Kartur and Verarchen Section

Version: 

Active: 

Currently in development

Checked out: 

Yes

Description

This release file contains for the cities of Kartur and Verarchen with their exteriors, and interiors.

Workflow

This is the file where dialogue, quests, and claims should be merged. Do not edit this file without also loading TR_Mainland.esp, and do not merge other esps into it without also loading TR_Mainland.esm! (see editing guidelines)

Development Plan

Interiors need to be overhauled. NPC planning in Kartur can commence, Verarchen already has dialogue, but that should be verified and built upon.

Merged Claims from the old forum:
TR_i4-240-Red
TR_i4-369-Red
TR_i4-370-Red
TR_i4-450-Red
TR_i4-451-Red

Comments

Update

Ragox's picture

I've added a lot of missing vertex paint to Kartur and its surrounding area (the parts that seemed completed of Nemon's rework).

Mergeable interiors:https:/

MinerMan60101's picture

Dropping. Changelog: Merged

MinerMan60101's picture

Dropping.
Changelog:

Merged those interiors
fixed minor placement errors (caspering objects)
added doors to the shipwreck exterior
added bc_mushroom lights around the now merged cave under the shack where absent
altered the interior of the mine to fit with the current exterior
added a hut next to said mine for its interior

Someone please delete these:

Arvisrend's picture

Someone please delete these:

  CONT: tr_m4_498_chest
  ACTI: t_glb_sound_waterfallsml
  ACTI: t_glb_sound_waterfalllarge
  ACTI: t_glb_sound_water_stream
  ACTI: t_glb_sound_water_stream2
  ACTI: t_glb_sound_water_lake

They are shared with Roryn's Bluff, but unlike the latter, this section never uses them.

Dropping. Changelog: - in_r_s

Arvisrend's picture

Dropping. Changelog:

- in_r_s_door_01    TR_i4-15    3776    3792    15936    Snapped the doorjamb to grid.

- in_r_s_doorjamb_01    TR_i4-18    3712    4480    14912   Player couldn't pass here (apparently, in_r_s_int_stairs_06 can only lead into an open space at the bottom, never into a wall-tile). Now a teleport door.

- Removed CONT: tr_m4_498_chest and ACTI: t_glb_sound_water* as well as an activator with empty ID (WTF).

- Terrain_rocks_GL_01    Roth Roryn (-13,-13)    -100130    -104823    3033 caspering fixed, vertex shading improved; detailing still needs to be done.

- Terrain_rocks_GL_02    Roth Roryn (-13,-13)    -106403    -99899    760    Lots of caspering and floating fixed, as well as landscape peaks; needs detailing too.

- Fixed both doormarkers and northmarkers in cell TR_i4-58_Lounge.

- Fixed abuses of special items found by abot ( https://www.tamriel-rebuilt.org/bugtracker/references-standard-objects-m... ).

- Cleaned.
 

To-do: 1) Add one cave

Jani's picture

To-do:
1) Add one cave dwelling entrance near the Redoran village
2) Relocate the kwama mine to the other side of the hill, near the Redoran village
3) Add a velothi tower at the old location of the kwama mine
4) Add four cave dwellings near the velothi tower. They form a secluded cult in the hills.
5) Connect the two roads with a new one
6) Add a new ancestral tomb somewhere north of Kartur