Silgrad Tower from the Ashes

Full Version: Soluthis0910 "Alareri's Aura" [Finished]
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[Image: Area04_Composite.jpg]

[blockquote]Soluthis' harbor area encompasses the west side of the city. The massive tower in the center of the harbor, which is home to the city's census and excise office, is an easily recognizeable feature. To the north you'll find Vaniken R'i's vineyard, while travelling eastward will lead you under the massive bridge into Reich Parkeep.[/blockquote]

Location: MAP #04
House type: Hole
Claim size: Medium


Status: Claimed and finished by Razorwing.
This claim used to be called Soluthis0210.

There is a starter cell for this location, so load up Oblivion.esm + Silgrad_Tower.esm and open the cell Soluthis0910, and then you can get started. The owner(s) of this building are Dunmer belonging to Great House Redoran. Please use the name generator to come up with good male/female names. Don't use any Imperial stuff in this location, whether from TES4 or from our mod, apart from clothes and weapons. You can modify the layout if you like, but don't sprawl it too far. This is for suspension of disbelief only, as some players might wonder if he wasn't going under someone else's house. If you need more space just add another vertical story under the existing basement.

Please set up AI behaviour for the NPC(s) in your claim at your discretion, but do make sure they wander around outside for a part of the day so the neighbourhood feels alive. Note that the exterior is situated in SoluthisWorld04, not in SilgradTowerLand. Try to use existing xmarkers when possible to avoid clutter but don't let them limit you if they don't work for your needs.

[title]Information.[/title]
Extended information on modding in general can be found in sandor's excellent thread Technical Info concerning Interiors, and naturally the articles on the CS wiki are always worth reading. But don't forget to run forum searches here as well, because often you'll find the answer here instead of the wiki. If you don't find the answer, feel free to post the question here in your claims thread But beyond that it's worth remembering that trial-and-error is an integral part of modding and it's only natural that you have to playtest your work to see if what you did worked or not.
And in the category of "better late than never"... Tongue

I'd like to think I have now finished this claim, which I took a few years back. I wanted the shopkeeper to lock the shop at the end of the day, and I figured the best way to do that was to use a default AI package and then make her sleep in another cell. But I didn't want her to sleep in a cell accessed through the basement because that would have made the shop cell much larger than I wanted it to be.

So I took some liberty with JJA's old claim to Soluthis0306, which after my harbor modification became Soluthis0907. That interior now has a basement cell, and Tanler has found himself a wife. Tongue I essentially remodded his interior, and given that I also wrote Tanler's dialogue I thought it suiting to list him under my abbreviation.

One thing I'm not sure of is that I made a quest for the dialogue of the shopkeeper in Soluthis0910. I made it like I usually do and then researched a Bethesda version of this type of shopkeeper and found that that shopkeeper only had one dialogue line; a special greeting that displayed 1/5th of the time. I made my own version of it. Given that there is just one dialogue line perhaps it's unnecessary to have a quest specifically for it? And given the close ties to Soluthis0907 and Tanler (whom also has a quest for dialogue, and many more lines) perhaps I should move Alareri's line to that quest?

The plugin also contains a lot of misc updates like my plugins usually do, for instance I made a pathgrid for the new part of SoluthisWorld04, tweaked a few things here and there, and things like that.

I look forward to the review =)
The map from the OP is very nice. Smile

I'll reply asap.
A few remarks (Soluthis0907/0910).

We normally use activator flame nodes because of the fire damage (*).

I fixed three floaters and a cup floating in the air near a table.

Further I unchecked lock/unlock for Alareri's sleep pack because it would mean that the door of the shop is unlocked even when she isn't there. The aaaServicesEditorLoc8x12LockAtEnd pack locks and unlocks the shop.
Or was this intentional?


Regarding the quest.
It doesn't affect the game performance (no script), if you want to you could add it to Tanler's quest. Either way is fine.


Very nice modding. Smile

The file has been merged. :check:

EDIT
(*) Already fixed.
Quote:Originally posted by sandor
A few remarks (Soluthis0907/0910).

We normally use activator flame nodes because of the fire damage.

I fixed three floaters and a cup floating in the air near a table.

Further I unchecked lock/unlock for Alareri's sleep pack because it would mean that the door of the shop is unlocked even when she isn't there. The aaaServicesEditorLoc8x12LockAtEnd pack locks and unlocks the shop.
Or was this intentional?


Regarding the quest.
It doesn't affect the game performance (no script), if you want to you could add it to Tanler's quest. Either way is fine.


Very nice modding. Smile

The file has been merged. :check:

Thankyou for reviewing it Smile

I thought I used the correct kind of fire, but my memory must be rusty. I'll check the interiors again later on when I have a copy of the new esm and try and commit the fire type to memory. I'll probably add her one line to his quest as well.

I have a penchant for modding on a 1 grid and sometimes I forgot to settle the objects. Thanks for fixing them! And thanks for fixing the sleep package, you're right that it wasn't intentional.