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Full Version: NJRI0311 "Stormhold Customs & Excise" (Completed)
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Official 'Black Marsh' Interior Claim for Stormhold: Customs, Excise & Permits



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Stormhold: Customs, Excise & Permits
AVAILABILITY: Completed by jucklesjenk


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[Image: StormholdNorth04.jpg]
[Image: StormCustoms.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 large and contains a major diplomatic centre for Stormhold: the offices of Customs, Excise & Permits. It also contains the adjoining Embassy Tower that grants access to Stormhold Castle. Most of these rooms will contain either the offices of various officials, many of whom are Imperial and are there to ensure that Imperial law has some influence in Argonia, or the private chambers of those officials. There is also an upper-class bar further down below for visiting Embassy guests and a Reception desk at the main entrance on the ground floor.


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At-a-glance Details


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Interior Name:2BMDZStormholdBravil03
Region: Naga-Cradle Jungle
Settlement: Stormhold
Architecture: Bravil-style interior.
Exterior cell coordinates: (-3,23)
Claim Size & Difficulty: Very Large.
Inhabitants: The NPCs have 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.

Please note that there is currently a missing door in the Inn that needs to be filled with either drawers and a canvas or a fake wall model. Please ask me if you require a specific item.

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:
Hmm, this looks interesting...I'll take it! :thumbsup:
Cool choice again! And one that really needs doing. It's yours! :check:

Btw, there's a missing door in one of the lower rooms that leads out into non-space. I think it's the interior room on the right in the picture. Oh, and it might be best to download version 2.20 of the esm if you haven't done so already as it's only just been posted up. Enjoy the claim! :goodjob:
Thanks, I've DL'd it already Smile

How many embassies are we looking at here?

P.S. I can't get to work on it right away because I'm currently working on a really big claim for ST, which I'm hoping to get finished by sometime later this week. Steadhelm Overhaul Claim [Claimed]
Ah yes, Steadhelm was the site of some of my very first modding. I did a lot of the landscapes for it. Nice to hear you're completing it. It's in good hands.

The Customs and Excise building holds two permanent offices. One is for the Imperials who still have some influence in Black Marsh and the other is for the Dunmer. So we certainly have an Imperial Embassy and the Morrowind Embassy. One room might be a conference room but, if my memory serves me correctly, there should still be room for guests such as envoys from Elsweyr and other Embassies.

Feel free to delete things that I've already added but take care. Some objects are placed there to cover doors and to create a different layout. You can, of course, delete these if you find a more agreeable layout.
Should there be an office/office area(as in not necessarily a whole room) for each: Customs; Excise; Permits or will one person handle all of it?
You might be best off splitting it. The way I would probably set it up is to have the Reception area used for Permits (which is what the everyday folk will need most) with the bedroom that adjoins the reception used for this receptionist/clerk. You could then convert the bedroom opposite reception into a long office for separate Embassy desks (the embassy officials would sleep in the Castle and could have AI pathing leading over there).

The Customs and Excise official might then have their office inside the tower with a separate bedroom inside the interior just next to it.

Alternatively, have a single put-upon clerk who deals with everything in the main tower and whose husband or wife is the receptionist so that they both sleep next to the tower. This will leave you with the large office and the 'receptionist's bedroom' to use as Embassy offices or Conference Rooms.

Further still, you could create more office space by deciding that everyone can sleep inside the Castle.
I think I'll probably use the first one. It seems to be similar to the idea used in Dragon Captions Elder Council mod (which IMO is a brilliant mod).
Quote:Originally posted by Ibsen's Ghost
(the embassy officials would sleep in the Castle and could have AI pathing leading over there).
So if I did choose to do this, I would have to set up quarters for them in the Castle?
Is there any space there to do this?
We haven't got the Castle sorted yet. I think that's planned to be Deeza's domain as he's pretty much got the authority on Stormhold. There will certainly be plenty of space. The Stormhold Castle is supposed to be a mish-mash of architectures haphazardly fused together so there'll be room somewhere.

You won't be able to add these until the Castle undergoes a proper overhaul. In the meantime, you'll have to leave that part of the AI out. Just let Deeza know that you're doing it.
OK, I've just about finished that Steadhelm Claim so I'm starting on this now.

I've decided to go with this layout:
Quote:Originally posted by Ibsen's Ghost

You might be best off splitting it. The way I would probably set it up is to have the Reception area used for Permits (which is what the everyday folk will need most) with the bedroom that adjoins the reception used for this receptionist/clerk. You could then convert the bedroom opposite reception into a long office for separate Embassy desks (the embassy officials would sleep in the Castle and could have AI pathing leading over there).

The Customs and Excise official might then have their office inside the tower with a separate bedroom inside the interior just next to it.
because it's the easiest one for me to envisage (fancy word Cool )

So, if Deeza stops by this thread, then there will be four embassy officials who'll need quarters in the castle. (You probably won't find this useful but the representatives will be for Cyrodiil, Morrowind, Elsweyr and Valenwood)
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