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SHRAC0701 "Doussu Pali Cave"
08-24-2008, 09:08 PM,
#1
SHRAC0701 "Doussu Pali Cave"
Doussu Pali Cave
STATUS: Open

Tileset: Moldcave
Number of levels: 1 or 2
Cells: SteadhelmRegionAreaClaim0701lvl1, SteadhelmRegionAreaClaim0701lvl2 etc.
Number of enemies: 5-7 (for one level) & 10-12 (for two levels)
Preferred enemy type: Bandit or Creature
Exterior cell coordinates: (42, -5)

You'll need the 3.22 version of the ESM or higher to mod this location. Download it here.

[Image: DoussuPali04.jpg]

[TITLE]Ibsen’s Ghost’s Description & Details[/TITLE]

The southernmost location in Steadhelm has been chosen at some point in its history for its remoteness by an unknown Dunmer or Dunmers. South of the streams and waterfalls of the Morning Star Bastion, and hiding under the nose of the Steadhelm militia, Doussu Pali lies on the shore of the sea bordering Ashunor Valley. A perfect location for outlaws, hermits, exiles or other anti-social or rebellious types.

Signs of life exist in the form of a Dunmer overhang and crude raft whilst the cave itself is curiously camouflaged as a large rock facing inward into the mainland. The entrance has been modified with a trench and access provided with the use of wooden steps. Someone or something has loved this cave…but the inside may (or may not) unveil a different story…

[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, 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 or sandor first and we'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. TID 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.

To clarify the above, the first interior cell for this claim will be named SteadhelmRegionAreaClaim0701lvl1, the next level SteadhelmRegionAreaClaim0701lvl2 and so on, depending on how many cells it encompasses.

NB: - Thanks to Sandor and TID for allowing me to use their claims descriptions as a default.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
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