griff wrote:Looks great, I think we should go ahead with berrys mock up.
replacing the fort with a barrow would be best. In my mind Direnni ruins should be sparse/rare but with big Interiors.
Thanks.

Yes, I'm not that fond of having another ruins around Karthwasten too. They would domiante the countryside, especially with the distant land on.
roerich wrote:I think we should replace the farmhouses with new Redguard farm ints. 3-5 of those will be interiorized within a week, so not really a lot of extra work, and it's not like the interior department is filled right now.
Dock is looking really good, and the location is perfect. I'll remind you that the RQ ints have been pasted to Dragonstar, with an activator placed inside them so you can know which exterior matches the finished interior. Everything else looks great.
Yes, those fits great in Dragonstar, and it's relieving to think we already some work done on interiorising another city. I wanted to speed things up here, but if that's so, then it's even better.
worsas wrote:Make sure to only start on this, when you have an updated file from yeti. otherwise he will have to re-npc all those cells that are in the current release area.
Ah, I totally forgot about that ongoing NPCing. All should be cool though, I'm just fiddling with area, haven't touch the city itself or cut any cells out of the main exterior file. It's cool though - now we can plan without rush.
As for replacing of the imperial ruin... I have thought about it. I agree that a direnni ruin shouldn't be here. A nordic ruin would be a possibility, but I'm not completely fond of the idea. This is the most-hammerfell-influenced area, so how about a Dwemer ruin? A plateau doesn't seem like a typical place for a dwemer ruin, but this Dwemer ruin could be made significantly different from the ones on Vvardenfell. Alternatively you could, in fact, have an imperial ruin but use the more squary parts which are going to be used for colovian cliff fortresses at P:C, too.
I had another idea for this yesterday - a Reachmen rock formation, similar to the one on Scamp's mesa #2, creating a picture that can be seen only from the sky,
Hrothmund's Bane style. There sure is enough place to pull it off here.
How about combining those ideas actually? Imagine the circular ruins of some dwemer construction, forming some kind of
big seal symbol (dunno what's it precisely, googled it), using ex_dwrv_wall, ex_dwrv_block & ex_dwrv_boulder with some pipes sticking out of them here and there. Close to the device, in the valley towards Hammerfell, there could be a proper Rourken ruin - the border fort could be erected on it. I would rather see it down there, where the terrain already gets "Hammerfellish", it could be quite unique sight. Adding another slender-shaped 'player' to the proper cliffs around Karthwasten won't serve the visual consistency well - we already have all I think of our Reach ruins around it.
worsas wrote:If you want to keep the field, make sure to replace the maize with something else. We should leave plants like these to P:C.
I'd suggest we settle an approach for the fields in Lowlands and 'Farmlands' regions, actually. First and foremost, they generate enormous fps drop, and province-consistent flora usage is another thing to consider. We should at least remove like half of the flora instances from every field; or perhaps have a new mesh, using simplified models, called "Wither wheat field", for example - would that work? Replacing some fields with less demanding plants, like cabbage or apple orchards could be a way to go too.