Silgrad Tower from the Ashes

Full Version: Soluthis0516 "Shop near the Temple" [Finished]
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<table width="585" border="0" align="center" cellpadding="0" cellspacing="0" bgcolor="#66CCFF" summary="A claim map of the Temple area in Soluthis.">
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<td align="left" valign="top"><a href="http://s11.photobucket.com/albums/a177/SilgradTower/SoluthisArea05_north_full.jpg" target="_blank"><img src="http://s11.photobucket.com/albums/a177/SilgradTower/SoluthisArea05_north_288px.jpg" alt="The north part of the Temple area." title="The north part of the Temple area." width="288" height="301" border="0"></a></td>
<td align="right" valign="top"><a href="http://s11.photobucket.com/albums/a177/SilgradTower/SoluthisArea05_south_full.jpg" target="_blank"><img src="http://s11.photobucket.com/albums/a177/SilgradTower/SoluthisArea05_south_288px.jpg" alt="The south part of the Temple area." title="The south part of the Temple area." width="288" height="279" border="0"></a></td>
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<td colspan="2" align="left" valign="top"><br><div align="right"><a href="http://s11.photobucket.com/albums/a177/SilgradTower/SoluthisArea05.jpg" target="_blank">View large composite map</a></div></td>
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<p align="justify"><span style="color:indigo; "><em>Soluthis' Temple area encompasses the whole northeast part of the city layout, and is located in the worldspace SoluthisWorld08. In the northwest it connects to the main worldspace, in the area called Valley of St. Seryn. In the southwest it connects to SoluthisWorld04, which is the worldspace inbetween Reich Parkeep's two hills. In the south part of the area two gate doors connect to SoluthisWorld07, which is Kali Gulas' Square. And finally two gate doors along the east wall connect to STL, where the south door leads to Guls Ancestral Tomb and the north door leads north along the outside of the city wall.</em></span></p>
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<p align="left"><span style="font-family:Courier New; ">
<strong>Location:</strong> <a href="http://parkeep.silgrad.com/claimsmap05.html" target="_blank">MAP #05</a><br>
<strong>House type:</strong> Hole<br>
<strong>Claim size:</strong> Medium<br>
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<span style="font-family:Georgia; font-size:16px;"><em><span style="color:red;">Status:</span> Finished by jucklesjenk</em></span><br>
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<p align="left">This claim is for a shop, whose selection of wares is up to you. As you can see on the map above the shop lies just outside the Temple compound, so it would perhaps add to the ambience if your shop connected to that in some way. Maybe it sells jewelry and clothes that aids the wearer's defensive power? Or maybe all kinds of magical items, only that they all have religious-sounding names? Just a few ideas.</p>
<p>There is a starter cell for this location, so load up Oblivion.esm + Silgrad_Tower.esm and open the cell Soluthis0516, and then you can get started. The owner(s) of this building are Dunmer belonging to Great House Redoran. Please use the <a href="http://www.silgrad.com/oblivion/rangen/" target="_blank">name generator</a> to come up with good <a href="http://www.silgrad.com/oblivion/rangen/gen_redoran_male.htm" target="_blank">male</a>/<a href="http://www.silgrad.com/oblivion/rangen/gen_redoran_female.htm" target="_blank">female</a> names. Don't use any Imperial stuff in this location, whether from TES4 or from our mod, apart from clothes and weapons.</p>
<p>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 SoluthisWorld08, <u>not</u> 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.</p>
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<div align="right"><strong>Information.</strong></div>
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<em>Extended information on modding in general can be found in sandor's excellent thread <a href="http://www.silgrad.com/wbb2/thread.php?threadid=1758" target="_blank">Technical Info concerning Interiors</a>, and naturally the articles on the <a href="http://cs.elderscrolls.com/constwiki/index.php/Main_Page" target="_blank">CS wiki</a> 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.</em>
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I'll take this one.

After reading the above post, where it says "maybe all kinds of magical items, only that they all have religious-sounding names", I thought that maybe they could be magical, but the shopkeeper claims they're actually religious relics (not unlike what the medieval church did), when they're really just very mediocre magical items, so essentially this is the shop of a conman.

This also provides opportunities for quests as well.

What do you think?
I like that idea, perhaps add some dialogue lines which require some persuasion to admit that he/she is a conman.
Yes, with a disposition check or something. Or perhaps that would be more befitting for a quest, or just as general conversation and after they admit, you get better deals.
Here's version 1.

I would like for there to be a quest, but I'm not particularly good at quest making myself. There is a good enough idea for a quest, it just needs to be implemented. After this is merged, I might do it myself, unless someone else would like to claim the quest.


EDIT: .esp removed for update.
I kind of like the idea of a quest. Smile I may be interested in helping draft a quest, but we need a general idea first.

After that, if you wanted me to make the quest, I could certainly take a look at that - or if you wanted to, I'd be willing to help implement it and figure out how things work
The idea is this: the shopkeeper (Sado Sethri) is basically a conman, who takes mediocre enchanted items and claims that they are the artifacts of the Dunmer saints and sells them for prices hugely above their true value.

The player comes along, and works out that they are fake. If it's possible, there would be two ways: firstly, the player would follow a set of leads, perhaps similar to the Thoronir quest in OB, and discover that they are 'fake'; or (if it's possible) they would bypass it with either a mercantile check (so if the PC's mercantile is above, say, 75) and work out they are overpriced, or with an intelligence check (if the PC's intelligence is over, say, 70) and work out that they are falsely made. If the checks aren't possible, then we just use the set of leads.

Then, the player has several choices - they can choose to keep his secret and get discounts etc., or they can tell him to turn himself in. If you choose the latter option, you then can convince him to do it himself, and if your disposition is above 75 he will, and if not he gets paranoid and attacks you; you can turn him in to the authorities yourself and recieve a payment; or you can help him flee the city (I haven't thought of a reward for that).


What do you think?
Sounds good to me. Smile The reward with escaping from the city could be maybe the location of a hidden chest in the wilderness, probably money and gems... or, seeing as he's a conman, it could be an empty cache. Wink He could just attack you. It's up to you though.
The cache sounds fine. I would have no problem with you doing it, and you have stated recently that you enjoy quest making, so feel free. I would still like to oversee it and make sure it still stays reasonably true to my original concept, if that's alright with you.


BTW, are those skill/attribute checks possible?
Quote:Originally posted by jucklesjenk
The cache sounds fine. I would have no problem with you doing it, and you have stated recently that you enjoy quest making, so feel free. I would still like to oversee it and make sure it still stays reasonably true to my original concept, if that's alright with you.
I'll make the quest, you can take a look, and we'll make any adjustments afterward. Does this sound good? It's a small quest, and the locations have already been modded, so I don't think it would take very long.

One elaboration I would like to make - you suggested having something similar to the Thoronir quest in Oblivion. There are three ways you can be directed to the quest: Either you read about it on the town bulletin board, left by a priest; you find said priest on your own and he mentions the store; or you talk to the store keeper who dismisses "ridiculous rumours" about his articles being "blasphemy"/work out that they're fake through dialogue and stat checks.

Trails lead to eventually finding a note and crate down in a basement*. The crate contains more false goods, and other articles around the room should also seem shady.

* would you be willing to add one? (edit: let me elaborate, through a trap door so it can be locked)

Quote:Originally posted by jucklesjenk
BTW, are those skill/attribute checks possible?
Very.
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