The purpose of this thread obviously is to be a central point of reference for all exterior modders working on claims located in the Gold Coast region. The Gold Coast is mostly a flat region, interrupted by small hills scattered around the landscape, and a few higher cliffs here and there. There should be more cliffs in the most western parts of the Gold Coast.
As always, please make your claims interesting. Add small points of interest that will catch the player's eye, let it be pirate camps, unique rock formations, ruins, cave entrances, etc.
Most importantly, use the main Anvil file as your primary reference. Consistency is key. Also, I may have forgotten to include certain objects in these lists, so if I were you, I should take a look at the CS files and go from there, returning to this thread only to get a general overview of objects used. Even better, use the Nemon ctrl-d technique and copy an entire cell, make sure all objects listed below are present (unless they have special annotations) and rearrange. It's that simple (except for Milk Thistle instances, which are deprecated and should be replaced with Spike Rice).
Ground Textures
- PC_Tx_GC_grass mostly.
- PC_Tx_GC_grassdirt in small areas and around hills where no groundcover is placed. (see file)
- PC_Tx_GC_rock_grass around small hills.
- PC_Tx_GC_rock on cliff and hill sides.
- PC_Tx_GC_rock_dirt, PC_Tx_GC_sand1/sand2 on the beach
- PC_Tx_GC_sand3 on seafloor and islands (or special selected areas)
I used a light grey (168, 168, 168) for transitions between ground textures.
Other than that, 98,98,98 for statics on land, 121,121,121 on the seafloor.
Rocks
PC_Terrain_GC_rock_01-33, feel free to use the terrain bridge, rock stairs etc, too. The cave entrances are called PC_Ex_GC_Cave_exit01 and 02.
Please do not cover the whole landscape with grassy rocks near the cost, I used them only sparingly here: The northern parts of the GC should contain more.
Flora
- Statics:
- Overall:
- PC_Flora_GC_Bush_01-02
- PC_Flora_GC_Shrub01-02
- some ivy here and there if you wish
- Southern Gold Coast:
- PC_Flora_GC_Palm01-05
- Northern Gold Coast:
- PC_Flora_GC_Olive01-03
- PC_Flora_GC_Tree_01-07
- PC_Flora_GC_Oak01-03 (sparingly...)
- PC_Flora_GC_Log_01-04
- PC_Flora_GC_Stump_01-04
- Overall:
- Near water, use:
- PC_Flora_Lilypad_01-03
- PC_Flora_Cattails_01
- Container plants:
- Aloe Vera
- Arrowroot
- Dryad's Saddle Polypore (rare)
- Fennel (North only)
- Ginseng
- Goldenrod
- Green Stain Shelf (rare)
- Lady's Mantle
- Spike Rice
- Nirn Root (rare/special)
- Sacred Lotus (water only)
- St. Jahn's Wort
- Thungleweed
- Tiger Lily
- Water Hyacinth (water only)
It'd be cool if people could handle Yacoby's Mesh Generator. I figured out that the best way to place groundcover without awkward stuff is to pregenerate the grass and then add other statics. If you refuse to work with the generator for now, or it does for some reason now work for you, I might generate grass later for a few claims.
My grass.ini settings for the Gold Coast:
Code: Select all
[GL_Grass_03]
bPlaceGrass=1
bPosRand=1
bRandClump=0
bSclRand=1
fMinHeight=0
fPosMax=100
fPosMin=-100
fSclMax=1.5
fSclMin=1
iBanOff0=128
iGap=250
iWeight=0
sBan0=GL_Dirtroad
sChance0=5
sChance1=20
sChance2=20
sChance3=55
sID0=
sID1=
sID2=
sID3=
sMesh0=grass\PC_Flora_GC_02_01.nif
sMesh1=grass\PC_Flora_GC_01_01.nif
sMesh2=grass\PC_Flora_GC_01_02.nif
sMesh3=grass\PC_Flora_GC_01_03.nif
sName=
sRecType=STAT
sScript=
[GL_Grass_03:ANY_NAMED_CELL]
bPlaceGrass=0
bPosRand=1
bRandClump=0
bSclRand=0
fPosMax=128
fPosMin=-128
fSclMax=1.5
fSclMin=1
iGap=256
iWeight=0
sName=
sRecType=STAT
sScript=