Silgrad Tower from the Ashes

Full Version: Deepen Moor - Sorund Cavern [Open]
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Sorund
STATUS: Partially finished by earendil

Tileset: Moldcave
Number of levels: 1
Cells: DeepenMoorCavernSorundInterior
Number of enemies: 5-7
Preferred enemy type: Necromancer
Exterior cell coordinates: (-17, 14)

You'll need the 3.10 version of the ESM or higher to mod this location. Download the latest version here.

[Image: CavernSorund.jpg]

[title]How should I go about modding the layout?[/title]
First, you’ll want to find Razorwing’s moldcave tileset under Static->ST->Dungeons->Moldcave. Please do not use Oblivion’s generic cave set - we want our entire landmass, dungeons included, to look less like Cyrodiil and more like Morrowind.

Now that you’ve found the tileset, drag the StRwMoldcaveSmTunnelExitNatural piece into the Render window and move it to coordinates 2048, 2048, 4800. That is going to be the dungeon’s starting point. Have two ramp pieces (under Static->ST->Dungeons->Moldcave->SmallTunnel) leading down from the entrance before modding the main part of your dungeon. Feel free to separate these ramp pieces with a few ordinary small tunnel pieces.

Now that you’re a bit farther underground, you can mod the dungeon layout to your liking. If you want to have a water level in your dungeon (which makes sense, at least for caves in the flooded Deepen Moor region), you may change the cell’s settings. If you aren’t sure about how to use the moldcave tileset or where to find certain pieces, feel free to post your questions here in this thread.

In order to make the cave look interesting, you should place several static rock objects (Static->ST->Dungeons->Moldcave->Rocks). I personally, as a player, would like a cave better if it had at least three of these objects per tileset piece placed, but you can probably get away with one per tileset piece placed*. The main idea is to make sure there are enough objects to hold the player's interest. You can also use vines (Static->ST->Flora->Ambient->BitterCoast), cobwebs (Static->ST->Dungeons->Misc), and flora-type mushrooms (Violet Copringus, Luminous Russula, Mooncap, or Drogo Mushroom all found under Flora->ST->Flora->Shroom) in your cave.

The SoluthisLoc001 cells show how a good moldcave dungeon should look, so feel free to look at those if you need some ideas about how your dungeon should look.

*These numbers were rough estimates and may be subject to change later on.

[title]What would I find, in terms of loot, inside a cave?[/title]
It depends on what the cave is being used for. If smugglers are using it as a base of operations, you can expect illegal items (skooma and moon sugar, for instance), as well as some gems, armor, weapons, gold, and other loot. If renegade mages have taken over the cave, you’d find ingredients, books, potions, and other mage-related items. If the cave has only creatures, you can add dead adventurers, natural flora, gem rocks, and other fun stuff. Think creatively.

The preferred type of enemy for this cave is listed at the top of this thread. You might be able to do something else though if you want - just check with me first and I'll tell you if your idea is appropriate.

[title]How should I light the cave? [/title]
Again, it depends on what lives inside the cave. If there are NPCs, you might want to use the StLightComTorch01 set of lights because it supports the idea that someone is living there. If you have only creatures, you might want to place some glowing crystals (Activator->ST->Dungeons->Misc) or some Luminous Russula mushrooms (Flora->ST->Flora->Shroom->BitterCoast) and manually place lightbulb lights. You should also have a few ambient lightbulb lights placed where they are needed. I started a set of ambient lights which you can use; they are ID’d StIdMoldCaveAmb####. Try to have all lights guide the player through the dungeon. Try not to have more than 22 lights in a single dungeon cell.

[title]What enemies should I use?[/title]
As I said above, the loot you’d find would depend largely on which enemies you decided to use. The preferred enemy type for the dungeon is listed at the top of the thread, but it isn't final. If you want to change it to something else, let me know what that is and I'll tell you if it's okay.

The most common enemy types for caves in TES3 were outlaws (smugglers, bandits, rogue mages...) and creatures (nix-hounds, rats, mudcrabs...).

[title]Anything else?[/title]
Add a pathgrid to the cave. Playtest the entire dungeon and make any necessary corrections before submitting it for review.
Hi,

May I claim this? I would like to use it as the last portion of my Kanath Ancestral Tomb continuation.

Outside, or in the first part of the cave, you meet an Imperial named Cassius Truptor who claims to be an Imperial Battlemage. He asks if you'd be willing to help him clear this den of necromancer's with him. I don't want to get into too much detail so as to not spoil the Kanath continuation plot.
Absolutely! I'm looking forward to it. :goodjob:
Here is my first draft.

Hopefully it looks ok. I made the non journal quest rather generic since this will be incorporated into the Kanath continuation quest I'm working on. Everything seems to work fine. I linked the door to the outside world. I also fixed the Arvmi Salor dialogue from SilgradCity0333 in this claim. I'm sorry about that, I forgot to specify her dialogue to her.
I will check it out for you earendil. Smile
Looking good earendil. I do think the cave needs to be lit more though.

When I entered the imperial asked me to help. First I chose the answer 'no'. When I did he became an enemy. I was surprised because that should not have been reason for a switch in attitude towards me.

I didn't understand the skeleton and the guy you are helping standing together after I killed a few necromancers. But I guess that must be the quest in progress.

Have a great day
Charles
I increased the ambient lighting and changed a bit of Cassius Truptor's dialogue. Now when you say no, he only replies to you so you can ask him again.

The reason behind his odd hostility comes from his link to my other quest. So does the summoned Skeleton (from him).
Is this a finished version, earendil?

I took a quick look, and I liked. Smile

Notes:
- STEDSorundAdventurer needs havok activated so the skeleton is on the ground. Have you checked to make sure it doesn't float in-game, because it is underwater?
- Replace MortFlesh with an ST ingredient
- Replace bones, such as BabyBody with ST versions, found in our miscellaneous clutter items.
I made the changes. This is pretty much what I wanted for this. I will tie the characters to my Kanath Ancestral Tomb quest continuation for Astermeier Cave.
Okay - did you want this merged first?
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