Midkarth: Orinshoj (Sky_iRe_Mid52) [Yeti][Reviewed]

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chef
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Midkarth: Orinshoj (Sky_iRe_Mid52) [Yeti][Reviewed]

Post by chef »

oris.jpg
Orinshoj barrow. An ancient barrow resting on the bank of the Karth river.

Background: It was originally built as the tomb of Orin, a fabled Nordic warlord from the First Era. He is credited with leading the Siege of Elfstone Keep, the easternmost Direnni fortification erected but a few years before it was lost Nords. In popular legends and songs, it was the Elves' crossing of the Karth that angered the Nords. Historians have later pointed out that, even predating Direnni and Nord conquests, the area was the site of an annual summer market, where mostly Reachmen, but also occasionally Nedic tribes, Elves, Beastfolk and more had gathered for trading and negotiation. Controlling (and taxing) such a market must have been in the interest of the local warring powers at the time. Regardless of motive, the fortress was conquered, and Orin is thus remembered as the first king of Markarth, even if the settlement could only be called a proper city (and kingdom) many generations later.

Should feature the ancient, sealed tomb of Orin as well as the resting places of later kings, huscarls, servants and heroes. While it was used to inter later rulers of Orin's lineage as well, it has been centuries if not millennia since the latest dead was placed there. Lower levels could be partially flooded and ruined. It has been built into a rock, but the earth around it could have eroded and shifted into the river during the time passed.

It would be great the claimant could follow the circular layout in the interior.

Cell -98,17

The exterior can be found here (use the latest file)

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roerich
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Post by roerich »

Unlocked.
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Post by Yeti »

Claiming. Experimenting with a few ideas for this already. Will make it reasonably big and interesting.

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Post by Yeti »

First WIP. I am finally satisficed with the layout. Cell _Sky_iRe_Mid52_1_Orinshoj is mostly finished, but the others still need detailing/fixing up. I plan on having the sealed tomb of King Orin sealed with some kind of script that has the player explore the whole barrow to unlock.
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Sky_iRe_Mid52_Orinshoj.esp
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Post by Yeti »

Here's an update with more cluttering. I'd like to receive some feedback on my use of rock statics before I put the finishing touches on this claim.
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Post by Yeti »

Update with final layout. Just a little more detailing left to do in King Orin's Tomb.
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Sky_iRe_Mid52_Orinshoj.esp
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Post by Yeti »

Ready for review. I placed a pedestal in Orin's tomb for an artifact, if we want to place one here in the future.
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Clean Sky_iRe_Mid52_Orinshoj.esp
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Rakanishu
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Post by Rakanishu »

Moved to reviewing

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Post by Yeti »

I'm going to take this back to work on some more/reduce ref counts.

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Post by Yeti »

I am ready to send this to review again. More refs probably need to be cut from the first cell, but I feel I have worked on this as long as I can.
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Vern
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Post by Vern »

Yeah need at least 200 refs shaved from the first cell, that said I reckon I can spot the two things eating refs in RN

First thing that can be done though is with the sound markers, there are way more of these around the cell than there should be, just as a rule, the current number should be reduced by 2/3rds of what is currently there.

Second is asset issues, the need for a lot of meshes just to fill holes behind the fort pieces is causing a lot of bloat , if some large flat statics with the rock texture got made it'd be possible to get the count down by at least a hundred. Similar deal with the floors, 2x2 and 3x3 versions of the floor pieces would shave even more.

Any reviewer who takes this should make sure to get these changes done for performance and aesthetic reasons, RN there are parts of the room which are empty on clutter, but that cant be rectified until the refs are under a thousand.

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Tristior
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Post by Tristior »

Reviewing.

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Post by Tristior »

Sky_iRe_Mid52_1_Orinshoj
Clean: yes
Lighting: good
Northmarker: present, incorrect (fixed)
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: no, good

Misc.:
- reduced ref count by resizing/altering wall pieces and culling Sound activators
- replaced T_Nor potions
- restructured entrance to make barrow less accessible (since it has such pristine and valuable loot)
- replaced nordic broadsword with T_Nor_Ancient_Broadsword_01

Sky_iRe_Mid52_2_Orinshoj, Deep Hollow
Clean: yes
Lighting: good
Northmarker: present, incorrect (fixed)
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: no, good

Floaters:
- T_Nor_CoinBarrowSilver_01
- T_Nor_Ep_Ring_03
- ingred_gravetar_01

Misc.:
- fixed misaligned T_Nor_DngBarrowRE_I_Wall_01
- fixed misaligned T_Nor_DngBarrow_I_Floor_01
- culled Sound activators
- replaced some weapons with T_Nor_Ancient_ equivalents
- changed sky_ire_mid52_orinson_axe mesh and icon to T_Nor_Ancient_BattleAxe_01
- replaced T_SkyNor_Furn_Ch2WpnEp with T_SkyNor_Furn_ChO1Barr4
- replaced T_SkyNor_Furn_Ch3Jewel with T_SkyNor_Furn_ChO1Barr1
- replaced T_SkyNor_Furn_Ch3Soulg with T_SkyNor_Furn_ChO1Barr2
- replaced T_SkyNor_Furn_Ch2WpnEp with T_SkyNor_Furn_ChO1Wpn
- changed sky_ire_mid52_scourge_elf_flesh mesh and icon to T_Nor_Ancient_Seax_01
- replaced instances of T_Nor_DngBarrowJM_I_Entrance_03 with T_Nor_DngBarrowRE_I_Entrance_03

Sky_iRe_Mid52_3_Orinshoj, Doom of Mercath
Clean: yes
Lighting: good
Northmarker: present, incorrect (fixed)
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: no, good

Misc.:
- adjusted ceiling, added wall pieces to break up tiling

Sky_iRe_Mid52_4_Orinshoj, Lords of Northkarth
Clean: yes
Lighting: good
Northmarker: ?
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: no, good

Bleeders:
- T_Nor_WoodenBowl_01a

Misc.:
- replaced some weapons with T_Nor_Ancient_ equivalents
- replaced T_SkyNor_Furn_Ch2Jewel with T_SkyNor_Furn_ChO1Loot
- replaced T_SkyNor_Furn_Ch2Soulg with T_SkyNor_Furn_ChO1Barr5
- replaced T_SkyNor_Furn_Ch2Enchant with T_SkyNor_Furn_ChO1Archer

Sky_iRe_Mid52_5_Orinshoj, Ysnor's Chasm
Clean: yes
Lighting: good
Northmarker: present, incorrect (fixed)
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: no, good

Misc.:
- culled Sound activators
- replaced nordic claymore with T_Nor_Ancient_Claymore_01

Sky_iRe_Mid52_6_Orinshoj, Tombs
Clean: yes
Lighting: good
Northmarker: present, incorrect (fixed)
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: no, good

Bleeders:
- T_Nor_Steel_Greaves_01
- T_Nor_Orn_Longsword_01

Misc.:
- replaced T_SkyNor_Furn_Ch2WpnEp with T_SkyNor_Furn_ChO1Wpn
- replaced T_SkyNor_Furn_Ch2Jewel with T_SkyNor_Furn_ChO1Barr4
- replaced T_Nor_Orn_Longsword_01 with T_Nor_Ancient_Spear_01

Sky_iRe_Mid52_7_Orinshoj, King Orin's Tomb
Clean: yes
Lighting: good
Northmarker: present, incorrect (fixed)
Fits exterior: yes
Pathgrid: yes
Illegal to sleep here: no, good

Bleeders:
- T_Nor_Orn_Warhammer_01

Floaters:
- T_Nor_DngBarrow_X_Pillar_04 x2

Misc.:
- culled Sound activators
- replaced T_Nor_Orn_Warhammer_01 with T_Nor_Ancient_Mace_01
- replaced T_Nor_Orn_Spear_01 with T_Nor_Ancient_Staff_01
- replaced T_Nor_Orn_Longsword_01 with T_Nor_Ancient_Longbow_01
- replaced T_SkyNor_Furn_Ch2Jewel with T_SkyHe_DngDir_Ch3Gem x2
- replaced T_SkyNor_Furn_Ch2Scroll with T_SkyNor_Furn_ChO1Barr3
- replaced T_SkyNor_Furn_Ch3WpnEp with T_SkyNor_Furn_ChO1Wpn
- replaced T_SkyNor_Furn_Ch3Jewel with T_SkyNor_Furn_ChO1Barr6
- replaced T_SkyNor_Furn_Ch2Potion with T_SkyNor_Furn_ChO1Barr2

General:
- cleaned up object IDs
Attachments
Sky_iRe_Mid52 reviewed.esp
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Rakanishu
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Post by Rakanishu »

Merged

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