Gold Coast Exterior: GC_03 [chef] [Thresvy] [Reviewed]
Gold Coast Exterior: GC_03 [chef] [Thresvy] [Reviewed]
The fishing village of Thresvy, nearby ruined village/tower of Thraswatch, the remains of the Ayleid citadel Garlas Malatar and the old First Era fortress of Mischarstette.
Most information about the area can be found in the relevant region planning threads. Garlas Malatar should look like a proud, but small and defensible fortress, to contrast with the sprawling city ruins of Beldaburo further up the shore. Apart from the marked caves, other interior locations can freely (if moderately) be added: shipwrecks, grottos, isolated fisherman shacks, and small farmsteads/apple orchards more inland. Further up north, the shore should rise in a cliff to create the ravine of Sutch.
A note on the exterior design guidelines: the northern gold coast is supposed to have its own, slightly different region assets (currently in development) + use the existing GC assets in new ways to create a more sparse, edge-of-the-savannah feel. It might be best to refrain from detailing the northern areas until more assets are ready.
Also, the container plant list in the above link is out of date: plants like arrowroot and ginseng should not be used. In general, the deprecated plants are the ones not marked "cyr" in their ID (worsas, do you remember which plants in that list are out of date?) Also, when using water and shore plants, please keep in mind the distinction between normal water and seawater: cattails can freely be used, but lilypads, hyacinths, and the sacred lotus should not feature in seawater.
Claimed by roerich.
Most information about the area can be found in the relevant region planning threads. Garlas Malatar should look like a proud, but small and defensible fortress, to contrast with the sprawling city ruins of Beldaburo further up the shore. Apart from the marked caves, other interior locations can freely (if moderately) be added: shipwrecks, grottos, isolated fisherman shacks, and small farmsteads/apple orchards more inland. Further up north, the shore should rise in a cliff to create the ravine of Sutch.
A note on the exterior design guidelines: the northern gold coast is supposed to have its own, slightly different region assets (currently in development) + use the existing GC assets in new ways to create a more sparse, edge-of-the-savannah feel. It might be best to refrain from detailing the northern areas until more assets are ready.
Also, the container plant list in the above link is out of date: plants like arrowroot and ginseng should not be used. In general, the deprecated plants are the ones not marked "cyr" in their ID (worsas, do you remember which plants in that list are out of date?) Also, when using water and shore plants, please keep in mind the distinction between normal water and seawater: cattails can freely be used, but lilypads, hyacinths, and the sacred lotus should not feature in seawater.
Claimed by roerich.
Claiming, aye
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Roerich, I love you .
<ThomasRuz> A cleansing potion, with a nasty side-effect
<rotouns> Drain Spear 50 / 3600s
<ThomasRuz> We shall call it... the potion of impotency!
<rotouns> Drain Spear 50 / 3600s
<ThomasRuz> We shall call it... the potion of impotency!
And I think of you dearly as a friend.
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I can grab the three cells south of Beldaburo as well. I'd rather not have two Ayleid ruins, and I think someone else could do the city ruins of Beldaburo.
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yeah, go for it.
Just a heads-up, I've made the new claim nomenclature more logical so this is now claim GC_03. roerich, you can check out updated design guidelines for the Gold Coast region in this topic. I've colored in some parts of your claim to be the Gilded Hills region, but so far the assets for that aren't there yet so feel free to ignore this.
Update.
Disregard obvious WIP stuff.
Disregard obvious WIP stuff.
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- PC_xGC03_21-05.ESP
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Another quick update featuring a mostly finished Beldaburo.
Greetings from Thresvy!
Greetings from Thresvy!
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- PC_xGC03_23-05.esp
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Another small update. Some changes to Thresvy and Valchar Estate, both still WIP.
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- PC_xGC03_28-05.esp
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That looks great I stole some design ideas from Miscarstette for my 1E ruins.
This might be nitpicking, but I'm not very fond of this delivery of Garlas Malatar, to be honest. Don't get me wrong, the ruins and the hill as a whole look delightful, but I so loved KotN's Garlas Malatar, with long white pier on a silent gold beach, with no living beings (save for Aurorans) in miles around... Felt very immersive, one of the most scenic areas in TES IV for me.
I wonder if we can make the tower in -124, -45 part of Beldaburo ruins, and try to recreate Garlas Malatar as seen in TES IV somewhere in the Seppaki claim (or GC_07 one, even, as far as I remember KotN's Garlas Malatar was very close to the mouth of Brena river)? Alternatively, not to make Beldaburo too big, -124, -45 ruins can be an exterior only watchtower, like the one in -110,-48. At the very least, in my opinion we should savor that concept and reuse it for some other ruins (in southern Kvatch county?), it's too good not to be in PC.
This might be nitpicking, but I'm not very fond of this delivery of Garlas Malatar, to be honest. Don't get me wrong, the ruins and the hill as a whole look delightful, but I so loved KotN's Garlas Malatar, with long white pier on a silent gold beach, with no living beings (save for Aurorans) in miles around... Felt very immersive, one of the most scenic areas in TES IV for me.
I wonder if we can make the tower in -124, -45 part of Beldaburo ruins, and try to recreate Garlas Malatar as seen in TES IV somewhere in the Seppaki claim (or GC_07 one, even, as far as I remember KotN's Garlas Malatar was very close to the mouth of Brena river)? Alternatively, not to make Beldaburo too big, -124, -45 ruins can be an exterior only watchtower, like the one in -110,-48. At the very least, in my opinion we should savor that concept and reuse it for some other ruins (in southern Kvatch county?), it's too good not to be in PC.
All right, one more update before I have to shelve this for some weeks. Did some work on the new location for Thraswatch, doing some final touches on Thresvy and neighbouring cells. Still need to finish the rest and detail the area between Garlas Malatar/Beldaburo and Thraswatch some more. And seafloors.
Loaded it up with the Anvil file, looks splendid. Screens: http://imgur.com/a/o4QFM
Loaded it up with the Anvil file, looks splendid. Screens: http://imgur.com/a/o4QFM
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- PC_xGC03_02-06.esp
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Sorry berry, I must've missed your comment the first time around.
If we could recreate the Oblivion style ruin somewhere else that would be good. Placing it near Seppaki would make this region too saturated with Ayleid ruins IMO. Maybe somewhere in the south of GC_00?
I worked from this description: "Garlas Malatar should look like a proud, but small and defensible fortress, to contrast with the sprawling city ruins of Beldaburo further up the shore."
If we could recreate the Oblivion style ruin somewhere else that would be good. Placing it near Seppaki would make this region too saturated with Ayleid ruins IMO. Maybe somewhere in the south of GC_00?
I worked from this description: "Garlas Malatar should look like a proud, but small and defensible fortress, to contrast with the sprawling city ruins of Beldaburo further up the shore."
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
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GC_00 already has a ton of Ayleid ruins. We can keep this design in mind for another ruin along the Brena or Strid rives, or maybe do something fun with a mountain lake somewhere.
Update. Some more work on Thraswatch, mainly the large manor/temple (some doorways need fixing).
Wilderness detailing. A graveyard near Thresvy.
http://imgur.com/a/vpCL3
Wilderness detailing. A graveyard near Thresvy.
http://imgur.com/a/vpCL3
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- PC_xGC03_08-06.esp
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New version with completed seafloor and region assignments.
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- PC_xGC03_Worsas01.7z
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I'll claim this for a minute so I can do some data reconfigurations.
Updated to data 05. As usual I couldn't keep my grubby hands off some of the content in this file:
- Replaced CH ground textures with correctly ID'd versions
- Changed ID's of new barrow and GC common ground textures used in this file (and added these to data)
- Replaced CH Vurt trees with correctly ID'd versions
- Old graveyard at -123, -49: replaced cobbled together monument with a shrine.
- Field at -123, -49: replaced spike rice with Indureta stalks for variety's sake.
- Replaced farmland ground texture with grass in orchards.
- Old Thraswatch and Mischarstette: some use of imp and colovian barrow assets that I'm not quite sure of. Will look into adding proper assets for the fort set in a future update.
- Rocks and rock ground textures in the Gilded Hills areas should be replaced with GH versions. I can't be bothered though.
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- PC_xGC_03_002_Thresvy.esp
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I promise to work some more on this once I've gotten some progress on my SHOTN claim.
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Update! Filthy as an Anvil whorehouse, use protection.
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- PC_xGC_03_002_Thresvy.esp
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Another oopdate.
Cleaned.
Uses Data Addon!
Cleaned.
Uses Data Addon!
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- PC_xGC_03_002_Thresvy_2018-12-05.esp
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Took the three NE-most cells from this to bordermatch with GC05.
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- PC_xGC_03_002_Thresvy_2018-12-20.esp
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- Scamp
- Lesser Daedra
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New version that matches claims 07, 08 and Cyrodiil main (still have to upload the last two) perfectly.
Everything else is untouched. File is clean but requires the new data addon.
Everything else is untouched. File is clean but requires the new data addon.
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- PC_xGC_03_003_Thresvy_2019-01-02.7z
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- MinerMan60101
- PT Modder
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Put back border cells from GC_05, cleaned up the landscape textures hidden under rocks.
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- PC_xGC_03_004_Thresvy_2019-03-31.7z
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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]
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]
Update. Mostly clean, I hope.
Passing this on to chef.
Passing this on to chef.
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- PC_xGC_03_004_Thresvy_2019-04-21.esp
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Posting the GC_04 border matched file as a backup, some misc work has been done as well. Requires internal Tamriel Data 7.
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- PC_xGC_03_004_Thresvy_2019-04-22.esp
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Some GH progress, uploading for safekeeping.
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- PC_xGC_03_004_Thresvy_2019-04-27.7z
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Ready for review, make sure you have the internal Tamriel Data 7. Keep in mind that this is border matched with 04 and 08 when you review some of the edges.
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- PC_xGC_03_Thresvy_2019-04-29.7z
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- MinerMan60101
- PT Modder
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Fixed the custom object IDs and split off the interior in the file to be reviewed.
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- PC_xGC_03_Thresvy_2019-04-29.7z
- (516.19 KiB) Downloaded 264 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]
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]