Priority:
Stage:
- Merged
Development Progress:
100
Merged into:
Claim Type:
Faction:
Area:
Location:
Description
Lake Andaram North.
Contains the Hlaalu mainland player stronghold. It is extremely important to read up on the Nav Andaram meeting summary and the old forum discussion.
This stronghold must be built up to its Tier III state, a progression from Tiers 0 to III needs to be included with activators tied to unique scripts, then moved into its own claim (similar to Id Vano, which had all of this work done and can be used as an example). Nevermind!
The claim in its final form should contain only two Velothis shacks, the road, and no scripts.
Comments
Claiming as my showcase!
Claiming as my showcase!
Uploading a backup file.
Uploading a backup file.
Uploaded a clean version.
Uploaded a clean version.
If anyone else needs to claim
If anyone else needs to claim it you are free to take it, just ask with a comment. Im not planning on giving up on this but for time reasons im not going to be able to do much and consistend work on it.
Dropping this.
Dropping this.
Claim requested.
Claim requested.
Granted, happy modding.
Granted, happy modding.
Esp uploaded for border
Esp uploaded for border matching. Expect <!> since I haven't included all the TR_m7_NVA_ activators I've prepared for this file. I'll have to clean up that collection when I'm done.
Link to my Google Drive file
Link to my Google Drivefile with the latest update. Data files included to avoid all the bsa errors. I've renamed all nifs to TR_m7_NVA... to ensure the files stay the way they need to be. Make sure to load both esp files. Unfortunately the main one relies on mainland.esm but that can be cleaned out later...Edit: Final version for review in new post.
Link to final version for
Link to final version for review. Nav Andaram scripts and stages done, further clutter/decorations to be done when ints and quests are underway.
Removed TR_Mainland.esm
Removed TR_Mainland.esm dependency.
Moved assets here.
EDIT: merged said assets into the Data Addon, which this now depends on because of that.
Reviewing!
Reviewing!
Top Left flora_bc_grass_01
Top Left
flora_bc_grass_01 61586.039 -254963.172 4265.014
- texture seam
T_Mw_TerrRockAI_Rock_18 61911.641 -254938.563 4274.134
- as above
Terrain_rocks_AI_01 60842.809 -255696.594 4465.850
- as above
ex_cave_door_01
- stuck into the wrong set of supports, needs to be moved further back
flora_bc_grass_01 x36
- bleeding into another grass
flora_bc_grass_01 x12
- bleeding into a rock
misc_com_bottle_01
- as above
misc_com_bucket_01
- partially floating, bled whole base into ground
T_Mw_FloraAT_TreeB_06
- bleeding into other trees
T_Mw_FloraAT_TreeG_06
- missing vertex shading
Top Center
flora_bc_grass_01 69709.109 -255581.531 1504.278
- texture seam
Terrain_rocks_AI_02 67025.008 -261604.203 725.162
- as above
T_Mw_TerrRockAI_Rock_01 69682.047 -261713.766 745.842
- as above
flora_bc_grass_01 x39
- bleeding into another grass
flora_bc_grass_01 x7
- bleeding into a rock
T_Mw_FloraAT_TreeB_04
Bleeding into another tree
Top Right
T_Mw_TerrRockAI_Rock_14 78844.023 -261207.141 163.028
- texture seam
Terrain_rocks_AI_01 77872.625 -259164.203 135.465
- as above
T_Mw_TerrRockAI_Rock_15 78886.711 -259096.609 89.294
- as above
flora_bc_grass_01 x16
- bleeding into another grass
flora_bc_grass_01 x5
- bleeding into a rock
flora_bc_grass_01 x4
- bleeding into a shroom table
flora_bc_grass_01
- got 'f'ed up to surface
in_cave_plant10
- bleeding into a rock
T_Mw_FloraAT_SpartiumBealei_01
- as above
Middle Left
flora_bc_grass_01 x16
- bleeding into another grass
flora_bc_grass_01 x12
- bleeding into a rock
flora_emp_parasol_01
- as above
Fixed bleeding trees
T_Mw_FloraAT_Uracia_01
- bleeding into spartium
Floaters:
Flora_kelp_01 x6
Flora_kelp_03 x3
Flora_kelp_04
kollop_01_pearl
Central
flora_bc_grass_01 65461.816 -262735.844 766.432
- texture seam
flora_bc_grass_01 x10
- bleeding into another grass
flora_bc_grass_01 x3
- bleeding into a rock
T_Mw_FloraAT_LilypadOrange_03
- as above
T_Mw_FloraAT_LilypadOrange_03
- as above
T_Mw_FloraAT_LilypadOrange_03
- bleeding into landscape
T_Mw_FloraAT_LilypadOrange_03
- as above
Middle Right
T_Mw_TerrRockAI_Rock_14
- texture seam
T_Mw_TerrRockAI_Rock_14
- as above
Terrain_rocks_AI_01
- as above
flora_bc_grass_01 x19
- bleeding into another grass
flora_bc_grass_01 x5
- bleeding into a rock
Bottom Left
Ex_barnacles_02
- floating
kollop_02_pearl
- top bleeding into sand
kollop_03_pearl
- as above
This cell's landscape doesn't with the adjacent exterior claims' cells at all. I'll fix this after it and those claims are merged.
Bottom Center
Terrain_rocks_AI_02 67515.344 -274489.219 6.686
- texture seam
Terrain_rocks_AI_04 67466.625 -271328.813 53.906
- as above
flora_bc_grass_01 x10
- bleeding into another grass
flora_bc_grass_01 x6
- bleeding into a rock
Bottom Right
flora_bc_grass_01 x3
- bleeding into another grass
flora_bc_grass_01 x1
- bleeding into a rock
Nav Andaram proper... yeah, I don't think so. I trust Nemon on this one. If someone wants to take a closer look, be my guest, but you'll miss your sanity.
I looked at big rocks from afar, seemed alright. Looked slightly closer at the rock groups, they also seemed fine.
Overall, the broader landscapes felt lower in detail than Nemon's Hlan Oek claim, yet still function perfectly well. Nav Andaram, however, is a masterpiece.
Uploaded screenshots of bugs
Uploaded screenshots of bugs around Nav Andaram stage zero I found ingame. This should be done for each stage of the structure
Fresh file uploaded, removed
Fresh file uploaded, removed references to resources already in data. New data files folder uploaded with the new stuff.
Remerged
Remerged