Silgrad Tower from the Ashes

Full Version: Soluthis0404 "Kali Gulas Hostelry" [Finished]
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[Image: Area07_Composite.jpg]

[blockquote]'Bold visionary, artisan, poet, master architect of Soluthis' - thus reads the plaque honoring Kali Gulas, one of the city's founders and reknowned historical figure in Redoran culture. Today, "Kali Gulas Square" is a quaint neighbourhood in a bustling city, but back when the man built his house (#05) there was nothing but rocks and trees as far as the eye could see. His descendants still live in their forefathers homestead, tending to the park.[/blockquote]

Location: MAP #04
House type: Tavern
Claim size: Medium to large
Neighbourhood: Kali Gulas Square


Status: Finished by Dave_91.

There is a starter cell for this location, so load up Oblivion.esm + Silgrad_Tower.esm and open the cell Soluthis0404, 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 SoluthisWorld03, 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'd like to claim this one. Kali Gulas Plaza is a very nice place Smile

Now that we have all tools for modding taverns, I'll use them with pleasure ^ ^
Great! :goodjob:

You may run into difficulties trying to leave a tavern interior, because I did when I playtested one of them. It must be a problem with the interior model's collision mesh, since the door model works elsewhere. I'm going to try and solve it in the near future.

The square is probably the best location in the city since the road down from the Imperial District curves in a way that almost ushers the player towards it. At least that's my impression, but then again it could have something to do with the area north of it being sparsely detailed in the current version. It's said to be the oldest district in Soluthis, which is true both in the game and out since it was the first Redoran neighbourhood to be modded all the way back in the beginning of May. It was also the only neighbourhood for over a month since we decided to remodel the houses, which came out huge the first time (which was my bad). Here's what it looked like back then in the beginning: -link-.
Ok, I'll be cautious with that, Razorwing. Thank you for the advise.
Did you made the collision as a clone? This makes the model bigger, but the collision is always perfect.

I'll check Soluthis north too, your explanation seemed me very interesting. I downloaded the new version just today. I hope to play it this night and check that part of Soluthis Smile
Quote:Originally posted by Zimnel
Ok, I'll be cautious with that, Razorwing. Thank you for the advise.
Did you made the collision as a clone? This makes the model bigger, but the collision is always perfect.

I'll check Soluthis north too, your explanation seemed me very interesting. I downloaded the new version just today. I hope to play it this night and check that part of Soluthis Smile

It's the effect I used to call 'bleeding collision meshes', where a collision mesh extends so far it interferes with other collision meshes - or at least that was my theory at the time. Something about it is in the way of the door's collision mesh so the player can't exit.


blue[/HR]

:alert:
You were last Active: 16.12.2006 19:17.
This claim has been recycled.

If you want to reclaim this interior (when not already claimed), please do so.

sandor
12.02.07
I already have a tavern made for something else I was working on, I could use it here too... can I claim this one?
Go ahead and have fun. Smile
So, how do I go about the NPC's for this, approx. how many will I need?

Also, what would be a decent facecount for an interior of this size? It's up to 400,000 already, I've only done the top section.
Quote:Originally posted by Dave_91
So, how do I go about the NPC's for this, approx. how many will I need?

Also, what would be a decent facecount for an interior of this size? It's up to 400,000 already, I've only done the top section.

One, the proprietor, and optionally a waiter/waitress.

The facecount should be below 500,000 for any interior cell. I know it's hard to keep below that when modding Redoran taverns. I think the best solution right now is to make the basement room as small as possible and instead add a loaddoor to a second interior cell somewhere along the walls of that basement room.
Hmm... maybe that's why the game crashes when I enter the cell... I never knew it would be so difficult to keep the facecount low. Don't you think it might have been a good idea to model another tavern interior with a loaddoor, and a seperate back room section, instead of it all being one large piece? Just to cut down on possible performance issues and stuff.
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