This thread is to organize the Roth Roryn overhaul this year, and to try and get the region release ready before year end. Exterior developers will need to volunteer to help out with the task and to claim a section from the map below. This is not a traditional way to claim things, it is section file editing, open to all developers as long as they are an exterior developer on the website. Down below is the claim map, please comment on this thread which number you want, and I will update the thread itself to reflect the request.
Claims:
Claim | Developer | Focus | Date Claimed |
---|---|---|---|
1 (Leftunch) | N/A | River will need most work | N/A |
2 (Pryai Source) | Phenoix12 | Visual blockers and sunken roads | 04/11/2021 |
3 (Bodrum) | chef | (Completed) Town rework and cliffs | 03/23/2021 |
4 (Illiath) | N/A | Cliffs and cobbling | N/A |
5 (Region center) | mojo187 | (Completed) Navigation and access to the ruin | 04/04/2021 |
6 (Omaynis) | chef | Cliffs and new AB road | N/A |
7 (Inner Sea) | chef | (Completed) Decrease large rocks used to fill in the landscape and cliffs to Ancylis | N/A |
8 (Aralor) | N/A | Cliffs (need alot more terrain usage), and more paths to places | N/A |
9 (Menaan) | Cicero | Town cobbling, flat terrain, Anbarsud Mine exterior interior, Armun/RR border | 03/23/2021 |
10 (Teyn) | chef | Building changes from the meeting, Verenzaris funky asset usage, new road into RR | N/A |
11 (Ando Border) | mojo187 | Rock groups, more bumpy terrain, sunken roads, less large rocks | N/A |
12 (Obainat) | N/A | Useless mountain rivers, easier access to obainat, cliff meshes | N/A |
Claimants can overlap into other claims if they need to for border matching, but it is best if people stay within their area if they can so that no one gets lost if they return to work on their section. Communication is very important during this process!
Seniors and Leads can sign out a section file and comment on the section files thread that they have signed it out and for which developer. There is a google spreadsheet available for everyone to edit to put their name next to a date. The spread sheet has the following listed:
- Date
- Name
- Claim #
- Signed in by
- Signed out by
Date is already set, and is set at the start of a week (sunday) all the way to the end of the year (about 39 weeks listed).
The name section is where a developer wants to put themselves down at a certain date to work on the section file. This way they cannot be overruled unless they consent to give up their time. The individual must work on the section file during this thime though, otherwise it will be a waste.
Claim# is to just document what claim on the claim map a developer has interest in, and so it to be entered as well as to not confuse anyone where work has been done. Sign in and Sign out date would be handled be the senior and lead that has signed out the file so that it is documented as well.
Link to the Roryn's Bluffs secion file:
Retain + add:
Statics:
- Munzur (T_Mw_Flora_Munzur_**) - replace bush
Containers:
- Hackle-lo (flora_hackle-lo_**) - replace kreshweed
- Temple Dome (T_Mw_Flora_TempleDom**) - pair with T_Mw_Light_AanthirinMushroom light
- Bluefoot (T_Mw_Flora_Bluefoot**) - pair with bc mushroom 128 light
- Green Lichen (flora_green_lichen_** + T_Mw_Flora_LichenGn03) - on rocks
- Black Lichen (flora_black_lichen_** + T_Mw_Flora_LichenBk03) - on rocks
- Marhmarrow (flora_marshmerrow_**) - by water, in groups
chokeweed
west gash trees
Gold Kanet (in and outside of the west, unless in a garden) roobrush
fireflower(duskbell)
Corkbulb (in the wild, keep in the fram crops) Heather harrud root
flora_bc_grass - static
kreshweed
bittergreen (except from st aralor monastary entrance)
flora_bush - static
Stoneflower (keep in Andothren, it's fitting)
orange moss (if any)
Vertex settings:
73, 70, 65 (under statics)
122,122,122 (roadside)
156, 156, 156 (texture transition/sand to water transition)
Roads
Dev Shah compiled a list of quests in the secion file before 03/23/2021. There are somethings that are only interior related, but just in case, it is important to read incase there is something that people should watch out for in their claim.
Merged quests-
-TR_m4_Bd_Wesencolm -
Uses TR_m4_Wesencolm, in Bodrem Hall. Nothing in script that'll break, but will need to be changed if placed in another cell.
DIalogue breaks a little if there are no mountains in the area.
-TR_m4_FA_FortAncilysHistory - No special care needed except the normal npc's placement.
-TR_m4_mn_Assassin - No special care needed except the normal npc's placement.
-TR_m4_T_IlvaamuUnbound -
Has PositionCell, -28160, -108640, 928, 0, "Teyn" in TR_m4_teyn_ilvaalmu_script. It needs to be changed if the layout of Teyn is changed.
Also has PositionCell, -4419, 271, -569, 0, "Rith-Ilviryon Ancestral Tomb" in TR_m4_NPC_V_Ilvaalmu_script
-TR_m4_T_MotherInLaw- No special care needed except the normal npc's placement.
-TR_m4_wil_buyingrope -No special care needed except the normal npc's placement.
-TR_m4_wil_DrownEnslaver -
(-1, -18)The whole set with the npcs and the mudcrabs should be preserved, in the same place if possible. Some scripts require the distance from the player there.
Also mentions that Alver farmhouse is SW of there.
-TR_m4_wil_KoboldFisher - No special care needed except the normal npc's placement.
-TR_m4_wil_MyDearFriendArvena - No special care needed except the normal npc's placement.
-TR_m4_wil_nirnBoundSaint -
(-8, -18). Using mostly activators for scripts, but also uses moveworld and rotateworld. The area should be changed ideally by someone who knows these functions, and that should be properly playtested.
-TR_m4_wil_Nymph -
(-14, -17) Irmiel should be in the waterfall, and Shurlukh should be in a relatively close place.
-TR_m4_wil_RithIlviryonLost -
(-3,-15) npc should be at the door of Rith-Ilviryon ancestral tomb, and has a PositionCell, -17856, -105184, 3776, 0, "Fort Ancylis".
- TR_m4_wil_Shenjirra -
(-3,-21) Nothing special, but a lot of stuff disables after the the player is 3000 units away.
-Tr_m4_wil_SkeletonWizard
(-3,-17)Some AIFollow/AiWanders, doesn't look like there's anything special.
-TR_m4_wil_TribunalTS
(-6,-20)Nothing special, just need to keep the npcs close to the entrance of Olthan Ancestral tomb.
-TR_m4_wil_Trouple_Trouble
(-13, -20) Should be kept nearby, and the alit that are south of the troupe are needed for this quest.(If their placement changes, some dialogue might need change.
-TR_m4_wil_VanishBandits- Nothing special, one Positioncell to an int(Llendu Ancestral Tomb)
2019-08-25 19:28
2 hours 18 min ago
Here is Phenoix12's map for a re-start to this overhaul.