Lake Andaram #6

Priority: 

Stage: 

  • Merged

Development Progress: 

100

Merged into: 

Claim Type: 

Faction: 

Area: 

Queue: 

Description

Part of the southern shores of Lake Andaram, this claim is mostly characterised by having a Hlaalu ferry point. The other location where the ferry is located is on the northern shore, at Lake Andaram. The landscape of this area should be characterised by vegetation on the lower terrain, with more rocky areas the higher you go. It is an ideal area to create perhaps a single cave system spread out through the rock.

The ferry crossing point should be minimal, but clearly used by the local population. Limit this to a maximum of two buildings if any, but make it a permanent Hlaalu-style structure.

This northern part of this claim should be carried out in the orange variant of the Aanthirin region. Land textures such as T_Mw_TerrDirtGrassAT, T_Mw_TerrGrassAT and T_Mw_TerrCloverAT should feature here. Rocks should be of the Ascadian type, as should foliage. Unique foliage for the Aanthirin are: T_Mw_FloraAT_LilypadOrange_01-03 and T_Mw_FloraAT_LilypadOrangeFl_01.

The southern part of this claim transitions into the Thirr Valley, which is decidedly more arid, with the exception of areas near water. Use the Aanthirin assets, the rocks and flora will be replaced later.
 

 

Files: 

Comments

This may sound stupid, but

Cookiemonster16's picture

This may sound stupid, but how do I download the file? Everytime I click on the file it just sends me to a new page with a bunch of code.

Tbh I am a little confused

Cookiemonster16's picture

Tbh I am a little confused about how this claim is suppose to look. Im not sure if the description is outdated or if I am visualizing it wrong. It is a very small claim with only five cells contain large portions of land and yet the decription wants the northern sections to be carried out in the orange variant of the Aanthirin region. This section of the description also confuses me "The southern part of this claim transitions into the Thirr Valley, which is decidedly more arid, with the exception of areas near water." because every cell except for one contains water.

I do want to work on it, but I don't want to go in the wrong direction stylistically and with the lack of border cells complete its making it hard on my part to figure imgaine what this claim is suppose to look like. Is there any concept art of the region?

Ill try and do a quick mock up.

According to the map, the

Parker's picture

According to the map, the claim contains 11 cells. All of them seem to be included in the posted file. Here's what the claim looks like in the CS:
 

You are correct, my bad. For

Cookiemonster16's picture

You are correct, my bad. For the ferry port, should I use Hluula architecture or just a simple shack?

I'd suggest doing this with

Aeven's picture

I'd suggest doing this with Hlaalu style buildings, considering it'll be a major way of getting to Nav Andaram on the coast in the north. It should not be a true settlement, so any home here could be a shack. But it's very much a permanent fixture.

I also endorse using Hlaalu

Parker's picture

I also endorse using Hlaalu archtecture. If possibly, I wouldn't use too many actual buildings here, however. There are going to be a lot of settlements in this part of Morrowind, and we should try to limit the amount of work our interior modders need to do where we can. Instead, I'd like to see exterior pieces used to create outdoor fixtures, platforms and docks for the ferry. Something similar to the Mundrethi Plantation Slave Market in the Hlaalu-Thirr Section, perhaps, though of course you're free to try out your own ideas.

Ill keep that in mind, do you

Cookiemonster16's picture

Ill keep that in mind, do you think there should be some form of lighthouse here? While the Eastern portion of my claim is not very rocky the Western side is littered with rocks.

I've decided to claim this.

Aeven's picture

I've decided to claim this.  Scratch that, this is already being worked on as a Showcase. So I'll let them finish it.

Ameer has moved into

Atrayonis's picture

Ameer has moved into inactivity for a while, so I think it would be alright to claim it.

Uploaded the latest file I

Meriyal's picture

Uploaded the latest file I worked on. I was holding it off due to not being an exterior developer yet but I though it would be confusing for a finished claim to not contain the finished file. Also dropping the claim in case there needs to be something fixed/added. You are free to do whatever you want. I hope you liked it nevertheless.

Clean: Yes Cell: 7,-35 Flora

Fürst Thal's picture

Clean: Yes

Cell: 7,-35

Flora_kelp(a few): around X=63681.832 Y=-282570.344: Some of them where not sunken into the ground.

Cell: 8,-35

light_de_streetlight_01:X=68616.180 Y=-285713.531:Floated.
light_de_streetlight_01:X=69470.008 Y=-284701.000:Floated.
barrel_01_cheapfood5:X=67621.047 Y=-284196.938:Floated because the ship has an uneven surface.
barrel_01_cheapfood5:X=67626.180 Y=-284114.563:Floated because the ship has an uneven surface.
com_basket_01_chpfood5:X=67563.438 Y=-284158.500:Floated because the ship has an uneven surface.
Flora_kelp_02:X=73186.930 Y=-285294.094:Bleeded too much into the ground.
blue coast ref 1024:X=73551.781 Y=-285243.594:Was placed too high.
Fixed all cases of bleeding grass.

Cell: 9,-35

blue coast ref 1024:X=78832.102 Y=-285193.813:Placed too high.
Flora_kelp_02:X=78642.172 Y=-285070.938:Bleeded too much into the ground.
Added terrain_rock_ai_11 at:X=79421.297 Y=-285791.594: Hide a land seam.

Cell: 7,-36

Terrain_rocks_AI_03:X=65592.922 Y=-290121.969:One could see under it.
Terrain_rocks_AI_03:X=59179.094 Y=-294717.438:One could see under it.
T_Mw_Flora_ShroomTableG_01:X=62827.824 Y=-292305.719:Bleeded too much.
Fixed all cases of bleeding grass.

Cell: 8,-36

T_Mw_Flora_ShroomTableB_03:X=70457.484 Y=-293415.781:Rotation was too weird.
Added terrain_rock_ai_10 at:X=66061.523 Y=-290887.844: To fix a texture seam.
Fixed all cases of bleeding grass.

Cell: 9,-36

blue coast ref 1024:X=77828.453 Y=-292769.031:Placed too high.

Cell: 7,-37

Terrain_rocks_AI_03:X=59250.621 Y=-301364.000:One could see under it.
T_Mw_FloraAT_TreeB_02:X=63607.879 Y=-302949.438:Bleeded into rocks.
T_Mw_FloraAT_TreeG_04:X=65256.273 Y=-295152.969:Bleeded into rocks.
Fixed all cases of bleeding grass.

Cell: 8,-37

T_Mw_FloraAT_TreeB_02:X=69691.344 Y=-302617.625:Floated.
Added T_Mw_TerrRockAI_Rock_14 at:X=67103.641 Y=-301821.813:To hide an abrubt alevation.
Fixed all cases of bleeding grass.

Cell: 9,-37

T_Mw_Flora_ShroomTableO_02:X=81431.055 Y=-295920.594:Bleeded into a rock.
Fixed all cases of bleeding grass.

Cell: 7,-38

Fixed all cases of bleeding grass.

Cell: 8,-38

misc_com_bucket_01:X=68367.258 Y=-308594.250:Bleeded a tiny bit too much.
Replaced furn_de_p_table_04 at:X=71014.219 Y=-307901.781:With T_De_FurnP_Table_03
Fixed furn_de_cushion_square_05:X=71186.906 Y=-307648.125: Had a bad rotation.
light_de_streetlight_01:X=70736.438 Y=-307611.188:Floated.
Fixed all cases of bleeding grass.

Made some changes: Replaced

MinerMan60101's picture

Made some changes:
Replaced all blue shroom tables with orange ones
Removed TR_Mainland.esm dependency
Lowered some of the roadside poles, by comparing them to T_Aid_Character_01

Meriyal was in the midst of

MinerMan60101's picture

Meriyal was in the midst of redoing this claim when he took a hiatus from TR. I've unmerged that and uploaded it here since I don't like incomplete content in section files. If and when Meriyal decides to resume his progress, he should work independently of the section file.

I'm pretty much done, just

Nemon's picture

I'm pretty much done, just looking for stuff to fix now (floaters, spiky terrain etc). Soon to be submitted for review.

Submit for review. I mostly

Nemon's picture

Submit for review. I mostly just finished up the "redo" file from earlier, adding detail, emphasizing the roads and making sure they're good. 
Edit: back for bordermatching. Hang on.
Edit II : Bordermatched with TV03, ready for review

Clean: Yes Regions: Good Cell

MinerMan60101's picture

Clean: Yes
Regions: Good
Cell Names: Good
Bordermatched: Mostly
Pathgrid: Added to farm and ferry

7,-35
Floaters:
T_Mw_TerrRockAI_CliffTRV_02 - caspering on right

Bleeders:
None

Texture Seams:
T_Mw_TerrRockAI_Rock_08 63677.664 -283647.719 -1613.738

Jagged Terrain:
T_Mw_TerrRockAI_CliffTRV_02 64277.219 -286502.438 -1679.467

8,-35
Floaters:
Flora_kelp_01 x2 - caspering
Ex_barnacles_01 - as above
Ex_barnacles_02 x2 - as above
com_basket_01_chpfood5

Bleeders:
T_Com_SetHarbor_CraneMiddle_02

Texture Seams:
ex_hlaalu_buttress_05 70116.586 -285094.375 201.851

Jagged Terrain:
None

9,-35
Floaters:
Ex_barnacles_02

Bleeders:
None

Texture Seams:
None

Jagged Terrain:
None

7,-36
Floaters:
ex_de_railing_02 x2 - disconnected

Bleeders:
None

Texture Seams:
Terrain_rocks_AI_01 65462.332 -290115.625 781.072

Jagged Terrain:
None

8,-36
Floaters:
None

Bleeders:
flora_bc_grass_02 - growing through rock

Texture Seams:
T_Mw_TerrRockAI_Rock_14 66562.516 -289277.094 601.362
Terrain_rocks_AI_03 69096.102 -287831.531 140.912

Jagged Terrain:
T_Mw_FloraAT_LilypadOrange_03 66817.297 -287400.281 8.053
T_Mw_TerrRockAI_Rock_01 66707.180 -290357.031 683.214 (This half of the road as a whole)

9,-36
Floaters:
kollop_03 - not aligned with ground
Ex_barnacles_02 - caspering
Ex_barnacles_03 - as above

Bleeders:
None

Texture Seams:
None

Jagged Terrain:
kollop_01_pearl 76638.922 -294439.344 -740.698

7,-37
Floaters:
T_Mw_TerrRockTV_CliffS_01 - caspering in another cell

Bleeders:
None

Texture Seams:
None

Jagged Terrain:
On the side of the road again
T_Mw_TerrRockTV_CliffS_01 62252.344 -302828.375 667.438

8,-37
Floaters:
None

Bleeders:
T_Mw_FloraTV_Grass_03
flora_bc_grass_01 x2

Texture Seams:
T_Mw_TerrRockTV_Rock_15 68107.563 -302093.125 2866.843
Terrain_rocks_AI_04 72270.602 -295531.344 1255.581

Jagged Terrain:
Highest mound

9,-37
Floaters:
None

Bleeders:
None

Texture Seams:
T_Mw_TerrRockAI_MtRidgeTRV_02 78126.852 -296215.531 62.965

Jagged Terrain:
None

7,-38
Floaters:
None

Bleeders:
T_Mw_FloraTV_Grass_02
T_Mw_FloraAT_TreeG_06 - bleeding into emperor parasol

Texture Seams:
T_Mw_TerrRockTV_RockGrp_03 61250.324 -306700.156 1111.614
T_Mw_TerrRockTV_RockGrp_01 63538.766 -308544.563 1735.012
T_Mw_TerrRockTV_RockGrp_01 65344.035 -304762.719 1819.148
T_Mw_TerrRockTV_Rock_18 61069.031 -305171.531 820.244
T_Mw_TerrRockTV_Rock_14 57872.188 -304208.875 438.858

Jagged Terrain:
On the side of the road again

8,-38
Floaters:
T_Mw_TerrRockTV_CliffS_04 - caspering

Bleeders:
None

Texture Seams:
T_Mw_TerrRockTV_RockGrp_03 66744.641 -306712.313 1701.810
T_Mw_TerrRockTV_RockGrp_02 69550.242 -305186.563 1925.078

Jagged Terrain:
None

Other:
Fixed missing vertex shading as I saw it.
Added a few more blue coast ref 1024
Replaced TV brick road with AI_Dirtroad
Got rid of Sand_02 underneath rocks (use Shift+C and make it look nice under there)
ex_h_trapdoor_01 - flipped
furn_de_p_table_01 - replaced with T_De_FurnP_Table_01
T_De_SetHla_X_Well_01 - deleted, too close to the lake
ex_de_rowboat x2 - added an oar
ex_longboat - added ex_ship_plank
ex_cave_door_01 - slightly wrong
T_Com_Key_19 - deleted, there's nothing saying what it's supposed to be.
T_Mw_FloraAT_TreeB_05 x2 moved, trees don't grow out of rocks.