Kragen Mar Interior Survey 3: North Gate

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Vern's picture
Senior DeveloperDeveloperInterior DeveloperReviewer
2018-08-13 09:52
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39 min 46 sec ago

Part 3 of the Kragenmoor interior survey

All devs are encouraged to look at the works in-question to judge for themselves. Map coordinates conform to the version of Kragenmoor in the current rest_exteriors (as of 09/12/2020) , not Nemon-mar (though of course by the time these documents becomes relevent that will have changed) <files can be downloaded here and are also compartmentalised for ease of navigation.


GOOD: only personal taste concerns, can be merged
OKAY: minor errors that can be fixed, shouldnt need a review before merging
NEEDS WORK: Should be fixed as its own claim and then re-reviewed
DOESN'T FIT EXTERIOR/SHELL: Needs to be fixed as its own claim and re-reviewed
MOVE IT: Interior is better in another location.
SCRAP IT: Needs a new claim be opened to replace it.

TR_i4-172-Hla: needs work
Number 36 on the map. Furniture should be swapped to de_m, but this just needs more clutter period. Add a pathgrid.
Shell: ex_hlaalu_b_15

Tri4-173-hla: Needs work
Number 37 on the map. Needs furntiure swapped to de_m, lighting fixed bonemold swapped to kragen, some extra clutter and a pathgrid.
Shell: ex_hlaalu_b_13

TR_i4-174-Hla: Scrap it
Number 38 on the map. Layout is all over the place, random slave cells in the building, but then an entire proper set of pens in the basement, but those are then under-cluttered....
Open question if a major slave trading outfit would really thrive in Kragenmoor to begin with due to the Cyrodillic overlap, but this would be weird and excessive anywhere. If Kragenmoor needs to have a slave market it shouldnt be this.
Shell: ex_hlaalu_b_24

TRi4-175 top: Needs work/doesnt fit shell
Number 39 on the map
Bottom floor, needs work. The stage just looks weird in a home this small so removing that and just having that be some corner arangment would be a must, elsewise the room is thin on clutter and detail, also needs a pathgrid.
Top floor, doesnt fit shell. Really should only be 2x2 might be an idea to move this over a ex_hlaalu_b_05 (Slave hunter could make for a cool npc in a small town) and make a new cell as just storage rather than trying to squash this into the space. Eitherway needs some extra clutter and a pathgrid.
Shell: ex_hlaalu_b_07

TR_i4-176-Hla: Okay
Number 40 on the map. I dont think “rich eccentric” really comes through, more like down on luck scholar, dunno could use a clutter pass and maybe get kicked to de_m, needs a pathgrid.
Shell: ex_hlaalu_b_28

Tri4-177-hla: Needs work
Number 41 on the map. “Shackles of St. Alessia” should be deleted, fake artifacts dont belong in an armors goods and the legimitate sure as shit arent gonna be found outside Fax Aleshut or the ruins of Sard. That out of the way, downstairs forge should be moved outside. General cluttering and pathgrid after that.
Shell: ex_hlaalu_b_23

Tri4-178-hla: Needs work
Number 42 on the map. Okay the top floor actually should end up scrapped, but the bathhouse could be fixed now that TD contains the nessery pieces, would need a new top floor as entrance, would also benefit from new clutter, also removing the durzog head and a pathgrid.
Shell: ex_hlaalu_b_12

TR_i4-179-hla: Okay
Number 43 on the map. Would actually be good, but data updates mean this could use some hefty additions, namely more clothing varieties and extra cloth, specialty tailoring clutter like forms or patterns might be a bit high class but wouldnt be terrible either. After that just needs the flora updated and a pathgrid.
Shell: ex_hlaalu_b_2