Kvetchi Pass and Dasek Marsh Regions

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worsas
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Kvetchi Pass and Dasek Marsh Regions

Post by worsas »

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More up to date guides:
https://wiki.project-tamriel.com/wiki/Kvetchi_Pass
https://wiki.project-tamriel.com/wiki/Dasek_Mire

Kvetchi Pass Region
A dour and rainy valley surrounding the city of Kvatch. Mostly open grasslands. The land is poor and infertile, dotted with old ruins, cairns and stone pillars attesting to the activities of the early Colovians. Farms and settlements focus on livestock, and are mostly gathered along the Gold Road and the lonely hill of Kvatch. To the north lie patches of pine-like trees. The southern border, marked by the Brena River, is marshy and difficult to traverse.
The southern area is a wide grasslands with its own Region designation(The Kvatchi Pass) which connects the coastal areas with the fertile interior plains. Notable locations in the Pass, like Kvatch and Fort Istirius, lie on their own reinforced hills which overlook the surrounding land. Small farmsteads crowd around the Gold Road.
Geographically, it lies on the intersection of three major regions: the Gold Coast to the west, the low, fertile plains of the West Weald to he east, and the unforgiving Colovian Highlands to the north. To the south, across the low ridge of the Dasek moors, lies the reedy Strid River bordering on Valenwood. Besides the moors and wetlands of the south, most of the Kvetchi Pass consists of grasslands, crumbling cliffs, and sombre forests.

Terrain Objects:
- T_Cyr_TerrRockKP_**

Static Flora:
- T_Cyr_FloraKP_Bush_01
- T_Cyr_FloraKP_Shrub_01 - 04
- T_Cyr_FloraKP_ShrubGrass_01 - 04 (use these a lot. don't put vertex shade below them)
- T_Cyr_FloraGC_Shrub_02 (no vertex shade below these)
- T_Cyr_FloraGC_TreeOak_01-03 (sparingly)
- T_Cyr_FloraGC_Tree_01-05 (near the gold coast, sparingly)

Container Plants:
- Chokeberry
- Lady's Smock
- T_Glb_Flora_Flax0x (in the grassy areas)
- T_Cyr_Flora_Ginseng0x (in the grassy areas)
- T_Glb_Flora_Gooseb0x (in the grassy areas)
- T_Glb_Flora_Blackberr0x (commonly between rocks, but not exclusively)
- T_Glb_Flora_Lavender0x
- T_Glb_Flora_Milkthist0x
- T_Cyr_Flora_Monarda0x
- T_Cyr_Flora_Mandrake01

Ground Textures:
- T_Cyr_TerrDirtKP_01-02 (01 may be used for dirt roads. 02 for swamp holes in the south.)
- T_Cyr_TerrGrassKP_01-02
- T_Cyr_TerrGrassDirtKP_01
- T_Cyr_TerrGrassRockKP_01
- T_Cyr_TerrRockKP_01
- T_Cyr_TerrRoadStoneKP_01
- T_Cyr_TerrMudRiverGC_01 (rivers and ponds)

Vertex Color:
- Light gray for ground texture transitions: 121, 121, 121.
- Dark gray for statics on land: 93,88,93.

Dasek Marsh Region
A smallish border region and mangrove swamp along the upper Strid River, this region is intended to break up the monotony of Kvetchi Pass and the West Weald and allow for a more natural transition to Valenwood. The area is inspired by reference to mangroves in the PGE1. A landscape of dark mangrove trees, pools, tall reeds and elephant grass, higher than the player is tall (oppressive, mysterious, foggy, plus bonus takes the view away from the unfinished Valenwood border). The traditional "stridmeet" trade exchanges between the Bosmer and Colovians take place here.
Terrain Objects:
- T_Cyr_TerrRockKP_**

Static Flora:
-T_Glb_Flora_Mangrove_01-04 (primary tree, must be touching water)
- T_Cyr_FloraKP_ShrubGrass_01 - 04 (away from pools, around rocks and roads)
- T_Cyr_FloraKP_Shrub_01-04 (away from pools, around rocks and roads)
- T_Cyr_FloraKP_Bush_01 (by rocks)
- T_Cyr_Flora_Lilypad_01
- T_Glb_Flora_Cattails_01
- T_Glb_Flora_Reed_01-06
- T_Glb_Flora_ReedGroup_01-04
- T_Glb_Flora_ScumLayer_01-04
- T_Cyr_Flora_ElephantGrass_01-05, primarily groups

Activators:
- T_Glb_Fauna_Glowbugs
- T_Glb_Fauna_Photodragons
- T_Glb_Sound_ambientInsects

Container Plants:
- T_Cyr_Flora_CairnBol0x
- T_Cyr_Flora_Lotus01 - In water, with lilypads
- T_Cyr_Flora_Monarda0x
- T_Cyr_Flora_Mandrake01
- T_Cyr_Flora_MarasBead0x
- T_Cyr_Flora_Motherw01
- T_Cyr_Flora_Pitcher_01
- T_Cyr_Flora_Steelblue0x
- T_Glb_Flora_WtHyacint0x - In shallow water

Ground Textures:
- T_Cyr_TerrDirtKP_01 - Dirt roads
- T_Cyr_TerrDirtKP_02 - Swampy areas
- T_Cyr_TerrDirtDM_01 - Swampy areas
- T_Cyr_TerrDirtDM_02 - Undergrowth of dense vegetation patches
- T_Cyr_TerrLeavesDM_01 - Around mangrove trees (pending)
- T_Cyr_TerrMossDM_01/02 - Above water level, similar use to grass textures (pending)
- T_Cyr_TerrRockKP_01
- T_Cyr_TerrRoadStoneKP_01
- T_Cyr_TerrMudDM_01 - Swamp holes, coast, banks, rivers.
- T_Cyr_TerrMudRiverGC_01 - Transition to this in the Strid River near GC

Vertex Color:
- Light gray for ground texture transitions: 121, 121, 121.
- Dark gray for statics on land: 93,88,93.
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User avatar
chef
P:C Head of Exteriors
Posts: 1018
Joined: Sat Jul 07, 2018 3:48 pm
Location: Canada

Post by chef »

Remove:
Stirk bush, plenty of variety already
Mandrake, its very hard to place these without having them either float or have the leaves bleed into the ground

Vertex Colour:
Change statics to 93,88,93
Use the same light grey around and water in the swamps

User avatar
chef
P:C Head of Exteriors
Posts: 1018
Joined: Sat Jul 07, 2018 3:48 pm
Location: Canada

Post by chef »

Add:
T_Glb_Flora_Fern_02 in the swamps
Last edited by chef on Tue Oct 08, 2019 6:30 pm, edited 1 time in total.

User avatar
chef
P:C Head of Exteriors
Posts: 1018
Joined: Sat Jul 07, 2018 3:48 pm
Location: Canada

Post by chef »

Add:
T_Glb_Fauna_Photodragons and T_Glb_Sound_ambientInsects in the swamps.

Remove: Thungleweed, doesn't look great in the region, and we have plenty of container plants to choose from already.

updated op with my changes

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