Indoril-Thirr Section File
Moderator: Lead Developers
Changelog:
-renamed Vul to Vhul
-updated pathgrids at Roa Dyr, the Felms Hamlet and Vhul
-replaced all instances of TR_A2_Ex_MH_Pav_Water_Spray with TR_Ex_MH_Pav_Water_Spray_unscr, and cleaned the former out
-slightly raised three windows of the Dondril watchtower
I'm dropping this again; Seneca said he might take a look at the interiors I transferred to Vhul, as they turned out to have quite a few placement errors, and after that Tondollari might pick it up as well to do some [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=326793]quest work[/url].
-renamed Vul to Vhul
-updated pathgrids at Roa Dyr, the Felms Hamlet and Vhul
-replaced all instances of TR_A2_Ex_MH_Pav_Water_Spray with TR_Ex_MH_Pav_Water_Spray_unscr, and cleaned the former out
-slightly raised three windows of the Dondril watchtower
I'm dropping this again; Seneca said he might take a look at the interiors I transferred to Vhul, as they turned out to have quite a few placement errors, and after that Tondollari might pick it up as well to do some [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=326793]quest work[/url].
- Attachments
-
- TR_IndorilThirr_v.0101.esp
- (7.4 MiB) Downloaded 405 times
I have gone through all the interiors in Vhul and fixed item placement to keep with the current standards.
I also modified the Baker's Hall to look more like a working establishment as apposed to a vendor.
The Howling Hound has a couple of oddities still left
1) BOOK: Redoran Cooking Secrets is in here. This should be a unique book - not sure what it is doing here.
2) There is a special door in here TR_m3_HowlngHndDoor. I see no reason for it to be a special door.
I also modified the Baker's Hall to look more like a working establishment as apposed to a vendor.
The Howling Hound has a couple of oddities still left
1) BOOK: Redoran Cooking Secrets is in here. This should be a unique book - not sure what it is doing here.
2) There is a special door in here TR_m3_HowlngHndDoor. I see no reason for it to be a special door.
- Attachments
-
- TR_IndorilThirr_v.0104.esp
- (7.41 MiB) Downloaded 393 times
Thank you very much for doing this. I really like the improvements you made to the Bakers' Hall.
TR_m3_HowlngHndDoor will be the rent door for the players' room.
As far as Redoran Cooking Secrets, I have the impression that it is used in several locations by TR. Its use is indeed incorrect and very silly, but developers seem desperate for a recipe book to place in their interiors, I suppose. It might be a good idea to write one to act as a replacer; I might do so myself, but I'm not much of a cook.
TR_m3_HowlngHndDoor will be the rent door for the players' room.
As far as Redoran Cooking Secrets, I have the impression that it is used in several locations by TR. Its use is indeed incorrect and very silly, but developers seem desperate for a recipe book to place in their interiors, I suppose. It might be a good idea to write one to act as a replacer; I might do so myself, but I'm not much of a cook.
To quote an excerpt from the last Skype meeting summary:
[spoiler]Right before the Skype meeting, I messed around with the latest Indoril-Thirr file exploring various ideas relating to roads, Veloth's pilgrimage route and infrastructure.
Village Shrines:
[url=http://i.imgur.com/c5tB6ll.png][img]http://i.imgur.com/c5tB6lll.png[/img][/url]
Nothing new, actually; I have already implemented this in the St. Felms hamlet, but include it here anyway for the sake of comprehensiveness: Velothi settlements in Indoril lands too small to have a temple instead have a small, generally outdoor shrine dedicated to their [url=http://www.imperial-library.info/content/lives-saints]patron saint[/url]. In the above case, the focus of the pictured village being farming and labour, the saint in question is Saint Meris.
Roadside Ancestor Shrines:
[url=http://i.imgur.com/iJaEOzv.png][img]http://i.imgur.com/iJaEOzvl.png[/img][/url]
[url=http://i.imgur.com/oaAvzyL.png][img]http://i.imgur.com/oaAvzyLl.png[/img][/url]
While it has always been Dunmer tradition to send ones dead to Necrom, especially after the establishment of Ghost Fence, many Dunmer have historically not possessed the funds or means to send their loved ones on that journey. These Dunmer would leave the bones of their dead in deposits along or near Veloth's route, and considerate pilgrims would take what bones they could carry along with them on their pilgrimage to Necrom.
Many of these deposits were later provided with aeolian gourds, which served both to draw the attention of pilgrims to the shrines, but more importantly to call out to wandering spirits who have not found their peace in Necrom or have been bereft of their chance to protect Morrowind in the afterlife through powering Ghostfence. These spirits would gather at the shrines, from where they would join the grand procession to Necrom.
Indoril Infrastructure:
[url=http://i.imgur.com/lpKP26E.png][img]http://i.imgur.com/lpKP26El.png[/img][/url]
To drive home the fact that Tribunal culture, the ideal of which is best presented in Indoril lands, is both very advanced and very stable, I think Indoril roads should have extensive infrastructure, with rest stops both for Indoril nobility travelling between castle estates and commoners, as well as ample lighting. Road signs still need to be discussed.
Veloth's Route:
Aside from its ancestor shrines and having many important locations along its route, such as Kragenmar, Almas Thirr, Almalexia and, of course, Necrom itself, I think Veloth's pilgrimage route should have a unique (at least for application as mainroad) texture, perhaps the texture shown in the above image. This would both set it apart from other roads, establishing its premier importance in Dunmer society, religion and history, but also to a degree could evoke the regular stream of pilgrims and processions of corpses that is supposed to flow towards Necrom but cannot be adequately featured in Morrowind's engine.[/spoiler]
The changes I've made still require a little bit of polish; if they're generally accepted to be an improvement over the prior file, and if nobody picks up the file for other work, I may add that bit of polish. Otherwise, the file can be disregarded as an experiment.
[spoiler]Right before the Skype meeting, I messed around with the latest Indoril-Thirr file exploring various ideas relating to roads, Veloth's pilgrimage route and infrastructure.
Village Shrines:
[url=http://i.imgur.com/c5tB6ll.png][img]http://i.imgur.com/c5tB6lll.png[/img][/url]
Nothing new, actually; I have already implemented this in the St. Felms hamlet, but include it here anyway for the sake of comprehensiveness: Velothi settlements in Indoril lands too small to have a temple instead have a small, generally outdoor shrine dedicated to their [url=http://www.imperial-library.info/content/lives-saints]patron saint[/url]. In the above case, the focus of the pictured village being farming and labour, the saint in question is Saint Meris.
Roadside Ancestor Shrines:
[url=http://i.imgur.com/iJaEOzv.png][img]http://i.imgur.com/iJaEOzvl.png[/img][/url]
[url=http://i.imgur.com/oaAvzyL.png][img]http://i.imgur.com/oaAvzyLl.png[/img][/url]
While it has always been Dunmer tradition to send ones dead to Necrom, especially after the establishment of Ghost Fence, many Dunmer have historically not possessed the funds or means to send their loved ones on that journey. These Dunmer would leave the bones of their dead in deposits along or near Veloth's route, and considerate pilgrims would take what bones they could carry along with them on their pilgrimage to Necrom.
Many of these deposits were later provided with aeolian gourds, which served both to draw the attention of pilgrims to the shrines, but more importantly to call out to wandering spirits who have not found their peace in Necrom or have been bereft of their chance to protect Morrowind in the afterlife through powering Ghostfence. These spirits would gather at the shrines, from where they would join the grand procession to Necrom.
Indoril Infrastructure:
[url=http://i.imgur.com/lpKP26E.png][img]http://i.imgur.com/lpKP26El.png[/img][/url]
To drive home the fact that Tribunal culture, the ideal of which is best presented in Indoril lands, is both very advanced and very stable, I think Indoril roads should have extensive infrastructure, with rest stops both for Indoril nobility travelling between castle estates and commoners, as well as ample lighting. Road signs still need to be discussed.
Veloth's Route:
Aside from its ancestor shrines and having many important locations along its route, such as Kragenmar, Almas Thirr, Almalexia and, of course, Necrom itself, I think Veloth's pilgrimage route should have a unique (at least for application as mainroad) texture, perhaps the texture shown in the above image. This would both set it apart from other roads, establishing its premier importance in Dunmer society, religion and history, but also to a degree could evoke the regular stream of pilgrims and processions of corpses that is supposed to flow towards Necrom but cannot be adequately featured in Morrowind's engine.[/spoiler]
The changes I've made still require a little bit of polish; if they're generally accepted to be an improvement over the prior file, and if nobody picks up the file for other work, I may add that bit of polish. Otherwise, the file can be disregarded as an experiment.
- Attachments
-
- TR_IndorilThirr_v.0104.1.esp
- (7.42 MiB) Downloaded 407 times
Last edited by Gnomey on Sat Mar 14, 2015 8:47 pm, edited 1 time in total.
There are also Drothril markers in 6,-22 & 6,-23. Pretty much those two islands have markersseneca37 wrote:In cell 7,-22 there are 2 door markers from the Drothril Estate Manor still there. These need to be fixed.
[url=http://www.project-tamriel.com/]Project Tamriel[/url]
"If one is to understand the arcane arts, one must study all its aspects, not just the dogmatic narrow view of the Mages Guild."
"If one is to understand the arcane arts, one must study all its aspects, not just the dogmatic narrow view of the Mages Guild."
No, you can pick it up. I have enough on my plate already. I made no changes to this since the last file I posted. Hopefully Vhul's new interiors will soon be ready for merging, but there's plenty to work with as it is.
I did make a few suggestions for Vhul's services [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=327785#327785]here[/url].
I did make a few suggestions for Vhul's services [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=327785#327785]here[/url].
- Yeti
- Lead Developer
- Posts: 2061
- Joined: Sun Feb 15, 2009 11:50 pm
- Location: Minnesota: The Land of 11,842 Lakes
New file. I've been sitting on it for a while. Not much else can be done with it NPC-wise until the remaining Dondril and Vhul interiors pass final review.
- Attachments
-
- TR_IndorilThirr_v.0105.esp
- (7.47 MiB) Downloaded 392 times
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
Here is the latest section file.
OE East has been merged into this section.
In addition, is a zip file of the spreadsheet to be used to clean future files. See the [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=25100]Admin Resources[/url] for the program which uses this file.
OE East has been merged into this section.
In addition, is a zip file of the spreadsheet to be used to clean future files. See the [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=25100]Admin Resources[/url] for the program which uses this file.
- Attachments
-
- TR_IndorilThirr_DB.zip
- Spreadsheet with IndorilThirr exterior cells.
- (672 Bytes) Downloaded 368 times
-
- TR_IndorilThirr_v.0106.esp
- (9.19 MiB) Downloaded 378 times