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Deepen Moor - Assidulam Cavern [Completed] - Printable Version +- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum) +-- Forum: Archived (closed boards) Silgrad TES IV & TES III & General discussions (https://www.silgradmodding.net/forum/Forum-Archived-closed-boards-Silgrad-TES-IV-TES-III-General-discussions) +--- Forum: Archived Silgrad Tower Claims TESIV (https://www.silgradmodding.net/forum/Forum-Archived-Silgrad-Tower-Claims-TESIV) +---- Forum: Archived Dungeon Claims (https://www.silgradmodding.net/forum/Forum-Archived-Dungeon-Claims) +---- Thread: Deepen Moor - Assidulam Cavern [Completed] (/Thread-Deepen-Moor-Assidulam-Cavern-Completed) Pages:
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Deepen Moor - Assidulam Cavern [Completed] - TheImperialDragon - 07-02-2008 Assidulam STATUS: Completed Tileset: Moldcave Number of levels: 2 Cells: DeepenMoorCavernAssidulamInterior00, DeepenMoorCavernAssidulamInterior01 Number of enemies: 10-12 Preferred enemy type: Necromancer Exterior cell coordinates: (6, -9) You'll need the 3.10 version of the ESM or higher to mod this location. Download the latest version here. [title]How should I go about modding the layout?[/title] First, you’ll want to find Razorwing’s moldcave tileset under Static->ST->Dungeons->Moldcave. Please do not use Oblivion’s generic cave set - we want our entire landmass, dungeons included, to look less like Cyrodiil and more like Morrowind. Now that you’ve found the tileset, drag the StRwMoldcaveSmTunnelExitNatural piece into the Render window and move it to coordinates 2048, 2048, 4800. That is going to be the dungeon’s starting point. Have two ramp pieces (under Static->ST->Dungeons->Moldcave->SmallTunnel) leading down from the entrance before modding the main part of your dungeon. Feel free to separate these ramp pieces with a few ordinary small tunnel pieces. Now that you’re a bit farther underground, you can mod the dungeon layout to your liking. If you want to have a water level in your dungeon (which makes sense, at least for caves in the flooded Deepen Moor region), you may change the cell’s settings. If you aren’t sure about how to use the moldcave tileset or where to find certain pieces, feel free to post your questions here in this thread. In order to make the cave look interesting, you should place several static rock objects (Static->ST->Dungeons->Moldcave->Rocks). I personally, as a player, would like a cave better if it had at least three of these objects per tileset piece placed, but you can probably get away with one per tileset piece placed*. The main idea is to make sure there are enough objects to hold the player's interest. You can also use vines (Static->ST->Flora->Ambient->BitterCoast), cobwebs (Static->ST->Dungeons->Misc), and flora-type mushrooms (Violet Copringus, Luminous Russula, Mooncap, or Drogo Mushroom all found under Flora->ST->Flora->Shroom) in your cave. The SoluthisLoc001 cells show how a good moldcave dungeon should look, so feel free to look at those if you need some ideas about how your dungeon should look. *These numbers were rough estimates and may be subject to change later on. [title]What would I find, in terms of loot, inside a cave?[/title] It depends on what the cave is being used for. If smugglers are using it as a base of operations, you can expect illegal items (skooma and moon sugar, for instance), as well as some gems, armor, weapons, gold, and other loot. If renegade mages have taken over the cave, you’d find ingredients, books, potions, and other mage-related items. If the cave has only creatures, you can add dead adventurers, natural flora, gem rocks, and other fun stuff. Think creatively. The preferred type of enemy for this cave is listed at the top of this thread. You might be able to do something else though if you want - just check with me first and I'll tell you if your idea is appropriate. [title]How should I light the cave? [/title] Again, it depends on what lives inside the cave. If there are NPCs, you might want to use the StLightComTorch01 set of lights because it supports the idea that someone is living there. If you have only creatures, you might want to place some glowing crystals (Activator->ST->Dungeons->Misc) or some Luminous Russula mushrooms (Flora->ST->Flora->Shroom->BitterCoast) and manually place lightbulb lights. You should also have a few ambient lightbulb lights placed where they are needed. I started a set of ambient lights which you can use; they are ID’d StIdMoldCaveAmb####. Try to have all lights guide the player through the dungeon. Try not to have more than 22 lights in a single dungeon cell. [title]What enemies should I use?[/title] As I said above, the loot you’d find would depend largely on which enemies you decided to use. The preferred enemy type for the dungeon is listed at the top of the thread, but it isn't final. If you want to change it to something else, let me know what that is and I'll tell you if it's okay. The most common enemy types for caves in TES3 were outlaws (smugglers, bandits, rogue mages...) and creatures (nix-hounds, rats, mudcrabs...). [title]Anything else?[/title] Add a pathgrid to the cave. Playtest the entire dungeon and make any necessary corrections before submitting it for review. - earendil - 11-03-2008 May I claim this? I need a Necromancer cave for a quest involving Sheogorath. The origin of the quest is a house in Silgrad City owned by the Bard Ragg gro-barsu Ragg (claim SilgradCity0511). The quest starts with Ragg gro-barsu Ragg telling you to talk to his tomato, who turns out to be Sheogorath. He gives you a quest to find his gloves (Gambolpuddy) and directs you to a cave with an old acquaintance of his. This old acquaintance (he's a Don Quixote-like character) asks you to retrieve something for him that the Necromancer's took. You go through the cave, get the item, and return the item for Gambolpuddy. You return to Ragg gro-barsu Ragg's home to give Gambolpuddy back to Sheogorath who gives it right back to you. - TheImperialDragon - 11-03-2008 Good luck, and have fun! :check: - earendil - 11-12-2008 Here is the first draft. I posted on Silgrad City claims as well. - TheImperialDragon - 11-13-2008 Here is the review. General
DeepenMoorCavernAssidulamInterior00 Could you double-check to make sure you didn't use any objects from the Shivering Isles expansion in this interior? I get a missing object error when I load the ESP, and Gecko says that one of the affected references is in this cell.
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Keep up the good work! I especially like the underground shack. :goodjob: - earendil - 11-18-2008 Here is my revisions. I still can't completely fix the scripting. Sheogorath will speak from the outset, and at his lines in Don Quixote's mansion, but not when you return to Ragg's home. The attendant script will run and the quest will complete, but in silence. I've tried placing the code in different references, having different references say the lines, even tried enacting the code like the middle section works, all to no avail. I'm out of ideas. hrug: - TheImperialDragon - 11-19-2008 Thanks for the update. I'll try to have a look at the cave sometime in the next few days, RL permitting. Studies are kind of important right now. - TheImperialDragon - 11-22-2008 DeepenMoorCavernAssidulamInterior00
DeepenMoorCavernAssidulamInterior01
- earendil - 11-25-2008 Here is v1.3. Hope it looks good . - TheImperialDragon - 11-26-2008 Thanks. I'll take a look as soon as I can. |