i4-310-Red

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i4-310-Red

Post by Haplo »

Claim type: Interior
Claim ID: TR_i4-310-Red (#2261)
Faction: Redoran
Parent claim: TR_4-44-Red (#1304)
Claimed by: alex25
Status: Approved (Progress: 100%)
Location: 1:(-1777, -3137):0
Files: TR_i4-310-Red_Thrignar Fraxix_1.esp

---

Cave just off the road in the Armun Ashlands. Download map 4 to see the door's angle and the area around it.

With its location in mind, think up a good idea for this cave.
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Post by Thrignar Fraxix »

Unlocking Ald Erfoud and the wilderness claims from the newly merged map 4 claims. Check them out on the newly updated accurate map, and in the newly updated map 4 file. (maps 1+2 updated on the accurate map as well)

Edit: Just a note: Those capable of making the map 2 interiors properly should do so before claiming one of these as those are CONSIDERABLY higher priority than this.
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Post by alex25 »

Medium cave with a hideout for bandits in one section. Any preferences on the tile set?
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Post by Thrignar Fraxix »

pycave grant
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Post by alex25 »

Thanks.
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Post by alex25 »

Light question should i go vanilla or can i improvise something. Just found out a cool dark blue combination.
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Post by Thrignar Fraxix »

try it and we'll fix it during review if it sucks.
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Post by Thrignar Fraxix »

Revoked by request

Next time please post in the thread, this way it is easier to know what claim you are talking about.
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Post by Shapeshiftr »

Only unclaimed claim on the block, so I'm gonna claim it for the sake of...erm...progress. Yeah, progress. Few ideas for the idea of the idea-

1. Run away slaves from Ondrelas Plantation to the south, managed by some abolitionists.

2. Boring bandit bullshit.

3. Sucky Smuggler shit.

pycave, yeah, -91.7 northmarker.

TF, is your avatar from zetsubou-sensi?
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Post by Feriluce »

Shapeshiftr wrote:Only unclaimed claim on the block, so I'm gonna claim it for the sake of...erm...progress. Yeah, progress. Few ideas for the idea of the idea-

1. Run away slaves from Ondrelas Plantation to the south, managed by some abolitionists.

2. Boring bandit bullshit.

3. Sucky Smuggler shit.

pycave, yeah, -91.7 northmarker.

TF, is your avatar from zetsubou-sensi?

I wonder which option you prefer...
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Post by Thrignar Fraxix »

are slaves mistreated at the ondrelas plantation? are there even slaves at the ondrelas plantation? I wonder if the ondrelas plantation will have to be moved considering its location. Perhaps you can think up a different idea that is still unique, but isn't related to that plantation?

And yes, my avatar is from Sayonara Zetsubou Sensei, [url=http://www.youtube.com/watch?v=CKRHiue2sIM]Here to be precise[/url]
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Post by Sload »

TF, ignorant.

- Slaves don't actually need to be mistreated to not want to be slaves. This may surprise you, but slavery is not the preferred state of affairs.

- Ondrelas Plantation is moving... to the other side of Kragenmoor. Otherwise known as "not far enough to matter." This is something TF should know.
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Post by Thrignar Fraxix »

slave cave grant then.
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Post by Shapeshiftr »

Um, I had an idea, I think it will work, tell me if its shit. To get to the hideout, freed slaves/the player needs to swim underwater a bit before coming up and reaching a little establishment with some mats, a few tables (maybe?), and, of course the people. They decided this was the perfect place to hide, as it's a lot of trouble to swim underwater, and water reflects sound, as to better mask their presences. I'm including the pic of just the side with the tunnel and hideout; of course, there will be a normal cave in addition to the slave hideout.

[url=http://img51.imageshack.us/i/pycave.png/][img]http://img51.imageshack.us/img51/4852/pycave.th.png[/img][/url]
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Post by Nomadic1 »

That's alright.
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Post by Shapeshiftr »

aight, cool.

also, pycave pieces don't seem to fit together very well. Right now I just cover up the gaps with boulders. Reply if this is not OK, otherwise I'll just keep proceeding as planned.
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Post by Katze »

Remember that there's both the large and small cave set, and transition pieces between the two. I don't remember there being any problems with the pieces fitting together.
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Post by Nomadic1 »

Pycave is the same as the other sets. Is gridsnap set to a power of 2?
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Post by Shapeshiftr »

Stupid error on my part - didn't gridsnap the first piece. =\ OK, now that I don't have to spend 10 minutes aligning each piece, this won't take so painfully long. Wow..
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Post by Katze »

This claim is way over the limit for time since last WIP. Please post in the next couple of days or I'll revoke it.
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Post by Haplo »

Revoked.
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Post by alex25 »

Claiming this............ again. I will use the underwater slavecave ideea just because it's cool.
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Post by Thrignar Fraxix »

granting
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Post by alex25 »

Done. Cave with a realy hidden slave area. Good for review
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Post by Katze »

Review time.
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Post by Katze »

TESAME: Clean

Fits exterior: Yes



Northmarker set: Yes
Loading errors: No



Review: -Removed all torches not lighting the path between the entrance and the inhabited area. Drastically cut down on the number of torches, too.
-Attempted to add a step for exiting the water area.

Comments It was a tad too well lit for a place inhabited by resource-poor escaped slaves, but still, good int.

Rating 7.8/10
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TR_i4-310-Red_alex25_1.esp
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"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

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Post by Thrignar Fraxix »

Approving. I thought this needed more rocks, then I remembered that most vanilla caves don't have half the rocks we tend to place.
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