Silgrad Tower from the Ashes

Full Version: "Fort Swampmoth" (Marked for Adaptation)
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Official 'Black Marsh' Claim for Dungeon Claim: Fort Swampmoth



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Fort Swampmoth
AVAILABILITY: Marked for Adaptation


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No screenshots exist as yet.


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Description & Details


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Fort Swampmoth's location is as yet undecided but it is well-renowned. Details to come later...


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At-a-glance Details


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Tileset: Fort Ruin
Exterior cell coordinates: (Unknown)
Cell Name: BMDunSwa
Claim Difficulty: Hard.
Creatures: Various.
Mission Connections: None as yet.
Amount of Loot: Medium.
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 will not find the entrance for this Fort anywhere as yet. Progress will nevertheless continue on the interior. Use the latest esm (v2.53) 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 Fort Ruin tileset (Static>architecture>dungeons>FortRuins>Dungeon).

If you have plans to further develop this Fort, then it's fine to add more levels as suggested but please inform the core as we plan to have multiple modders working on Fort Swampmoth, which should be our largest Fort. Just put any new levels into their own cell by using 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 checking the original vanilla dungeons for inspiration but there are also websites informing you of the best Forts to try for traps. Please let me know if you need help in this regard.

If you find something in the CS you'd like to use then just right-click on it and 'use info' to check the item in question. But PLEASE REMEMBER always load up again if you have ventured into Tamriel as any changes outside of the BM worldspace can corrupt the mod, however small. This will make your hard work pointless!

For inspiration check people's favourite Fort Ruins such as my own favourite Fort Grief but there are websites where people describe their best experiences and this is what we should ideally be aiming for.


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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 taken over the ruins, then you’d find ingredients, books, potions, and other mage-related items. Some special items might also be found - please ask if there is anything you might like to use as a 'prize' or make your own suggestion BEFORE ADDING IT.

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 lights and candles. However, a Fort Ruin is likely to use Imperial lighting. Your tomb can be as dark or as light as you want it to be. 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 Fort. 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.[/quote]
Having spoken with SilentResident and prettyfly, the makers of the Unique Forts, it seems that both would be willing to allow me to adapt the work on one of the Forts for use as Fort Swampmoth. This will require a fair amount of adaptation on my own behalf as it's quite a complex construction. Nevertheless, this is a rough idea of how it would look. Bear in mind that the LOD data hasn't been updated in quite a while.

To take these shots, I basically just copied and pasted the whole of one of the Forts into the Vudai Marshes. It could certainly be adapted but I would need to speak to sandor about how to merge this file effectively. I think I could basically put the exteriors into a temporary interior cell and then draft them into the Vudai Marshes later but I will need to avoid adjusting Tamriel in any way and we can then delete the original material and interiors.

How do people feel about this idea?
I'm ok with it.

KP
It will fit right in with a retex and some Argonification. I've always liked the look of that mod, and think it would be a great idea to have it as part of the mod.
Excellent! I shall put it on my 'to do' list. I'm still working through the Vudai Marshes so I may have chance to do it after I'm done with that.
In my opinion, these heavy stone buildings don't fit in the swampy area. I would imagine low wooden structure, a bit run down, with some parts over water on pillars, few watch towers nearby that would look like those border towers in WAC...

But creating that would require some time to model it and you have a mod to finish and I cannot promise you that I would make it, and maybe it even wouldn't fit to your ideas.
Just my opinion.

Smile
Thanks for the input. I think we're working on the assumption that here and there are a few islands of solid ground in the marshes, so logically the place to build a fort would be on top of one of those.

We tried a very similar thing to what you described for our ruined settlement of Glenbridge.

Out of interest, what border towers are you referring to? Do you have a screenshot?
Yes, I'd like to see a screenshot of that too. It may prove possible to re-texture the Fort without too much trouble....at least on the outside. And I could always reduce the size somewhat and maybe bring in some of the more wrecked pieces from the Fort tileset.

I guess the alternative would be....(can't find the damn name). Anyone know the name of the resource that is not Meo's settlement resource but creates a kind of wooden palisade Fort with towers?
I really think it should be made of stone, and in very good condition. This was the Septim Empire's main base of Legion activity in the marsh, and was abandoned only months ago.

As for the story, we could make it even twistier if the Fear outbreak is caused by the tribesmen to drive the Royal Court out...
Ah, sweet! An inside job... :yes:
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