Scc0325 [Finished]
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03-05-2008, 07:31 PM,
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Scc0325 [Finished]
[blockquote] District: Riverside. Cell name: SilgradCity0325. Claim Difficulty: Easy. NPC's: 1 or more. Race: Dunmer, Hlaalu. Class: Poor-Middle. General info: Check -=this link=-.[/blockquote] Status: Finished by jucklesjenk. You'll find the exterior and interior building (screenshot) in the cell SilgradCity0325. Use the Silgrad_Tower.esm v2.98 or a higher version. The NPC('s) must have (full) dialogue and AI, don't forget the pathgrid. Full AI: Eat, sleep, one drink and/or read package. I'll set the rotation for the Northmarker and connect the interior to the exterior. Add a few windows to the interior and to the exterior building as well (matching with the interior). Background. The house of retired mercenary. Poor-middle: Mostly poor furniture with some redware objects. You can't use rich objects. Use the existing cell (SilgradCity0325) and don't delete the exterior building.
Dum loquor, hora fugitĀ - While I speak the time flies
Ovid 43 BC - 17 AD |
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01-30-2010, 01:22 PM,
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Can I take this one, please?
It sounds kind of stupid, but should the mercenary be wearing armour? I would have thought that since he's retired, he wouldn't wear armour, but still have some on display, but I just want to be sure.
Trespassers will be shot.
Survivors will be shot again. |
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01-30-2010, 01:26 PM,
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Quote:Originally posted by jucklesjenkHave fun. Quote:Originally posted by jucklesjenkArmour isn't required but if you like it why not?
Dum loquor, hora fugitĀ - While I speak the time flies
Ovid 43 BC - 17 AD |
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01-30-2010, 01:35 PM,
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If he's a retired mercenary, he's obviously travelled around and built a proficiency in a skill, so could he be a trainer in something?
Trespassers will be shot.
Survivors will be shot again. |
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01-30-2010, 01:39 PM,
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Quote:Originally posted by jucklesjenkOf course.
Dum loquor, hora fugitĀ - While I speak the time flies
Ovid 43 BC - 17 AD |
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01-30-2010, 05:33 PM,
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When I was playtesting I noticed a kind of 'gap' in part of the interior tileset. I thought I'd taken a screenshot of it, but I don't have it.
I'll go and get a screenie of it now.(I'll edit it into this post) EDIT: Here is a screenshot of the gap and a screenshot from the other side - so the gap is only on one side
Trespassers will be shot.
Survivors will be shot again. |
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01-30-2010, 06:37 PM,
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Hi jucklesjenk. From what I can see it looks like the 'entrance piece' (not sure of the object id atm) is out of place.
You could use preferences >> snap to reference to align the pieces. Select the piece you want to move and then select 'select snap reference'. I find it tricky to do but it does work. |
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01-30-2010, 07:03 PM,
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Thanks, Zurke - It's sorted now.
Trespassers will be shot.
Survivors will be shot again. |
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01-31-2010, 03:15 PM,
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No problem jucklesjenk, I will have a look at the file later on.
Charles |
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01-31-2010, 07:13 PM,
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Hi jucklesjenk I reviewed the claim.
Objects: - StFurnDunPoorTable03 on bottom floor is floating. - The description to this claim is poor to middle so StFurnHlaToilet really should not be used in this claim. It is for atleast a middle to upper interior. - I did notice the shelf on the bottom level is pull from the wall quite a bit. I was not sure if this was intentional. Packages: - There is a missing hour between 22 and 23 hundred with no wander package. - Sovam Dralas only offers services at certain times but says that he will train for a price in the greeting. I am not sure that this is a real issue. But it just seemed odd when I first entered the interior and he was eating. It may be the detail person in me that over reacts sometimes In all this is a very nice interior. I was impressed with your claim. |
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