Silgrad Tower from the Ashes

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Khuul

Edit- Dave_91: Khuul has been claimed by Hector the Hooded, who is responsible for building both the interiors and exterior. Hector may use this thread for ideas and reference. Also, a note to Hector: 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.

Khuul is a small fishing village in northern Morrowind, but nevertheless it has both a Silt Strider and a shipping port. It is not on the path of the main quest, but can be used to access Solstheim in the Bloodmoon expansion. The town is also easily recognizable due to the impressive natural arch spanning over its inlet and is attractive due to the Daedric ruins nearby. - Courtesy of Wikipedia

The IDs of the cells are as such: Khuul01 = Thongar's Tradehouse (you would stick VvXX in front of that with XX being your modder ID, So I'd put VvC9Khuul01).
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 Redoran 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: layoutnk3.jpg]

Thongar's Tradehouse [OPEN]
Cell ID: VvXXKhuul01 (replace XX with your modder ID)

Thongar barters general goods, he's a competent businessman at about level 17 (15 back in Morrowind).

NPCs: Thongar (Nord M, Trader/Merchant), Shotherra (Kajiit F, Assassin), Ondi (Nord F, Knight - Imperial Legion Knight Errant)

Difficulty: Easy - Lower Class Interior
When creating this interior, you will need to use the redoran 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: 01jx8.th.jpg]

Svadstar's Shack [OPEN]
Cell ID: VvXXKhuul02 (replace XX with your modder ID)

Svadstar is a low level commoner.

NPCs: Svadstar (Dunmer 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: 01oe6.th.jpg]

Miron Garer's Shack [OPEN]
Cell ID: VvXXKhuul03 (replace XX with your modder ID)

Miron Garer is a low level commoner.

NPCs: Miron Garer (Dunmer 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: 01js6.th.jpg]

Brurid's Shack [OPEN]
Cell ID: VvXXKhuul04 (replace XX with your modder ID)

Brurid is a level 17 (15 in Morrowind) Smuggler. There's a lot of containers in his shack, he's going to have smuggled booty, and contraband. No dwemer artifacts, though.

NPCs: Brurid (Nord M, Smuggler)

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: 01lq5.th.jpg]

Helga's Shack [OPEN]
Cell ID: VvXXKhuul05 (replace XX with your modder ID)

Helga is a level 6 (3 in Morrowind) 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: Helga (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: 01cb2.th.jpg]

Nelmyne Andules' Shack [OPEN]
Cell ID: VvXXKhuul06 (replace XX with your modder ID)

Nelmyne is a low level Dark Elf 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: Nelmyne Andules (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: 01mi9.th.jpg]

Aldi's Shack [OPEN]
Cell ID: VvXXKhuul07 (replace XX with your modder ID)

Aldi is a low level Nord 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: Aldi (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: 01yg8.th.jpg]

Endris Dilmyn's Shack [OPEN]
Cell ID: VvXXKhuul08 (replace XX with your modder ID)

Endris is a level 6 (3 in Morrowind) commoner. He was a House Dagoth sleeper... apparently he got over it. 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: Endris Delmyn (Dunmer 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: 01oq5.th.jpg]

Rivame Samandas' Shack [OPEN]
Cell ID: VvXXKhuul09 (replace XX with your modder ID)

Rivame is a low level Dark Elf commoner. 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: Rivame Samandas (Dunmer 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: 01tq6.th.jpg]
My suggestion is that all interior cells in a town include the town name or a part of the name that is unlikely to be duplicated. The reason is that if scripts are developed for an entire town, having a common string within the IDs for each cell (int or ext) makes it easier to select the affected cell. I'm pretty sure about this, but you might want to verify with TID or sandor. In this case, that would mean "Khuul" instead of "KL" in the cell IDs.

Thanks,
Steve
Hmm... you bring up a good point. We'll see what cire comes up with, perhaps he'll agree with names instead of initials.
I've no problem with that, using initials just helped me with tagging interiors when I was uploading images. I'll change the cell names a little later. Good thinking SACarrow :goodjob: