Silgrad Tower from the Ashes

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[Image: normal_SoluthisClaimsMapsArea12_1024x768.jpg]

[blockquote]"Dhryss Plaza" is named after a local Akaviri hero, who stands guard in the central park and who's exploits can be experienced in the aptly titled novel Akavir available in bookstores. The southwest area of Soluthis, which extends westward beyond Dryss Plaza as well, is mainly a low-end agricultural settlement and largely self-sufficient. It stands out from other parts of town in its use of wooden fences.[/blockquote]

Location: MAP #12
Interior model to use: 06
Model Nickname: Round Home
Northmarker Rotation: -145
Neighbourhood: Dhryss Plaza


Status: Claimed by blackbird.

[title]Information.[/title]
For basic information on how to mod in Soluthis, please see parkeep.silgrad.com. 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. Beyond that, trial-and-error is an integral part of modding.
I'll claim this.
It will be the house of a (or almost) retired but still powerful warriorsort who's hobby is guarding the gate a little bit to avoid some wild guar and other enemies incidents. He's wearing an orcish armor set, because he once killed some malacath worshipping orcs and has a powerful (glass ok?) sword or mace.
Quote:Originally posted by blackbird
I'll claim this.
It will be the house of a (or almost) retired but still powerful warriorsort who's hobby is guarding the gate a little bit to avoid some wild guar and other enemies incidents. He's wearing an orcish armor set, because he once killed some malacath worshipping orcs and has a powerful (glass ok?) sword or mace.

Sounds good :goodjob:
He's not really a guard. Just some kind of amateur gatekeeper.
It should be ready with a little patrol route.
Forgot to rotate the northmarker.
I'll reply later today.
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.

Do not use "Default" music, it produces unexpected results with the StreamMusic script function.



The Basement

STIDCandleBlackFat02Orange64, Re (on the StFurnDunCloset02)
TID made matching (for the color of the candle) candlepuddles

Replace the bed with a StFurnDunPoorBed01R.



The Ground-floor.

StRwMiscComBottle04, F (under the shelf)




AI.

Define a radius (256) for the Wander package otherwise the NPC will stand still near the X-marker. Unless you want him to stand still.



Dialogue.

Add the topics through the result script listing, to avoid problems when changing the dialogue later on (merged to the esm), because of bug in the CS. For example: addtopic StSrSteadhelm01.



General Remarks.

Change the music type (see above).
Set the rotation of the Northmarker (as you said yourself).

It's a nice interior. Smile
I've completed the errors.
The bottle on th main floor was caused by the havoc sim.
The file has been merged. :goodjob: