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Alasdair
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Thumb Up! Rift Exterior Claims Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Rift Exterior Claims.

Since I feel that the heightmap has been completed to a level where it can be worked on (see development thread), I've decided ot post some exterior claims for the Rift, If you spot any minor problems with the Heightmap while completeing your claim, make sure to fix it!





Note:
I screwed up all the coordinates on the map below -16, which means that I created Area-2 two cells north of where it should be. I've amended the map to compensate for this, the area surrounded by light blue is now part of Area-2, while the area marked in red is part of Area-1, brown is now Part of Area-9, and the green is part of Area-12. new road positions are in green.

Areas:

1 Check - Aspen forest. This area is a forest constisting of Aspen trees, use the colovian highlands grass textures, as well as the trees marked 'FA'. East Hemlock trees as well as small shrubs can be used as well, see bethesda's colovian highland presets for inspiration. Use Colovian Highland rocks. The town of Sunguard is in this area, it's most likely location is marked by the red dots - do mod this area as well, but don't place any forts/caves there as they may need to be removed. You may place caves and forts anywhere else within your claimed area (see the caves and forts section).

2 Check - The same as claim number 1, exept the city is Riften, and the area should be rockier and the forest should be slightly less dense.

3 - Sparse Aspen forest, uses the same rocks/textures and trees as in 1 and 2, but the trees should be noticeably less dense, and the area much rockier.

4 - Same as 3, the town here is Reich Corrigate.

5 - The Rift Canyon (Not claimable yet!). This is the defining geological feature of the Rift valley, the entire hold derives it's name from this large gorge. It needs to be build using cliff pieces, there should be small Aspen trees growing an it's edges and less steep slops. A small but powerful river flows down it, so make sure to include waterfalls and underwater caves. Use the colovian highland textures. No forts, unless you have a really cool idea :) .

6 Check - Snowy pine forest. The ground should be covered in snow, and snow covered fir/pine trees should be used. use Jerral mountain textures (though custom textures are allowed, if you can get any) as well as Jeral mountain rocks. You may include ice caves in the higher parts of this area, as well as normal caves at lower elevations. The town of Greenwood is situated in this area.

7 Check - Alpine meadows (Whoever claims this should also claim 8). Lovely flowery meadows, you may include a few trees, but the area should be predominantly clear with lots of grass and flowers.

8 Check - Alpine forest. (Whoever claims this should also claim 7). This is forest that separates the meadows (7), the meadows are in the lower areas while the forests are on the higer areas. Use fir trees, the ground should be sparsely covering in snow (not completely blanketed).

9 Check - Barren tundra. This area serves to separate the Aspen forests and the snow above, it should be sparesly covered in snow and include sead trees, as well as the non-snowy jeral rocks. make it feel a bit spooky and mysterious. Include undead as standard enemys in this area. (see enemies section)

10 - Icy wasteland. This place should be devoid of trees exept the odd dead one, and hardy fir trees that have managed to survive here. Include frozen pools of icy water, among other icy things. like the barren tundra, this place should feel menacing, you may use undead as standard enemies in this section.

12 - Pine Forest (I missed 11 of the map Confused ). A pretty standard pine forest, the higher areas should be snowy, but the lower areas shouldn't.

13 - Pine Forest. Same as 12

14 Check - Ancient Redwood Forest. Include the town Vernim Wood, although technically not part of the Rift, it's proximity means that it's worthwhile including on the map. This area should be covered by giant redwood trees. Include some small logging camps.

15 - Aspen/Snow Transition (Not claimable!). This area seves as a transition between area 1 and 16.

16 - Snowy mountains (Not claimable!). This area is beyond the borders of the Rift. It is a rocky/snowy mountainous area.

17 - Forest (Not claimable!). This area is beyond the borders of the Rift. Most likely forested.

Caves and Forts:

Unless explicitly stated otherwise, you may include forts and caves in your area claim. However, the number of forts and caves is limited, so if you want to include a cave or fort you must request it. The following list shows the amount of caves and forts that can be used in the Rift. Ice caves may only be included in very high, snowy areas.

Forts - 5 max - 0 currently claimed
Caves - 15 max - 0 currently claimed
Ice Caves 8 mac - 0 currently claimed

You don't actually have to make the caves, but you can place entrances - make sure you note down where the entrance is, so it an be linked to an appropriate cave interior when the time comes.

Enemies.

Currently, there is no standard set of enemies for Skyrim. Hopefully there should be one soon, in which case more details will be posted here. Until then, it is best if you don't include any enemies in your claim, but placeholders are allowed as long as they are well labeled (include the word PLACEHOLDER in their name).




most of all, make sure that your area is fun, unique and interesting =) .

This post has been edited 7 time(s), it was last edited by Alasdair: 08.04.2007 15:41.

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Siegfried
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RE: Rift Exterior Claims Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I guess I'll claim 1 and 14-- and a fort :D and 2 caves. I've been looking for something to do lately :D What in the way of alchemical ingredients can I have there? I'd like to use some colorful mushrooms (I have some cool ideas for stuff to do with them). I'll work on 14 first, as I have more ideas for that (and they're sweet, I'm pumped here, I'm gonna blow you away). If you don't want people doing multiple claims, I'll just do claim 14.

About the redwood forest, it isn't specified what ground textures or rocks I'm supposed to use, so I toyed around in the CS to see what would look good. I tried the Colovian highland textures and rocks and it just didn't go with the coloration of the redwoods. I tried great forest ground textures and west weald moss rocks, and it looks awesome! The jaggedness of West Weald rocks allows for some really unique designs. So if nobody has objections, I'll just use those? Because it kinda puts my ideas in the toilette otherwise.

Also, could you put some coordinates on that map? As I'm not really sure otherwise where I should be modding Blush

This post has been edited 5 time(s), it was last edited by Siegfried: 09.02.2007 02:29.

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The Old Ye Bard
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RE: Rift Exterior Claims Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by Siegfried
I guess I'll claim 1 and 14-- and a fort :D and 2 caves. I've been looking for something to do lately :D What in the way of alchemical ingredients can I have there? I'd like to use some colorful mushrooms (I have some cool ideas for stuff to do with them). I'll work on 14 first, as I have more ideas for that (and they're sweet, I'm pumped here, I'm gonna blow you away). If you don't want people doing multiple claims, I'll just do claim 14.

About the redwood forest, it isn't specified what ground textures or rocks I'm supposed to use, so I toyed around in the CS to see what would look good. I tried the Colovian highland textures and rocks and it just didn't go with the coloration of the redwoods. I tried great forest ground textures and west weald moss rocks, and it looks awesome! The jaggedness of West Weald rocks allows for some really unique designs. So if nobody has objections, I'll just use those? Because it kinda puts my ideas in the toilette otherwise.

Also, could you put some coordinates on that map? As I'm not really sure otherwise where I should be modding Blush


It might be best if Richard claims 14, as he is modding Vernim wood and can get the entire area done in one go.

Oh and I'll claim 6, as I'm doing Greenwood.

Cheers,
TOYB
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Alasdair
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RE: Rift Exterior Claims Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by Siegfried
I guess I'll claim 1 and 14-- and a fort :D and 2 caves. I've been looking for something to do lately :D What in the way of alchemical ingredients can I have there? I'd like to use some colorful mushrooms (I have some cool ideas for stuff to do with them). I'll work on 14 first, as I have more ideas for that (and they're sweet, I'm pumped here, I'm gonna blow you away). If you don't want people doing multiple claims, I'll just do claim 14.

About the redwood forest, it isn't specified what ground textures or rocks I'm supposed to use, so I toyed around in the CS to see what would look good. I tried the Colovian highland textures and rocks and it just didn't go with the coloration of the redwoods. I tried great forest ground textures and west weald moss rocks, and it looks awesome! The jaggedness of West Weald rocks allows for some really unique designs. So if nobody has objections, I'll just use those? Because it kinda puts my ideas in the toilette otherwise.

Also, could you put some coordinates on that map? As I'm not really sure otherwise where I should be modding Blush

1 and 14 granted, along with a fort and two caves Check , although as TOYB said you'll want to speak with Richard about placing Vernim wood on the map. You can use whatever textures and rocks you want for the Redwood forests, but stick with mostly yellow aspens/colovian highland stuff for area 1. You can use whatever ingrediants you want too, as long as it looks cool :) .

quote:
Originally posted by The Old Ye Bard
Oh and I'll claim 6, as I'm doing Greenwood.

6 granted Check .

I'll put some screenshots on the map ASAP, kinda stupid of me to forget those. Dunce
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Psychotic
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You know this little detail right? We might need to use that.
09.02.2007 16:43 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Alasdair
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It's worth considering as an option when it comes to merging the files together.

I also uploaded a new map, so you can all get to work now! :D

Edit: I guess I better do 2, as I am making Riften.

This post has been edited 1 time(s), it was last edited by Alasdair: 09.02.2007 20:25.

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The Old Ye Bard
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Version control, while better at merging the files requires Ram of a minimum of 2 gigs, which many people do not have. It's a lot easier for one person to maerge them using one of the many tools made by people from the community.
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Siegfried
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Just a quick question, the blue lines are roads right? And about how big are they?
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Psychotic
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quote:
Originally posted by The Old Ye Bard
Version control, while better at merging the files requires Ram of a minimum of 2 gigs, which many people do not have. It's a lot easier for one person to maerge them using one of the many tools made by people from the community.

True... I just don't know how well those community-made tools handle data overwrites.
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Alasdair
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Yeah, the blue lines are the positions of the roads - make them about the same size as the smaller roads in oblivion.

Edit:
quote:
Originally posted by Psychotic
True... I just don't know how well those community-made tools handle data overwrites.

From what I've seen of them so far, they should be able to do the job perfectly well. Even if the modder does accidentally mod beyond the border of their claim, those cells can (and will) be erased prior to merging.

This post has been edited 1 time(s), it was last edited by Alasdair: 10.02.2007 00:00.

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Richard
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Oh that's a pain about 14 considering I have Vernim Wood all laid out and planned and stuff =(

It's been waiting finished for ages, just needing the heightmap. If I were to be allowed to do it, I'd need some brief instruction on protocol etc (I have never done anything like this before)
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The Old Ye Bard
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quote:
Originally posted by Richard
Oh that's a pain about 14 considering I have Vernim Wood all laid out and planned and stuff =(

It's been waiting finished for ages, just needing the heightmap. If I were to be allowed to do it, I'd need some brief instruction on protocol etc (I have never done anything like this before)


Your still going to be able to make Vernim Wood exactly how you want to.
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Richard
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Oh ok good. I don't understand how the whole heightmap thing works, what the procedures are etc. But as long as Sieg leaves a little area for me to put it in after he's done with 14, then I'm happy
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Yeah, TOYB's hit it on the head Rich. Anyway I'll try sending you my work on 14 before the weekend is over so you have an idea of what ground textures, rocks, alchemical ingredients, scale of trees, ect and how they are all arranged so you can blend the terrain of Vernim Wood as seamlessly as possible with my work. Once you have my stuff, we should be able to work on them simultaneously as long as I stay out of the 3x3 square (you don't have to use it all, you probably want some buffer area-- actually you may want to actually compress Vernim wood some-- or put much denser redwoods in the area, just looking at the last version it seemed a bit spread out) and you stay in the marked out area for Vernim Wood, otherwise we're gonna get some really nasty landscape bugs Dunce Eek 1

BTW if you guys want me to include a logging camp somewhere in the forest I'm going to need some felled redwood log meshes, some tree stumps, and of course flap-jacks and maple syrup to feed the lumberjacks Wink
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Alright, uploaded a few pictures for all of you since I'm such a nice guy :D They're still very early WIPs, I'm detailing everything by hand-- so its taking quite a while, and there needs to be more shrubbery, ect put down, but at least you can see where I'm going, and what I'm doing with the fort. Anyway I'll put an update up tommorow. Any and all feedback and criticism is welcome.

BTW, should I start a seperate thread for this?
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The Old Ye Bard
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quote:
Originally posted by Siegfried
Alright, uploaded a few pictures for all of you since I'm such a nice guy :D They're still very early WIPs, I'm detailing everything by hand-- so its taking quite a while, and there needs to be more shrubbery, ect put down, but at least you can see where I'm going, and what I'm doing with the fort. Anyway I'll put an update up tommorow. Any and all feedback and criticism is welcome.

BTW, should I start a seperate thread for this?


The region should really be randomly generated first, then detailed by hand, your not the only person who has to work on that area. Also those pics are incredibly hard to see, take some in Daylight.
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Alasdair
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quote:
Originally posted by The Old Ye Bard
The region should really be randomly generated first, then detailed by hand, your not the only person who has to work on that area. Also those pics are incredibly hard to see, take some in Daylight.

That's one way to do it, but detailing it by hand is also a perfectly acceptable (and some would say better) way of doing it. The pics looks awsome Good job! . Though they should really go in a separate thread.
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@ TOYB: I'm not going to touch the 3x3 square set aside for Greenwood until after Richard has laid down the buildings and details for Greenwood. I'll blend the village with the forest once he's done. I thought I made that clear in my post 4 above.

@ Alasdair: Thanks, I'll make a seperate thread for this once I have new stuff and pics with better lighting sometime soon, or you can go ahead and split this if you would like.
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quote:
Originally posted by Siegfried
@ TOYB: I'm not going to touch the 3x3 square set aside for Greenwood until after Richard has laid down the buildings and details for Greenwood. I'll blend the village with the forest once he's done. I thought I made that clear in my post 4 above.

@ Alasdair: Thanks, I'll make a seperate thread for this once I have new stuff and pics with better lighting sometime soon, or you can go ahead and split this if you would like.


I'm doing Greenwood, he's doing Vernim Wood.
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Sorry, I get the Woodz0rZ mixed up Blush
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quote:
Originally posted by Siegfried
actually you may want to actually compress Vernim wood some-- or put much denser redwoods in the area, just looking at the last version it seemed a bit spread out)


LOL those trees in the screenshots/Vernim wood esp were just ones I'd randomly stuck on there. I meant I had all the buildings and stuff in place, not the trees. I just put them there for effect lol
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Liquid Cheese
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Great screenshots Siegfried, I like the density of the redwoods. Take screenshots during the day though, it is hard to make out any detail.
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I demand claims 4 and 9! :D

I should mention though that I'm just reserving them for later as I don't have OB on my comp or a way to install it currently (my DVD drive died).

Hmm, I don't have OB and I don't have Photoshop. Seems like I've coincidentally found a way to get out of modding for a while... Scared ...interesting! Lol
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Richard
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Coordinates are x,y and not y,x right?

For example the top left cell of Vernim Wood would be 67,-1 right?
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What's the deal with vertex shaders? Do we do them round trees?

edit: sorry for double post, didn't see my past one

This post has been edited 1 time(s), it was last edited by Richard: 14.02.2007 12:01.

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quote:
Originally posted by Richard
Coordinates are x,y and not y,x right?

For example the top left cell of Vernim Wood would be 67,-1 right?


x is along the top, y is down the sides. And like most sensible things, in the CS they are shown as x,y. The only thing I can think of the top of my head that uses y,x is the NCURSES Unix TUI library (which has been obsolete since the 80's anyway).

@Psychotic
4 and 9 granted Check
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I was looking at the map and I just realized that the Riften Legion fort wasn't included in the settlements? It should probably either share spare area with Riften, or be somewhere in claim 9.
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I'd say it should go in area 9, but I don't know quite exactly where.
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I'd say within very close vicinity to Riften, as, it is the Riften Legion fort.
15.02.2007 00:02 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Richard
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Alright I have a few questions (and a few others in Siegfried's Redwood area thread)

- What am I meant to do for pathing? Do it manually?

- I can't seem to name cells like I usually would. For example I can't call any of my 9 cells 'Vernim Wood' like I want to

- Do I put darker vertex shading around trees or just buildings, rocks etc? Because trees already have a canopy shadow effect they create automatically

This post has been edited 2 time(s), it was last edited by Richard: 15.02.2007 14:35.

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Alasdair
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- For pathing, you can do it by hand, or in the region editor, it doesn't really matter which (check out the cs wiki for details on the region editor).

- You should be able to name cells just like you would normally, I have named several of Riften's cells so there's no reason why it shouldn't work for Vernim Wood. Confused

- I think Bethesda placed slight vertex shading around there trees, but do whatever you think looks best.

Hope that helps :)

quote:
Originally Posted By Siegfried
I'd say within very close vicinity to Riften, as, it is the Riften Legion fort.

I think I'd like to put it on one of the hills south of Riften, it just seems like a natural position for the fort, plus Riften is already huge and I don't particularly want to make it any bigger.

This post has been edited 3 time(s), it was last edited by Alasdair: 15.02.2007 17:49.

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Siegfried
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Trees should have some vertex shading I would say, especially ones the size of redwoods (thats what I've been doing at least). Is also a good way to simulate dense forest.

This post has been edited 1 time(s), it was last edited by Siegfried: 15.02.2007 21:31.

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Richard
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Alright that's all good, except I still can't name cells for some reason
16.02.2007 04:47 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
Richard
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are all these regions going to be done by hand instead of speedtree?
19.02.2007 09:03 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
Alasdair
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If you mean "are all these regions going to be done by hand instead of using the region editor", then that's up to the modder in question. Personally I use the region editor, but then do a few areas by hand to make the landscape feel more interesting.
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Richard
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I've never used the region editor...but I'm confused..what's the deal with this Speedtree thing then? I see Razorwing on the front page saying "- A battery of Speedtree trees to foliate our lands
" ??...

help, my brain is melting =(
I was under the impression Speedtree was some seperate app or something. Is it just 3rd party middleware like havok that the CS region editor uses?

This post has been edited 1 time(s), it was last edited by Richard: 19.02.2007 22:21.

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Psychotic
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SpeedTree is a separate application that allows for the easy creation of tree models... it's used to create new types of trees for OB.
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Richard
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OHHH! Now I get it, thanks
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Alasdair
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I'll do regions 7, 8 and 9. =)

This post has been edited 1 time(s), it was last edited by Alasdair: 13.03.2007 17:00.

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Richard
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I considered taking a region, but I have my hands full with study at the moment, plus I still have 3 Riften claims to do. Maybe in a few weeks.

Oh and you need to add some more ticks to the first post Alasdair for 7, 8, 9

This post has been edited 1 time(s), it was last edited by Richard: 15.03.2007 02:08.

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