Silgrad Tower from the Ashes

Full Version: Soluthis0912 "Docks Underside" [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: Tileset
Claim size: Small


Status: Finished by jucklesjenk

[blockquote]The "Docks Underside" is a composite cell that's home to three NPCs related to the harbor. One repairs ships for a living, another is a fisherman, and the last is the harbormaster whom acts as a guard and may offer transport in the future.[/blockquote]There is a starter cell for this location, so load up Oblivion.esm + Silgrad_Tower.esm and open the cell Soluthis0912, 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]
[i]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'll take over this claim, as mentioned here
Version 1.0:
  • StRwMiscDunHammer01 objects on the StFurnDunCushionSquare08 are floating
  • StRwSol0909Food is floating
  • For dialogue, use only the "Say Once" flag, don't use GetTalkedToPC
  • The Harbormaster should not be of a guard class, but he could have a responsibility of 100 (so he reports crimes)
  • Typo in the repair topic, it should be spelled "repaired", not "repairing"

Have you tested the AI?
Is Ulatha supposed to offer the repair service?
OK I'll fix those asap. Smile

Quote:Originally posted by TheImperialDragon
•For dialogue, use only the "Say Once" flag, don't use GetTalkedToPC
Does this give the first greeting priority as well?

Quote:Originally posted by TheImperialDragon
Have you tested the AI?
Is Ulatha supposed to offer the repair service?
I have playtested the AI. I must have overlooked that by accident.
Quote:Originally posted by jucklesjenk
Quote:Originally posted by TheImperialDragon
For dialogue, use only the "Say Once" flag, don't use GetTalkedToPC
Does this give the first greeting priority as well?
As long as your "Say Once" dialogue is above the other one in the list of INFO's, you should be fine. Smile
I merged the file and fixed a few dialogue issues as discussed via PM with JK.

@TID
I didn't have time to review the file due to RL, please check the GIS.
I'll review it asap.
Finished. Smile