Silgrad Tower from the Ashes

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Gnaar Mok

Edit- Dave_91: Gnaar Mok has been claimed by BoneLord, he is responsible for building both the interiors and exterior. BoneLord may use this thread for ideas and reference. Also, a note to BoneLord: I know it may be a fuss, but could you please change any interior cell ID's you've made to the ones mentioned by cire in the claims please? It would make things much more fluent. Thank you.

Edit- Dave_91: If a claim uses the hammock model as used in Morrowind, please use the bedroll model as a temporary substitute until a hammock model is made.

Keep in mind that more claims will be going up with most of the towns, as the Hetmen creating the exteriors create new buildings that weren't there in Morrowind. For example, there will probably be expansions here in Gnaar Mok around Arenim Manor.
You can find the Gnaar Mok discussion thread here.

Gnaar Mok WAS a quiet little fishing port controlled by the Hlaalu. It has, however, had something of a Rennaissance, and has become a vital stop for ships passing through the Bitter Coast. Nonetheless, it is still mostly "fisher-mer" shacks aside from Arenim Manor.

The IDs of the cells are as such: GnaarMok01 = Arenim (you would stick VvXX in front of that with XX being your modder ID, So I'd put VvC9GnaarMok01).
I've also posted interior descriptions for these cells. Remember that we are modding a Vvardenfell that is set six years after Morrowind, and some of the interiors look different and/or are inhabited by different people. Nonetheless, the shots should give you a solid idea of the interior layout, as the tilesets we are using in Oblivion are virtually the same as the ones in these shots from Morrowind.
Also, when working with the public Hlaalu and Shack tilesets use collision mode (F4) to see where any invisible surfaces may be. Seeing as most of the claims work so far has been SilgradTower.esm dependent, you can go ahead and use those assets. Make sure you have the latest version.

[Image: layoutfn5.jpg]

Arenim Manor [OPEN]
Cell ID: VvXXGnaarMok01 (replace XX with your modder ID)

This is the villa of the local Hlaalu governing family, the Arenims. The Arenims are big time now, as Gnaar Mok has grown into a successful port.

NPCs: Dridas Salvani (Dunmer M, lvl 16 Scout - Hlaalu Lawman), Drarus Berano (Dunmer M, lvl 17 Assassin, Hlaalu Lawman), Almse Arenim (Dunmer F, lvl 17 Agent, Hlaalu Oathman)

Difficulty: Medium - Upper Class Interior
When creating this interior, you will need to use the Hlaalu tileset. Use Collision mode (F4) to see where the Skirting Boards and Boots are. Make sure none of the statics you place bleed into these!
If you create a new interior 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.. Place a northmarker in the cell, it does not need to be oriented.
Add some unique dialogue and full AI to the NPCs, if you need to know more about them, just ask.
[Image: 01kk5.th.jpg] [Image: 02ow1.th.jpg] [Image: 03vn6.th.jpg]

Druegh-Jigger's Rest [OPEN]
Cell ID: VvXXGnaarMok02 (replace XX with your modder ID)

A cornerclub shack owned and operated Thieves' guild operative Wadarkhu.

NPCs: Wadarkhu (kajiit M, lvl 27 Smuggler, Thieves' Guild Operative), Hinald (redguard M, lvl 10 pawnbroker, Thieves' Guild wetear), Balan (redguard M, lvl 10 Scout, Thieves' Guild wetear)

Difficulty: Easy - Lower Class Interior
When creating this interior, you will need to use the Shack tileset.
If you create a new interior 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.. Place a northmarker in the cell, it does not need to be oriented.
Add some unique dialogue and full AI to the NPCs, if you need to know more about them, just ask.
[Image: 01vp7.th.jpg]

Nadene Rotheran's House [OPEN]
Cell ID: VvXXGnaarMok03 (replace XX with your modder ID)

Just a local commonwoman. She's probably progressed to about level 6 or 7 by now.

NPCs: Nadene Rotheran (Dunmer F, Commoner)

Difficulty: Easy - Lower Class Interior
When creating this interior, you will need to use the Shack tileset.
If you create a new interior 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.. Place a northmarker in the cell, it does not need to be oriented.
Add some unique dialogue and full AI to the NPCs, if you need to know more about them, just ask.
[Image: 01qm7.th.jpg]

Angalos' House [OPEN]
Cell ID: VvXXGnaarMok04 (replace XX with your modder ID)

A very poor Wood Elf pauper. Not much else to his name. (about level 3)

NPCs: Angalos (Bosmer M, pauper)

Difficulty: Easy - Lower Class Interior
When creating this interior, you will need to use the Shack tileset.
If you create a new interior 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.. Place a northmarker in the cell, it does not need to be oriented.
Add some unique dialogue and full AI to the NPCs, if you need to know more about them, just ask.
[Image: 01gk6.th.jpg]

Jerian Dolbanitte's House [OPEN]
Cell ID: VvXXGnaarMok05 (replace XX with your modder ID)

A Breton commoner, he's probably around level 4. His shack sits on a dock. In the world->cells window, check the "has water" option for your interior. Orient the water level so that comes up to just beneath the floor of the shack. Doing this will add some watery sound effects to the interior ingame.

NPCs: Jerian Dolbanitte (Breton M, commoner)

Difficulty: Easy - Lower Class Interior
When creating this interior, you will need to use the Shack tileset.
If you create a new interior 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.. Place a northmarker in the cell, it does not need to be oriented.
Add some unique dialogue and full AI to the NPCs, if you need to know more about them, just ask.
[Image: 01zl5.th.jpg]

Rostlogi's House [OPEN]
Cell ID: VvXXGnaarMok06 (replace XX with your modder ID)

A low level Nordic commoner. Her shack sits on a dock. In the world->cells window, check the "has water" option for your interior. Orient the water level so that comes up to just beneath the floor of the shack. Doing this will add some watery sound effects to the interior ingame.

NPCs: Rostlogi (Nord F, commoner)

Difficulty: Easy - Lower Class Interior
When creating this interior, you will need to use the Shack tileset.
If you create a new interior 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.. Place a northmarker in the cell, it does not need to be oriented.
Add some unique dialogue and full AI to the NPCs, if you need to know more about them, just ask.
[Image: 01vf3.th.jpg]

Caryarel's House [OPEN]
Cell ID: VvXXGnaarMok07 (replace XX with your modder ID)

A low level High Elf thief (he's not in the guild, however) about level 8. His shack sits on a dock. In the world->cells window, check the "has water" option for your interior. Orient the water level so that comes up to just beneath the floor of the shack. Doing this will add some watery sound effects to the interior ingame.

NPCs: Caryarel (Altmer M)

Difficulty: Easy - Lower Class Interior
When creating this interior, you will need to use the Shack tileset.
If you create a new interior 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.. Place a northmarker in the cell, it does not need to be oriented.
Add some unique dialogue and full AI to the NPCs, if you need to know more about them, just ask.
[Image: 01mz2.th.jpg]

Mush-Mere's House [OPEN]
Cell ID: VvXXGnaarMok08 (replace XX with your modder ID)

A very poor Argonian pauper. His shack sits on a dock. In the world->cells window, check the "has water" option for your interior. Orient the water level so that comes up to just beneath the floor of the shack. Doing this will add some watery sound effects to the interior ingame.

NPCs: Mush-Mere (Argonian M, Pauper)

Difficulty: Easy - Lower Class Interior
When creating this interior, you will need to use the Shack tileset.
If you create a new interior 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.. Place a northmarker in the cell, it does not need to be oriented.
Add some unique dialogue and full AI to the NPCs, if you need to know more about them, just ask.
[Image: 01xo2.th.jpg]