For the next update, this interior might simply be locked off, as was done with the Necrom temple basement.
As far as purpose is concerned, the Weir Gate seems to have general approval:
And perhaps other esoteric shenanigans. I *might* try to whip up a shell tomorrow or the day after, after pushing through the final assets for the Tamriel_Data update.
I'm working on this interior for the time being, though for the last little while I was sidetracked with Tamriel_Data and OE exterior work. Creating the shell is taking a bit longer than expected, as I've been doing some experimentation, but I might still get that done today.
A bit later than I said, but I've uploaded a *very* preliminary shell. I'll test it out in game tomorrow, and will probably have a lot of adjusting before me, but it should give a rough idea of what I'm going for.
Huh, I was able to walk my interior shell from top to bottom without any pathing issues. That was unexpected. Some screenshots, keeping in mind the shell is still very bare-bones. However, barring feedback, I'll probably by and large use the shell in its current form, given its unexpected viability.
Edit: I might not have the beam present in the final interior, though, given its rough appearance and that it has some collision issues. Probably better to just have the Weir Gate be inactive until we get the improved mesh in the next update.
I'm willing to call this interior done. I've left the weir gate deactivated for now, as the beam has some collision issues. (So does the gate, for that matter). When the next update adds a fancier beam, this should be rectified. Most of this interior is effectively reception for high-level Imperial officials using the weir gate network. Due to never really being needed, a lot of the loopholes are blocked by furniture. The room with the weir gate itself is narrow and dysfunctional, full of scaffolding and tapestries. The interior should, however, be heavily locked off and guarded by high-level Imperial battlemages.
I'm rather rusty after not making interiors for a long time, so I'm not sure if my placement is up to snuff.
Other: Shifted one of the ceilinghole statics to stop texture overlap. One of the walls in the foyer wasn't snapped correctly. Replaced wall torch next to door leading to the Weir Gate with a lower-powered one. Added a flipped pillar to cover caspering pillar top. Removed T_Com_Var_LampEmpty_01 ref hidden behind a wall in the upper levels.
Comment: Simple and effective, great stuff Gnomey!
The collision on the Weir Gate platform is broken, its normals are facing inwards, by the look of it; I get stuck in-place whenever I try and walk over it.
Comments
For the next update, this
For the next update, this interior might simply be locked off, as was done with the Necrom temple basement.
As far as purpose is concerned, the Weir Gate seems to have general approval:
And perhaps other esoteric shenanigans. I *might* try to whip up a shell tomorrow or the day after, after pushing through the final assets for the Tamriel_Data update.
I'm working on this interior
I'm working on this interior for the time being, though for the last little while I was sidetracked with Tamriel_Data and OE exterior work. Creating the shell is taking a bit longer than expected, as I've been doing some experimentation, but I might still get that done today.
A bit later than I said, but
A bit later than I said, but I've uploaded a *very* preliminary shell. I'll test it out in game tomorrow, and will probably have a lot of adjusting before me, but it should give a rough idea of what I'm going for.
Huh, I was able to walk my
Huh, I was able to walk my interior shell from top to bottom without any pathing issues. That was unexpected. Some screenshots, keeping in mind the shell is still very bare-bones. However, barring feedback, I'll probably by and large use the shell in its current form, given its unexpected viability.
Edit: I might not have the beam present in the final interior, though, given its rough appearance and that it has some collision issues. Probably better to just have the Weir Gate be inactive until we get the improved mesh in the next update.
Aw, no fires on the sides on
Aw, no fires on the sides on an elevated platform?
No platform, but I do plan to
No platform, but I do plan to include the fires in some way; I'm currently testing out a few possible configurations.
I'm willing to call this
I'm willing to call this interior done. I've left the weir gate deactivated for now, as the beam has some collision issues. (So does the gate, for that matter). When the next update adds a fancier beam, this should be rectified.
Most of this interior is effectively reception for high-level Imperial officials using the weir gate network. Due to never really being needed, a lot of the loopholes are blocked by furniture. The room with the weir gate itself is narrow and dysfunctional, full of scaffolding and tapestries. The interior should, however, be heavily locked off and guarded by high-level Imperial battlemages.
I'm rather rusty after not making interiors for a long time, so I'm not sure if my placement is up to snuff.
An album with screenshots:
Clean: Yes Illegal to sleep
Clean: Yes
Illegal to sleep here: Yes
Lighting: Good
Northmarker: Good
Map: Good
Floaters:
ingred_raw_ebony_01
Bleeders:
in_impsmall_loaddoor_01
light_com_torch_01_off
misc_com_silverware_knife
Other:
Shifted one of the ceilinghole statics to stop texture overlap.
One of the walls in the foyer wasn't snapped correctly.
Replaced wall torch next to door leading to the Weir Gate with a lower-powered one.
Added a flipped pillar to cover caspering pillar top.
Removed T_Com_Var_LampEmpty_01 ref hidden behind a wall in the upper levels.
Comment: Simple and effective, great stuff Gnomey!
The collision on the Weir Gate platform is broken, its normals are facing inwards, by the look of it; I get stuck in-place whenever I try and walk over it.