We still need to figure out what we are going to do with this dwemer lighthouse (3 years later...)
I have an idea for the Dwemer lighthouse, but last time I tried it it didn’t work out too well. It is quite likely it will need a unique model for the top of it.
To be frank I don't think the Dwemer "lighthouse" needs any new models and don't think it needs any special plans. Couldn't it just be a regular Dwemer ruin?
Gnomey, I am handling this currently. Can you get at me on Discord so I can divulge my plans to you?
Concerning your map, Gnomey, I think we should focus on the green highlighted area for now.
The modder formerly known as Yeti.Head of NPCs - Skyrim: Home of the Nords
My basic idea for it is that the ‘lighthouse’ is the exposed top of a Dwemer tower with an – artificially or incidentally – amplified neon light. Actually, I might as well just doodle it: As I said, I would prefer to get something good-looking with existing models, but either way I personally don’t think it needs to be anything overly elaborate.
Noob question here, but why would Dwemer build a lighthouse here? Wasn’t Inner Sea created by Red Mountain eruption around the time Dwemer disappeared?
According to this idea it wasn't built as a lighthouse. It was built as a tower, and at some point the top was sheared off, exposing an exceptionally bright light.
gnomey i think this is it.
After all this time, finally got around to making a proper concept of my overall idea for the Aanthirin rework:
Just so it doesn’t get lost; I’ve uploaded a new version of the orange moss on its asset page.
Well, I suppose I'll revive this thread so that this information remains fairly centralized. Here's what I'm going to try out with the filepatcher on the Indoril-Thirr file tomorrow:
AI_Clover:T_Mw_Terr_CloverAT AI_Grass:T_Mw_Terr_GrassAT AI_Grass_Dirt:T_Mw_Terr_DirtGrassAT flora_bc_mushroom_01:T_Mw_Flora_TempleDom01 flora_bc_mushroom_02:T_Mw_Flora_TempleDom01 flora_bc_mushroom_03:T_Mw_Flora_TempleDom02 flora_bc_mushroom_04:T_Mw_Flora_TempleDom02 flora_bc_mushroom_05:T_Mw_Flora_TempleDom02 flora_bc_mushroom_06:T_Mw_Flora_TempleDom01 flora_bc_mushroom_07:T_Mw_Flora_TempleDom01 flora_bc_mushroom_08:T_Mw_Flora_TempleDom01 bc mushroom 256:T_Mw_Light_AanthirinMushroom T_Glb_Flora_LillyPurpleGB_01:T_Mw_FloraAT_LilypadOrange_02 T_Glb_Flora_LillyWhiteGB_01:T_Mw_FloraAT_LilypadOrangeFl_01 T_Glb_Flora_LillyYellowGB_01:T_Mw_FloraAT_LilypadOrange_03 T_Mw_Flora_LillyPad_01:T_Mw_FloraAT_LilypadOrange_01 T_Glb_Flora_Fern_01:T_Mw_Flora_ShroomTableO_06 flora_plant_01:T_Mw_FloraAT_OranMoss02 T_Mw_Flora_Hornlilly01:T_Mw_FloraAT_OranMoss02 T_Mw_Flora_Hornlilly02:T_Mw_FloraAT_OranMoss02 T_Mw_Flora_Hornlilly03:T_Mw_FloraAT_OranMoss02 T_Mw_Flora_Hornlilly04:T_Mw_FloraAT_OranMoss02 T_Mw_Flora_Hornlilly05:T_Mw_FloraAT_OranMoss02 flora_plant_03:T_Mw_FloraAT_OranMoss01 T_Mw_Flora_TimsaComeB01:T_Mw_FloraAT_OranMoss03 T_Mw_Flora_TimsaComeB02:T_Mw_FloraAT_OranMoss02 T_Mw_Flora_TimsaComeB03:T_Mw_FloraAT_OranMoss02 T_Mw_Flora_TimsaComeB04:T_Mw_FloraAT_OranMoss02 T_Mw_Flora_TimsaComeB05:T_Mw_FloraAT_OranMoss02 flora_plant_02:T_Mw_Flora_Hamumroot01 T_Mw_Flora_Nirthfly01:T_Mw_Flora_Hamumroot01 T_Mw_Flora_Nirthfly02:T_Mw_Flora_Hamumroot01 T_Mw_Flora_Nirthfly03:T_Mw_Flora_Hamumroot01 T_Mw_Flora_Nirthfly04:T_Mw_Flora_Hamumroot01 T_Mw_Flora_Nirthfly05:T_Mw_Flora_Hamumroot01
That should take care of all of the 'too green' textures. Truth be told, I'm not sure if replacing ground textures like this works, but tomorrow I'll know. Some of the replacements will require placement adjustments, (the moss for instance will generally end up floating), but adjusting them will be quicker than manually adding them would have been.
From seeing the updated Aanthirin in-game, I think the AI trees that are left stick out a bit too much.
How about replacing them with same-meshed ones, with the darker bark of the ATR trees and a big darker leaves? This shouldn't be that difficult to do.
Those look nice to me. This visual update will be well worth the wait if the region looks as good as in those screens.
I have made an internal version of TR_Preview, named "TR_Internal" because I'm as imaginative as Bernd the Bread.
This includes the 3.5 Lake Andaram claims (which use the Aanthirin orange/green) and as such would be of use here: https://drive.google.com/open?id=0Bxtf3PaWZqbXVUE1ZW03VF9mbWs
These are the following claims: