Goto page 1, 2  Next
Claim: i4-470-Hla Not Available for Claiming
Maps In Group Map 4 at 1:(-1451, -3486):0
Accurate map
Parent: 4-8-Hla
 Status: Not available for claiming, 10% Complete
 Faction: House Hlaalu
 Files:
Name Size Last Modified
TR_i4-470-Hla_Wel-Gordhaur_1.esp 17.5 KB Fri Dec 22, 2017 1:46 am
TR_i4-470-Hla_Wel-Gordhaur_2.esp 99.2 KB Fri Dec 22, 2017 1:46 am
Description
(-12, -27) Egg mine + cave. Interconnected.

The bottom entrance is a legal egg mine, and is actively worked.

The top half is a hostile area, and not in use as part of the mining operation. It could be an abandoned part of the mine, or something else entirely. Be sure to be creative about how these two places connect!
Last Edited by Aeven
(Tue Dec 10, 2013 2:18 am) Post
Send private message   Reply with quote      
Author Message
sasquatch
Developer
31 Dec 2013



Player must climb up rubble from a collapsed overhead mineshaft to reach entrance for cave/ abandoned mine area. Will be roughly same size and detail as previous kwama mine claim.
Post Thu Jan 30, 2014 7:39 am Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

Please finish another claim first.
Post Thu Jan 30, 2014 12:37 pm Send private message       Send e-mail       Reply with quote                   up  
sasquatch
Developer
31 Dec 2013



would still like to claim this.
Post Thu Jan 30, 2014 8:39 pm Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

Grant.
Post Thu Jan 30, 2014 10:27 pm Send private message       Send e-mail       Reply with quote                   up  
sasquatch
Developer
31 Dec 2013



please revoke. i will focus on my other claim.
_________________
my opinion.
Post Sat Feb 15, 2014 3:03 am Send private message             Reply with quote                   up  
Thrignar Fraxix
Developer Emeritus
06 Dec 2004

Location: Silnim

revoked by request
Post Sun Feb 16, 2014 2:51 am Send private message             Reply with quote                   up  
Wel-Gordhaur
Developer
13 Feb 2014

Location: Akavir

I'm not claiming this yet, but I have an idea for the theme of the interior.

"(-12, -27) Egg mine + cave. Interconnected.

The bottom entrance is a legal egg mine, and is actively worked.

The top half is a hostile area, and not in use as part of the mining operation. It could be an abandoned part of the mine, or something else entirely ... "

The lower half will, as the claim details request, be a legal egg mine. I'd like the cavern to be a mix of carefully excavated mine shafts and sprawling naturally-kwama-formed catacombs. The excavated portions would have the usual features for an egg mine: carts, rails, crates of eggs ... I think a few bedrolls or makeshift shelters deeper in the mine would be appropriate. Hidden nooks -- with abandoned nests, or forager groups, and dead miners -- spread throughout the excavations and the catacombs would be fun to do, too.

"Player must climb up rubble from a collapsed overhead mineshaft to reach entrance for cave/ abandoned mine area. Will be roughly same size and detail as previous kwama mine claim." -- Sasquatch

I'd like to preserve some of Sasquatch's original idea. Instead of a collapsed overhead mineshaft, though, the entrance to the upper portion of the cave will be a simple, barren tunnel formed early on in the "lifetime" of the mine. The first generation of kwama (that later went on to breed the current host of kwama in the mine) began excavation over another cave, and the rock collapsed (from some shearing of rock, or sinkhole, or some other natural accident), leaving the kwama to continue work in the lower cave.

The upper portion, then, will be part natural cavern and part Daedric ruin. A cult of Peryite worshippers found the collapsed tunnel and built the main portion of the shrine around the upper cave (Peryite is the Taskmaster -- a shrine to Peryite above a kwama nest is symbolically appropriate). They excavated the upper cave portion further, as well.
Post Sat Mar 08, 2014 1:10 am Send private message             Reply with quote                   up  
RyanS
Lead Developer
19 Aug 2013

Location: California

Hello Wel-Gordhaur! I must say that in my opinion, you're idea for the mine seems great! However, if I'm not mistaken, Peryite is not worshiped by the Dunmer (or anyone known in Morrowind), so you should probably pick a different god for the shrine. Other than that, you're idea should fit perfectly into Morrowind! Very Happy
Post Sat Mar 08, 2014 1:46 am Send private message       Send e-mail       Reply with quote                   up  
Wel-Gordhaur
Developer
13 Feb 2014

Location: Akavir

The lower half will, as the claim details request, be a legal egg mine. I'd like the cavern to be a mix of carefully excavated mine shafts and sprawling naturally-kwama-formed catacombs. The excavated portions would have the usual features for an egg mine: carts, rails, crates of eggs ... I think a few bedrolls or makeshift shelters deeper in the mine would be appropriate. Hidden nooks -- with abandoned nests, or forager groups, and dead miners -- spread throughout the excavations and the catacombs would be fun to do, too.

I'd like to preserve some of Sasquatch's original idea. Instead of a collapsed overhead mineshaft, though, the entrance to the upper portion of the cave will be a simple, barren tunnel formed early on in the "lifetime" of the mine. The first generation of kwama (that later went on to breed the current host of kwama in the mine) began excavation over another cave, and the rock collapsed (from some shearing of rock, or sinkhole, or some other natural accident), leaving the kwama to continue work in the lower cave.

The upper portion, then, will be part natural cavern and part Daedric ruin. I'll have the worshippers be aligned with Sheogorath or Mehrunes Dagon rather than Peryite. I could make two different versions.
Post Sun Mar 09, 2014 2:07 am Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Grant! (with said reservations on dead miners)
Post Thu Mar 13, 2014 9:55 pm Send private message             Reply with quote                   up  
Wel-Gordhaur
Developer
13 Feb 2014

Location: Akavir

The first file includes the full shell for the egg mine portion only and not the upper cave portion.

Entrance to the Mine - Standard kwama egg mine entrance. Leads forward to a twisting passage, left to the egg nests, and right to a store-room.

Excavated Passage - Artificial excavation by the egg miners created to quickly access the egg nests. I plan to install a mine cart rail here.

Collapsed Tunnel # 1 - A failed attempt to install a second passage directly to the egg nests. Rot, I did place one skeletal corpse (container, fighter variety) in this area. My idea was that the passage collapsed, and one miner was trapped inside. The opening was too small for him to escape, so his fellow miners had no choice but to leave him there. The opening is wide enough, however, for a player to access the corpse's belongings if the player has a telekinesis spell. Let me know if this is acceptable.

Store Room - Final storage room before the exit. Excavated by the miners. I plan to place a few stacks of crates here and maybe a few egg baskets. A table and a chest may also be placed in here to act as a sort of "office" for whoever counts the eggs.

Egg Nests - Three round chambers, one looping chamber. I plan to nestle the eggs within rock formations. The eggs will be close to the sides of the passages.

Queen's Chamber - Small. Egg clusters are near the queen and more "out in the open" than the egg nests.

Collapsed Tunnel # 2 - Natural collapse.

Natural Cave - Small, round chamber. Formed by some natural geological process -- water run-off, maybe?

Imperial Scholar's Camp - I'd like to place a small camp here. Imperial scholar themed. Study focused on the formation of the egg mine and the morphology of the kwama.

Mining Camp - Mostly natural cave formation + excavation. Two bunk-bed rooms. One nook for common miner's belongings. Room at the back for the foreman, maybe?

Entrance to the Second Cave Portion - Collapsed rock, "dark hole" entrance.


The natural cave formations and the kwama tunnels have a rounder, curvier appearance because I believe that the cave looks more "organic" that way. The excavations made by the miners are more precise: straight tunnels and rectangular
chambers.

I've attached the shell plan as a .jpg file to this post.



TR_i4-470-Hla Shell Plan Marked Digital 03-14-2014.jpg
 Description:

Download
 Filename:  TR_i4-470-Hla Shell Plan Marked Digital 03-14-2014.jpg
 Filesize:  1.82 MB
 Downloaded:  161 Time(s)

Post Fri Mar 14, 2014 2:24 pm Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Shell is looking good,

- having a miner corpse in such clear view still seems weird, maybe if it was more obstructed? if it was a slave, on the other hand... (beast skulls might not be the same texture as corpses - not sure - but could have slave bracers, or just be a non-Dunmer worker)
either way - items in a skeleton container are a grey area but the weapon at least could be placed instead of being inside. Why would it be a chitin weapon and not a pickaxe, though?

- bigger concern is the connection to the hostile part, notably its being directly accessible on the way to inhabited/legal parts ('camp' etc). The "ledge" just before the dark passage would be good in that it would prevent normal access, but having these camp rooms/... beyond that point means there'd be stairs/ladders there


The kwama scholar is a really cool idea btw, even if these details on the kwama haven't been settled yet.
Post Sat Mar 15, 2014 8:57 pm Send private message             Reply with quote                   up  
Wel-Gordhaur
Developer
13 Feb 2014

Location: Akavir

First round of detailing is complete.
Post Sun Mar 23, 2014 2:19 pm Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



I see you're getting creative with the detailing, nice. betacomments:

ex_de_cave_entrance_01 TR_i4-470-Hla 10536 -3744 -640 "opening too low to enter"
furn_de_overhang_04 TR_i4-470-Hla 10415 -3621 -591 "door bleeds in this when opened"

door_load_darkness00 TR_i4-470-Hla 2048 1568 704 "if it's no longer a dark hole leading to the cultist cave..."
in_moldboulder02 TR_i4-470-Hla 9888 1408 -160 "...should have some roadblock explaining why the miners don't go beyond that part which is obviously inhabited by the cultists (torches etc.)"


in_dae_rubble_01a TR_i4-470-Hla 8032 -6722 -1052 "stairs not climbable, are they supposed to be? if so, you can try 4-5 of them and an inclined flat invisible collision mesh on top (static: Collision Wall - INVISO!!)"
in_dae_rubble_01a TR_i4-470-Hla 8064 -8258 -1024 "same"
in_dae_rubble_01a TR_i4-470-Hla 12485 -8219 -1053 "same"
Post Sun Mar 30, 2014 9:38 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

How goes work on this?
_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Tue May 06, 2014 12:19 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

How goes work on this?
_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Tue May 06, 2014 12:19 am Send private message             Reply with quote                   up  
Wel-Gordhaur
Developer
13 Feb 2014

Location: Akavir

It goes well. I have not had much time to work on it because of outside responsibilities, but I had made good progress on the project already. I'm in the detailing stage at the moment.
Post Fri Jun 06, 2014 9:50 am Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

Any progress on this?
_________________
<~TF|> I saw the meat and I could not resist haplo
<Aeven> you couldn't resist Haplo?
<~TF|> wow that could be misquoted

<Nemon> I've never understood the way of weed

<~Haplo> I like cheese. I like cheese alot. yes. truly, in fact I love the cheese

<+SamirA> butt hat is the endgame
Post Sun Jul 13, 2014 1:05 am Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Any progress to report?
Post Wed Aug 13, 2014 8:35 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



This will be the last request for an update. The claim will be revoked if we do not hear from you.
Post Tue Sep 16, 2014 11:19 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Revoking due to modder inactivity.
Post Thu Oct 09, 2014 3:53 pm Send private message             Reply with quote                   up  
sasquatch2o
Developer
15 Jul 2014



Another one bites the dust. Pretty wild design was here, camp area, egg sorting room and outside excavation particularly nice.

This interior should be preserved! I would like to see mine tracks extended to sorting room and main entrance. Maybe split into several tracks to park carts for loading in a couple areas.

_________________
my opinion.
Post Thu Oct 09, 2014 6:36 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Yes, whoever claims this should definitely use the Weld-Gordhaur's last file if the quality is good.
_________________
-Head of NPCs: Skyrim: Home of the Nords
Post Thu Oct 09, 2014 7:54 pm Send private message             Reply with quote                   up  
sasquatch2o
Developer
15 Jul 2014



something like this/, but extended into the large nearby room w room for a couple carts to be loaded at once as shown in storeroom and sorting area.




TR_i4-470-Hla_Wel-Gordhaur_REV01.esp
 Description:
I'm suggesting something like this with the mine carts:

Download
 Filename:  TR_i4-470-Hla_Wel-Gordhaur_REV01.esp
 Filesize:  100.6 KB
 Downloaded:  66 Time(s)


_________________
my opinion.
Post Thu Oct 09, 2014 7:56 pm Send private message             Reply with quote                   up  
sasquatch2o
Developer
15 Jul 2014



I would also suggest the camp area be relocated as shown so it is closer to main entrance and storage:


I would also suggest that this level of interest and feedback should be shown for every large interior to help ensure quality results and continued progress. Maybe quest and NPCing ideas should be added on interior claim threads as well to inspire both interior design and later stages of development.

_________________
my opinion.
Post Thu Oct 09, 2014 8:39 pm Send private message             Reply with quote                   up  
sasquatch2o
Developer
15 Jul 2014



Claiming to complete original design. I will modify layout slightly to make miner camp more accessible and extend the tracks. I will brainstorm for quest and NPC as I complete the interior.
Post Thu Oct 23, 2014 4:28 am Send private message             Reply with quote                   up  
sasquatch2o
Developer
15 Jul 2014



first update:

I have rough layout now. THings have been reorganized to make important sections more accessible and wild areas more remote. The lengthy repetitive tunnels have been reduced to make design more condensed.

Cart tracks will run through a black load door into a large, crafted kwama queen lair below the production and egg sorting area. There will also me a passage under construction adjacent to the tracks. At top will be a crane and rope used to pull the carts at bottom. Hook and rope is attached as they are sent down.

Another cave tunnel for alt route between interiors will be added as well. Both entrances between interiors will come out on a second large crafted 2 or 3 story cavern at intersection of exterior and 2 interior entrances/exits.



TR_i4-470-Hla_Sasquatch_03.esp
 Description:

Download
 Filename:  TR_i4-470-Hla_Sasquatch_03.esp
 Filesize:  103.95 KB
 Downloaded:  82 Time(s)


_________________
my opinion.
Post Thu Oct 23, 2014 7:09 pm Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

Please visit other claims first.
Post Fri Oct 24, 2014 8:45 pm Send private message       Send e-mail       Reply with quote                   up  
RyanS
Lead Developer
19 Aug 2013

Location: California

Claiming! I'll finish this one up.
Post Tue Dec 30, 2014 11:11 pm Send private message       Send e-mail       Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Have fun.
Post Wed Dec 31, 2014 1:09 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Any progress to report?
Post Tue Feb 10, 2015 7:31 pm Send private message             Reply with quote                   up  
RyanS
Lead Developer
19 Aug 2013

Location: California

I've lost all inspiration to work on this claim. You may revoke it.
_________________
Strive not to be a success, but rather to be of value. –Albert Einstein

A creative man is motivated by the desire to achieve, not by the desire to beat others. -Ayn Rand
Post Wed Feb 11, 2015 5:08 am Send private message       Send e-mail       Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Revoking as per developer request.
Post Wed Feb 11, 2015 11:29 am Send private message             Reply with quote                   up  
Boznirith
Developer
10 Nov 2014

Location: USAG Germany

Hey team. I'd be happy to make this claim happen for us. Admittedly if granted I will most likely start from scratch however if that's alright.

I'll make an eggmine to standard on the bottom level and on the top level I will make a dwemer ruin of sorts, as I am quite skilled with the dwemer tile set. The connection between the two will most likely be some sort of crevice with a skill check much like the one in my claim i5-73-Red.

As always, looking forward!

~Boznirih
Post Thu Feb 19, 2015 7:06 am Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Granting.
Tying into the Dwemer Ruins to the east is fine. Supposedly, the original cave was reversed, egg mine at top, ruins below, and required a lot of work to fix. So starting from scratch is fine with me.
Post Thu Feb 19, 2015 9:15 pm Send private message             Reply with quote                   up  
Boznirith
Developer
10 Nov 2014

Location: USAG Germany

Thanks for the grant, I'll begin working zealously. In addition to gratitude, I have a question about the claim as well. When creating this claim, I will likely create multiple cells in this instance. In TESCS how should multiple cells be labeled? Is something like "TR_i4-470-Hla_01","TR_i4-470-Hla_02" sufficient?
Post Sat Feb 21, 2015 10:47 am Send private message             Reply with quote                   up  
Boznirith
Developer
10 Nov 2014

Location: USAG Germany

seneca37 wrote:
Tying into the Dwemer Ruins to the east is fine..


-Have the dwarven ruins to the east been created? If so what is the claim labeled as?
Post Sat Feb 21, 2015 11:35 am Send private message             Reply with quote                   up  
Boznirith
Developer
10 Nov 2014

Location: USAG Germany

And one more question. To clarify, is the egg mine entrance located at:

-ENT1(-92843,-215172,457):The lower entrance, Northern side of ridge, N facing
or
-ENT2(-96360,-220287,3185):The upper entrance, peak of ridge, NE Facing

I am assuming it is the ENT1.
Post Sat Feb 21, 2015 12:02 pm Send private message             Reply with quote                   up  
Boznirith
Developer
10 Nov 2014

Location: USAG Germany

I am using the lava cave set in my claim. Bordering an ash region, it seems reasonable to me.
Post Sat Feb 21, 2015 2:24 pm Send private message             Reply with quote                   up  
Post new topic Reply to topic
 
Goto page 1, 2  Next
The content of this site is © by the Tamriel Rebuilt community. Morrowind, its expansions, and its content is © Bethesda Softworks.
Forums powered by phpBB © 2001, 2005 phpBB Group