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Claim: i2-449-Tri Claimed by MSam
Maps In Group Map 2 at 1:(5665, -1576):0
Accurate map
Local map: Necrom: Old City
Parent: 2-20-Tri
 Status: Approved, 100% Complete
 Faction: Tribunal Temple
 Files:
Name Size Last Modified
TR_i2-449-Tri_Thrignar Fraxix_1.esp 26.5 KB Fri Feb 18, 2011 4:26 am
TR_i2-449-Tri_MSam_3.esp 26.5 KB Wed Feb 02, 2011 9:14 am
TR_i2-449-Tri_MSam_2.esp 22.5 KB Wed Feb 02, 2011 3:24 am
TR_i2-449-Tri_MSam_1.esp 17.1 KB Fri Jan 28, 2011 8:29 am
Description
[44,-12] Necrom, Old City: #16

Interior includes (please thoroughly read background reading in the post below)

- sobre dining area
- sobre sleeping quarters
- 'interrogation room'

Download Map 2 NPC Detailing A9 claim for the exterior
Last Edited by Thrignar Fraxix
(Fri Jan 07, 2011 5:40 pm) Post
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Author Message
Cathartis
Honorary Member
26 Feb 2009

Location: Elsewhere

This building is home to a small order of self-appointed psychopomps. A common sight around Necrom, these people are Dunmer who, through unknown magical rituals, have willingly become half-dead. This peculiar condition allows them to simultaneously have a foothold in both the mortal world and the spirit world. It is their duty to be a guide to those spirits who for some reason are incapable of finding their way home to Necrom on their own. For example, souls who have recently escaped the spells of a necromancer are often very confused and disoriented and wash up in random places such as abandoned tombs.

On the outside, these people look more or less like sleepwalkers. The inhabitants and visitors of Necrom treat them with a great deal of respect (their affliction is far from pleasant and is considered as an act of great sacrifice) and leave them to wander. They rarely wander outside of Necrom because the spirit world (which they are half part of) is subject to different laws. Every step their mortal body takes is multiplied many times in the spirit world, so that their ghost travels far and wide even if their body does not.

This interior is what you can consider their home. As if asleep, they wander into here now and then, requiring sustenance and healing. (Not rarely they return from their walks around Necrom with inexplicable wounds.) Other Dunmer (fully alive ones) look after them. For this reason, the interior should include sobre sleeping quarters and eating area. On occasion, the people here work alongside the inquisition department of the ordinators, if a necromancer has been caught red-handed. With the help of these psychopomps, the necromancer's heretical constructs are tracked down and freed if possible. For this reason, the interior also includes an 'interrogation room', but please do not make this particularly sinister-looking.


Note: avoid placing shrines here. Dead people don't pray to saints - they talk to them.

Note: avoid statues, but that ought to be obvious.

_________________
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
Post Fri Jan 07, 2011 5:43 pm Send private message             Reply with quote                   up  
MSam
TR Modder
12 Dec 2008

Location: Queensland, Australia

Shesh. A chance to work on Necrom. With real furniture. Goodness. I need this claim. I'm on a break atm so I can work on it a lot in the next few days. How exciting.

I'll take a look at Necrom's other interiors. Minimum clutter and very austere as you've just said.

I don't know how to identify what the exterior is but I'll try and do that as soon as it's granted. I'm psycheeeed.
Post Thu Jan 13, 2011 2:42 am Send private message             Reply with quote                   up  
Cathartis
Honorary Member
26 Feb 2009

Location: Elsewhere

Granting. The exterior can be seen in the local map link above the claim description. Make the interior either de_p or de_rm
Post Thu Jan 13, 2011 2:48 am Send private message             Reply with quote                   up  
MSam
TR Modder
12 Dec 2008

Location: Queensland, Australia

Uhh okay, we don't have an internal file with Necrom released, so I can see the exterior in game, do we? I could've sworn we did but I can't find it in the Mainland or Map 3.

Otherwise I can guess the first room is 3x2, the one leading off is 2x2 and a downstairs for subliminal tortures. That seems awfully small, but that's what looks to scale from the picture since the door would take up a whole tile.

Edit: I've already looked at the local map.

_________________
"Thank you to the Makers of Rules. To the Breakers of Backs. To the sincere Autocrats. To the false Democrats. To the Builders of Walls. To the Painters of Lines. To those who Tattoo Numbers. To those who point fingers. To those who count their greed. To those who split by colour. To those who smile their lies.

Thank you so very much."


Last edited by MSam on Mon Jan 17, 2011 9:29 pm; edited 1 time in total
Post Mon Jan 17, 2011 9:14 pm Send private message             Reply with quote                   up  
Cathartis
Honorary Member
26 Feb 2009

Location: Elsewhere

The exterior is available in Why's NPC claim, found in Exteriors: Claimed. I also uploaded a local map so the exterior can at least be seen.
_________________
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
Post Mon Jan 17, 2011 9:17 pm Send private message             Reply with quote                   up  
MSam
TR Modder
12 Dec 2008

Location: Queensland, Australia

I'm really sorry I haven't worked actual tileset yet (read below).

I took a look at the exterior, and on the outside it looks like the entrance room is 3x2, with another layer on top, and the side room is 2x2.

Which is really small. So, uh, I was wondering if I could use the creative licence to expand the interior to 5x3? Otherwise should I stick in an additional third level, because if it's 3x2 that means the doorjamb would be taking up all the space.

I'm working on the furniture atm.

_________________
"Thank you to the Makers of Rules. To the Breakers of Backs. To the sincere Autocrats. To the false Democrats. To the Builders of Walls. To the Painters of Lines. To those who Tattoo Numbers. To those who point fingers. To those who count their greed. To those who split by colour. To those who smile their lies.

Thank you so very much."
Post Mon Jan 24, 2011 12:40 pm Send private message             Reply with quote                   up  
Cathartis
Honorary Member
26 Feb 2009

Location: Elsewhere

You could perhaps try adding a basement?
_________________
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
Post Mon Jan 24, 2011 12:50 pm Send private message             Reply with quote                   up  
MSam
TR Modder
12 Dec 2008

Location: Queensland, Australia

The reason this is such a dilemma is, I've been over it a few times and it seems natural that they'd walk in, sit down and eat, and then go straight to bed. If there was an entrance bit (so there are three levels) that means they'd have to walk upstairs, then walk down two flights of stairs to go to bed. I thought maybe I could put the dining room and bedroom together, but that means they'd be sleeping directly under the torture room. Razz

While I was writing that I decided that it should be entrance room going off to the dining room, then a basement for the beds, with the 'torture' on top out of the way. Glad we got to the bottom of this. Razz

I've never modded with TR_rm before. Funnnn! Very Happy I will work on this all tomorrow.

_________________
"Thank you to the Makers of Rules. To the Breakers of Backs. To the sincere Autocrats. To the false Democrats. To the Builders of Walls. To the Painters of Lines. To those who Tattoo Numbers. To those who point fingers. To those who count their greed. To those who split by colour. To those who smile their lies.

Thank you so very much."
Post Mon Jan 24, 2011 12:57 pm Send private message             Reply with quote                   up  
MSam
TR Modder
12 Dec 2008

Location: Queensland, Australia

This is layout okay?



The dining area needs to be separate, because on the outside you can see the building is on an angle. I'm just asking about this because I assume aids/servants would be constantly living with them (at least one at a time) and they would dine/sleep separately . But I don't know if this underground bit is too ambitious because it's outside the building dimensions now.

_________________
"Thank you to the Makers of Rules. To the Breakers of Backs. To the sincere Autocrats. To the false Democrats. To the Builders of Walls. To the Painters of Lines. To those who Tattoo Numbers. To those who point fingers. To those who count their greed. To those who split by colour. To those who smile their lies.

Thank you so very much."
Post Wed Jan 26, 2011 9:40 am Send private message             Reply with quote                   up  
Cathartis
Honorary Member
26 Feb 2009

Location: Elsewhere

If you'll look at the local map of the exterior, I think you'll find it's bigger than 3x2. In a similar way to the Lucky Lockup in Balmora, you can ignore the kink in the middle, and add another 2 or so tiles to the ground floor length.

EDIT: Just noticed you earlier said you was going to add a side room, nevermind. Anyway, to increase space on the ground floor, why not change access upstairs into a trapdoor?

_________________
"If a hermaphroditic, bug-armored, bipolar god-king existing in multiple universes who has his very own bible with *actual* magic strewn throughout it is your idea of a cliche, then I really would like to live in your world." -MK

"You say a lot of things. And how does that work? You're a bicycle"

Tea is important.
Post Wed Jan 26, 2011 10:32 am Send private message             Reply with quote                   up  
Why
Head of Stories
04 Jul 2009

Location: Utrecht

You could just steal the shell of another int that uses this exterior, I believe they don't have an angle in them. They're in the Necrom exterior file somewhere.
_________________
Oh, how rarely wisdom rules our hearts!
Post Wed Jan 26, 2011 12:28 pm Send private message       Send e-mail       Reply with quote                   up  
MSam
TR Modder
12 Dec 2008

Location: Queensland, Australia

Ripper! I had an older version of your file which didn't have any buildings with the exterior completed. Cathartis, the other interiors don't do the bend so I think I'll take your advice and do it a la Lucky Lockup. The other interiors are beautiful and even bigger in layout but I don't think that's suitable since this is such an austere/plain place.

Quote:
Anyway, to increase space on the ground floor, why not change access upstairs into a trapdoor?


And for the sake of space I think I'll do this for both floors, since then it just makes more sense. Thanks, team!

_________________
"Thank you to the Makers of Rules. To the Breakers of Backs. To the sincere Autocrats. To the false Democrats. To the Builders of Walls. To the Painters of Lines. To those who Tattoo Numbers. To those who point fingers. To those who count their greed. To those who split by colour. To those who smile their lies.

Thank you so very much."
Post Wed Jan 26, 2011 1:01 pm Send private message             Reply with quote                   up  
MSam
TR Modder
12 Dec 2008

Location: Queensland, Australia

So, the whole house is pretty bare. It has flowers in the planters/wherever because it's trying to make it as pleasant as possible.

I'm not sure about the dining room, because I included a kitchen bit too which doesn't really fit the sober idea exactly, but it's fairly neat. It looks cluttered because there's a trap door leading straight to the servant's quarters, but that's because if there wasn't one the only other way to walk through would be through the area where the psychopomps are sleeping, and it could possibly disrupt them. I made the fire bit especially because I swore there was an ingredient that said 'uncooked pie'. But I couldn't find it, and now it looks a bit jarring? The whole room is still really clean though, and I could consider it sober.

But there's still a door connecting the rooms because the servants may have to run in and use the stuff on the shelf to help them. Which makes me wondering if that was okay, or should I shift all the healing stuff into the servant's room? All the ingredients there have restore health/magicka/fatigue/sex drive functions incase they need any more to be made. The reason the potions aren't properly set is because I have a weird potion replacer which deformed the meshes (I'll reinstall when I find out how).

Comments on what to improve so far?

_________________
"Thank you to the Makers of Rules. To the Breakers of Backs. To the sincere Autocrats. To the false Democrats. To the Builders of Walls. To the Painters of Lines. To those who Tattoo Numbers. To those who point fingers. To those who count their greed. To those who split by colour. To those who smile their lies.

Thank you so very much."
Post Fri Jan 28, 2011 8:34 am Send private message             Reply with quote                   up  
MSam
TR Modder
12 Dec 2008

Location: Queensland, Australia

I'll take that as nothing to improve, so it's finished! Woo.

I can justify why everything is placed and included as it is. Next time I think I'll just try to make a house. Razz

_________________
"Thank you to the Makers of Rules. To the Breakers of Backs. To the sincere Autocrats. To the false Democrats. To the Builders of Walls. To the Painters of Lines. To those who Tattoo Numbers. To those who point fingers. To those who count their greed. To those who split by colour. To those who smile their lies.

Thank you so very much."
Post Wed Feb 02, 2011 9:15 am Send private message             Reply with quote                   up  
Thrignar Fraxix
Administrator
06 Dec 2004

Location: Silnim

Approving
Post Fri Feb 18, 2011 4:27 am Send private message             Reply with quote                   up  
Bloodthirsty Crustacean
Honorary Member
02 Feb 2007

Location: Elsewhere

Would it be possible to give these guys a better name than 'psychopomp'? At the very least, someone's going to need to explain the etymology of that to me.
_________________
a man builds a city
with
Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
Post Sat Feb 04, 2012 11:57 pm Send private message             Reply with quote                   up  
Haplo
Administrator
30 Aug 2003

Location: Celibacy

From Wikipedia: Psychopomps (from the Greek word ψυχοπομπός - psuchopompos, literally meaning the "guide of souls") are creatures, spirits, angels, or deities in many religions whose responsibility is to escort newly deceased souls to the afterlife. Their role is not to judge the deceased, but simply provide safe passage. Frequently depicted on funerary art, psychopomps have been associated at different times and in different cultures with horses, Whip-poor-wills, ravens, dogs, crows, owls, sparrows, cuckoos, and harts.
_________________
Head of Morrowind & Morrowind Data Files

[06/19/2012 04:15AM] <+Cat> table stabbing is apparently a really popular sport in morrowind
Post Sun Feb 05, 2012 12:36 am Send private message             Reply with quote                   up  
Bloodthirsty Crustacean
Honorary Member
02 Feb 2007

Location: Elsewhere

Okay. Personally I feel the intrusion of an explicitly real-world-Greek phrase into Dunmer culture is a bit odd. (alongside that the fact that even a relatively educated guy like me assumed the word was so made up and odd-sounding I didn't think it worth wiki'ing)

I hope an inoffensive, slightly less jarring term like 'Waking-Guides' will not be a problem as a substitute for 'House of the Psychopomps'? I'm disinclined to keep the old term unless it's an absolute dealbreaker somewhere. I am more than happy to accept any superior Dunmer options suggested.

_________________
a man builds a city
with
Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
Post Sun Feb 05, 2012 12:55 am Send private message             Reply with quote                   up  
Terrifying Daedric Foe
TR Modder
26 Aug 2010

Location: England

Spirit Guides?

Spirit Walkers?
Post Sun Feb 05, 2012 12:18 pm Send private message             Reply with quote                   up  
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