The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

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worsas
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The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by worsas » Mon Apr 04, 2016 11:13 am

A major Direnni Fortress at -109, 8.

The exterior file can be found here: viewtopic.php?f=125&t=340" onclick="window.open(this.href);return false;

[hsimg=]https://dl.dropboxusercontent.com/u/223 ... _claim.jpg[/hsimg]

The fortified holding of a Direnni lord, close to the border of the Direnni Hegemony.
This claim should cover the Barracks and Servant quarters marked B in the screenshot.

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Re: The Reach - Direnni Ruin 02-B

Post by Luxray » Sat Apr 16, 2016 12:53 pm

Claim. I'd quite like to build a ruin with my afternoon
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Re: The Reach - Direnni Ruin 02-B[Luxray]

Post by roerich » Sun Apr 17, 2016 2:10 pm

Vingardium Grantiosa

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Re: The Reach - Direnni Ruin 02-B[Luxray]

Post by Luxray » Wed May 11, 2016 2:14 pm

Having a bit of trickiness with this direnni set,

Pic 1: relative tower floor layout relative to the dome (reasonable size I would suggest)

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

Pic 2: I'm having to double up on stairs, just to get the next floor level above where the walls and ceiling are for the previous floor.

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

Is there some better way to make transition between levels so this doesn't end up overwhelmingly huge? Underground, it doesn't matter so much, but for these above-ground ruin parts, it is a bit tricky.
Advice please :)
<roerich> woah it's hot in here
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Re: The Reach - Direnni Ruin 02-B[Luxray]

Post by worsas » Wed May 11, 2016 4:40 pm

Maybe it would be best to make the dome accessible via a trapdoor here. I need to create a different doorway that allows you to get there via the regular loaddoor.

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Re: The Reach - Direnni Ruin 02-B[Luxray]

Post by Luxray » Wed May 11, 2016 9:40 pm

I might just extend the floorplan sidelong by 1 tile. The issue is that the towers are 2-3 floors high plus dome on top, so stairs are necessary some place. I might just have to bite the bullet and upsize slightly. I'll make a shell up tomorrow and post the file for discussion.
<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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Re: The Reach - Direnni Ruin 02-B[Luxray]

Post by roerich » Wed May 11, 2016 10:07 pm

Another solution could be to remove the floor on that mesh. Something that would be useful for me as well.

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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by Luxray » Thu Jun 16, 2016 11:31 pm

Finally doing this now that the dome issue is fixed (and i worked out a floor plan that actually suited the ruin and pleased me) -- file in the next few days!
<roerich> woah it's hot in here
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<Infragris> #hell is meant as a spam and off topic channel. Doing a great job already

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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by Luxray » Sun Jun 19, 2016 12:45 pm

Here's the shell. I wildly underestimated how big these were in the past, file now reflects the real size of these towers.

I think it'd be best to build the 3 towers first, and then connect them at the end with berry's underground section. I'll probably claim the other 2 after this one unless someone else wants to have a crack.
sky_int_direnniruin_02B.ESP
(31.83 KiB) Downloaded 11 times
Last edited by Luxray on Sun Jun 19, 2016 3:04 pm, edited 1 time in total.
<roerich> woah it's hot in here
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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by worsas » Sun Jun 19, 2016 2:03 pm

This shell is a great asset for any future direnni ruin. Should save many people a lot of effort.

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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by roerich » Sun Jun 19, 2016 2:21 pm

Indeed! Great stuff. I might have a go at one of the other towers, but I'd use your shell for sure.

Remember to include the window panels on the side.

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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by Luxray » Sun Jun 19, 2016 2:30 pm

Yes I spotted that and fixed it already ^_^

Edit: I updated the file to the fixed version.

[hsimg=]http://i.imgur.com/7NzjygU.jpg[/hsimg]
<roerich> woah it's hot in here
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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by Luxray » Wed Jun 29, 2016 1:50 pm

Nearly done, have an update
sky_int_direnniruin_02B.ESP
(39.3 KiB) Downloaded 14 times
<roerich> woah it's hot in here
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<Infragris> #hell is meant as a spam and off topic channel. Doing a great job already

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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by worsas » Thu Jun 30, 2016 10:21 am

Nice to see some progress here. You should maybe add bigger lightbulbs to the ceiling lamps in the top level. And maybe add a couple of the empty direnni lanterns to the barracks quarters. The direnni soldiers will have needed some kind of lightsource in their days.

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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by roerich » Thu Jun 30, 2016 11:32 am

This is looking excellent so far.

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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by Luxray » Thu Jun 30, 2016 7:21 pm

Good ideas worsas, there needs to be more lightstands and misc objects for sure.
<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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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by roerich » Thu Jun 30, 2016 9:17 pm

That mess hall with the tables and windows really feels great. Add some more webs and it will surely look like it's been abandoned for eras.

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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by Luxray » Fri Jul 01, 2016 1:17 pm

Here's a much improved design, stealing roerich's ideas for more interesting details. Much happier with how this is looking now.

Feel free to suggest any further needed additions, as well as ideas for sound design in these Direnni ruins, as I have noticed they are quite quiet, without an opportunity to add obvious soundmarkers.
sky_int_direnniruin_02B.ESP
(50.99 KiB) Downloaded 14 times
[hsimg=]https://i.imgur.com/bbaA8Jy.jpg[/hsimg]
<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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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by roerich » Fri Jul 01, 2016 1:34 pm

Steal away, this is getting better and better. I suppose this has been locked off until the player picks the lock?

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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by Luxray » Fri Jul 01, 2016 2:09 pm

I don't know what sort of lock levels we should apply to various bits, can easily be adjusted later on I guess, or if you have ideas, shout out.
<roerich> woah it's hot in here
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<Infragris> #hell is meant as a spam and off topic channel. Doing a great job already

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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by roerich » Fri Jul 01, 2016 5:36 pm

I'd like to see one or two towers being abandoned since the Direnni left and with high locks on exterior doors. The remaining one(s) should have some sort of enemy squatting in them. This int would be one of the abandoned ones. For enemies here we could either go with undead and Daedra, or we could go another route and have them completely abandoned (save for a few rats perhaps). The real challenge here would be the locks. I think having a few dungeons like this would be a memorable experience, with the eerie atmosphere these interiors can have.

Another thing - I'm not sure this int should have a Magus Console. I didn't picture these as being in every dome, but perhaps one in every fortress or something like that. IMO it would be better suited for the Mage tower here. Elfstone doesn't have one, but that's because the Nords smashed it to pieces after taking the keep. Can't have dangerous Elf magic around your throne. Worsas made these though, so perhaps he has a better picture of their use.

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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by Luxray » Fri Jul 01, 2016 11:31 pm

I thought I read that the idea was to have a magus console in every dome, like some kind of network. But if it needs removing, just say and it can surely be replaced with something else.
<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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Re: The Reach - Direnni Ruin B (Sky_iRe_DH08) [Luxray]

Post by Luxray » Sat Mar 25, 2017 2:48 pm

Finished, ready for you to merge with the Mirilstaren underground berry
sky_int_direnniruin_02B.ESP
(55.79 KiB) Downloaded 12 times
<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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