An open grassland with low rolling hills transitioning from Kvetchi Pass to the West Weald
Points of interest:
Miscarcand: This Ayleid ruin was once one of the largest cities in the west. It's lower levels still lie undisturbed. This was one of the better Ayleid designs in Oblivion, so feel free to use that as a base. Should have multiple entrances.
The Gold Road: Imperial Highway cutting through the center of the claim, connecting KP_07 and the West Weald
Tollhouse: small outpost on the Gold Road in the east collecting taxes from caravans
Quick editor script for cutting:
DELETE FROM exteriorCells WHERE
(gridX <-100 OR gridX >-97 OR gridY >-46 OR gridY <-49) OR
(gridX =-98 AND gridY =-46) OR
(gridX =-97 AND gridY =-46);
Clean: Yes
Border matched: No, KP_05 border loosely matched in review
General:
This claim was made before the Kvatch set was merged to data, so there are a few placeholders around still, such as static cellar doors or com doors in the frames.
Re-dirtied the Kvatch set to avoid the file being saved without it loaded
Miscarcand -100,-46
Region: Correct
Texture seams:
1 in northeast
Terrain errors:
Jagged terrain on north slope
Jagged terrain on grass
Vertex shading:
Missing under large rocks on north slope
Flora:
Added a bit in the southwest corner
Added shroomns to northwest corner
Added shrubs to entrance
Design changes:
Placement errors:
T_Ayl_DngRuin_X_CircleWlkStp_01 hidden beneath geometry
Miscarcand -99,-46
Region: Correct
Texture seams: None
Terrain errors: None
Vertex shading: Good
Flora: Good
Design changes: None
Placement errors:
T_Cyr_Flora_Steelblue01 inside tree x2
Kvetchi Pass Region -100,-47
Region: Correct
Texture seams: None
Terrain errors:
Jagged terrain on hill
Vertex shading: Good
Flora: Good
Design changes: None
Placement errors:
T_Cyr_Flora_Steelblue01 caspering
Miscarcand -99,-47
Region: Correct
Texture seams: None
Terrain errors: None
Vertex shading: Good
Flora: Good
Design changes:
Lowered some mandrake
Placement errors:
T_Glb_Flora_Flax01 floating x2
T_Ayl_DngRuin_X_Bridge_03 caspering
Kvetchi Pass Region -98,-47
Region: Correct
Texture seams: None
Terrain errors: None
Vertex shading: Good
Flora: Good
Design changes: Good
Placement errors: None
Kvetchi Pass Region -97,-47
Region: Correct
Texture seams: None
Terrain errors: None
Vertex shading: Good
Flora: Good
Design changes: None
Placement errors:
T_Cyr_Flora_Steelblue01 caspering
Fixed a small fence gap
Kvetchi Pass Region -100,-48
Region: Correct
Texture seams:
2 on south hill
Terrain errors: None
Vertex shading: Good
Flora: Good
Design changes: None
Placement errors: None
Kvetchi Pass Region -99,-48
Region: Correct
Texture seams:
1 by highway
Terrain errors:
Jagged terrain on path
Vertex shading: Good
Flora: Good
Design changes:
T_Cyr_Flora_Mandrake01 lowered x2
Added some grassy highway textures
Placement errors:
Kvetchi Pass Region -100,-48
Region: Correct
Texture seams:
1 on south border
1 by east border
2 on farm plot
Terrain errors:
Jagged terrain on south border
Vertex shading: Good
Flora: Good
Design changes:
Added some grassy highway textures
Placement errors:
T_Glb_Flora_Flax02 floating x3
T_Cyr_FloraKP_Shrub_01 floating
T_Cyr_TerrRockKP_Rock_10 floating
T_Cyr_Flora_Ladysmck01 floating
T_CyrCom_Var_Bl1Empty floating x2
T_Cyr_FloraKP_Shrub_02 floating
T_Cyr_FloraKP_Fern_03 bleeding into trunk
Gold Road Tollhouse -97,-48
Region: Correct
Illegal to sleep: unset (changed)
Pathgrid: None, unneeded
Texture seams:
1 by stable
1 where highway becomes dirt road
1 south of tower
Terrain errors:
Jagged terrain by east border
Vertex shading:
Cleaned up north dirtroad
Flora: Good
Design changes:
Added some grassy highway textures
Placement errors:
T_Cyr_Flora_Ladysmnt01 sunk too deep
T_Cyr_Flora_Ladysmnt01 bleeding into tree
T_Cyr_Flora_Ladysmck01 double placed
Kvetchi Pass Region -100,-49
Region: Correct
Texture seams:
1 on hill
Terrain errors: None
Vertex shading: Good
Flora: Good
Design changes: None
Placement errors:
T_Glb_Flora_Flax02 floating x4
T_Glb_Flora_Blackberr03 floating
Kvetchi Pass Region -99,-49
Region: Correct
Texture seams:
1 on hill
1 beneath barrow
Terrain errors: None
Vertex shading: Good
Flora: Good
Design changes: None
Placement errors:
T_Glb_Flora_Flax02 floating x5
Ligma Vineyard -98,-49
Region: Correct
Illegal to sleep: unset (changed)
Pathgrid: None, added
Texture seams:
1 on south hill
2 on north hill
Terrain errors:
Jagged terrain north of gatehouse
Vertex shading: Good
Flora: Good
Design changes: None
Placement errors:
T_Com_SetFarm_VinyardTrellis_02 floating x4
T_Glb_Flora_Blackberr03 floating
Kvetchi Pass Region -97,-49
Region: Correct
Texture seams:
1 by hill
Terrain errors:
Vertex shading:
Flora:
Design changes:
Placement errors:
Final thoughts:
Incredible pace and design, great design and creative use of the buildings for the vineyard. The Ayleid city is also a great use of the set, and it really shows how it can shine in a large area. Congrats on your 2nd ever completed claim