5-7-Red
Moderator: Lead Developers
5-7-Red
Claim type: Exterior
Claim ID: TR_5-7-Red (#174)
Faction: Redoran
Claimed by: Gnomey
Status: Claimed (Progress: 70%)
Location: (-37,19):(-34,16), Size: 16
Files: TR_5-7-Red_Gnomey_1.esp; TR_5-7-Red_Gnomey_10.esp; TR_5-7-Red_Gnomey_11.esp; TR_5-7-Red_Gnomey_12.esp; TR_5-7-Red_Gnomey_13.esp; TR_5-7-Red_Gnomey_14.esp; TR_5-7-Red_Gnomey_2.esp; TR_5-7-Red_Gnomey_3.esp; TR_5-7-Red_Gnomey_4.esp; TR_5-7-Red_Gnomey_5.esp; TR_5-7-Red_Gnomey_6.esp; TR_5-7-Red_Gnomey_7.esp; TR_5-7-Red_Gnomey_8.esp; TR_5-7-Red_Gnomey_9.esp; TR_5-7-Red_Theo_1.esp; TR_5-7-Red_Theo_2.esp; TR_5-7-Red_Theo_3.esp; TR_5-7-Red_Theo_4.esp; TR_5-7-Red_Theo_5.esp
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Uld Vraech, wilderness, village and main road to Skyrim.
Please download the merged map 5, meshes and textures found here: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=19347 - and work from the esp. Smooth/fix and change landscape if necessary, preferrably not so much at claim borders.
Note that cleaning irrelevant cells may create land tears, so backup your work regularly and often. It is advisable to keep neighboring claim cells while working on your claim IF they are in a acceptable finished state, as to keep static/texture/style consistency in our work. If in doubt, look to earlier finished claims for reference.
The program TESAME is ok for cleaning.
5-7 should continue the snow/icy style of 5-6 and 5-11, creating a hostile and cold environment. Also, on large flat stretches of land (there are a few), make sure to make a couple of sink holes.
See this pic: http://i.imgur.com/9Q1yh.jpg for reference on what a sinkhole should look like.
A few snow/ice caves should be made as well, and make sure to make the main road really detailed and nice. It's supposed to be the preferred choice of route, so it needs to be purdy. These are the alpine parts of the Velothi Mountains, much snow is to be expected, covering stuff. Border mountains are supposed to be unscalable by foot.
Kalstet, the village in this claim, is a nord settlement along the road to Dunmereth Pass/Skyrim. Safely placed near the border to Skyrim this settlement experience little contact with redoran/dunmer officials, although the random traveller might seek his luck at the interesting little market in this little snowy gem. Items considered contraband shouldn't be too hard to find for anyone interested in such goods. Main trade: Trade/smuggling. NPCs: Nords. Architecture: Skyrim-set.
Claim ID: TR_5-7-Red (#174)
Faction: Redoran
Claimed by: Gnomey
Status: Claimed (Progress: 70%)
Location: (-37,19):(-34,16), Size: 16
Files: TR_5-7-Red_Gnomey_1.esp; TR_5-7-Red_Gnomey_10.esp; TR_5-7-Red_Gnomey_11.esp; TR_5-7-Red_Gnomey_12.esp; TR_5-7-Red_Gnomey_13.esp; TR_5-7-Red_Gnomey_14.esp; TR_5-7-Red_Gnomey_2.esp; TR_5-7-Red_Gnomey_3.esp; TR_5-7-Red_Gnomey_4.esp; TR_5-7-Red_Gnomey_5.esp; TR_5-7-Red_Gnomey_6.esp; TR_5-7-Red_Gnomey_7.esp; TR_5-7-Red_Gnomey_8.esp; TR_5-7-Red_Gnomey_9.esp; TR_5-7-Red_Theo_1.esp; TR_5-7-Red_Theo_2.esp; TR_5-7-Red_Theo_3.esp; TR_5-7-Red_Theo_4.esp; TR_5-7-Red_Theo_5.esp
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Uld Vraech, wilderness, village and main road to Skyrim.
Please download the merged map 5, meshes and textures found here: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=19347 - and work from the esp. Smooth/fix and change landscape if necessary, preferrably not so much at claim borders.
Note that cleaning irrelevant cells may create land tears, so backup your work regularly and often. It is advisable to keep neighboring claim cells while working on your claim IF they are in a acceptable finished state, as to keep static/texture/style consistency in our work. If in doubt, look to earlier finished claims for reference.
The program TESAME is ok for cleaning.
5-7 should continue the snow/icy style of 5-6 and 5-11, creating a hostile and cold environment. Also, on large flat stretches of land (there are a few), make sure to make a couple of sink holes.
See this pic: http://i.imgur.com/9Q1yh.jpg for reference on what a sinkhole should look like.
A few snow/ice caves should be made as well, and make sure to make the main road really detailed and nice. It's supposed to be the preferred choice of route, so it needs to be purdy. These are the alpine parts of the Velothi Mountains, much snow is to be expected, covering stuff. Border mountains are supposed to be unscalable by foot.
Kalstet, the village in this claim, is a nord settlement along the road to Dunmereth Pass/Skyrim. Safely placed near the border to Skyrim this settlement experience little contact with redoran/dunmer officials, although the random traveller might seek his luck at the interesting little market in this little snowy gem. Items considered contraband shouldn't be too hard to find for anyone interested in such goods. Main trade: Trade/smuggling. NPCs: Nords. Architecture: Skyrim-set.
See this picture for regional borders, roads and rivers. Some roads are a little "off" in the Uld Vraech part, but the merged map file has the layout we're aiming for.
[url=http://i.imgur.com/4bpa4.jpg][img]http://i.imgur.com/4bpa4s.jpg[/img][/url]
Clicky me...
[url=http://i.imgur.com/4bpa4.jpg][img]http://i.imgur.com/4bpa4s.jpg[/img][/url]
Clicky me...
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
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- Member
- Posts: 5
- Joined: Mon Oct 22, 2012 12:41 pm
- Location: Atlantis
I would carry on the theme of the other cells and add the village and I would try and make the village look like Skyrim but also like Morrowind, I would also make the surrounding mountains un-climbable and try to add sinkholes in flat land, i will make the path detailed, i would also make snow or ice caves.
- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
I want to drop a quick note here as the claimant of 5-9. I noticed that, at one point along the border of our claims, a bit of cliff juts out over a part of the road in your claim, pictured here:
[url=http://imageshack.us/photo/my-images/407/x6an.jpg/][img]http://imageshack.us/a/img407/9837/x6an.th.jpg[/img][/url]
It is high enough off the road so that people can comfortably pass under it, so I have left it in for now, figuring that something could be done of it:
1. There should be enough room to block off the caspering bottom of the cliff mesh with rocks, creating a low overhang which doesn't quite reach the other side of the road. I kind of like this idea.
2. The overhang could be extended over to the other side of the road making an exterior tunnel.
3. The tunnel could also be an interior.
4. You could also simply shift the road.
If you'd rather I move the mesh, though, just say the word.
[url=http://imageshack.us/photo/my-images/407/x6an.jpg/][img]http://imageshack.us/a/img407/9837/x6an.th.jpg[/img][/url]
It is high enough off the road so that people can comfortably pass under it, so I have left it in for now, figuring that something could be done of it:
1. There should be enough room to block off the caspering bottom of the cliff mesh with rocks, creating a low overhang which doesn't quite reach the other side of the road. I kind of like this idea.
2. The overhang could be extended over to the other side of the road making an exterior tunnel.
3. The tunnel could also be an interior.
4. You could also simply shift the road.
If you'd rather I move the mesh, though, just say the word.
Hi Theo! Which cliffs meshes in particular are you referring to (which post did you notice the cliffs in while looking at Gnomey's claim)? Also, any other progress with this claim?
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
I was refering to the TR_terr_BMcliffSB piece I see it is in the map5 file, but I thought there was rest of the set (BM equivalent of TR_terr_clifxxx set) somewhere too.
I did very little on the claim in November, but in December I would like to finalize the northern half and take some screenies.
I did very little on the claim in November, but in December I would like to finalize the northern half and take some screenies.
THEO
I've been sitting idle since finishing my other claim, and this claim is currently sitting idle. I'd like to amend both of those situations.
I'll work off of Theo's latest file. I won't touch Kalstet, and will probably mostly focus on the southern cells, as well as some border matching with 5-9-Red, for now. I feel like making a nice, bleak snowy wasteland while I still can. Theo, if you want to work on this claim again, just say so and I'll toss it back.
As to what I'll be doing; a bleak, snowy wasteland, maybe a sign or two of the War of the First council, though toned down from what I did in the other claim, and perhaps one or two scattered chitin and fur trapper camps.
Edit: when I say camp I naturally mean fireplace and maybe a small tent or two. Nothing fancy.
Edit again: I almost forgot: when I get around to working on the end of the valley with volcanic activity that is in this claim, I'll make it mostly fields with a few scattered groves and surrounded by rocks. It will not have the volcanic activity of 5-9 and will be a little colder, but I might put in something hotsprings-ish.
I'll work off of Theo's latest file. I won't touch Kalstet, and will probably mostly focus on the southern cells, as well as some border matching with 5-9-Red, for now. I feel like making a nice, bleak snowy wasteland while I still can. Theo, if you want to work on this claim again, just say so and I'll toss it back.
As to what I'll be doing; a bleak, snowy wasteland, maybe a sign or two of the War of the First council, though toned down from what I did in the other claim, and perhaps one or two scattered chitin and fur trapper camps.
Edit: when I say camp I naturally mean fireplace and maybe a small tent or two. Nothing fancy.
Edit again: I almost forgot: when I get around to working on the end of the valley with volcanic activity that is in this claim, I'll make it mostly fields with a few scattered groves and surrounded by rocks. It will not have the volcanic activity of 5-9 and will be a little colder, but I might put in something hotsprings-ish.
Last edited by Gnomey on Sat Jan 04, 2014 9:41 pm, edited 1 time in total.
New file. I did a bit of work on the bottom right cell, but not much. The main reason for the update is because I tried my hand at a Nordic ruin, located just northwest of Kalstet, and want to know if it is worthwhile. It would either be abandoned, with the occasional squatter, or would be the trading post.
First an overview:
[url=http://imageshack.us/a/img703/871/ewja.jpg][img]http://imageshack.us/a/img703/871/ewja.th.jpg[/img][/url]
[url=http://imageshack.us/a/img208/4913/r8vb.jpg][img]http://imageshack.us/a/img208/4913/r8vb.th.jpg[/img][/url]
The arcade in the foreground was storage space. A broad wooden walkway once covered it. The door in the background leads to the old prison.
[url=http://imageshack.us/a/img4/5936/chgi.jpg][img]http://imageshack.us/a/img4/5936/chgi.th.jpg[/img][/url]
The crane in the left of the image would be used -- if the keep is used as a trading post -- to lift and lower passing goods for storage, as the stairs leading to the keep are longish, narrow and slippery.
[url=http://imageshack.us/a/img13/1880/i1b2.jpg][img]http://imageshack.us/a/img13/1880/i1b2.th.jpg[/img][/url]
The Dunmer Stronghold is rather close by. It wouldn't be too hard to move either ruin, but I was thinking that the Dunmer Stronghold could predate the fort, and that the fort was deliberately placed in a position overlooking it. The cave door between the two is part of a large barrow system also under the watch of the fort.
[url=http://imageshack.us/a/img9/6217/whzl.jpg][img]http://imageshack.us/a/img9/6217/whzl.th.jpg[/img][/url]
This, distant land oddities aside, is the view of the fort from Mandul.
The fort would have two interiors, as follows:
[url=http://imageshack.us/a/img17/9483/orjd.jpg][img]http://imageshack.us/a/img17/9483/orjd.th.jpg[/img][/url]
The lower interior would be comprised of the old jail and mess, connected via ramp. Any inhabitants would live there, sleeping in the cells. If the interior is the trade post, one of the cells could be up for rent.
The upper interior, which communicates via trapdoor to the roof, is probably where the Nord garrison used to sleep. It would be cold and would either be left empty or used as storage space.
First an overview:
[url=http://imageshack.us/a/img703/871/ewja.jpg][img]http://imageshack.us/a/img703/871/ewja.th.jpg[/img][/url]
[url=http://imageshack.us/a/img208/4913/r8vb.jpg][img]http://imageshack.us/a/img208/4913/r8vb.th.jpg[/img][/url]
The arcade in the foreground was storage space. A broad wooden walkway once covered it. The door in the background leads to the old prison.
[url=http://imageshack.us/a/img4/5936/chgi.jpg][img]http://imageshack.us/a/img4/5936/chgi.th.jpg[/img][/url]
The crane in the left of the image would be used -- if the keep is used as a trading post -- to lift and lower passing goods for storage, as the stairs leading to the keep are longish, narrow and slippery.
[url=http://imageshack.us/a/img13/1880/i1b2.jpg][img]http://imageshack.us/a/img13/1880/i1b2.th.jpg[/img][/url]
The Dunmer Stronghold is rather close by. It wouldn't be too hard to move either ruin, but I was thinking that the Dunmer Stronghold could predate the fort, and that the fort was deliberately placed in a position overlooking it. The cave door between the two is part of a large barrow system also under the watch of the fort.
[url=http://imageshack.us/a/img9/6217/whzl.jpg][img]http://imageshack.us/a/img9/6217/whzl.th.jpg[/img][/url]
This, distant land oddities aside, is the view of the fort from Mandul.
The fort would have two interiors, as follows:
[url=http://imageshack.us/a/img17/9483/orjd.jpg][img]http://imageshack.us/a/img17/9483/orjd.th.jpg[/img][/url]
The lower interior would be comprised of the old jail and mess, connected via ramp. Any inhabitants would live there, sleeping in the cells. If the interior is the trade post, one of the cells could be up for rent.
The upper interior, which communicates via trapdoor to the roof, is probably where the Nord garrison used to sleep. It would be cold and would either be left empty or used as storage space.
Disclaimer; commenting on obvious wip-stuff
Shouldn't that fort be more snow covered? I'm at work so I can't have a look at the file, but judging by the pictures this is quite elevated in the landscape, isn't it? I envisioned this northernmost area to be very harsh climate wise, with snow and blizzards, not sure if running a trading post here would be viable. Also, that would serve as an additional cluttering of the already busy region, my suggestion would be having it run down and abandoned.
Shouldn't that fort be more snow covered? I'm at work so I can't have a look at the file, but judging by the pictures this is quite elevated in the landscape, isn't it? I envisioned this northernmost area to be very harsh climate wise, with snow and blizzards, not sure if running a trading post here would be viable. Also, that would serve as an additional cluttering of the already busy region, my suggestion would be having it run down and abandoned.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
@Nemon: Yeah, I haven't gotten around to covering it with snow. I'll make it run-down and abandoned as requested.
@Aeven: I made unscripted versions of the scripted activators, TR_m5_col_wall_#M. The large walls do not have attached scripts, though they are also activators. They are also currently used in Strond.
As for the barrow set, it had actually slipped my mind. I'm divided on using it for the fort, though. The set seems more suited for temples or barrows.
Edit: nevermind that. I see Strond has been updated to use the barrow set, so I might as well be consistent. I'll see what I can come up with.
@Aeven: I made unscripted versions of the scripted activators, TR_m5_col_wall_#M. The large walls do not have attached scripts, though they are also activators. They are also currently used in Strond.
As for the barrow set, it had actually slipped my mind. I'm divided on using it for the fort, though. The set seems more suited for temples or barrows.
Edit: nevermind that. I see Strond has been updated to use the barrow set, so I might as well be consistent. I'll see what I can come up with.
I like your concept, very much but wouldn't it be better placed on the other side of the crevice on the other peek? This area is now completely barren and you could add a more interesting and twisting mountain path there from the Nordic settlement to the southeast, leading through some of the southern cells, which are now completely empty. The cell you choose is not only quite close to the stronghold, as you stated, but there is also not much potential for an interesting access path neither.
THEO
Updated.
I'm considering dropping this claim soon to let others work on it, but for now there are still a few things I'd like to try out. On which note:
[url=http://s54.photobucket.com/user/Gnomenator/media/5-7NordFort.jpg.html][img]http://i54.photobucket.com/albums/g103/Gnomenator/th_5-7NordFort.jpg[/img][/url]
[url=http://s54.photobucket.com/user/Gnomenator/media/5-7NordTower.jpg.html][img]http://i54.photobucket.com/albums/g103/Gnomenator/th_5-7NordTower.jpg[/img][/url]
Which looks better?
The problem with the Nordic Barrow meshes is that they were not designed for fortifications, but instead to be placed along cliff-faces. The colony wall meshes look more like practical fortifications.
As such, rather than being a fort, the Nordic tower variant would have probably been a trade post, garrison and a symbol of Nordic sovereignty over Morrowind.
The modern trade post could be located in the old barrow built into the cliff-face on the right. There is also room for storage outside. The tower itself may be abandoned; it has four floors which are all accessed from the exterior.
Edit: oops! I forgot to clean out three cells. I don't think the fix is worth another upload, though.
I'm considering dropping this claim soon to let others work on it, but for now there are still a few things I'd like to try out. On which note:
[url=http://s54.photobucket.com/user/Gnomenator/media/5-7NordFort.jpg.html][img]http://i54.photobucket.com/albums/g103/Gnomenator/th_5-7NordFort.jpg[/img][/url]
[url=http://s54.photobucket.com/user/Gnomenator/media/5-7NordTower.jpg.html][img]http://i54.photobucket.com/albums/g103/Gnomenator/th_5-7NordTower.jpg[/img][/url]
Which looks better?
The problem with the Nordic Barrow meshes is that they were not designed for fortifications, but instead to be placed along cliff-faces. The colony wall meshes look more like practical fortifications.
As such, rather than being a fort, the Nordic tower variant would have probably been a trade post, garrison and a symbol of Nordic sovereignty over Morrowind.
The modern trade post could be located in the old barrow built into the cliff-face on the right. There is also room for storage outside. The tower itself may be abandoned; it has four floors which are all accessed from the exterior.
Edit: oops! I forgot to clean out three cells. I don't think the fix is worth another upload, though.
I love both of them. While the tower is placed on a site, where a settlement was previously planned, I would not fear that this region would get overpopulated, quite the contrary.
As far as I remember the idea was to cut on settlements in this region in order to introduce solitary buildings populated by more rugged characters and these two original structures fit that role perfectly.
If you could place some ruins on the other side of the chasm behind the broken bridge and make some interesting access path this would be a jewel of this area.
The stronghold is intended to be partially collapsed into ice caverns beneath it and used as a temporary hideout for some non-hostile hunter (which may or may not be here or in some other hideout) so it does not contribute to overpopluation either.
Also, what is your opinion on the cliffy waterfall? I originally intended to replace the cliffs with BM version, but then I learned such retextures do not exist. I am afraid that the current textures does not fit very well and also do not know what whould happen to the water when it falls down. Should it disappear underground, or maybe create some swampy terrain. Or perhaps should this waterfall be removed completely?
As far as I remember the idea was to cut on settlements in this region in order to introduce solitary buildings populated by more rugged characters and these two original structures fit that role perfectly.
If you could place some ruins on the other side of the chasm behind the broken bridge and make some interesting access path this would be a jewel of this area.
The stronghold is intended to be partially collapsed into ice caverns beneath it and used as a temporary hideout for some non-hostile hunter (which may or may not be here or in some other hideout) so it does not contribute to overpopluation either.
Also, what is your opinion on the cliffy waterfall? I originally intended to replace the cliffs with BM version, but then I learned such retextures do not exist. I am afraid that the current textures does not fit very well and also do not know what whould happen to the water when it falls down. Should it disappear underground, or maybe create some swampy terrain. Or perhaps should this waterfall be removed completely?
THEO