Silgrad Tower from the Ashes

Full Version: EGRD0103 "Wasted Rootworm" (Claimed)
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Official 'Black Marsh' Claim for Dungeon Claim: Wasted Rootworm



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Wasted Rootworm
AVAILABILITY: Claimed by Face


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[Image: Everglades09.jpg]

[Image: Everglades10.jpg]


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Description & Details


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The Mortified Rootworm lies right on the border between the Everglades and Darkmoor. The Everglades once saw vast amounts of rootworm activity though this seems to be in decline. It is now sadly becoming a common sight to witness dead rootworms on the edges of the watery regions and, being so close to Darkmoor, this one is likely to be riddled with parasites even if it is close to the protective regions around Kangumabog.

The first areas of this rootworm may be partially submerged in water with a winding tunnel along the length of the body that is still partly visible above ground. What you find in there is up to you!

This dungeon is likely to be used in connection with any number of quests so please consult the core before deciding to employ a quest idea in here.


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At-a-glance Details


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Tileset: Mortified Rootworm
Exterior cell coordinates: (-10,-10)
Cell Name: BereftRootworm
Claim Difficulty: Medium.
Creatures: Mantis, Rootmould creatures and perhaps Naga. 3-5 for medium levels.
Mission Connections: None as yet.
Amount of Loot: Medium (according to the above).
General Info: Check this space for a link to a thread detailing completed claims and future plans.


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Modding Directions


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You'll find the entrance for the ruin in the cell WastedRootworm (-10,-10) of the BlackMarshes worldspace. Use the latest esm (v2.32) or a higher version.

Don't forget to select snap to grid (32-64) and snap to angle, when creating the lay-out for your ruin.

You have to use the new Dead Rootworm tileset (Static>Blackmarsh>architecture>wormtunnels>).

If plans for these tunnels extend, then it's fine to add more than the two levels as suggested. Just give the new cell the same name, except for the last part which should receive a suffix such as lvl1, lvl2 etc.


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Recommended Objects


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For any traps I recommend using the 'Fibrillating Polyps' in the Activators>blackmarsh section. There are a variety available.

We also have a series of containers for storing objects (and liquids). See Containers>blackmarsh to find the worm columns, festering boils and lymphatic glands.

Don't forget to add the flora varieties of suppurating polyps, virulent polyps and wet gristle. These are found under Flora>blackmarsh>architecture.

You might use the swamp gloshrooms along with a light to make things a little less murky but possibly not the oilplants, as detailed below.

Under Doors>blackmarsh>wormtunnels you will find a selection of doors.

For inspiration check existing root-tunnel ruins from the SI collection.


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Cluttering your Dungeon


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You should use leveled lists for the loot but the ruin may be being used by some person or creature so you may wish to select accordingly. I would strongly recommend using potions as loot such as the root gall potion, wormblood vessel, wormbone horn and wormguts vessel. Additionally, ask around the forums for special loot if you wish to add some character to the ruin such as a swallowed victim etc.

There could possibly be some gems, armor, weapons, gold, and other loot from travelling adventurers. If magic-users have attempted to examine the tunnels, then you’d find ingredients, books, potions, and other mage-related items. Some special items for Naga and those practising Bhuru magic might also be found - for example, we have a nice range of specialist staffs.

The preferred type of enemy for this ruin is listed at the top of this thread. You might be able to do something else though if you want - just check with the core first and we'll discuss this. However, for the time being, please keep to the vanilla levelled lists which can later be replaced.


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Lighting up your Dungeon


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Please look in the object window for any of BM's own candles such as Glo-shrooms but probably not oilplants as, being underground, it is unrealistic considering the fact that underground gases would be likely to cause explosions....especially in a dead, flatulent rootworm =). But your interior can be as dark or as light as you want it to be, probably depending on whether the separate areas were densely populated by Naga or not. For a good example of excellent use of light of the very, very dark variety which really improves the gameplay of a ruin or tomb, I would advise checking out the early sections of ‘Gates to Aesgaard’ by ThePriest909 which makes for a sensationally spooky and jumpy gaming experience.


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Making Enemies


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The function of this ruin is up to you but, so that we can adapt it in places where quests use this location, please stick to the levelled lists for now....unless you have cleared your plans for what to use with the core already by using the forums or a PM. Try to make it interesting for the player, of course. If you have any specific ideas then let the core know about it.


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Final Tasks


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Add a pathgrid to the tunnels. Playtest the entire layout and make any necessary corrections before submitting it for review.

NB: - Thanks to the 'Silgrad Tower' team for pioneering the claims system and for being such excellent all-round good eggs around these forums.
I'd like to claim this.

Is it normal the tile-transitions, transititions are a bit odd?
For the interior rootworm tileset? Yes, I think it was a little difficult getting the textures to tile perfectly, if I remember correctly. Whenever I've been in these places in-game, it hasn't looked too bad but it helps to keep things fairly dark and to carefully position lights so as not to highlight the joins. It may help to consider how to neutralise the effects further. There might be a way of doing so....

Anyway, nice to see you off the mark. Claim granted. :check:

Btw, the Mantis is generally considered to be creature of choice in these rootworm tunnels...anything insect-like is best.
The dungeon is halfway underwater, and dark. I can hardly see any floor in there Big Grin
Come to think of it, there's so much water, can these mantis' , mantises, mantis, mantiss, mantes, what's the plural actually? Mmm. Back to topic, can they swim? And could I place some water related enemies in there?
I believe the collective term is 'Mantises'. I used to think it was 'Mantidae' but I believe now that it's just a breed.

The question is: are they (and can they be) equipped in the CS to swim (which I can't currently find out as I'm still using this damn Mac!)? And also: should they be able to swim (which I think they probably should but they probably don't like to)?

As regards water-based enemies, I think that should be okay but use your judgement, of course. Sharks are a no-no but maybe caiman and crocs would work. Others may have come to live there too....although I would tend to think the creatures are mostly of the insect variety.
The dungeon is finished, one level only, but it crashes when I enter.
The traps aren't the problem, so I suspect the creatures are. I'll refine it a little bit and post some screenshots.

Edit: The creatures seem to be the problem, I'll try to pin down which ones, as I know the Mantises (Wink) work and I miss some creatures like the crocodile. Do I need to do something ground-shaking before I upload the .esp?

Trying to upload the screens
Here they are.
Photobucket Album
Quote:Originally posted by Face
Do I need to do something ground-shaking before I upload the .esp?

Big Grin A drum roll would be fine.

No, it's best to use this thread to upload any updates. That way we don't lose any work. We can also merge the esp as it is so that you can add a second level later if you wish.

That's odd about the crashes. I'm pretty sure I had tested all the creatures. Did you use the jellyfish by any chance? They have been glitchy in the past and caused CTDs but I thought I had nailed it after KP sent the updates.

Looks good but try a murkier water in there like swampwater or sewer water. It certainly shouldn't be clean anyhow. You should be able to adjust the main interior cell to do that. Don't forget to clutter, of course.

One last point, I believe KP is working on an animated 'puspod' that will make things look even more grotesque in there. Wink

...and I'd make it just a little darker for added effect...
The jellyfish will have been the villain then, playtesting with a lvl 1 char, the first water creature on the levelled list is the stingy bugger.
Quote:Originally posted by Face
The jellyfish will have been the villain then, playtesting with a lvl 1 char, the first water creature on the levelled list is the stingy bugger.

That's odd.

My personal jellyfish esp setup (not the ones used in Blackmarsh), does not cause my PC to crash, at all. I can kill and swim around those buggers all I want to.

Either the wrong files have been used again in the BSA upload, the BM esm has incorporated the jellyfish in the CS wrong, or something else is going on.

I'll look into the matter when I can.

Koniption
I don't have any .bsa updates, only the current .bsa. Maybe there is an update already.

Edit: The water is changed, enemies added. The Mantise Larvae are drowning, so I think I'll have to lower the water level once again, but the water level outside the rootworm is way higher :/
About the Caiman, they look fabulous, and sound funny with their rat-sounds Wink
But ... they drown, which I find quite odd for a crocodile Big Grin

Updated album: Photobucket Album
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