Skyrim talk:Goldenglow Estate
OwnershipEdit
do we own it or not after we get its bill of sale — Unsigned comment by 141.0.9.179 (talk) at 16:49 on 27 November 2011
- Nope Krag 20:43, 15 December 2011 (UTC)
RespawningEdit
Does anything respawn in this house, or is it safe for living? — Unsigned comment by 77.18.34.19 (talk) at 19:43 on 20 December 2011
I don't believe so, even after the quest and obtaining the bill of sale the front gate still says requires key but, just just to the left of the main gate there is a pile of rock you can scale to get in, good place to grind skills. (Clearupright 18:14, 13 February 2012 (UTC))
- Hi Clearupright. I think the main question above is whether or not the house has "safe containers." For more information about this, see Containers. Do you mean to answer that it does have safe containers, or just that you can get in there after the quest has been completed? Personally, my guess is that the containers are not safe. In other words, if you put things in a chest or bookshelf, etc., in that house, I think that they will randomly disappear and be replaced with other things after a period of time. If you have a different experience, or you want to do an experiment and leave something in there for a month or more (in game days), then check to see if the same thing or things are still there, then you can let us know here, or edit the containers page to update the information. Thanks for your answer and information. --JRTalk E-mail 18:35, 13 February 2012 (UTC)
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- Hello JR and Clearupright. I'm not altogether familiar with how a response to a query works, there was no reply option or anything. So I apologize greatly if this is in bad form. But I felt I have information that would be quite helpful and should perhaps be added to the main page as well as the containers page because I have not seen it there. I completed the mission involving Goldenglow Estate several months ago and had since taken a break from doing Thieves Guild missions. A couple of days ago I completed the mission that gives you the bill of sale and I was Immediately curious about what it meant. I went looking for information on the internet regarding this and came up with very little so I investigated the Estate myself and discovered that in the months (in game AND in reality) since I've been there NOTHING has reset with the sole exception of 2 barrels on the first floor. Regrettably when I was on the mission I took everything that was out in the open in the house and absolutely none of it has respawned either. This very strongly indicates to me that the house is a safe place to store your items with the possible exception of the 2 barrels inside. However the mercenaries do seem to respawn and the original owner is still cowering in the corner. Hope this helps, and I hope to see this information get spread so others can know what options they have for safe storage.70.174.119.215 19:48, 18 October 2012 (GMT)Atum Reign
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- I realized while playing that there are actually a few containers that have items in them. It's possible (and likely) I simply overlooked them on my first playthrough but I felt that I should list exactly which containers these were so more extensive testing could be done.
- upon first entering the house from the main front entrance there is a barrel directly to the left.
- Directly across from the barrel is an apothecary satchel.
- on the opposite side of the room there is an end table between 2 chairs.
- At the front of the room is a cupboard.
- Heading down the right hallway and taking a right then another right and one more right there are 2 barrels at either side of a chest and on the floor next to them a large sack.
- heading back out of this room and taking a left, and then another left at the end of the hall at the double doors there are two small sacks immediately to the right underneath a large sack.
- heading back out of this room and back down to the and of the hallway take a left and then another left at the first doorway, there is an end table with 2 mead barrels on top as well as another end table directly across the room.
- continuing through this room there will be a staircase on the left, turn right and the right again there is another end table.
- starting from upstairs head down the hallways and take a left at the first bedroom, there is a wardrobe.
- continuing through this room and taking a left at the hallway then a right and then a left into the master bedroom, there is a cupboard a few feat ahead and to the left
- Heading out of this room and winding your way through the hallways to the last bedroom there is a closet with a barrel and a large sake on the middle shelf to the left
- these are all of the 1st floor and upstairs containers that had anything in them. and as i said it's highly likely I just skipped looting them when i first played through. all of the chests and containers other than the ones i listed were still empty from looting them the first time through.
- Zero basement containers respawned
- The only container in the sewers that I could find (the chest in the holding cell) has not respawned either.
- There are a total of 62 individual containers that I could locate. even if all the containers I listed do respawn there are still more safe containers than any other residence in Skyrim that I'm aware of. and if they truly don't respawn there are actually more than twice as many containers as any residence in skyrim.
- I hope this helps.70.174.119.215 23:07, 18 October 2012 (GMT)Atum Reign
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Floor Plans AddedEdit
The floor plans were done using a scale of 5 slow walking unarmed non-sneaking steps for one box width (i.e. about 10 feet) which is a typical old school D&D scale. The boxes were drawn on an Excel spread sheet using a row height of 27 and a column width of 5, (which is almost square). The cell borders were set to 2 pixels thick. Shapes were inserted, colored and adjusted for size. The result was pasted into Paint for a final edit and saved in .png format. The motivation was that this building is fairly large and a little complex and no map exists for it in the Prima game guide. It only shows an overhead of the three islands on page 617. As far as the in-game map, it is like all in-game maps, what you see is an overhead shot or photo that does not abstract out items of interest. That abstraction defines the difference between a map or floor plan and a photo-recon shot. Kalevala (talk) 02:12, 4 June 2013 (GMT)
- Thanks for all your hard work, but this isn't the type of map we use on article pages. For consistency throughout the wiki, the standard in-game interior maps should be uploaded, and a special template, {{Perk Tree Setup}}, can be used to mark where everything is. Having these on here is fine for now, but once the proper map images are uploaded to the wiki, the current floor plan "maps" will be replaced. — ABCface◥ 02:16, 4 June 2013 (GMT)
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- Great! I'll go to {{Perk Tree Setup}} and see if I can't learn to use it, make the map per wiki's format and upload it. So where is the "standard in-game interior map" for this property? Kalevala (talk) 02:40, 4 June 2013 (GMT)
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- There is a tutorial for making the map images here. The map should look like the others in this category. Hope this helps! — ABCface◥ 02:46, 4 June 2013 (GMT)
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- Ok, I've converted the .dds map images from the Creation Kit into .jpg's and have taken each resulting map and used the Perk Tree technique to add "pogs" of interest. I've posted them to this page in what I hope is a reasonable format. Thanks for the tips on the techniques. However, there is one oddity when one opens the pog view, the caption says: "Goldenglow Estate xxxx Perk Tree" and I can not figure out how to suppress the "Perk Tree" part, because after all it is a map. Is there a need for a Map View template analogous to the Perk Tree template? Or am I missing something? Kalevala (talk) 21:23, 30 June 2013 (GMT)
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Maps vs PhotoreconEdit
Although there are some on this wiki who seem oblivious, there is a difference between a map and a photo recon shot. Maps abstract important features and ignore ones unimportant to the purpose of the map. Thus there are road maps, airline route maps, floor plans, political maps, topographic maps, etc. They may be drawn from recon shots, but their usefulness derives from removing the burden of photo interpretation on the user.
In this same vein of what some seem to obsess upon, let us look at "redundancy". MapQuest, Google Maps, etc. not only offer a written description (directions) but also mark the trip on a road map. Users vary in their preference for directions vs map vs both. There is more than one modality for viewing the world and learning about it. Yet in the name of "redundancy" some seem only too eager to remove maps and force the visitor to wade through the text. A picture is worth a thousand words is just redundancy to them.
Let me add some specificity to this rant. Consider the following orthogonal photo shot of the main floor of the Goldenglow Estate. The plane of projection is above the rafter ties. Door ways are obscured by their header beams. With those hints, and using only the photo, draw in the room boundaries and doors.
Does your drawing look like the one below? If you are a "map" person which do you find more quickly informs, a. the article, b. the photo projection, or c. the floor plan?
Can you think of good reasons other than "consistency" and "redundancy" why the user should not have the information in a quickly usable format? I share Emerson's opinion that foolish consistency is the hobgoblin of little minds. Furthermore, a map and a description are not redundant to a fault given the different learning styles of visitors.
Conclusion: It seems to me the sane policy with the visitor in mind is to provide both map and description, and where the .dds file's photo projection is not clear, allow hand drawn abstractions along side that photo projection.
Kalevala (talk) 21:14, 23 June 2013 (GMT)
- The "photorecon" you have provided is completely redundant, either there is a text walkthrough or there is a map walkthrough, not both, as both do exactly the same thing in different ways. The text walkthrough is the style of UESP and will be that way unless a major policy change is implemented. Silence is GoldenBreak the Silence 21:19, 23 June 2013 (GMT)
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- Are you absolutely certain that "The text walk-through is the style of UESP ..."?
- I ask only because there a few other pages with excellent text walk-throughs that also have redundant maps of the orthogonal photo projection style from the .dds files. Perhaps these maps are awaiting conversion into Perk Tree style mentioned above. Alas, I do not know and so I suppose you will have to remove them. Here is a partial list, good luck:
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list 1. Forsaken Crypt#Forsaken Crypt 2. Forelhost
3. Folgunthur
11. Deepwood Redoubt
14. Goldenrock Mine
15. Darkshade
17. Darklight Tower
18. Dainty Sload
19. Misty Grove
22. Cronvangr Cave
23. Cragwallow Slope
25. Cold Rock Pass
26. Clearspring Cave
28. Chillwind Depths
31. Brood Cavern
33. Broken Fang Cave
34. Boulderfall Cave
39. Blind Cliff Cave
42. Abandoned Prison
43. Druadach Redoubt
44. Reeking Tower
46. Silent Ruin
47. Sinderion's Field Laboratory
49. Fort Neugrad
51. Debate Hall
52. Pumping Station
53. War Quarters
55. Bilegulch Mine
etc.
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- Eh, what are you getting at? The maps on those pages look nothing like the ones you presented here. And you should also mention that the blank map image at the top of this self-confessed rant is not in the same style as the other interior maps on UESP. Silence is GoldenBreak the Silence 23:00, 23 June 2013 (GMT)
- The top most of the two maps I presented is an orthogonal projection from the .dds file, the same as the ones on the pages you visited. It is an example of a photo recon from the .dds being used as a map. The second map is a drawing, not a photo recon, but based upon it. The position you espoused was that the UESP style is text walk-throughs, and that maps of any ilk were redundant. Recall: "either there is a text walkthrough or there is a map walkthrough, not both," Your statement seems at odds with reality. From my perspective, why should I waste time converting a .dds file map using the Perk Tree techniques (not a drawing), if in fact it will just be deleted as contrary to UESP style? I am not insisting that the drawing be reverted. I have not reverted the page. I am initiating what I consider to be legitimate debate as to the current policy. Kalevala (talk) 23:46, 23 June 2013 (GMT)
- Eh, what are you getting at? The maps on those pages look nothing like the ones you presented here. And you should also mention that the blank map image at the top of this self-confessed rant is not in the same style as the other interior maps on UESP. Silence is GoldenBreak the Silence 23:00, 23 June 2013 (GMT)
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- Actually, all the maps you linked are NOT orthogonal projections from the .dds file. I believe they were created in the creation kit by zooming out while above the area and taking a screen capture of that. Thus, (technically) they are in-game screenshots taken from directly above the interior area. That is why they are different. Jeancey (talk) 00:48, 24 June 2013 (GMT)
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(←) Actually, all the maps I linked ARE in fact orthogonal projections from the .dds file. We all believe things, sometimes mistakenly, but we are on stronger ground when we have evidence and not lonely belief. However, I don't really expect you to believe me, but perhaps you will believe the person who uploaded the maps, SarthesArai. Go to his page and read his response to my question about where the files actually come from. However, there is no need to revert since I will further tweak the files (as does SarthesArai) so as to make the rooms and doorways more obvious. I am also writing a tutorial on how to do map uploading. Visit my page to see the first draft and let me know what you think. Love, Kalevala (talk) 18:09, 24 June 2013 (GMT)
- I didn't say I didn't believe you. I was just basing it off of the difference in how your map looked and how the other maps looked, and they definitely do look different. I assumed (incorrectly) that this was because they were taken in a different way when, in fact, it was due to editing the file. Jeancey (talk) 18:15, 24 June 2013 (GMT)
AccessEdit
Idk why people say its inaccessable until you undertake the thieves guild quest as I've raided the place and killed everyone inside before w/o being on any of the quests, did it just a few minutes ago, and I walked right through the (unlocked) front door at that, no invisi-walls of doom or anything — Unsigned comment by 66.26.227.16 (talk) at 09:11 on 3 September 2013
Ranged beehive destructionEdit
I'd be interested to find out if the fire arrows from the Creation Club elemental arrows pack are effective for taking out the beehives - specifically, if the explosion typical of those arrow types is still precise enough to take out a single beehive at a time. Has anyone tested this, or is anyone considering testing it (besides me)? Starshard (talk) 14:30, 11 February 2024 (UTC)