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Full Version: NJRI0306 "Stormhold Gatehouse Armoury" (Completed)
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Official 'Black Marsh' Interior Claim for Stormhold: Stormhold Gatehouse Armoury



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Stormhold Gatehouse Armoury
AVAILABILITY: Completed by jucklesjenk


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[Image: StormholdNorth04.jpg]
[Image: StormArmouryTowerStorage.jpg]

(Please excuse the unattractive CS screenshots.)


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Description & Details


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Stormhold is Black Marsh's Jungle City lying in the Northern reaches of the Naga-Cradle Jungle. It is an entrypoint to the mountains and a common location for the more enterprising traveller. Much of it is built upon the existing Barsaebic ruins which are still very much in evidence, both in the ramshackle architectural design and through the complex Undercity network.

It was the scene of the most spiritual successes in terms of trying to 'tame' Argonian culture and belief as it was at one time under the influence of missionaries of the Nine Divines. This is the second strongest influence that is at work in city, giving rise to the Cathedral whose brazier serves as a beacon to those lost in the Jungle.

It is a source of considerable trade and yet has a history of foul diseases. Consequently, places such as the 'Hospice of Mara' have been set up to deal with this. However, it is not without influence and holds considerable sway in the diplomacy between Argonia and the foreign embassies, the most controversial of which remains to this day: the Morrowind Embassy, a base for the once-despised Dunmer who were at one time a blight on Stormhold's horizon. Being a border city, it is also rich in trade, culture and commerce.

This interior claim is of medium-size and contains the Gatehouse Armoury, but bear in mind that the nearby Blacksmith is likely to be Orc or Nord and you may wish to take a double-claim if you plan to do both. You may add a little character to the armourer, male or female, but please consider whether the two (Blacksmith included) are a 'pair' or simply business partners. The tower should mainly be a storage and display area.


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At-a-glance Details


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Interior Name:2BMDZStormholdBlacksmiths - please change the name of the cell...Wink
Region: Naga-Cradle Jungle
Settlement: Stormhold
Architecture: Imperial Tower and Bravil Tower Top
Exterior cell coordinates: (-3,23)
Claim Size & Difficulty: Medium.
Inhabitants: The Armourer has not been created yet.
Mission Connections: None as yet.
NPCs: 1. The NPC(s) must have (full) dialogue and AI. Don't forget the pathgrid for them. The NPC's name may be created or requested as necessary, so please discuss this and other details in the claims discussion thread ('General Info' below).
General Info: Please keep up to date on associated topics in the: Claims Discussion Forums .


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How to mod your interior

NB: Please note that some Stormhold interiors contain copies of vanilla interiors for those wishing to 'mass-mod' (see the thread in the interiors section for details). This is not a highly recommended strategy to modding but, in practical terms and if needing to create Imperial-style interiors (as some in Stormhold are), it can prove to be very useful and time-efficient. If not using this strategy, please delete either some or all of the existing clutter and then begin.

NB: Please also note that a door needs to be added where the interior merges with the Blacksmiths. This may require some re-arranging as the door at the bottom of the tower presently links up with the Armourers shop when it should link up to the Blacksmiths upper floor. The Armourers shop should actually lead to the tower's middle floor where there is presently a ladder. Confused? Yep, that's my fault but it's easily sorted. Please ask if you are unsure how to sort it out.

Interior modding carries with it the same responsibilities as it does on our father project, Silgrad Tower. This means that there will need to be NPCs, Containers, Lighting etc. For a really nice checklist that is very, very thorough, try this one from Zurke: A handy checklist to create an interior for ST . Zurke is the most experienced and prolific interior modder I know of so it's all good advice.


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Cluttering your Interior

Please try to use the BM objects as much as possible. And try to consider the story behind the owner of the building (which you may adapt unless stated) and add clutter as appropriate to them and the particular locations. This might include foodstuffs, flora, cutlery, paintings, tribal items, custom furniture, bedding and maybe a desk if this interior involves using the NPC as a trader.

Please remember to light the area. Argonian or Imperial lighting can be used. If you have any further suggestions, requests for models and so on then please consult this thread: Furnitures & Clutters . Just ask if you have any special ideas for extra models.

Have fun! :goodjob:
Can I take this as a double claim with the blacksmith?
Sure. :check:
God, those doors are confusing.

I think I've sorted it, but I've rearranged the ladders a lot. The bottom floor of the tower is now connected to the top floor of the Blacksmiths which sounds wrong but it's aligned on the exterior, so it makes sense.

Stormhold is a crazy city, but that's what makes it so interesting. Smile

Edit: Also, the City Plan Picture labels are the opposite way round to in the CS. Which one is wrong?

Do these actually sell equipment or are they watch smiths?
They are confusing. :yes:

Go by the city plan map. Basically, you have a double-floor Blacksmiths to the North and an Armoury to the South (with the tower).

The Blacksmiths themselves are partly employed by the Morrowind Embassy since the metal from the mountains is much sought after and the Blacksmiths can therefore make Morrowind armour besides Argonia's own. There may be a Blacksmith and a Blacksmith's apprentice inside the Blacksmiths but there should be plenty of anvils, tools and so on. Please make use of the folder Static-Clutter-MetalSmith here. I think the Blacksmith interior will need a lot of work to get it looking right and you'll need to do away with a lot of soft furnishings for that rugged look. Personally, I like the idea of there being a large forge running through the floors as shown in the pic. This just emphasises the size of the operation and the lack of safety for the Blacksmiths with so much wood around. Perhaps they could both bed down in that little strip of space on the top floor where the tapestry screens are. The Blacksmiths themselves are likely to comment on the conditions as they feel that slavery hasn't quite stopped for them.

The armoury should contain the Blacksmiths shop in the main room together with a shop owner (who might actually be Dunmer). The tower is mainly reserved as storage but, when I get the Vvardenfell armour resources in place then you should be able to save some space to use the Chitin armour display (see the second pic).
OK, I'll do that.

I don't think I said my previous post right. I was saying that in the CS, the cell IDs are opposite to the City Plan, ie the Blacksmiths is called the Armoury and vice versa. Should I change this?
Yes, please do.
I don't think I can swap the IDs around, because once an ID is in place, it can't be repeated again, even if the old ID is edited or deleted, but I swapped the names around.

Can I have three NPCs? I was thinking the Blacksmith, his apprentice, and a guy who works there who handles all the storage and stuff (basically, because this claim covers two interiors, I need another guy) in the armoury.
Yeah, sure. Three NPCs is fine.

Try altering the interior names by naming them 'Stormhold Armoury 1' and 'Stormhold Gatehouse 1'. Then just delete the '1' although you may only be able to do that by rebooting the esp again...not sure. It should be do-able though. I'm sure I can find a way round it otherwise.
Great, I'm working on it now.
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