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Gnomey
Lead Developer
19 May 2006

Location: In your garden.

My slave bracer is firmly attached to my wrist. Command away!

I'll add lights along the North-South roads, as they lead to nearby Dunmer villages. The road leading off to a Nordic settlement will be cloaked in darkness. Do I add in placeholder roadsigns?

The forest-y bits and such shall be added; they're really the last thing that needs adding to that area. I'll also see to those waystones. I'd assumed that TR_ex_vandalized_waystone was the only model we had to work with, and so held myself back so that Uld Vraech wouldn't be over-saturated with them. Now I see that I have plenty to work with.

I'll confess that that felled tree was merely a way to hide a texture seam, but I shall elaborate on it.

I think that's everything... I'll probably concentrate on getting the green area done.

Edit: should I use the ex_redwall_post_01 road light variant seen, for instance, around Reich Parderp, or a simple light_torch_01? I'd guess the former, as it's more Redoran-y, but the latter seems like the poor man's variant.
Post Wed Jun 26, 2013 2:37 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

The redwall post thingy fits nicely here imo.
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Post Wed Jun 26, 2013 9:41 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

By the way Nemon, if you post here or PM me before the merge I can send you a properly cleaned and current version of the claim. If I'm not already done with this claim, that is, which I probably won't be.

I do have one question: I'm thinking of putting in one hard-to-access Nordic corpse as seen in barrows. Should I use a skeleton Bloodmoon style or a dead Draugr Skyrim style?

The file I've just added is the last one in which I will mess with the heightmap of that neighbouring cell. I've also added sound, vandalized waystones and road signs, though I may need to add another in the forest.
I've elaborated on the felled tree a little, but there are two ways I could go with it: one is a trapped skeletal arm or leg of a lumberjack who was at the wrong place at the wrong time when the tree fell over, the one I've gone with for now is to set the tree stump up as a sort of lunch spot for a (probably Orcish) lumberjack who is actually supposed to clear it away.

I've also taken a stab at the underbrush. I wouldn't mind some feedback as to its density and general direction. Really, that sort of thing is best checked in-game, but here are a few screenshots anyway for what they're worth:



I've only been working on the stretch of forest hemmed in by roads in the Southwest, but will do the rest presently. From there I'll detail the roadsides and fields before moving on to the snowy areas. nothing
Post Tue Jul 02, 2013 3:31 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

New file. Nothing special as far as progress is concerned; I'm almost done with the forest underbrush, will still need to detail the roadsides and fields a little, and have yet to finish the mountains or work on the other snowy areas.

I actually just want to toss out another question.

First, an old question, am I supposed to place placeholder roadsigns/non-placeholder roadsigns?

As for the new question, seeing this image reminded me of one bit of fanciness I could add to the noble's house, namely the House Affiliation Pillar, or rather something like it.
A quick scan through the statics and activators revealed the following candidates:



Here are the IDs of the models and what they say:



Here is an example of how a model could look like in practice:



furn_velothi_tmpl_triolith_01: while the figures suggest a religious theme, as far as I can tell the text is indecipherable. This one seems the closest to the concept art, and as a bonus the model is used very differently in Vvardenfell, so players might not notice that it is a recycled model.
Ex_V_sign_redoran_01: I'm just tossing this one in for the sake of variety, and because it looks kind of nice. The 'V' implies the city of Vivec, though, so I doubt I can use this one.
Ex_vivec_roadmarker_01: this one matches the Redoran textures better than the other markers, and as it turns out has a clearly decipherable and ubiquitous message.
TR_furn_shrine_ord_01: this one is clearly religious in theme, but could be used anyway. The noble or one of his children could have served with the Ordinators, for example.

The question itself, of course, is: which of those models, if any, can/should I use? I'm not particularly attached to the idea of adding any of them, but it could be another way to instill a bit of Redoran flavour into the town.

Edit: cut the road sign question, I noticed the answer in another thread, and shall leave them out. As for the pillar question, the pillar is not exactly hard to remove, so I'm leaving it in for now.
Post Tue Jul 30, 2013 11:26 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

New file. The verdant area is finally finished; the snowy areas should take less time. No pictures today.
Post Tue Aug 20, 2013 12:47 am Send private message             Reply with quote                   up  
Hells
Developer
14 Jun 2007

Location: Poznan

Beautiful claim, Gnomey, you make me feel jealous :P

Since you started working on snowy areas that borders my 5-10, I have one little request - could you add some treestumps in this area, I've put a lumberjack's house nearby and I don't really have that much place to add these stumps in my claim ;)

Also, since the area around Dunkreath is only available via boat (or levitation or swimming ofc) right now, I was thinking that maybe some cave system could be a nice idea. It would lead from one side of the mountains to another serving as a shortcut, but well hidden one. Nemon?
Post Wed Aug 21, 2013 11:34 am Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

As to the cave system, that location could work with the black door I have already placed. I'm only worried that it might be too hidden. Then again, it would work nicely for Strond raids if the cave entrance near Strond were fairly visible while the Mandul end is hidden. Either way, I'm up for adding this.

I'll make sure to add the stumps; I was planning to get your latest file either way so that I could make sure that my end of the valley looks consistent with yours. That being said, I'll admit I had hoped my days of placing trees and underbrush were behind me. Razz

How about barrows? I'm not sure how traditional the Strond Nords are, but perhaps the settlement could use a barrow or two, perhaps even one that is still in use.
Post Wed Aug 21, 2013 12:06 pm Send private message             Reply with quote                   up  
Hells
Developer
14 Jun 2007

Location: Poznan

About barrows, I've already placed two of them around Dunkreath, so I'm not sure if another one in such small area wouldn't be an overuse... but, on the other hand, these Nords have been there for ages and generations of them needed to be buried somewhere, I think

Maybe that cave system could be accesible via an old barrow from Dunkreath side? Or is it too epic? :d
Post Wed Aug 21, 2013 12:28 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

I'll probably leave off on the barrows. I was already planning for the black door near Mandul to lead to a small very ruined barrow or temple or something; if Strond is already supplied, then there's no need to overdo it.
Post Wed Aug 21, 2013 12:56 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

A ruined barrow is okay in this area, note that Dunkreath is by all means very isolated and have no access to this area besides some perilous levitation over the windy mountains.

The secret passage to Dunkreath is going to be somewhere further up into the mountains, perhaps in 5-7 somewhere - and is something I'll add later in the exterior process. It will be very long. But black doors are always fun nonetheless.

Looks wonderful, by the way!

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Post Wed Aug 21, 2013 3:59 pm Send private message             Reply with quote                   up  
Hells
Developer
14 Jun 2007

Location: Poznan

hi Gnomey, could you add a few of these shweet new conespruces (TR_f_conespruce1-3_snow) to your snowy areas? After Im done with the city, I will add some of them too (they weren't in TR_Data when I was working on my wilderness areas). Not too many I think, but they will make a nice addition anyway.

Cheers
Post Sat Aug 31, 2013 8:13 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Certainly, I've already sprinkled the warmer area with them.
Post Sat Aug 31, 2013 11:50 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

So, any updates on this one here?
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Post Fri Sep 20, 2013 1:06 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Yes, there's a small one in which I've cut out most of the surrounding claims and have pretty much finished detailing the roads, along with polishing a detail here and there. Truth be told, I haven't worked on this much lately, but the amount of work still required for the claim isn't really a lot.
Post Fri Sep 20, 2013 1:15 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

I've done some work on the eastern border, but the new file is unpolished. I had been planning to write up a larger update, but I'll be gone for most of next week so I thought I might as well toss something up in the meanwhile.
Post Sat Oct 26, 2013 7:43 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Hi Gnomey, Theo is asking about some meshes he's seen you use in this claim, but apparently he can't find in TR_Data. Can you please address his question here? http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?p=316888#316888

Thanks Smile And, update needed in a few days!

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Post Sat Nov 23, 2013 7:22 am Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Thanks for the heads-up. Truth be told, I haven't worked on this since my last update, but I'll be sure to make some progress in the next three days so that I can post a proper update.
Post Sat Nov 23, 2013 3:53 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Or not. As it turns out, the last two days were pretty busy, but I did manage to polish what I already had and test it in-game. Basically, aside from the area around Mandul, the ridge between TR_5-10, TR_5-29 and my claim is done. The low area bordering TR_5-10 still needs some detailing, as well as most of the bottom four cells, and I still need to incorporate the new Uld Vraech tree.
I also added a large chasm to the ridge, though that still requires some testing; it's a pretty large drop, but if the player walks off the edge he takes no damage, there's no way up again, and even if I were to add a levitation potion down there the bottom of the chasm is so dark that it would be annoying to find. I'm contemplating putting a cave entrance there or something.

There is one thing I'm wondering about this time around, though. I thought that, to add some incentive to explore the emptier areas of me claim, such as the aforementioned ridge, I'd add vestiges of the War of the First Council, such as the Nordic Burial I mentioned earlier. Now I'm wondering whether I went overboard:



The red location was a Nordic watchtower that was attacked by Dunmer. Largely due to the glass battleaxe I placed there, the overall value of loot is worth 19770 Septims. There's only really one way to reach the location by foot, which is winding and marked with waystones, (the exes on the map), but it's easy to reach via levitation.
The cyan location is a Bard's hideout, naturally not from the War of the First Council. It has a chest and a bottle of alcohol, but little besides.
The green location is the burial of a Nordic chieftain or some-such. 2002 Septims worth of loot due to Nordic Silver. It's fairly visible from certain angles, and can be reached with good acrobatics or easily by levitation.
The purple location is where a Nord explorer took a fall; 234 Septims of loot altogether.
The yellow location is a mass grave where the Nords of Strond piled up the skulls and gear of their fallen foes. It requires a jump or levitation potion to reach; this one looks iffy if TR_5-10 isn't loaded. 882 Septims.
The blue location is where somebody got assassinated in more recent times. Most of the 1802 Septims of loot comes from the scroll, which I could replace with a less expensive scroll.
Altogether that makes at least 24,803 Septims worth of loot (a little more through leveled items), roughly the value of an ebony towershield.

Now granted, Morrowind is a lot freer with littering about extremely expensive loot than other Elderscrolls titles, but should I tone it down? It would also be helpful if someone were to go on a treasure hunt to give a second opinion on how hard to find and access the loot is.
Post Tue Nov 26, 2013 2:25 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

If you replaced the battle axe with a spear, it would still give the appearance of high value and rarity, but would drop the overall value by 8,000 gold. I do think with the high concentration of goodies there in what are largely wilderness spots, it's a bit high at ~25,000
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Post Tue Nov 26, 2013 11:23 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Alrighty, I'll trim down the value then.
Post Fri Nov 29, 2013 2:40 am Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

A new update. I've finally done a decent amount of work on this again; I've mostly finished the cliff faces, littered the forest with antler firs, added some windows to the Mandul houses so that the people inside can see, (currently the prospective priest and potter are still shrouded in darkness, though. The potter may have to cope with his kiln's chimney for daylight), and cut down on the treasure, bringing to total value to 6657 Septims, which is somewhat less than the value of an Indoril cuirass.

I've also added a cave with two entrances to the southeastern corner of my claim, which can be seen here:



I'm not quite sure what its purpose would be. Going from the door, the cave is probably inhabited by NPCs, but it's rather secluded and hard to reach. It could be a bandit hideout, with an emphasis on 'hide'. A less likely possibility would be that it is a (forgotten?) Dunmer shrine to St. Felms or, in general, the warriors to died fighting the Nords.

Finally, other than a few odd adjustments here and there, I added a cave door to the bottom of the large chasm which links to a cave door I placed at the eastern end of my claim.(Another cave with two entrances. This might be becoming a bit of a theme for map 5...) I'll still need to fiddle around with the lighting and such there, though.
Post Sat Dec 14, 2013 4:17 pm Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

'Hey Gnomey, any chance you could make the cave a 'natural' one? To do that you could use one of the black square doors.
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Post Sat Dec 14, 2013 4:51 pm Send private message       Send e-mail       Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Certainly. Is there a reason why it shouldn't have a man-made door, though?
Post Sat Dec 14, 2013 5:31 pm Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

Because we have a lot of those, and the chance of every cave in the world being infested with bandits is unlikely. Wink
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<~TF|> wow that could be misquoted

<Nemon> I've never understood the way of weed

<~Haplo> I like cheese. I like cheese alot. yes. truly, in fact I love the cheese

<+SamirA> butt hat is the endgame
Post Sat Dec 14, 2013 6:00 pm Send private message       Send e-mail       Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

I would definitely like to see more natural caves, ice caves, snow caves. Especailly in remote, rugged terrain such as this. You could also make a nordic barrow or something Razz
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Post Sat Dec 14, 2013 7:39 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

I'm going pretty much all natural caves. I'll probably be keeping to the one barrow, though, as the other claims seem to have barrows covered pretty well, and the Nords were in Morrowind for only about three centuries, hold-outs like Strond aside.

Edit: Here's the natural cave entrance you ordered:



Though, having just replaced the cave entrance, what about a band of Orcs, basically the stronghold Orcs from Skyrim without the stronghold, living in a secluded cave because the Redoran wouldn't let an actual stronghold fly? Then again, that particular cave wouldn't be the best choice for that sort of thing, being right beside Strond, which has a similar background.
Post Sat Dec 14, 2013 10:22 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

This claim is basically done; I'll just want to give it a final, thorough comb-over for errors and detailing, in-game and in the CS, to save the reviewers as much trouble as possible. Unsurprisingly for a claim bordered by cliffs, the edge of my claim will look pretty wonky when viewed without the neighbouring claims.

I do have have one last questionable addition, though:



A Nordic lookout hut. The lookout post itself is at the end of the rock arch, at the top-right corner of the image. The hut is where the lookout(s) lived. This would not be a barrow; I was imagining a simple u-shaped, 2x2 hallway: the entrance tile, two left turns, and then a dead end, where the bed(s) probably were.
If that's no good, I'll probably replace it with a single-entrance snow cave.
Post Mon Dec 16, 2013 4:47 pm Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

Gnomey this is looking nice! Give the word and I'll send this to review! Smile

I have a few comments to make before though. In terms of natural caves, try thinking outside the box, instead of using BM's prefabricated cave entrances. Making holes and using dark_xx lights looks really cool, and allows more variety. I found a spot near your lookout post where this would look nice. [Actually now that I look at it, I almost want you to put a cave here using the technique I illustrated. Don't have to though Razz [picture]

As for the lookout post itself, it's not currently in your claim, but may I suggest a nordic watchtower instead? I'm not entirely sure we should be using barrow entrances as dwellings. But this is mostly just my personal artistic tastes. You could even just nudge that to a hill and make it a barrow, it doesn't matter much to me.

Everything else is pristine, and I can't wait for you to claim something else.

Also, one more thing. Please post a list of interior entrances prior to submitting, and their corresponding cell co-ordinates! This will make it easier for Aeven to add interiors, so none get lost.

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Post Tue Dec 17, 2013 12:23 am Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Swiftoak Woodwarrior wrote:
Please post a list of interior entrances prior to submitting, and their corresponding cell co-ordinates! This will make it easier for Aeven to add interiors, so none get lost.


No worries there, I'll probably write up a long post with all of the important information once I submit this. My in-game test revealed quite a few minor caspers, though, so I'll probably hold on to the claim a little longer to squish them all out.

I'll add one or two more natural cave entrances. I was worried that I was overusing the dark lighting, honestly.

As for the Nordic lookout, I was thinking that it fell out of use when the Nords were chased out of Morrowind, so any contemporary structure would be out of place. I could see if I can toss something together with the colony wall meshes, though. If that doesn't work, I'll probably just get rid of it, though. Kalstet is pretty close by, anyway.
Post Tue Dec 17, 2013 4:50 am Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Silly to post another update one day after the last one, but oh well.

The colony walls stood out too much from the surrounding rock, so I tried something else:



I also added a cave at the location you pointed out:



And another one in the top left corner of my claim:



The last one is just a hole in the ground. I was thinking that the player would have to find a levitation potion inside the cave to get out again, but if that doesn't work the doormarker just needs to be placed on solid ground.
Post Tue Dec 17, 2013 7:16 am Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

One more question before I call this one done. I noticed that a cliff from 5-7 which extends into my claim was slightly shifted from its former position, leading to the following result:



Usually I'd just move the rocks in my claim around, but in this case doing so would constrict the size of the plateau. Should I block up the gap, or should I leave it to others to fix?
Post Thu Dec 19, 2013 6:08 am Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

5-7 is in unclaimed and in a lesser state of finish than your claim, it should probably be fixed on that end.
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Post Thu Dec 19, 2013 6:11 am Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Alright then. In that case, I'm calling this done. There are probably still a few caspers and bleeders I missed, but oh well; the errors I did find I only found after sticking my tester's face into every nook and cranny of my claim like a pig sniffing for truffles. Should I make a post in the 5-7 thread about that cliff piece?

Edit: the correct file is TR_5-9-Red_Gnomey_14.esp.

Anyway, here is a list of interiors with the entrance locations:

Mandul (-32, 18):


Hole-in-Ground cave (-33, 19):

BM_KA_door_dark (-266460, 161348, 4490)

Ruined Barrow (-32, 19):

door_load_darkness (-257060, 157690, 1655)

Chasm cave (-31, 19):

BM_KA_door_dark (-248043, 158167, 137) ; BM_KA_door_dark (-250681, 160875, 673) ; BM_KA_door_dark (-250629, 161949, 416)

Cliffside cave (-30, 17):

door_load_darkness (-239306, 143443, 4661) ; BM_KA_door_dark (-240387, 142926, 3551)

Hole-in-Wall cave (-33, 17):

BM_KA_door_dark (-266258, 142411, 6509)

I added a third entrance to the chasm cave, as I thought it might make for an interesting interior. It can easily be removed.

Here's my mental image of how my claim would be populated. The ideas can be used or ignored as desired, naturally; they just represent the internal logic to the claim that I developed while making it.

Interiors:

Mandul:
1. Tavern
-hangout for townspeople and the rare traveller. A bard could be staying here who has a hideout in the northeast corner of the valley. Or maybe that hideout is used by a romantically inclined lumberjack, some other townsperson or nobody in particular.
2. Minor Noble's Manor
-could have beds for retainers if more guards are needed than can fit in the barracks. Poor, but tries to show off anyway, possibly in competition with the lumbermill owner.
3. Lumbermill Owner's Manor
-the richest inhabitant of the town, but probably also not really very rich. He displays his wealth like the minor noble, trying to look more successful than he really is.
4. Barracks (2-3 bunks)
-the interior is mainly for sleeping; the guards have a hangout on the roof. One of the guards is addicted to skooma, but he's hiding it rather well. He keeps his stash in his lookout post and tries to ensure that nobody goes up there. There would probably be no sign of his addiction in the interior, though; this idea is more for NPCers.
5. Merchant's House
-I was thinking a travelling merchant who might be hanging out at the tavern. I planned this as a house, and not a shop, which is why it lacks a shop sign.
6. Blacksmith's House
-this is a house, not a shop. The blacksmith might keep some tools here, but the actual forge is outside.
7. Hunter/Scout's House
-the hunter/scout probably hangs out in the tavern. He is basically the local source of fresh food, the rest being handled by imports.
8. Lumberjack Quarters
-This interior would contain as many bunks as can be squeezed in, possibly with the total number of beds being divisible by three. The lumberjacks are generally poor, and a few Orcs and Nords might be mixed in. There could be women, but they'd likely be on the burly side (Nords and especially Orcs work quite nicely, really) and would, like everyone else in there, have no privacy.
Most lumberjacks would probably hang out in the tavern in their free time, and would mostly just sleep here.
I'm not going to copy my lengthy posts on the workings of the lumbermill here. If an NPCer wants to follow that plan, two lumberjacks would have Iron Battleaxes and would either be standing around by a felled tree, in the lumberjack quarters or in the tavern, one NPC would carry an Iron Warhammer and would either be standing in the wood processing area, in the lumberjack quarters or in the tavern, and the rest would either be wielding Iron War Axes or, more rarely, Iron Daggers and would be scattered around the general lumbermill area, in the lumberjack quarters or in the tavern. The lumberjacks in the lumbermill area would typically be standing around in teams of three.
I was thinking that one of the lumberjacks would be an Orc. For some reason (it's not too hard to think of one, or several) the owner/the other lumberjacks don't like having him around, and constantly send him to do things outside of town. He mostly hangs out at a stump on the side of the road which he was supposed to clear, but instead uses as a lunch spot.
I'm not sure whether there would be overseers, or whether the owner would fill that role, or the guards, or nobody in particular. (Maybe some of the lumberjacks are senior workers). Anything that works.

9. Priest's House
-this house doesn't have a window. The priest would spend most of his time in the temple, anyway. He might have a study/library in here.
10. Temple
-not sure how devout the locals would be, but, other than the occasional travelling Dunmer, Dunmer locals would be the only people to make use of it. It's not anything fancy like a pilgrimage location, after all.
11. Potter
-if it looks good, I was thinking that this Velothi building could have a Redoran hearth (read kiln) to match its Redoran chimney. The potter does most of his work in here and sleeps here. At all other times, he's either selling his wares outside (where he should probably be in-game) or is hanging out in the tavern.

Ruined Barrow (-32, 19):
-I was thinking something along the lines of a very rubble-y moldcave which very quickly transitions into a heavily ruined barrow hallway which very quickly terminates with a dead end. There could be signs of a buried continuation of the barrow which once led to the long-buried original entrance.

Hole-in-Ground cave (-33, 19):
-I was thinking the entrance hole in the interior would be high up. The player would need to find a levitation potion to get back out.

Chasm cave (-31, 19):
-this one probably turns right sharply and then continues a bit until it reaches the chasm entrance. From there, the player goes a little while through the exterior chasm and re-enters the cave via the second entrance. The chasm is very dark, and the interior could reflect that.

Cliffside cave (-30, 17):
-this one could have a rather steep ramp to connect the two entrances. It could also be a larger cave that goes further into the cliff; as with the other caves, there is plenty of room to work with.

Small cave (-33, 17):
-has a single small entrance.

Other (non-int.):

Monster dens:

-I was thinking that a larger animal/animals, like a Bristleback or, if they live this far north, a Kagouti, could live here. It blocks the way to the snow-covered mass grave on a ledge to the left, which contains some loot.

-this could be a wolf den.

Nord lookout:

-this one could be empty, or could house some sort of outlaw or master trainer or what-not.


Last edited by Gnomey on Thu Dec 19, 2013 10:24 pm; edited 3 times in total
Post Thu Dec 19, 2013 10:05 pm Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

Approving this, any remaining issues will be dealt with in the section proper when we get to that stage.
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