PLRI0124 "Soulrest: Bargaining Hut" (Completed)
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07-24-2010, 02:55 PM,
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PLRI0124 "Soulrest: Bargaining Hut" (Completed)
Official 'Black Marsh' Interior Claim: Pirate's Bargaining Hut [/HR] Pirate's Bargaining Hut AVAILABILITY: Completed by Vintra [/HR] The bargaining hut is the one in the background in full view on the left. [/HR] Description & Details [/HR] Soulrest is a city of contrasts. On the one hand, it is privy to some of Black Marsh's wealthiest trades and grandiose constructions and, on the other, laying cheek-by-jowl with aspiring merchants, are the gutter-scum that have at times plagued the marshes unchecked. For Soulrest is home to the smugglers, hagglers and Shylocks and the criminal syndicates that run them. Such is the level of corruption that the Sotho Tren, the most renowned of such syndicates have struck a bargain with the city governor. This means that they somehow manage to circumvent all laws that seek to restrict their activity, both on land and, more or less, on the seas. The Imperial navy would love to see them in chains but the governor of Soulrest sees them as merely an alternative to his own guards. If relations are maintained with the syndicates then prosperity in the city can continue. Indeed, the alliance has proved remarkably successful in reducing violent crime since the Tren's presence acts as a deterrent. Yet it is, at times, an uneasy balance to maintain with many foreign authorities applying pressure once stung by one of the many citizens who are so scorpion-like in character. As such, the governor of such a city would need to be a wily soul with a fox-like wit....lucky then that this task has fallen to none other than Smirks-at-Strangers. In history, Soulrest is best known for the Kothringi, a tall, impassive and metallic-skinned marsh-people whom some claim were wedded to the seas though this may be simply gossip. After being wiped out by the Thrassian Plague, the Argonians maintained their legacy...until the port was swamped by foreign influences and became the vagabond's seaport that it remains to this day. Other Kothringi ruins dot the landscape but little trace of the people themselves remain. In truth, Soulrest is a great place for gossip and the occasional bargain. It has a wide range of races passing through its midst though Khajiit and Argonian are the most common. Trading with Topal Isle and the relatively nearby ports of Elsweyr are strong. In more recent history, the Khajiit have thrived in a city that sports their influence. Though there are rumours of Lilmothiit in Southern Argonia, the only evidence of their presence now is the occasional marsh cat. These facts combine to create the inevitable skooma problem that looks set to spiral. This interior claim contains the Bargaining hut of the smugglers and pirates. The owners are likely to friendly towards both the Sotho Tren and Topal Tiger gang members, besides others. Although the Tren Faction is not created yet, NPCs can nevertheless be set up. The large room is likely to be a centre for discussions amongst the gang members and some cages may be present to store captives in order to deal with the Trillium Magnata (the slavemasters). When we decide on which 'slavery animations' to bring into the mod then there is likely to be some slaves attached to chains in here, perhaps in the 'Conference Room' itself. The other room will be reserved for the Head Smuggler. Their sex/race is quite flexible but I'd quite like to see a female head, perhaps Redguard. Khajiit, Argonian, Orc and maybe Dunmer are likely too. Some Sotho Tren quests are very, very likely to feature this interior and their inhabitants. Their dialogue may consist of tales of the high seas and lots of bravado. [/HR] At-a-glance Details [/HR] Interior Name: 2BMIGSoulCove02 Region: Parchlands Settlement: Soulrest Architecture: Turtleshell hut interior Exterior cell coordinates: (-28,-27 of BlackMarshes WS) Claim Size & Difficulty: Medium-Hard. Inhabitants: The owners have not been created yet. Mission Connections: None as yet. NPCs: 1. The NPC must have (full) dialogue and AI. Please choose an appropriate race (this can be discussed, if needs be). Don't forget the pathgrid for them. The NPC is already named but you may change the name if necessary, so please discuss this and other details in the claims discussion thread ('General Info' below). Here is JK's tutorial on dialogue: Dialogue Tutorial . General Info: Please keep up to date on associated topics in the: Claims Discussion Forums . [/HR] How to mod your interior Interior modding carries with it the same responsibilities as it does on our father project, Silgrad Tower. This means that there will need to be NPCs, Containers, Lighting etc. For a really nice checklist that is very, very thorough, try this one from Zurke: A handy checklist to create an interior for ST . Zurke is the most experienced and prolific interior modder I know of so it's all good advice. [/HR] Cluttering your Interior Please try to use as many of our own BM objects as seems feasible (whichever are appropriate to the owner and the purpose of the building). Unlike the mini-claims, the Soulrest claims do not come with some existing objects present. However, in some of the larger claims, it may prove feasible to copy-and-paste from existing interior claims but please consult a core member before doing so. For more information about mini-claims, read this: Interiors Strategy . In creating your claim, try to consider the story behind the owner of the house (which you may adapt unless stated) and add clutter as appropriate to them and the particular locations. This might include foodstuffs, flora, cutlery, paintings, tribal items, custom furniture, bedding and maybe a desk if this interior involves using the NPC as a trader. There are now LOTS of cultural objects for Argonian dwellings including cupboards, rootchairs and so on but other races can use some of our own items too, especially race-neutral objects such as cutlery, bamboo furniture, ingredients and books. Please ask or check this essential thread to find out more: Clutter Advice . Please remember to light the area. Imperial lighting should mainly be used in Soulrest and we have a few lighting options that are unique although you may consider using SI lights as well if they fit with the interior in question. If you have any further suggestions, requests for models and so on then please consult this thread: Furnitures & Clutters or this one: http://www.silgrad.com/wbb2/thread.php?threadid=11447. Just ask if you have any special ideas for extra models. Have fun! :goodjob:
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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07-24-2010, 08:57 PM,
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I've read, there shouldn't be npcs. So it suit for me, i claim this one too, if no problems.
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07-25-2010, 11:20 AM,
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No, there should be NPCs. Read the bottom part of the 'description and details'. One of them must be the 'head smuggler'. Is it just the AI that you're not keen on doing? If you could just add the NPCs then that's fine but I'm sure one of us can help out with stuff you can't do.
I'll label this as 'claimed' then. :check:
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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07-25-2010, 12:09 PM,
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Quote:Originally posted by Ibsen's Ghost I can create the npcs, but without AI and Dialogue. Thanks for accepting, im going to work on it. |
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07-25-2010, 09:32 PM,
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Very close to finish.
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07-25-2010, 09:41 PM,
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Great to see you working through these so fast, Vintra!
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
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07-25-2010, 10:40 PM,
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I've spend over 4 hours to do this, now this is the result.
Ta-daam! (Be careful, lot of pictures!) The entrance Blue and green lights, cause i tried to give the colors of the sea, and also the feeling of pirate life. So its supposed to be a bit piratish... Discussion hall Red, brown and dark yellow colors. This is the place, where smugglers will deal or talk. Supposed to be an illegal, mysterious place. (Maybe i should put some skooma pipe on the tables... what do you say Deeza? ) Slavery room Only red lights and a lot of hooks. I've put some skull, and blood for the evil atmosphere... Head Smuggler's Room This is an elegant room, so you can feel this room is important. As Ibsen requested, the Head smuggler should be female, and redguard or argonian.... i choosed Redguard. Yes, she's supposed to be the Head smuggler. For NPC, AI and Dialogue modders: I've created her only without AI and Dialogue and she's not placed in-game! Hope this place matches with the desciption. Any suggestions are welcome. :goodjob: Vintra |
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07-25-2010, 11:27 PM,
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Beautiful job! :goodjob: And great work on adding the moss to the bamboo! It really adds to the flavour of the place. It's nice to see that Koniption's turtleshell model has really come alive here. I knew these buildings would look good. :yes:
Just one gripe: our Smuggler needs a place to sleep....perhaps you could swing the bamboo shelves and their contents around by 90 degrees so that they are up against one of the walls towards the entrance. That would leave you space to fit in a bamboo bed. Nonetheless, I'll mark this as completed. :check:
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod |
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