted size slightly
- Resized T_Bk_FloraSkyrimSHOTN_V1 to 1.0x
- Removed T_Bk_LesserCatechismJulPC - this is a rare book that isn't appropriate for this context
- Aligned a couple of lights

==========================

Name: Sky_iRe_MK43c - formerly 43b (Markarth Side, Elfstone Keep: Great Hall)

Lighting: Lowered sunlight settings a bit, otherwise very nice

Northmarker: Yes, correct

Fits exterior: Good

Pathgrid: None present, made one

Illegal to Sleep Here: Yes, correct

Gridsnap: Yes, correct

Bleeders:
- T_Nor_Set_Firecup_01 (x4)
- T_Nor_Furn_Candlestand01_128 (x4)
- light_com_candle_10_128 (x4)
- T_Nor_Set_BannerTownMarkthIn_01 (x2) - all bleeding with mounts

Floaters:
- T_Nor_FurnR_Bench_02 (x6)
- T_Imp_PillowVelvetRed_01

Other:
- Aligned T_Nor_Furn_Tapestry_01 (x10) and adjusted size slightly
- Rescaled T_Nor_SilverVase_02 (x2) to 1.0x
- Adjusted trophy mounts to sit flush on the walls
- Fixed the alignment of several lights
- Deleted T_He_DngDirenni_I_CeilingBm_05 floating in the void
- The great hall was not symmetrical moved the west wall one 16-snap click west to match the east wall

==========================

Name: Sky_iRe_MK43d - formerly 43c (Markarth Side, Elfstone Keep: Kitchens)

Lighting: Cut down sunlight and slightly boosted ambient

Northmarker: Good

Fits exterior: Good

Pathgrid: None, added

Illegal to Sleep Here: Yes, correct

Gridsnap: Yes, correct

Bleeders:
- T_SkyCom_Var_Sk5Food2
- misc_com_broom_01
- Light_Com_Candle_01_64 (x3)
- T_SkyNor_Furn_Ch1CltFem
- T_Com_Furn_BedSky_04
- T_SkyNor_Furn_Ch1CltMale
- T_Nor_FlaskBlue_02
- T_Nor_Var_LanternStat_01
- T_Imp_FurnSky_Table_01 (x2)
- T_IngFlor_Cabbage_02 (x4)
- T_Nor_Set_BannerTownMarkthIn_01 (x2) - bleeding hard with holders

Floaters:
- T_Nor_FurnM_Table_02
- T_Com_CandleStickBrass_01
- T_Nor_Cm_Skirt_01
- T_Nor_Furn_Dreamcatcher_06
- T_Com_Var_Knife_03
- T_Com_Frypan_01
- T_Com_Var_Knife_02
- T_Com_Var_Knife_01

Other:
- Rescaled T_He_DirenniPitcher_01 to 1.0x
- Left the 2 T_Com_BookendRich_01 rescaled to 0.5x - there's no way to make this look good, and the asset really just needs downscaling
- Rescaled T_IngFood_BreadColovian_01 and T_IngFood_BreadColovian_02 to 1.0x
- Sank some pillows
- Aligned several tapestries
- Centered Light_Com_Chandelier_01_L
- replaced rescaled T_Nor_WoodenPlate_03b with 1.0x scale T_Com_WoodPlatter_c01
- Rescaled several items in the kitchen to 1.0 and adjusted the arrangements slightly to fit.
- Adjusted some lights
- added a few more In_Lava_Blacksquare for minimap cleanliness

==========================

Name: Sky_iRe_MK43e - formerly 43d (Markarth Side, Elfstone Keep: Council Chambers)

Lighting: Cut down sunlight

Northmarker: Yes, correct

Fits exterior: Good

Pathgrid: None, added

Illegal to Sleep Here: Yes, correct

Gridsnap: Good

Bleeders:
- light_com_candle_08 (x3)
- light_com_candle_10
- light_com_candle_01_off
- T_Nor_Wood_Shield_01
- BM nordic silver claymore
- T_Nor_Orn_Spear_01
- T_Imp_Furn_TapestryBastLarge_11
- T_He_DirenniCup_01 (x2)
- T_Bre_Drink_WineWayrest_01

Floaters:
- T_Imp_Scrollcase_01
- T_Sc_CrumpledPaper_01 (x2)
- sc_paper plain (x2)

Other:
- Fixed misaligned T_Nor_SetMarkarth_DoorIn_01
- Adjusted T_Com_Var_Nail_01 (x8) to sit flush
- Rescaled T_Bre_WoodenHeater_Shield_08 to 1.0x
- Aligned several tapestries
- Rescaled T_Bk_MilitaryTacticsTR to 1.0x
- Rescaled T_BkGen_CourtVerdicts_03 (x2) to 1.0x
- Rescaled T_Nor_FurnR_Bookshelf_04 to 1.25x to accommodate books rescaled to 1.0x, and moved to not cover the light and halberd display
- fixed display halberds to be evenly arrayed, and added hooks to hold them
- added some In_Lava_Blacksquare and deleted superfluous floor pieces outside the main shell
- Aligned some lights


==========================

Name: Sky_iRe_MK43f - formerly 43e (Markarth Side, Elfstone Keep: Dungeons)

Lighting: Cut down sunlight and made ambient slightly more green-blue

Northmarker: Yes, correct

Fits exterior: Good

Pathgrid: None, added

Illegal to Sleep Here: Yes, correct

Gridsnap: Good

Bleeders:
- light_com_lamp_02_128
- T_Nor_Var_Lantern_01
- T_Com_Furn_PeltCowTattered_04
- contain_corpse20
- T_Glb_Var_Skeleton05
- T_Nor_Set_Firecup_01 (x4)
- light_com_candle_10_128
- light_com_candle_08 (x2)
- adamantium boots
- T_Nor_Ironwood_Shield_02

Floaters:
- T_Nor_Clothbolt_02
- T_Com_Iron_ThrowingKnife_01 (x3)
- light_logpile10 (x2)
- T_Glb_Var_SkeletonHandL_01
- ingred_rat_meat_01
- T_IngMine_Sapphire_01 (x3)
- T_Imp_GoldPitcher_01
- BM ice longsword
- BM ice dagger
- addamantium_helm
- T_Orc_Regular_HelmOpen_01

Other:
- Replaced stolen_goods chest with T_SkyCom_Furn_ChHv1WpnNo since main barracks/jail will be in the other int
- Gemstones that rest on points should be flipped to rest on flat surfaces
- Make sure to tilt helmets that don't sit on their edges so that they aren't floating. Ditto for swords and daggers sitting on their blades.
- Replaced Wayrest Artisan swords (which will be deprecated soon) with a mithril claymore
- Deleted superfluous T_Sky_TerrDirt03_Plane_01 that was outside the cave shell
- Aligned some tapestries in barracks to sit centered on walls
- Moved Sound_Cave_Drip00 closer to cells
- Added a 100 lock to vault door

Excellent work on this very cool int. Please don't forget your pathgrids!
Attachments
Sky_iRe_MK43_REVIEWED.ESP
(240.56 KiB) Downloaded 44 times
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chef
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Post by chef »

merged

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