i4-468-Hla
Moderators: Seneca37, Andres Indoril, Lead Developers
i4-468-Hla
Claim type: Interior
Claim ID: TR_i4-468-Hla (#2667)
Faction: Hlaalu
Parent claim: TR_4-8-Hla (#145)
Claimed by: Theminimanx
Status: Reviewing (Progress: 100%)
Location: 1:(-2109, -3656):0
Files: TR_i4-468-Hla_Theminimanx_1.esp; TR_i4-468-Hla_Theminimanx_2.esp; TR_i4-468-Hla_sasquatch_1.esp; TR_i4-468-Hla_sasquatch_2.esp; TR_i4-468-Hla_sasquatch_3.esp; TR_i4-468-Hla_sasquatch_4.esp; TR_i4-468-Hla_sasquatch_5.esp; TR_i4-468-Hla_sasquatch_6.esp; TR_i4-468-Hla_sasquatch_7.esp; TR_i4-468-Hla_sasquatch_8.esp
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(-17, -28 ) Cave. Hideout of a sketchy type, possibly someone who is stashing Dwemer artifacts in an attempt to get them into Cyrodiil at a later time. Should be pretty basic stuff, nothing über.
Claim ID: TR_i4-468-Hla (#2667)
Faction: Hlaalu
Parent claim: TR_4-8-Hla (#145)
Claimed by: Theminimanx
Status: Reviewing (Progress: 100%)
Location: 1:(-2109, -3656):0
Files: TR_i4-468-Hla_Theminimanx_1.esp; TR_i4-468-Hla_Theminimanx_2.esp; TR_i4-468-Hla_sasquatch_1.esp; TR_i4-468-Hla_sasquatch_2.esp; TR_i4-468-Hla_sasquatch_3.esp; TR_i4-468-Hla_sasquatch_4.esp; TR_i4-468-Hla_sasquatch_5.esp; TR_i4-468-Hla_sasquatch_6.esp; TR_i4-468-Hla_sasquatch_7.esp; TR_i4-468-Hla_sasquatch_8.esp
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(-17, -28 ) Cave. Hideout of a sketchy type, possibly someone who is stashing Dwemer artifacts in an attempt to get them into Cyrodiil at a later time. Should be pretty basic stuff, nothing über.
please, approve layout as i have asked.
- Attachments
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- TR_i4-468-Hla_sasquatch10.esp
- (52.3 KiB) Downloaded 103 times
Last edited by sasquatch on Thu Jan 23, 2014 3:42 am, edited 1 time in total.
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- Developer
- Posts: 325
- Joined: Tue Jul 15, 2014 1:56 pm
Sasquatch never claimed this was finished, merely sent it to review to take on more claims. The design is done I have another file with majority of objects leveled but it was improperly saved so all moved object would have to be merged with old version into a new file. In short there is a finalized version but it would require more effort. NPC here would be smuggler leader and 3-4 followers and several people being illegally trafficked. Leader has an interest in expensive artifacts and antiques. Some stolen items from nearby travelers or collected from the nearby dwemer ruin are stashed in lower area. This one one the first caves I made so quality is mediocre IMO but worth using with some revision and obsessive leveling.
my opinion.
- Dormichigan64
- Developer
- Posts: 173
- Joined: Thu Dec 26, 2013 10:27 pm
- Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)
- Dormichigan64
- Developer
- Posts: 173
- Joined: Thu Dec 26, 2013 10:27 pm
- Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)
- Dormichigan64
- Developer
- Posts: 173
- Joined: Thu Dec 26, 2013 10:27 pm
- Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)
- Dormichigan64
- Developer
- Posts: 173
- Joined: Thu Dec 26, 2013 10:27 pm
- Location: Stop trying to see where I live, you creepy bastard! (Kingston, Ontario)
- Theminimanx
- Lead Developer
- Posts: 156
- Joined: Sun Jan 26, 2014 10:08 pm
- Location: GMT +1
Claiming. I'd like to use sasquatch's interior as a basis. His work seems to imply a semi-permanent residency for the smugglers, which I think I can work with. I'll probably be adding some minor alchemical plants near the entrance to hide the cave's true purpose and removing the blocked entrance to the Dwemer ruin.
The death of vanilla Morrowind will end this prophecy and unite all Morrowind fans again under one mod, one faith, one rule by our divine project. The puppet Morrowind overhaul mods will lay down their arms and bow to our will. Those who do not yield will be destroyed.
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- Developer
- Posts: 325
- Joined: Tue Jul 15, 2014 1:56 pm
Could you leave the collapsed tunnel and add another entrance? Maybe a narrow passage player has to swim through to enter a new broken wall on the other side. Something that can be seen but not immediately reached without some effort. Perhaps this could connect with the nearby ruin. From there the passage would be more obvious. Or it may only be a single room with loot for a worthy explorer. Keeping things less accessible makes things more interesting imo, adds depth.
my opinion.
- Theminimanx
- Lead Developer
- Posts: 156
- Joined: Sun Jan 26, 2014 10:08 pm
- Location: GMT +1
I'd like to keep the dungeon focused on one thing. Making this place both a pit-stop before you try to cross the border and an entrance to a Dwemer ruin would be going a bit overboard in my opinion.
Plus, we don't have an in_dwrv_corr4_05 piece that uses the pycave textures, so the transition would be a bit unnatural.
Plus, we don't have an in_dwrv_corr4_05 piece that uses the pycave textures, so the transition would be a bit unnatural.
The death of vanilla Morrowind will end this prophecy and unite all Morrowind fans again under one mod, one faith, one rule by our divine project. The puppet Morrowind overhaul mods will lay down their arms and bow to our will. Those who do not yield will be destroyed.
- Theminimanx
- Lead Developer
- Posts: 156
- Joined: Sun Jan 26, 2014 10:08 pm
- Location: GMT +1
It's been a while since I've worked on the claim, though I plan to continue work tomorrow. I've got the layout basically the way I want it to (bowl of raw ebony aside), so it's just a matter of fixing the rotation.
The death of vanilla Morrowind will end this prophecy and unite all Morrowind fans again under one mod, one faith, one rule by our divine project. The puppet Morrowind overhaul mods will lay down their arms and bow to our will. Those who do not yield will be destroyed.
- Theminimanx
- Lead Developer
- Posts: 156
- Joined: Sun Jan 26, 2014 10:08 pm
- Location: GMT +1
Alright, that should be the rotation fixed. There were a few objects that were so heavily bleeding in the original that it had to be intentional, so I left those as they were. Also, cave floors are officially worse than de_p.
The death of vanilla Morrowind will end this prophecy and unite all Morrowind fans again under one mod, one faith, one rule by our divine project. The puppet Morrowind overhaul mods will lay down their arms and bow to our will. Those who do not yield will be destroyed.