03-18-2010, 08:25 PM
Official 'Black Marsh' Landscape Claim for Darkmoor Region #12: North
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Darkmoor Region: North
AVAILABILITY: Completed by Ibsen's Ghost
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NB: All the black cells in the picture must be modded plus any other cells that border the region are optional (in order to get an effective transition from one region to another). To find these locations, 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, -15,-06 is the cell in the North-Western tip of the claim and -02,-15 is the cell in the South-Eastern tip.
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Description & Details
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This area of the Black Marsh: Darkmoor region is the only part of Darkmoor that contains a settlement, the town of RockGrove. At one time, RockGrove was a thriving tradespoint under Imperial rule but, like its former rulers, the town never managed to assert itself in the marshes and suffered endless attacks from the Argonians of the Everglades. The environment is now beginning to reclaim its faded grandeur and the dangers presented by Darkmoor's inhuman residents are affecting town morale.
Close to the North lies Kangumabog, an old Argonian stronghold often treated as a gateway to Darkmoor for the locals. Spider caves predominate in Darkmoor but there may be evidence of Marsh Elf (Barsaebic) ruins too. It is recommended to add one of each in this claim.
The giant cypress trees are the strongest feature of Darkmoor (and may present the biggest difficulty of this claim). The giant swamptrees should have swamproots placed at their base as much as possible. You can use the Dementia-shaped Mangrove rocks to create some interesting passages and mini-cliffs. Try to prevent clipping where possible (this is where flora or trees merge together and the models 'clip' into each other) and try to add more of the following varieties of flora: Blueberries, Nirn-worms, Purple and Green Lumberries and Spike Plants. Some mossy logs can be used too.
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At-a-glance Details
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Region: Rottmere Everglades
Cell count: 103
Exterior cell coordinates:
SW Corner = -16,-15
NW Corner = -15,-06
SE Corner = -02,-15
NE Corner = 00,-10
Claim Size & Difficulty: Medium-Hard. Leave Rock Grove as it is except where you may wish to merge your landscaping to make it flow better.
Inhabitants: Mainly Argonians but also a smattering of other races might appear in Rock Grove.
Settlements in area: Rock Grove
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. For Darkmoor, this is particularly common with some trees so it may help to select a number of suspect trees together and pull them down so that they are fully rooted.
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 dense, dark and more realistic.
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Modding Directions: What to add
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Textures - 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: Blueberries, Nirn-worms, Purple and Green Lumberries and Spike Plants.
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 logs under Static\landscape.
You can also add mosquitoes and flora fly if you wish but please try to use the levelled lists.
Trees - The giant cypress trees are the strongest feature of Darkmoor (and may present the biggest difficulty of this claim). The giant swamptrees should have swamproots placed at their base as much as possible. As mentioned, many of the trees do not fit too well into the ground. Please 'root' them properly.
You may make things even more dense. In which case, 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 mossy cave exteriors. However, there is a wide selection of possible dungeons on offer including SI ruins and caves so please ask regarding anything specific.
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. However, I can possibly do this if I have time available.
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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!