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Full Version: NJRD0102 "Frograt Barrow" (Marked for Adaptation)
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Official 'Black Marsh' Claim for Dungeon Claim: Frograt Barrow



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Frograt Barrow
AVAILABILITY: Marked for Adaptation


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[Image: JungleCave01.jpg]

[Image: JungleCave02.jpg]


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Description & Details


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Frograt Barrow is ironically named after the disparaging Dunmer nickname for the Paatru. The Paatru were one of the most reviled races amongst the Dunmer slavemasters and there are legends of experiments with torture upon them. For these already quite timid creatures, such treatment sent many of them quite psychopathic with fury and this dungeon is a testament to that.

Being so close to Glok-Chuba, Frograt Barrow is a tomb for the Dunmer dead and a hidden sanctuary for the Paatru. They know the tunnels very well...although in its present state without a use for 'dead Dunmer storage', the place is likely to have been reclaimed by denizens of the swamps.


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At-a-glance Details


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Tileset: Mossy Caves
Exterior cell coordinates: (-8,19)
Cell Name: No interior cell as yet (please use a code such as 1BMIGFrogratBarrowlvl1 but substitute your naming code for mine - IG)
Claim Difficulty: Medium-Hard.
Creatures: Lizards and Reptiles, Spiders & Ghosts / Undead. 4+ for medium-hard levels.
Mission Connections: None as yet.
Amount of Loot: Medium-High (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 FrogratBarrow (-8,19) 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 Mossy Caves tileset (Static>Blackmarsh>Dungeons>).

If plans for this cave extends, 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 whipvines in the activators section under 'blackmarsh'.

Some good ideas may include the use of roots and gnarled trees. Additionally, consider using the oilplants (under Light>blackmarsh), the land Glow-shrooms (under Static>Flora), BMWallmushrooms (under Static>blackmarsh>clutters) and perhaps the BMHangMoss varieties (under Static>blackmarsh>Environment). You can also use the rockswampmoss varieties with the cave tileset (under Static>blackmarsh>rocks>SwampRocks). I like the idea of using running water and sky objects where the cave is falling in but please use carefully.

For inspiration check people's favourite caves from the vanilla locations or take a look at what Leo Gura did with this cave tileset in the mod 'Lost Spires'.


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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. Ask around the forums for special loot if you wish to add some character to the ruin such as who once lived there and so on.

There could possibly be some gems, armor, weapons, gold, and other loot from travelling adventurers. If magic-users have attempted to examine the ruins, then you’d find ingredients, books, potions, and other mage-related items. Some special items for particular races 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. However, vanilla lights are fine. Your tomb can be as dark or as light as you want it to be, probably depending on whether the separate areas were densely populated 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 caves. 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.
This claim has been 'Marked for Adaptation' for use with Edolsian's dungeons. If anyone wishes to claim this, please let me know. Otherwise, Edolsian will be the contributor and the dungeon adapted.
In what way exactly will these dungeons be adapted? Do they use vanilla meshes, so that we can simply search and replace the textures?
They do indeed. I have received permission from Edolsian to "breathe fresh life into them" and give them the BM treatment. I have recently been making sure that the dungeon tilesets are more user-friendly for any parts that may need to be directly switched to the BM version. Given the lack of modders, it's a sensible option and Edolsian's dungeons are both good and mostly suitable.
Excellent. I strongly suggest that you go ahead at the next available opportunity. I'm sorry I've not been around much lately.

Is there anything in particular you would like me to do, such as finish some more interiors?
Doing so "at the next available opportunity" might be a little difficult considering the fact that sandor has now declared himself unavailable due to work progressing on ST v3.0. However, the next available opportunity for myself will most certainly be capitalised on. I actually find dungeons quite fun....I'm not keen on doing any landscaping for a while, that's for certain.

Some interiors would be great but, considering the fact that there are only 15 remaining beta claims and that two of them are claimed, it might be best to switch to dungeons. That's entirely up to you though...depends on what you fancy doing.

The only issue with the dungeons right now is that there are some missing pieces I have added with my latest esp (which is yet to be merged by sandor) and involves adding more assets. This includes both mossy caves and Barsaebic ruins....rootworms are available but I found the tileset took a while to get used to, personally...