The Reach: Cavern (Sky_iRe_Lorchw01) [Iskuss1418] [Reviewed]

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worsas
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The Reach: Cavern (Sky_iRe_Lorchw01) [Iskuss1418] [Reviewed]

Post by worsas »

An inhabited cavern in the Lorchwuir Heath. Features two nearby entrances. Purpose still unknown.

Cell: -102,1
To be found in Sky_Main.esp
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Image

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Iskuss1418
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Post by Iskuss1418 »

I would like to claim this please.
I've been working on a cave that should fit this exterior. What do you think about making it an abandoned mine? My idea is that the beginning of the mine is still mostly intact, but farther in the infrastructure gets more and more damaged. Possibly rock falls and the general instability of the area dissuaded further mining in the deeper areas, and the beginning area ran out of ore. Also, the bridge to the deeper areas was badly damaged by a rock fall, and it wasn't worth repairing, since it was liable to break again in the near future.

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roerich
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Post by roerich »

That sounds very fitting. Grant!
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Iskuss1418
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Post by Iskuss1418 »

This is what I have so far. I'm just putting this here as a backup, but feel free to take a look. (Please disregard the FF01 name.)
Attachments
Sky_iRe_FF01.ESP
Sky_iRe_Lorchw01 12/20/17
(24.01 KiB) Downloaded 156 times

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Post by Iskuss1418 »

Update:
Not finished yet, but it's coming along. I still need to add some more rocks in the tunnels and caverns, and start adding furniture and clutter, as well as set up the light sources. Also, I've split the claim into two cells to keep fps high and allow the player to always be able to sleep in the first area.

This is an active silver mine, and the first area will have miners in it. When the village above the mine was destroyed, the invaders(either Nords or Redguards) didn't damage the mine so they could make use of it themselves. So if it was a Hammerfell village, the miners are Nords/Skyrim citizens, and if the village was controlled by Skyrim before it was destroyed, the miners should be Redguards.

The second area of the mine is severely damaged by rockfalls, and is very unstable. The miners refuse to work in the area despite the large amount of silver ore in that section. Even if they would work there, the bridge is broken and cave-ins block the path. Rats and other vermin have taken up residence there in the miners' absence. The cave-ins are natural and unrelated to the war.

Sky_iRe_Lorchw01
Sky_iRe_Lorchw01_ruin_mine
Attachments
Sky_iRe_Lorchw01_12-27.7z
12-27-17 WIP
(8.9 KiB) Downloaded 167 times

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Iskuss1418
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Post by Iskuss1418 »

Finished and ready for review! Tamriel Data vs 4.
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Sky_iRe_Lorchw01_1-30.ESP
Finished Data vs 4
(83.86 KiB) Downloaded 180 times
Last edited by Iskuss1418 on Wed Jan 31, 2018 2:04 am, edited 1 time in total.

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Post by Iskuss1418 »

In case you want it dependent on the new data update.
Attachments
Sky_iRe_Lorchw01_1-30.ESP
Tamriel Data version 5 BETA
(83.86 KiB) Downloaded 150 times

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worsas
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Post by worsas »

Moved to reviewing.

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MinerMan60101
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Post by MinerMan60101 »

Clean: Yes
Northmarker: Set
Illegal to Sleep Here: Set in first interior, turned off after checking a couple of vanilla mines for comparison
Lighting: Good

First interior cell:
Floaters:
miner's pick - I properly rotated a bunch of these. A few were good though.
T_IngFood_FishSalmon_01 - not resting in plate
T_IngMine_OreSilver_01 - so many... too lazy...
T_Nor_WoodenPlate_02b - resting on a point on bottom, 'f'ed into table
T_SkyCom_Var_Sk3Mine - resting on a point, bled into planks, also put against a crate

Bleeders:
sky_ire_lorchw01_lantern1 - lifted up. Lights don't like being 'f'ed into place, they have to be moved down with a delta movement of 0.1 until the selection box is flickering
T_Com_Hammer_02 - bleeding into plank support
T_Com_Hammer_02 - as above
T_IngFood_Honey_01 - bleeding into bowl
T_Nor_Var_LanternStat_01 - these ones were bleeding into the poles
T_Nor_WoodenFork_02b - these were bleeding into table and not properly rotated
T_Nor_WoodenKnife_01b - as above
T_SkyCom_Var_Bl1Fish - bleeding into crate
T_SkyCom_Var_Bl1Torch - as above
T_SkyCom_Var_Sk3Mine - bleeding rather weirdly, moved to bleed into center of the crate

Second interior cell:
Floaters:
miner's pick - I properly rotated these.
T_Sky_Flora_LichenCav01 - outside of interior

Bleeders:
T_SkyCom_Furn_Ch3Loot1 - raised most of the way up so it wouldn't be embedded in to the rock
T_Glb_Var_SkeletonJaw_01 - as above
miner's pick - handle bleeding into a bit rock

Other:
Added Flame Light_64's around mushrooms and lichen

Playtested as well, everything looks fine going through the interior.

Looks like there were two entrances to this interior, but only one is present in Iskuss's file. So, another cave may need to be made.
Attachments
Sky_iRe_Lorchw01_1-30.ESP
(84.52 KiB) Downloaded 154 times
Last edited by MinerMan60101 on Tue Apr 10, 2018 12:21 am, edited 1 time in total.
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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Post by MinerMan60101 »

This is ready for merging, but keep my last comment in mind and either make a new claim or cover up the other entrance with a rock.
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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roerich
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Post by roerich »

I think one cave is enough here, then. Let's just delete the other entrance.

Edit: Iskuss has volunteered to make a small cave for the other entrance. Let's just keep it in this thread, now that the other int has been reviewed.
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Rakanishu
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Post by Rakanishu »

Note to merger:
The T_IngFood_CheeseWheelNord_01 and T_IngFood_CheeseWheelNord_02 references will have to be replaced with the equivalent cheesewheel containers when they're added to PT Data Addon.

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Iskuss1418
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Post by Iskuss1418 »

Wormouth Den
Second Cave finished and ready to be reviewed then merged. It's unrelated to the first int on this page, but is in the same cell: "-101, 0"
Find the Mournhold style camp, then go northwest to the burned village. Find the mine next to the village, then go in the direction the door of the mine is facing to find the cave.
Or just double click the black screen entrance in the reference window to find it straight away.
You'll need the newest sky_main I just posted.
Attachments
Sky_iRe_Lorchw01_02.7z
Not Sky_main this time
(3.64 KiB) Downloaded 144 times

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Post by MinerMan60101 »

Reviewing this one too!
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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Post by MinerMan60101 »

Clean: Yes
Northmarker: Set
Illegal to Sleep Here: Good
Lighting: Not Good, too bright and altered the values a little

Floaters:
None.
Bleeders:
None.
Other:
Missing a door, placed one accordingly
Playtested as well, everything looks fine going through the interior.
- Except that in OpenMW the physics goes through the roof and FPS goes down the drain because all of the bones have collision, so they need either simplified or no collision.
Attachments
Sky_iRe_Lorchw01_02.ESP
(13.24 KiB) Downloaded 149 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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Iskuss1418
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Post by Iskuss1418 »

Mine and village were Redguard.
Lower part of mine was abandoned due to instability and broken infrastructure.
Nords invaded and took over mine.
Current Nord miners stick to upper mine.
Let's make the boss miner a merchant who buys ore.
Player can explore in lower mine to find ore to sell to merchant miner.

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Iskuss1418
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Post by Iskuss1418 »

Merged Sky_iRe_Lorcw01_02 which is the Wormouth Den into Sky_Main.
The other interior claim, the mine is NOT merged,
Attachments
Sky_iRe_Lorchw01_1-30.ESP
Mine Interior: Entrance 1. Needs to be merged
(84.52 KiB) Downloaded 134 times

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Iskuss1418
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Post by Iskuss1418 »

Added Pathgrids for creatures in lower level.
Attachments
Sky_iRe_Lorchw01_7-27.ESP
Added Pathgrids for creatures in lower level
(85.39 KiB) Downloaded 108 times

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Iskuss1418
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Post by Iskuss1418 »

Closed. I've merged all ints on this page into Sky_Main. Would someone mind moving this to Completed please?

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