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Scc0351 [Finished]
03-17-2008, 11:19 AM,
#1
Scc0351 [Finished]
[Image: S0351.jpg]

[blockquote]
District: Riverside.
Cell name: SilgradCity0351.
Claim Difficulty: Easy.
NPC's: 2 or more.
Race: Dunmer, Hlaalu.
Class: Poor-Middle.
General info: Check -=this link=-.[/blockquote]

Status: Finished by Zurke


You'll find the exterior and interior building (screenshot) in the cell SilgradCity0351. Use the Silgrad_Tower.esm v2.993 or a higher version.


The NPC('s) must have (full) dialogue and AI, don't forget the pathgrid.
Full AI: Eat, sleep, one drink and/or read package.

I'll set the rotation for the Northmarker and connect the interior to the exterior.

Add a few windows to the interior and to the exterior building as well (matching with the interior).


For reasons of playtesting it's often handy to add a X marker (heading).
When you use the console (~), type coc "XX", replace the "XX" with your cell name.


Background.

The Restless Noose is small tavern (the owners live above the tavern).

Poor-middle: Mostly poor furniture with some redware objects.
You can't use rich objects.


Use the existing cell (SilgradCity0351) and don't delete the exterior building.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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06-22-2009, 10:52 PM,
#2
 
I have claimed this one.
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06-23-2009, 09:54 AM,
#3
 
Quote:Originally posted by Zurke
I have claimed this one.

[1] [2] [3] [4]

Crossposting is not allowed!!



j/k Big Grin

So I take it there will be a common thread binding these locations together?
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
[Image: SignatureBannerRazorwing.jpg]
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06-23-2009, 03:40 PM,
#4
 
Quote:Originally posted by Razorwing

So I take it there will be a common thread binding these locations together?

Why would these locations need to be bound together? Posts can be made in each thread correct?
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06-23-2009, 06:39 PM,
#5
 
Quote:Originally posted by Zurke
Why would these locations need to be bound together? Posts can be made in each thread correct?

I just got the impression they would be.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
[Image: SignatureBannerRazorwing.jpg]
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06-23-2009, 07:16 PM,
#6
 
Quote:Originally posted by Razorwing

I just got the impression they would be.

Nope. Not that I had planned. I guess I just wanted to get some of the functional interiors done. The 'common' interiors need to be completed but the stores etc. are more important to the functioning of the city imo.

So that is the reason I chose these in particular.
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06-23-2009, 08:33 PM,
#7
 
Okidoki.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
[Image: SignatureBannerRazorwing.jpg]
Reply
06-25-2009, 02:52 AM,
#8
 
edit: removed narrative.


Is it possible to hook up the doors to the exterior? Is this one piece exterior ready? I am trying to test the packages and dialogue and they are acting weird. My thought is that they can't get out and it is effecting the AI and dialogue.
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06-25-2009, 08:11 AM,
#9
 
Quote:Originally posted by Zurke

Is it possible to hook up the doors to the exterior? Is this one piece exterior ready? I am trying to test the packages and dialogue and they are acting weird. My thought is that they can't get out and it is effecting the AI and dialogue.
No, we just sorted out the view distance for the child WS's and the single piece models came available last week. I'll finalize the tests later this week as I said via PM. In short I'll start from scratch.

You could link it to an exterior test cell and check the AI.

What's the problem with the dialogue?
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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06-25-2009, 02:07 PM,
#10
 
Quote:Originally posted by sandor

What's the problem with the dialogue?

Novrasi mostly tends bar and Givama helps out when Novrasi goes on break.

When they are not in the pub they are upstairs and their dialogue while their 'offer sevices package' is not running is to see who ever is in the pub and that NPC should have the 'offer services package' running.

But when I tested they were both in there at 12 noon as they should be. When asking about a drink they direct me to each other. Which is dialogue set for when the 'offer service package' is not running.

I will try the test cell. Thanks.
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