Silgrad Tower from the Ashes

Full Version: Soluthis1301 [Interior Finished, Quest Unfinished]
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[Image: Area03_Composite.jpg]

[blockquote]"The Slums" is the general term for the poor area in Soluthis' southwest corner. The folks are somewhat reclusive, and tend a large communal saltrice plantation which provides the bulk of their diet. The city grew and prospered over time, but the slums remained the same as the stubborn farmers didn't give a damn about Areya's pleas regarding property value. Their reasoning seems to be that, "So what if it's a prime spot adjacent to the Skyrim road city exit when one's forefathers have lived, loved and died for countless centuries on the same soil?" Areya gave up trying to convince the farmers to sell their homes some twenty years ago and just erected a wall around them, keeping the eyesore from merchants travelling the busy road.[/blockquote]

Location: MAP #13
House type: Round Home
Claim size: Small
Neighbourhood: The Slums


Status: Claimed by Dave_91.

There is a starter cell for this location, so load up Oblivion.esm + Silgrad_Tower.esm and open the cell Soluthis1301, 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.
Hi, I would like to claim this house.

Little back-story: The owner is Bevadar Thilandas, Farmer, middle-aged (perhaps a little older). He has lived in the slums all his life and his mother died shortly after he was born.

Thanks.
Granted. Have fun! Smile
cheers
Welcome to ST, theblackshadow!
:wave:

Please update to the latest internal version (v1.70), since there's been an update to the house model for your claim. (It hadn't been released when you claimed.) The basements for Redoran round homes will be much better from now on Big Grin
May I claim?
Of course! Smile
Excellent, should be ready shortly. Smile

2007.04.10 01:29: Okay, it's done. I tried to get the dialogue working, but I can't, no matter how much I try. Which is annoying. Anyway, here it is.

[attachment=7871]StDvSoluthis1301.esp[/attachment]
Abbrev.

F= Floating / B= Bleeding / S= Look at Screenshot / PG = Pathgrid / th = tetrahedron, point / sh = the silhouette / R = Resize / Re = Reposition / A = Adjust


General info.

Please add a version number to the name of your esp files. TIA

Keep in mind that smaller objects near large objects (NPC's included) tend to float.

Use an activatorflamenode04 etc. it gives a nice sound of a burning fire.

If you create a new interior try to position the first piece of the tileset at X,Y,Z = 0, 0, 0. Use snap to grid (32-64) and snap to angle to create a basement etc. from a tileset.

Is there enough clutter?
In the lower right part of CS screen you'll see the faces (face count).
For your interior it's 87337. It should be around the 100k and max 150k for an interior of this size.


How do I keep my mod clean?
Avoiding contaminations.


- Packages should start with StXX... etc. (XX = your modding ID)

- For the location: Don't use "in cell". It can produce unexpected behavior.

- Make sure that the packages are chronological (use the left arrow key).

- Add a wander package type: Time and duration any. Specify a radius (near editor location) of 1024 etc.

[indent][/indent]This is always the last package in the list.

[indent][/indent] You could use a standard package for example aaaDefaultExploreEditorLoc1024.

Edit your dialogue through the quest window and not through the dialogue window (creates unclean dialogue).



The Groundfloor.

StFurnDunPoorStool01, Re, F (partly), S
StRwContDunmerBarrel01, B (into the urn)
StRwContDunmerChestSmall01Gold25, B
StRwMiscDunPoorCupWood01, F



Pathgrid.

Make sure the NPC is placed on a th (point).



NPC.

Check "No rumors".
Is he supposed to have no clothes?
Change the food count in his inventory to "-1".



AI.

Check the general info (above).
Specify a location for the sleep package.



Dialogue.

StDvSaltricePlantation topic: Add a GetIsID.
Remove the say once and random selections from the topics you made (for now).

Add the topic "Greeting" (standard).
Create an info as you did with the other topics.

Add the topics (you already made) to the greeting topic (small listing to the right side of the quest>>topics tab).

Look at the screenshot.

I added a greeting: "Hello!" and added the topic StDvLittleFavor to the Greeting.



General Remarks.

Assign ownership to the door.
Don't switch to other worldspaces and alter stuff (contaminations).

Almost no floating and bleeding. :goodjob:

Add more clutter (see above).

Change the fire (see above).

The exterior door marker, B, Re.


Resuming.

A nice interior and almost ready. Smile
Okay I'll make the changes now. Big Grin

-About the facecount, does it have to be at least 100,000?

-I could add a basement, but if the NPC owner is supposed to be lower class, unwealthy, would he be able to own a house that big?

-NPC- He wears clothes from Shivering Isles expansion, maybe that's why you can't see them? I'll use normal Oblivion clothes.

Thanks for the review. Hopefully the dialogue will work now. Smile
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