The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

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Scamp
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The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

Post by Scamp » Wed Sep 07, 2016 10:23 am

A very small, natural cave. Some hidden passage could lead to a wooden altar with some offerings and rare goodies.

Cell: -119,11
Exterior file: http://www.project-tamriel.com/viewtopi ... =125&t=658

[hsimg=]http://i.imgur.com/IuxOYB9.png[/hsimg]

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Re: The Reach: Cavern (Sky_iRe_DH26)

Post by MinerMan60101 » Sat Feb 11, 2017 7:56 pm

I am claiming this.
Since this is the first interior i will have worked on for this mod, i will probably be asking many questions.
What tileset should i use for the cave?
What are some flora that would be present in the cave?
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Re: The Reach: Cavern (Sky_iRe_DH26)

Post by berry » Sat Feb 11, 2017 9:34 pm

Good luck! Some feedback before it's granted:

If you haven't consulted it already, (semi)finished content from the most recent main Skyrim file gives many examples of how our caves are supposed to look like.
What tileset should i use for the cave?
T_Sky_Cave_; T_Sky_CaveRE_ and T_Sky_Terr_RockRE for the shell/rocks. T_Rea_ (Reachman set) would be the most appropriate for denizens (if any) here, and if you plan to make the altar Scamp proposed, T_Nor_Furn_WoodAltar_01 or T_Bre_DngCellar_F_Altar_01 should be used for that. You can also see about using T_Nor_DngBarrow_ for that proposed sacral area, but in a way that wouldn't look like it's a Nordic barrow; see altar in cell -107, 12 or the cave entrance in -109, 6 from main Skyrim file for example.
What are some flora that would be present in the cave?
As far as container plants are considered, T_Sky_Flora_LichenCav01/Lichen01 and rust russulas are pretty much mandatory. Other mushrooms (T_Sky_Flora_BksporeCp/T_Sky_Flora_KingBol/T_Sky_Flora_TawnFun01) might be used too. Static cave flora consists mostly of flora_bc_moss_ and T_Sky_Cave_I_Roots_ .

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Re: The Reach: Cavern (Sky_iRe_DH26)

Post by MinerMan60101 » Sat Feb 11, 2017 9:53 pm

Thanks! I'll go ahead and check out some of those caves (I already downloaded all of the files).
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Re: The Reach: Cavern (Sky_iRe_DH26)

Post by MinerMan60101 » Sun Feb 12, 2017 3:09 am

Another question: When making the interior, do i not put fauna in it? Also do I also not load Skyrim_Main.esp and not connect the door to the outside?
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Re: The Reach: Cavern (Sky_iRe_DH26)

Post by worsas » Sun Feb 12, 2017 4:24 am

You don't add npcs or connect doors when making interiors. That is done later on when the claim is merged into Skyrim_Main.

However, some of our modders, namely berry and roerich, still add npcs to their claims to picture how they imagine the inhabitants of the place to be like. But this is absolutely optional and the npcs are possibly changed or even deleted in the final npcing process.

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Re: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

Post by MinerMan60101 » Sun Feb 12, 2017 5:51 pm

Why are the King Bolete and Tawny Funnel Cap containers but without any ingredients in them?
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Re: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

Post by worsas » Sun Feb 12, 2017 6:44 pm

The ingredients for those have not been made yet. Please don't use those mushrooms for caves. Use rust russula and cave lichen and make sure to look at other caves in the skyrim-main file for reference.

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Re: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

Post by MinerMan60101 » Fri Feb 17, 2017 6:26 pm

Update
Uploading what I have made so far in case of computer malfunction, loss of interest, or unforseen circumstance.
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Re: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

Post by berry » Sat Feb 18, 2017 9:01 pm

Hey, it's a great start IMHO, it would be a pity if you lost your interest for this :P The entrance looks great already and I like how the altar area is hidden. I'm not sure about the russulas growing fully horizontaly on the walls, but those would probably less stand out when there are more rocks around. Shroom groups could use some lichens as well.

I haven't mentioned this asset before, but if you'd like some more variety here, maybe T_Sky_TerrDirtRE03_Plane_01 could come in handy in detailing the shallows? It can be used together with T_Sky_TerrRockRE_BoulderDrt1_ boulders for more variety.

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Re: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

Post by MinerMan60101 » Sat Feb 18, 2017 9:13 pm

I made the rust russulas not on the walls, discovered dirt boulders and added cave lichen before you even made the comment :lol: . I didn't know of the dirt plane though, thanks. Also, what do you mean by 'shallows'?
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Re: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

Post by MinerMan60101 » Sun Feb 19, 2017 3:09 am

Update. Are there better lights than the ones i'm using for the ingredients? I also added an iron ore vein. Are there any lights, if any, that i should use for it?
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Re: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

Post by berry » Sun Feb 19, 2017 11:00 am

MinerMan60101 wrote:Also, what do you mean by 'shallows'?
Probably not the most feasible term to name it, that one... I meant the bottom part of cavern tiles, like the part covered with Direnni terrace here for example: http://i.imgur.com/CWFj430.png
MinerMan60101 wrote: Are there better lights than the ones i'm using for the ingredients?
I use Flame Light_64/Flame Light (for larger groups) myself - it's more vivid and natural-looking than the orange one in my opinion - but I believe we don't have any set convention on that. I'm not sure, but I think we don't use light bulbs for iron ore as a general rule...? Some exceptions would be possible of course.

It's looking better and better. :)

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Re: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

Post by MinerMan60101 » Mon Feb 20, 2017 7:10 pm

This is finished and ready for review.

I don't think there shouldn't be any reachmen in here, just the echoes of their presence.
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Re: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

Post by worsas » Tue Feb 21, 2017 1:31 pm

off to review then!

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Re: The Reach: Cavern (Sky_iRe_DH26) [MinerMan60101]

Post by roerich » Thu Feb 08, 2018 4:02 pm

Merged with Section File.

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