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Full Version: EGRL0106 "Rottmere Everglades: North" (Completed)
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Official 'Black Marsh' Landscape Claim for Rottmere Everglades Region #6: North



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Rottmere Everglades Region: North
AVAILABILITY: Completed by Ibsen's Ghost


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[Image: LandscapeClaims-EvergladesRegion-1.jpg]

[Image: Everglades01.jpg]

NB: All the tan cells in the picture must be modded plus any other cells that border the region are optional. This includes the cells that are blue in colour and surround the rose cells. Take note that the x co-ordinates here (the numbers along the top) are all minus values on the left and plus values on the right whilst the y co-ordinates (the numbers along the side) are all plus values up top and minus values below. Therefore, -10,07 is the cell in the North-Western tip of the claim and -03,-02 is the cell in the South-Eastern tip.


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Description & Details


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This area of the Black Marsh: Rottmere Everglades region is a gateway to some of the more important areas of the country. As such, it is also one of the most dangerous as it provides access to the Vudai Marsh and is close to Murkwood. The battles have not raged here as it is merely a savage wilderness filled with all manner of the swamp's most devastatingly vicious denizens and there are few signs of humanoid life.

It does, however, contain Kulu-Hees as the land slips away from the North to provide the full marshland that characterises much of middle-Argonia. The marsh elves once lived in this region and there is lots of rootworm activity so expect to find dungeons of this ilk. Fort ruins, however, are unlikely. Likewise, shrines are unlikely to be able to withstand the ebb and flow of the swamp.

Marsh trees and swamp trees dominate including some interesting fungi and lots of insects such as the dreaded disease-giving mosquitoes, not to be mistaken with flora fly.


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At-a-glance Details


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Region: Rottmere Everglades
Cell count: 60 (without borders) 92 (with borders)
Exterior cell coordinates:
SW Corner = -08,02
NW Corner = -10,07
SE Corner = -05,-02
NE Corner = -07,07
Claim Size & Difficulty: Easy. Leave Kulu-Hees to a Settlement modder unless willing to create it but please landscape it in the meantime.
Inhabitants: Only Argonians although some others may foolishly stray into the area.
Settlements in area: Kulu-Hees
General Info: Please maintain contact about your modding on this thread but, above all, keep posting updates by adding v1, v2, v3 etc. to the end of your files.Take note that any esps submitted must begin with BM followed by your modder initials. For me, this is BMIG (IG for Ibsen's Ghost). Then submit your final claim to this thread: Latest esm and esp updates .


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Modding Directions


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Download the latest bsa details here: Black Marsh Resources: Latest bsa .

Your first task is to make sure that the flora and trees are not floating above the ground or have any edges of the models showing.

You may alter the height map as you wish but please bear in mind that this may affect other cells and the positioning of flora and trees as you will need to alter these accordingly. You are welcome to delete objects and there are recommendations on what to add below but please bear in mind that doing so means that you will probably have to add or delete vertex shading and make appropriate choices for texturing using the surrounding texture palette.

Your main task, however, is to make this area denser, darker and more realistic.


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Modding Directions: What to add


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Textures - It has been recommended that you slightly increase the use of jungle moss in the land sections but keep the filthy swamp textures on show. Try to get a little more of the grass-enabled textures in there. When near to the borders with other claims, please make sure that there is a smooth transition. Otherwise, please keep to the sort of patterns that you see in the generated landscape. It's best to use non-grass textures around flora and rock objects to prevent grass peeping through objects and make sure you add vertex shading!

Clutter and Flora - Much of the flora has already been added through region generation but you may decorate with the following rocks and flora: Nenuphar Lily & Victoria Flower (with lily pads), Sylvan Mushrooms, Grume Goblet mushrooms (on swamp trees), Maple Moss logs, Flora Flies, oilplants, gloshrooms (not too many of these two as we don't want it lit up like a Christmas tree!) and some zebra stripe bromeliads.

You will find these under the Flora\blackmarsh folder or the Static\Flora\blackmarsh folder (in the case of the Bromeliads, for example). You will also find the mossy maple logs under Static\landscape.

You can also add mosquitoes if they are enabled in the CS at the time of taking the claim.

Trees - The main part of this claim is to select a greater variety of Dementia trees and other tree varieties such as the swamp trees and some SnowGum trees so as to make the jungle dense and interesting. Some areas are already dense. Feel free to delete trees but bear in mind the need to keep the everglades dense, certainly on the land sections. And try to the maximise use of swamp trees in water.

You can duplicate objects by pressing Ctrl-D when you find your chosen model and then to drag them out and position them where you see fit. Don't forget to vertex shade the bases when you do this though.

You may wish to choose a weather type or use activators such as fog or rain. Please notify a core member if planning to do so.

Otherwise, ask if you'd like to use any other models or textures. I'm sure you'll make sensible choices but it would be best to check that out by posting screenshots or offering a suggestion in this thread.


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Settlements and Dungeons


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The best part of landscape claims that I enjoy the most are modding the dungeons. For this, you may use the mossy ruin exteriors (see blackmarsh-architecture-ruins) or the dead rootworms. However, there is a wide selection of possible dungeons on offer including SI ruins and caves. Please ask regarding anything specific.

About 1-3 dungeon exteriors is normal for a claim of this size although this is a particularly wild area so the number is likely to be more than just one.

All such dungeons can be decorated with appropriate clutter on the outside or you can leave this to the dungeon modder themselves. Please note that it should be your responsibility to post up dungeon claims once the landscape claim has been submitted. Please see the core about acquiring a claims template (that which is normally written in these threads) when you wish to do so.


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Important Notice and Technical Information


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If you decide to add a lot of one particular model, please notify on this thread the rough proportions of the extra models that you add so that it is easier for the next person who takes a landscape claim to work with you and maintain a degree of uniformity to the landscape. For example, tell us roughly how many of Koniption's bromeliads you are using per cell.

For extra help, please take a look at sandor's excellent claims descriptions on the ST site here: SHRAC05 "Steadhelm Region Area Claim" [Claimed] , particularly in the 'Technical Info' section.

Above all, make if fun for the player and have fun with the claim yourself! Wink
I already started this one so I thought I may as well go ahead and claim it.
I'm back working on this one now and getting close to Kulu-Hees, one of our last two remaining settlement claims for the beta version.
Progress Report: I'm about halfway through and it should be easy to complete now that I'm up to the more watery areas. The Northern part is now very heavily wooded with plenty of mushrooms, drifting logs, lilypads, flora fly and so on. I'll conduct a sweep over the whole area once I'm finished so that I can finally add the mosquitoes. I may need a few more disease scripts for that....anyway, screenshots will appear once completed.
I've got about 13-14 cells more to go with this claim and I've finally reached the location I had in mind for our second dead rootworm, called simply 'Bereft Rootworm'. I've attached a pretty crappy CS screenshot which, although not being pretty, at least shows what I've done.

Aww! Isn't he cute? Look, you can tickle him under the chin...does he want a rusk? Does he? Aww, there's a good boy! Big Grin
hahah, I like how you make part of his body twist over his head....makes you think -

maybe he tied himself in a knot, couldn't get loose, and so he died.

Koniption
Yes, he's nicely coiled up there... Wink

I haven't had time to work on this today but I'll try to get it finished by the weekend along with adding Gideon interiors.
This claim is now complete. Screenshots will appear shortly. :check:
Ah, so damn nice IG! Cutie Smile
Here's the screenshots...the whole of the Northern region now has plenty more trees, fungi, flora, proper texturing, glowshrooms (see pic #10), lillies, floating logs, vertex shading, flora flies (see pic #9) and...a new dead rootworm! I'll add the mosquitoes later. Take note that Kulu-Hees is still available and will probably be our last settlement claim once Deeza gets his hands on Kangumabog...