Silgrad Tower from the Ashes

Full Version: Soluthis0913 "Census and Excise Office" [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: Special
Claim size: Large


Status: Finished by TheImperialDragon

[blockquote]The Census and Excise Office monitors trade and migration. It's the medieval equivalent of a customs office. Soluthis' harbor is meant to be quite busy, so there'll be quite a few beaurocrats employed here - perhaps four in total. Out of necessity they will likely need to have living quarters in the tower as well. You might be able to save yourself a bit of work by adopting characters already living in SoluthisWorld04 who aren't doing anything in particular AI-wise and make employees out of them. That way we can swat two flies with one strike; it improves those characters who would otherwise mill about like mindless drones, and it saves you work since you won't have to create that character or their living quarter. But that's for you to decide if you want to do or not, and those drone characters will surely find a use sooner or later.[/blockquote]There is a starter cell for this location, so load up Oblivion.esm + Silgrad_Tower.esm and open the cell Soluthis0913, 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 made an interior from the Redoran Tileset. Smile It is complete, except for one of the AI packages - the PACK StIdSoluthis0913Laborer1Lookout belonging to NPC StIdSoluthis0913Laborer. As far as I can tell I've set it up properly (I set it up in the same way as the writing package belonging to StIdSoluthis0913Officer, which works), so I'm fresh out of ideas as to what I could have done wrong. Confusedhrug:
Because the sitting anim overrules, scanning only works when standing.

EDIT

Nice interior! Smile
Quote:Originally posted by sandor
Because the sitting anim overrules, scanning only works when standing.
That would certainly explain why the NPC didn't move... that was supposed to be an XMarkerHeading at the top of the lighthouse, not a chair :O
Fixed. Smile

Quote:Originally posted by sandor
Nice interior! Smile
Thanks!
I'll merge the file! Smile