Roth Roryn: Kwama Mine #4

Priority: 

Stage: 

  • Merged

Development Progress: 

100

Merged into: 

Claim Type: 

Faction: 

Area: 

Description

Cell: -12,-21
A mid-sized Redoran Kwama mine with almost as many guards as it has workers, with a guard captain overseeing the operations. Should have various barriers set up. This mine is located a little further away from settlement, and is often subject to attacks by wild animals and bandits, hence the number of guards.
Perhaps have little ‘untouched’ niches with cave flora and mushrooms for some visual variety, and to suggest that the Kwama mainly occupied and expanded an existing cave.

Comments

Proposed description: “A mid

Gnomey's picture

Proposed description: “A mid-sized Kwama mine with almost as many guards as it has workers, with a guard captain overseeing the operations. Should have various barriers set up. This mine is located a little further away from settlement, and is often subject to attacks by wild animals and bandits, hence the number of guards.
Perhaps have little ‘untouched’ niches with cave flora and mushrooms for some visual variety, and to suggest that the Kwama mainly occupied and expanded an existing cave.

Still working on it! The

Magpie's picture

Still working on it!

The layout I'm working on starts with some mined-out caves and tunnels with the guards/defences/storerooms, which then lead down to the actual mine where the kwama are, with some deeper untouched areas with only avaliable by jumping/swimming/levitating.

Added the exterior location

MinerMan60101's picture

Added the exterior location to the file. Magpie, all this should do to you is tell you the door to use and how to rotate the northmarker.

Just an update to say I'm

Magpie's picture

Just an update to say I'm back working on this. It's mostly just the detailing and object placemement checking that needs doing now.

Please upload work in

MinerMan60101's picture

Please upload work in progress versions. It creates a backup on the website, and it allows feedback to (possibly) be provided.

Remember to edit the

MinerMan60101's picture

Remember to edit the development progress when posting new versions. Not really necessary at all, but gives us a good idea of where you're at.

EDIT: And it is done. No clue who did it, at any rate.

Haven't had any time to work

Magpie's picture

Haven't had any time to work on my cave claim unfortunately, hoping to get back to it in feburary when exams/coursework deadlines are out of the way.

Uploaded a new file. I think

Magpie's picture

Uploaded a new file.

I think I'm almost done with this, I just need to go around and check for floaters, maybe add a few more egg sacs here and there.

I still need to correctly postition Northmarker. Is there a file avaliable with the entrance so I can check the position?

There is currently a Velothi

MinerMan60101's picture

There is currently a Velothi Cave Dwelling merged here. The mine should still be merged into this location, and the velothi cave moved to a new entrance next to the mine.

I only see one entrance in

Magpie's picture

I only see one entrance in the image, unless more entrances have been added to the exterior file?

Also, I'm almost done, just doing the final look round for bleeders/floaters.

The new image version was

MinerMan60101's picture

The new image version was added weirdly, I fixed it. You should download the latest file to get the northmarker right. (you need to download the data addon and the internal Tamriel Data (see pinned messages in #tamriel-data))

Clean: Yes Northmarker:

MinerMan60101's picture

Clean: Yes
Northmarker: Correct
Lighting: Good

Floaters:
ex_common_plat_corn - caspering
T_BkGen_BusinessLedger_03 - for furn_de_x furniture and large objects, not rotating them at all can work best.
furn_de_ex_table_03 - when positioning furniture on different height planks, the convention is to make them rest on the lowest one and have the other legs bleed through the rest. Don't do this for crates, as that would look bad.
door_cavern_doors00 x2 - The hinge should be in contact with (or bleeding into if that's not feasible) the wall at all times in its rotation.
Ex_De_Shack_Plank_04 x2 - these crossbeams were removed from the planks it should have been connected to
egg_kwama00

Bleeders:
Furn_De_Rope_07 - bleeding through top of crate, replaced with a horizontal rope as that works better
furn_de_ex_table_03 - bleeding into rock wall
ex_de_docks_steps_01 - altered the position of these a bit to have the top step next to the platform and to have minimal bleeding
ex_de_shack_steps - reduced bleeding

Other:
Renamed interior "TR_RR_Kwama_Mine_4"
ex_de_shack_plank_01 - deleted, outside of the interior
ex_de_shack_plank_02 - as above
door_cavern_doors10 - as above
in_moldcave2_s_04 - as above
Sound_Cave_Wind00 - moved this inside the interior, sounds have a small radius in which they can be heard
Sound_Cave_Drip00 - as above
bc mushroom 64 - these should be right next to the mushrooms and be present in every clump
If you want double doors to rotate in opposite directions, you can flip one of them vertically. (I didn't change this since one starting open looked good)

The presence of ebony is questionable but I haven't gotten a response on whether to swap it out for something else yet.