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
Terrain Objects: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.
- 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.