The Reach: Barrow (Sky_iRe_DH41) [Tristior][Reviewed]

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worsas
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The Reach: Barrow (Sky_iRe_DH41) [Tristior][Reviewed]

Post by worsas »

An ancient subterranean nord site in the proximity of Dragonstar. This dungeon should be largely plundered, but you should still come across undiscovered parts, the further you get into it. Roerich might have additional input on this.

Use a mixture of Barrow and BarrowFort - objects to create this interior.

The entrance can be found at -112, 13 in the Dragonstar section file.
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Barrow_DH41.jpg

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roerich
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Post by roerich »

Granted to Fürst Thal.

I have been working on some of the deeper parts of this, but the cells can always be joined together.
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roerich
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Post by roerich »

I'm grabbing this instead, Fürst Thal's barrow will used elswhere; north or east from this claim.
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
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Tristior
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Post by Tristior »

Double-grabbed. Here's the entrance cell.
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Sky_iRe_DH41.ESP
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Tristior
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Post by Tristior »

Latest. Could probably do with some play-testing, because there are lots of pitfalls.
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Sky_iRe_DH41.ESP
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Tristior
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Post by Tristior »

This boi is ready for review. Whoever does review/merge it, please make sure the enchanted loot is acceptable and if you can, stop Plilav wandering around like that. Thanks!
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Sky_iRe_DH41.ESP
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Rakanishu
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Post by Rakanishu »

This isn't an interior review!

Two minor things I noticed:
- What did you use to clean the dialogue/esp? I got a (probably harmless) warning about record numbers in the header being mismatched.
- The NPC's greeting should probably be placed in Greeting 7 instead of 9 since 7 is used for "Unique ID" greetings. If you're diseased and don't want him to comment on that, then place the dialogue in Greeting 1.
Last edited by Rakanishu on Mon Jun 11, 2018 5:25 am, edited 1 time in total.

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Tristior
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Post by Tristior »

I used TESAME, but my understanding of how dialogue works is pretty non-existant, so god knows what I've actually done. I'll make your and Luxray's changes and reupload.

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Tristior
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Post by Tristior »

Fixes made. Ready again for review.
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Sky_iRe_DH41.ESP
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Tristior
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Post by Tristior »

This seems to have been moved a forum too far.

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worsas
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Post by worsas »

Fixed.

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MinerMan60101
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Post by MinerMan60101 »

Reviewing!
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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MinerMan60101
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Post by MinerMan60101 »

Clean: Yes
Northmarker: Absent
Lighting: Fog is black, but if it wasn't I'd have to put in_lava_blacksquares everywhere

Floaters:
miner's pick
T_Sky_Cave_I_Beam1_08

Bleeders:
light_com_lantern_02_128
T_SkyNor_DngBarr_U1Gem

Other:
Moved side room into its own interior cell
T_Glb_BlackDoor_01 - scaled up to fill the space
Attachments
Sky_iRe_DH41.ESP
(92.76 KiB) Downloaded 146 times
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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MinerMan60101
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Post by MinerMan60101 »

Merged into Dragonstar Section, not NPCed pathgridded etc.
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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