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Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » Skyrim Claims Section » Skyrim Exterior Claims » [Rift Ext Claim 14]The Redwood Forest » Hello You
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Go to the bottom of this page [Rift Ext Claim 14]The Redwood Forest
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Siegfried
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Cool [Rift Ext Claim 14]The Redwood Forest Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Alright, got an alpha of my work on the redwoods uploaded. I'm placing everything by hand, so alchemical ingredients and small rocks aren't really down yet in areas that I've worked on, those are for the very end. Overall I'm about 20% done I would say. To get to the area, just console 'cow Skyrim 67, -5' and that should drop you in the middle of the forest. Take a look around, tell me on what I can improve and report any bugs that you might find. Also I'm interested in knowing if you were "entertained" while going through the forest, and if so what I did right. Also while walking along the roads, was I able to create the effect that the forest is closing in on the player?

I'll upload worthwile screens sometime later.

Attachment:
7z1SGredwoods.esp
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Alasdair
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Nice! I love the way you enter the area through the log with all the mushrooms in, and it does feel a bit like the forest is closing in on you - the winding path made it quite easy to get slightly disorientated.
12.02.2007 21:39 Alasdair is offline Send an Email to Alasdair Search for Posts by Alasdair Add Alasdair to your Buddy List View the MSN Profile for Alasdair
Liquid Cheese
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I'll have a look through tommorrow. I don't really have time now, as I am going offline in a minute but I look forward to it nonetheless.
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Siegfried
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Thanks Alasdair, I'm really pretty proud of that hollowed log Pleased I'm also thinking about having some old hermit that lives inside a hollow log. I think I'm going to add in some more big rocks in the bends of the path to make it seem more like its closing in, and probably some more underbrush.
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Liquid Cheese
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It's really cool, particularly the fort and the log you enter in but I noticed a few things that didn't make sense.

-There is such dense tree canopy that there is no way anything (except maybe a few mushrooms) would survive on the ground and you have grass everywhere.

-You have redwoods on top of the rocks, I figured this was for cliffs but I don't think a redwood would be able to grow that large on top of ground that rocky because the roots wouldn't have anywhere to go the tree would get too heavy and topple.

Others then those things I love it. I hope you make it so you can get lost in there. Looking forward to seeing the next version.
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Siegfried
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Thanks, Liquid Cheese, now to your concerns.

-For the most part there will only be mushrooms as alchemical ingredients available (with a few exceptions). Really though when you're in full day light the forest doesn't seeem that dense at all-- that's kind of my justification for the way it is now.

-I never really thought about that, other tree types in Oblivion, though much smaller, still do it. Also I figure since there is grass on top it may be a bit deeper in places. Either way though the trees on top of rocks are smaller. If I didn't have trees on top of the rocks there would be massive holes in the canopy, and it would really take away from the feeling overall Frown
14.02.2007 00:31 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Richard
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Sieg, when you want to connect the Vernim roads, one is going to connect from 69,-4 (your area) to 69,-3 (my area)

From the looks of the map Rift Exterior Claims it looks like the intersection will be in your area too.

The northbound road out of Vernim Wood will go from 67,-1 in MY area to 67,0 in YOUR area.
Sound good? The south road can't come in via the cell advised on Alasdair's cell reference map because there's a river there lol but the cells I suggested all would work.
I have included the ALMOST done (not final) esp so you know where to put roads.
Also, you may want to do the riverbank on my side of the river with rocks to deter players from taking a bit shortcut and not using our wonderful roads =)


Anyway here's some screens and the NOT FINAL esp. I'm nearly finished except for adding flora

Richard has attached these images (downsized versions):

This post has been edited 6 time(s), it was last edited by Richard: 17.02.2007 13:23.

14.02.2007 11:10 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
Siegfried
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Hey Richard, I took a look around and everything looks pretty good. Really only two things that must be done, both of them involving tree scale:
-Scale the trees up some, none of them really appear to be above a 1.00 scale, where as I have trees in the rest of the forest that can be as large as 3.50. You don't need to make them quite that large, as naturally some of the larger ones would be felled to construct the town. But make them a bit bigger all the same (except along the riverbank).
-The tree that the fallen log is leaning against seems like it might be tipped over by the log's size, make the tree a bit bigger :D Wink

Here are a few ideas just about the town in general, by no means do you have to do them, as these are for the town, and that's your claim =) but I think they would look good all the same. so take what you like, and ignore what you don't care for Good job!
-maybe use the spiked Kvatch barricades in certain places around the edge of town and near the Chieftain's home, just to give the village a generally more barbaric feel
-maybe throw some more clutter on the edges of the streets; crates, broken barrels, refuse on the ground, again to give the town a messier, more rugged and medieval feeling
-perhaps have the entrance to the forest table and the middlehouse01 face towards the center of town, as for defensive purposes entrances would likely be set up in a ring around the middle of town
-I know that its not in the resource file yet, but I'm sure we can work something out, it would be cool if you set up a watchtower made from cow's palisade tileset on the high ground near the Chieftain's home, it would really make the place seem like a Nord village prepaired to fend off marauders at a moment's notice.
-put some braziers near the Chieftain's home (the tall ones in the Windhelm set would be cool), and throw some small misc fire pits around town
-connect the dirt path to the well

What I really liked:
-the Chieftain's home on high ground, and how you made the cliff like face on the edge is a nice touch. The Chieftain should be able to have a good view of his village Wink
-the large firepit in the center of town, its a nice central meeting place for the people to gather after a hard day's work (maybe we could have a holiday where they all party/feast around it)
-the log leaning against the tree
-the forest in general (though the trees need to be bigger :p)

As for your comments about roads, I'll see how adding rocks to your side of the bank looks, its not as steep as my side though, so the player may be able to get over the rocks anyway. I'm going to leave some beaches, but I'll set up barricades on some of them, and have nasty slaughterfish in the river. I'll connect my roads to yours as soon as you're prepaired to finalize the esp, for now I've got my hands full with the southern bank. I've got the intersection covered already, and the south road will be able to come in where the map recomended, I used my fort claim to construct a worn out old bridge (figured it might as well do something strategic), so everything should be able to work according to the map. Whew, that was long winded :lmao:

(sorry about the list format, I know it seems overly formal and a bit detached, but its just easier for me to keep track of my thoughts)

This post has been edited 1 time(s), it was last edited by Siegfried: 16.02.2007 03:02.

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Richard
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Alright I'll make some of the trees bigger (I think the biggest I currently have is a few 1.8). I'm still adding clutter and that, forgot to mention that was the other thing I had to do in addition to flora. Also I was thinking of setting up some barricades myself, so I'll do that too. So I'm going to do:

-barricades and braziers Check
-bigger trees, especially the one supporting the falled trunk Check
-more clutter Check
-add flora Check
-paths need a bit of touching up Check
-guards need their ai done

The only thing I'm reluctant to do is change the facing of the inn and house. I dunno I just kinda like them the way they are facing =/

Thanks for the suggestions!

This post has been edited 2 time(s), it was last edited by Richard: 17.02.2007 13:40.

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Siegfried
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Ok cool, btw if you like the way the buildings are facing that's fine Yes I was just throwing out ideas, its your claim so which of them you use is up to you.
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Siegfried
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A small update, but I need some help here. I hacked out some terrain from the file refs using the details section in the CS because I had gone over my boundaries. Now I have terrain ripping in a few cells that I hacked. The odd part is that I didn't have the ripping in the file I uploaded here. Its around cell 64, -3 if you want to take a look. I'd really appreciate it if someone who understands how the CS works better could explain what I did wrong so I can fix things. If I have some kind of a terminal bug it should be OK, since I backed up before the current bug showed up, but I'd still prefer not to lose my work.

Here's the file:
Attachment:
7z1SGredwoods.esp
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Richard
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Might I suggest replacing lavender (in the pm you said you were using lavender) with somnalius ferns? Lavender is indigenous to mountainous regions in the Mediterranean apparently so I dunno if Skyrim redwood forests would be a good place for it lol.

Anyway here's the final (well, geography wise) esp, only thing is guard ai and ai tweaking which can wait until later. Anything else needs doing be sure to say it here!

This post has been edited 3 time(s), it was last edited by Richard: 21.02.2007 05:35.

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Alasdair
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quote:
Originally posted by Siegfried
A small update, but I need some help here.
[...]


Try this file:
Attachment:
7z1SGredwoods.esp
17.02.2007 14:31 Alasdair is offline Send an Email to Alasdair Search for Posts by Alasdair Add Alasdair to your Buddy List View the MSN Profile for Alasdair
Siegfried
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Hey thanks Alasdair, it works great!

@Richard:
I looked through, its comming along very well, but I have a few questions. Are you going to put a fire in the firepit at the center of town? and are you going to put an animal in the pen? Are you going to do anything with those shrine retextures that TOYB made? If not would you mind if I used them elsewhere in the forest?

Things that need to be done:
-make the redwoods even bigger still if you could get some between 2-2.5 that would be good, and scale a few of the smaller ones up between 1.1-1.5.
-do a run through to check for floaters, I recall a few floating mushrooms, shelf-type ones in particular.
-add some variation to the clothes of the guards, as of now they only wear a vest and sackcloth pants-- they should have boots/shoes and gauntlets of some sort. Give a few helmets or other random pieces of armor from the leather, fur, chain, or bronze armor sets. Also I'll see about getting ahold of some shields with coats of arms for the Town Guard.
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Richard
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*Having the redwoods over 2.0 causes the collision around the bases to be too far from the actual texture so you can drop things through the bottom of the tree, that's why I'm reluctant to make them really big.

*I forgot lol the pen is for the piggies but they kept attacking (even though they had no aggressive factions) so I took them out. I'll stick them back in when AI tinker time comes

*Damn forgot the fire in the firepit, thanks

*the shrines TOYB made were for near Vernim wood, but I don't think I'm meant to use them because they're for a quest

*yeah sorry I forgot I hadn't dressed the guards as well as their ai, they're just placeholders atm (was waiting for some sort of info on what guards should wear)

*as for floaters I did check but I'll look again at the shelf mushrooms

thanks for the input!
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Siegfried
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Odd about the Redwoods, mine are way over 2.0 and I haven't had any problem with them, given I've never tried dropping something through them, but as far as running into them, hacking them with a sword, collision is fine. I talked to addictive way back when he was in charge of UL and he said you could make them considerably larger than 2.0.

I'll look into the shrine thing and get it taken care of, as it should be a fairly simple design.

When you get the file to me I'll do a run through to check for floaters too.

About guard clothing, I doubt they would have a tabard, but they probably would have shields. Any specific ideas? I'm kind of thinking a tree with a run carved into it or something.

A few random ideas:
-maybe once the textures are done, we should have an Eastmarch/Windhelm banner and a Vernim Wood banner hanging near the steps to the Chieftain's home, just to kind of show the villages affiliation.

-It might be cool to have a few weapon racks around the exterior of town, those nords do love their weaponry.
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Richard
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I've decided I don't want do a fire in the firepit, it just looked really odd and random. Guards are now dressed and have full AI. Piggies in the piggy pen.

Which leaves the trees...try dropping something at the base of one and see what happens, then decide if you want it like that (in town it matters more because there's more likely to be objects dropped on the ground)
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Liquid Cheese
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Whilst I hate to step on your toes, I can't really agree that it isn't dense.
http://img180.imageshack.us/img180/1641/...91117048bi7.jpg that added to how dense the ferns are:
http://img87.imageshack.us/img87/6093/ob...91117287te5.jpg
means nothing will be green underneath


Here are some real redwood forests to show you what I mean.
http://best.me.berkeley.edu/~jhey03/img/...e%20Park-11.jpg
http://online.sfsu.edu/~bidell/images/redwoods.JPG
http://www.uneco.org/ima-geos/redwoods.jpg

Something as simple as that can turn a load of trees into an actual forest.

This post has been edited 1 time(s), it was last edited by Liquid Cheese: 19.02.2007 12:44.

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Siegfried
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Ferns can grow in Redwood forests Tongue they don't need a great deal of light to grow.
http://www.digitalfrog.com/resources/archives/temperate.jpg
http://images.google.com/imgres?
and one more shot

I tried putting down more dirt though and it looked OK, my concern however is that even with a dirt floor their is still going to be grass on top of the rocks. In addition I've used the dirt texture in a number of places already to give variation, like around logs or the ruined fort. What I'll likely do is expand the rings of needles around the base of the redwoods and add in more patches of dirt throughout the forest, but leave some ferns.


@ Richard:
About the fire, why not script it to only light up in the evening or on certain days and have all the NPCs gather around it when it lights up? That would be a nice touch to the town, add some realism, and take away from the weirdness of the fire.

Good to hear you've covered all the guards, ect, and you have the pigs working. Check up on the pathing for the NPCs though, I was wandering around town and a few were running into the fences. The local shop doesn't want to open up (though you may have just set it to close the day of the week I tried going there). Lastly this might just be my comp, but I get hit with a ton of lag when I go into the mainhall of the Chieftain's home.

About the Redwoods, scale some of them up to between 2.0 and 2.5, the clipping is more extreme than I realized, and many of my trees are over 3.0-- rather than scaling them all down I'll just get a modeler to make an invisible 5-8 poly mesh that I can stick down at the base of the bigger trees to keep the player from running through them, I'll cover the trees in Vernim would once its made too.

Lastly you should probably put up a claim for a Vernim would shield and banner on the Visual Dev Boards, and maybe a tabard for the guard captain.
19.02.2007 18:46 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Liquid Cheese
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Sorry, I worded what I meant badly. Ferns are fine. I meant there wouldn't be grass underneath the ferns, because the sun has to pass through the really dense tree canopy and also the ferns to reach the ground.
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Richard
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That's no problem, we could just hit 'i' and replace TerrainHDForestGrassDirtRocks01SU with a ground that has ferns but dirt underneath.

@ Sieg

- Lol the NPCs are running into stuff because there IS no pathing outdside, I was possibly going to let you do that because I don't know the deal with merging pathgrids together...like how exactly would that work? I'll do it as long as it doesn't screw up when we merge or something.

- About the trees ok I'll do that, that plan sounds good. Tell me if they're still not big enough.

- The townsfolk already have a big mead swill at the hall on weekends round that big table, but I've used a flame that only goes on at night now.

- As for the shop yeah that's bugging me, notice it's all the houses in town are locked not just the shop (you noticed the shop because it's one of the few that has a lock). I'm using the exact same AI routine I've done countless times before, but I just don't get why the houses are all perma-locked.

- As for the chieftain's hall, I don't recall any lag last time I checked (and if you lag in there, you're gonna lag like hell in the open cities we're mean to be having lol) but I will check again.

Latest version attached here. As I'm not going to be touching it again until after your next feedback, feel free to match the trees yourself, fix any floaters you find or whatever. Also if you could figure out what's up with the door lockings that'd be great lol

Attachment:
7zRI vernim wood.esp

This post has been edited 4 time(s), it was last edited by Richard: 21.02.2007 05:42.

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Siegfried
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Sorry for the lack of updates lately guys, but I was deathly ill not too long ago, recovered and got swamped by schoolwork, and now I'm in the middle of packing up and moving cross country (gone on thursday). I won't have any sort of internet access for at least a week starting tommorow, though it could go for as long as two weeks. When I've got access again though I'll get right back to work on the Redwoods, and maybe even have some updates ready for you :D This will probably be my last post here until I get my internet back at the end of the trip, so see you later guys.
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Alasdair
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Have fun while you're gone! :D
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Psychotic
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Moving again?! Eek 1

:D

Well have fun and "see" you soon! :)
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Richard
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Get back soon then =)

While we're on the topic, could someone else dl my Vernim Wood from my post abut 4 posts up ^ and see if you can figure out why everyone is locking thier doors??

This post has been edited 1 time(s), it was last edited by Richard: 01.03.2007 01:04.

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Siegfried
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Hey guys, I'm back, I'll try to make enough progress on the redwoods for an update over the weekend.

@ Pyschotic: Not again, finally. That move I mentioned way back didn't exactly go as planned, was delayed, and dragged out for a painfully long period of time. Now things are finally done with.

@ Richard: Dang man, sorry, I really dont' know about the doors. Maybe try posting a question on FAQ boards about it. BTW would you be interested in making some ints for the Redwood forest, there is going to be a logging camp of 2-3 buildings, an imperial outpost (the cabin in the fort ruins at the end of the bridge), a cottage, and an inn.
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Richard
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Yeah I could do that. Just post the interiors to be used and any other specifics.

Also see my post at the top of this page about doing what Liquid Cheese suggested about the terrain. Anyway I'm sort of handing Vernim over to you at the moment for merging or whatever it is that happens now I guess (unless there's anything else I need to do but I don't think there is)

This post has been edited 1 time(s), it was last edited by Richard: 10.03.2007 03:19.

10.03.2007 03:17 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
Siegfried
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Ok then, I'll look into it, I think it can be merged now, and we can just fix the locks later on when we figure out how.
10.03.2007 04:31 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Richard
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One thing, whoever has this file atm needs to remove the last names (but not titles, like "Redlid") from NPCs, their cell names, and their keys.
01.04.2007 04:43 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
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That would be me. I'll worry about it during bug-squashing time-- I don't want to do it yet for fear of corrupting the file.
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Alright, here's the updated and merged file, I've still got a fair ways to go, I haven't been doing a lot of modding lately, but I've mad decent progress. The redwood forest south of the river is nearly complete, just a few more cells and then detailing (alchemy ingredients, small rocks, ect) to take care of. I havent really done anything north of the river, but I did get Vernim Wood merged in. I'm not going to post a full list of the changes here, just check it out for yourself, console 'cow Skyrim 67, -5'.
05.04.2007 03:50 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Smokindan
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I just had a quick run through and it's looking wonderful, Sieg! I love all the little details like the rocks on the road, roots on the road, the tunnel at the start, the barricades, everything! Hand-placed right? It shows :D

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06.04.2007 01:14 Smokindan is offline Send an Email to Smokindan Search for Posts by Smokindan Add Smokindan to your Buddy List
Richard
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What barricades Dan? The ones in the town? Hey those are MY barricades !!!
06.04.2007 01:53 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
Liquid Cheese
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Hehe, vernim wood is amazing richard. It feels so much more like a village than anything I ever saw in oblivion, I've gotten a lot of footage from there and that is without even venturing into interiors.
06.04.2007 02:04 Liquid Cheese is offline Send an Email to Liquid Cheese Search for Posts by Liquid Cheese Add Liquid Cheese to your Buddy List
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Alright, here is an updated version of the file, if someone can download it, look it over for bugs, and give me feedback that would be great.
10.05.2007 01:57 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
Richard
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One thing I forgot to do was stick a few stumps around Vernim Wood (in parcicular the wood chopping area with the log piles) so you might want to do that to add a bit of atmosphere
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No problem, will do, but I think we'll need a retexture of stumps first (I could be wrong, I'll have to check through the CS for some redwood stump).
10.05.2007 06:38 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
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Any progress? No pressure :) Just wondering...

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26.06.2007 13:49 Smokindan is offline Send an Email to Smokindan Search for Posts by Smokindan Add Smokindan to your Buddy List
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Sadly not a lot, slacking as usual, plus I was up until a little while ago preoccupied with the resource master file, and I'm still working on this for Jaga Telesin.

Anyways I'll just give you some screenies-- they should get the job done for the new PR thread.

An Old Shaman and his pet bear watch over the Redwood Forest-- in youth he served the Legion, but after he and his closest friend ran into a near death experience with a Falmer Vampire Ancient while on a reconasance mission on the Throat, the man has turned to serve the Order of Oak and Thorn.

The enchanted spring is said to have healing powers, and is a sacred place to the Order of Oak and Thorn.

Light breaks through the dense canopy to allow a bit of flora to grow in a small fertile clearing.

A sizeable bandit camp can be found in the forest, looting it may prove very rewarding to adventurers, though first you must defeat the bandits.

A ruined outpost perhaps dating back to the days when Tiber Septim began his conquest of Tamriel.

Just a pretty shot.

A shrine to Hermaues-Mora, or as the Nords call him,the Woodland Man.

A pool in the darkness, not far from the Woodland Man's shrine.

I know the River is old hat, but I just couldn't get over how great it looked here.

The entrance to a Nord Tomb.

Just another shot of the bandit camp, this one from atop the cliffs that seperate the Redwoods from the Aspen Forest-- a perfect place for archers to snipe those dirty bandits.
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The entrance to the tomb has different rock types for the outcropping and the wall =(
27.06.2007 10:27 Richard is offline Send an Email to Richard Search for Posts by Richard Add Richard to your Buddy List
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