Simple asset request for a couple of wall variants for the interiors of Nord tradeships. Currently there is only a solid wall piece and a slatted wall piece, but it would be useful to have a doorjamb piece (and associated door) as well as 1-2 varieties of windowed walls (like the com tradeship set has).
Acini Manor in Sutch is the second-rich household in the city. It also has a private elevator. The chains of this elevator go into the wooden ceiling in the basement of this manor. The connection needs a custom wooden trim with dark shading inside to mask the chains when they're coiled up into the celing by the mechanism.
Trims all of the out-of-bounds geometry from the T_Nor_DngBarrow**_I_… tilesets, fixes poorly fitted collision shapes in some meshes, repairs UV seams throughout, and repaints all vertex colors. This makes the set much easier to work with in the CS, and makes things a little more visually cohesive in-game, in a pervasive but subtle way.
A WIP expansion of the vanilla cave set. Included in v0.1 are:
11 cave rooms 6 piece large pit set
"Hall2Rm GapHide01", a piece that lets you connect modular rooms directly to halls, prefab caverns at an angle to halls, or, if/when snap to reference is implemented, covering gaps in angled transitions. + several misc pieces. Most are only in small, or only large - the large set is just the small set at 2x scale and 2x UV scale if whoever wants to get a jump on stress testing everything
Dwemer ruin (currently labled on the gridmap as Kzencht in SH16) requires a rocket silo door that launched Volendrung back in the day. The player can take Volendrung to the ruin to restore it's enchantment and value by placing it back in the launch mechanism (seperate asset that requires new art).
Combines the main structure of Goldstone into a single exterior shell. I was able to delete about a thousand triangles of completely hidden internal geometry. This shell is now just 4 draw calls.