rpc39 "North District East Guardtower" [Finished]
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01-06-2007, 09:55 PM,
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Great, I'll make a start then.
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01-07-2007, 12:12 PM,
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Finished already. I deviated a little bit, I hope that's OK. You see, I wanted an explanation as to why the Eastern gaurdtower was not accessible from the outside, and could only be accessed via the inner walls. The interior, however, has 3 doorways. So, my theory is, it was once ( a long time ago) the entrance to a top-secret prison and torcher chamber, used during the early days of imperial settlement, to torcher and imprison the uncooperative Dunmer of Soluthis. As soon as folk began to get suspicious, and ask questions, the captain of the Reich Parkeep guard felt it to risky, and ordered the prison to be sealed off and never spoke of again. They bricked up the entrance to the eastern gaurdtower, and turned the tower into a store-house.
The store-house has a locked hatch in it, If you use the key to go down the hatch, you'll come across the small prison. There is a note down there which explains all of the above. There is also a door that says it leads to the "Disused Torcher chambers", which is fake (doesn't open or lead anywhere, added simply for effect for now). For the meantime, I placed the key to the prison on the table, next to the lock-picks. Obviously, in the release, the key would be harder to get to (captain of the watch, perhaps?) I hope you like. P.S - I'm really enjoying this modding lark! |
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01-07-2007, 03:15 PM,
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Quote:Originally posted by OrcishSexGodGreat! -------[/HR] Abbrev. F= Floating / B= Bleeding / S= Look at Screenshot / PG = Pathgrid / th = tetrahedron, point / sh = because of the silhouette / R = Resize / Re = Reposition / A = Adjust General info. If you create a new interior try to position the first piece of the tileset at X,Y,Z = 0, 0, 0. Use snap to grid (32-64) and snap to angle to create a basement etc. from a tileset. The Groundfloor of the tower. Don't place the northmarker in the interior. Link the doors to the ReichParkeep37nidBattlements. Set the rotation for the trapdoor to 180 (related to the door marker). BlankCanvas01, B into the floor. MS14Canvas03, Re to correctly allign it with the wall PaintBrush02, B into the wall MS14Canvas03, B into the easel BarrelFoodLow, F near the door BarrelFoodLow, B into the floor (use resize) Palette01, F, Re StOgRPC39HoldCellKey, F LowerClassCup02, F (twice) BarrelFoodHigh, B LowerCoveredPot01, Re, move it towards the crate The Top floor of the tower. Add a subspace because the PG between the top floor and the groundfloor is interrupted (same cell). Cheese, carrot, F, Re LowerClassBowl03, Re towards the sack DrinkBeer, F, Re CrateClutterMiddle03, F DrinkAle, F (on the crate) The bowl and the scythe on the crate are floating. LowerClassSpoon01, F The prison. Did you use snap to grid? Place the first piece at x,y,z, = 0,0,0 for the next time. Move the trapdoor towards the ladder. Remove the dummy cell and the door link. Put a cupboard or shelf (to cover the opening) in front of the door. DeadSkeleton, F (one) and create a new object this is a quest object. Some of the bones are floating. IronShield, Re towards the chair The bones in the prison cell are floating. Pathgrid. In the prison and the top floor of the tower make them all red or blue. Hold "Alt" and select the th. General Remarks. As this is your second reviewed interior, I listed everything I saw. In order to make you aware of the problems in the reviewed interior. I like the idea for the prison. Almost ready.
Dum loquor, hora fugitĀ - While I speak the time flies
Ovid 43 BC - 17 AD |
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01-07-2007, 07:43 PM,
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Second attempt.
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01-08-2007, 07:48 PM,
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No remarks.
It's finished. :goodjob:
Dum loquor, hora fugitĀ - While I speak the time flies
Ovid 43 BC - 17 AD |
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