Silgrad Tower from the Ashes

Full Version: Soluthis0904 "Riverside Barracks"
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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: Barracks
Claim size: Medium


Status: Claimed and finished by antsman.
This claim used to be called Soluthis0212.
Remodded extensively by Razorwing in June 2009, since it needed to become a Barracks building instead.


There is a starter cell for this location, so load up Oblivion.esm + Silgrad_Tower.esm and open the cell Soluthis0904, 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.
I would like to claim this.
Do I have to make any NPC for this?
Quote:Originally posted by antsman
I would like to claim this.
Do I have to make any NPC for this?

Glad to hear that! Have fun :goodjob:

Nope, you can skip that part. I plan to take a look at the overall guard situation in the near future and at that time create all the guards we need.
Finished.
Abbrev.

F= Floating / B= Bleeding / S= Look at the Screenshot / PG = Pathgrid / th = tetrahedron, point / sh = the silhouette / R = Resize / Re = Reposition / A = Adjust

General info.

Keep in mind that smaller objects near large objects (NPC's included) tend to float.

The Groundfloor

Check for floaters and bleeders.
Sol0306ContDunmerSack01Food (all three) Re, S. They couldn't stand like that because of the gravity. The upper foodsack would fall down.

The Second Floor

The silouettes are floating. Bleed the stools into the floor using the z-key untill the silouette touches the floor. S
StZFPPainting01d Re

The Upper Floor

Check for floaters

General Remarks

Reposition the exterior door. It's is bleeding into the ground.

You've done a wonderful job! The interior is really beautiful! :goodjob:


http://i157.photobucket.com/albums/t80/S...1-58-0.jpg

http://i157.photobucket.com/albums/t80/S...1-55-4.jpg


blue[/HR]

:alert:12.06.07
I finished these minor issues.
The file has been merged.

sandor