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Scc0516 [Finished]
04-09-2008, 06:55 PM,
#1
Scc0516 [Finished]
[Image: T1-0502.jpg]

[blockquote]
District: Slums.
Cell name: SilgradCity0516.
Shack Type: 1.
Claim Difficulty: Easy.
NPC's: 1 or more.
Race: Dunmer, Hlaalu.
Class: Poor.
General info: Check -=this link=-.[/blockquote]

Status: Fnished by Hegemege.


You'll find the exterior and interior building (screenshot) in the cell SilgradCity0516. Use the Silgrad_Tower.esm v2.994 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.


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 house of a thief.


Use the existing cell (SilgradCity0516) 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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05-01-2008, 11:51 AM,
#2
 
I'll take it =) Sounds like fun

Do I put just a few valuable(no overpower) items in a "secret chest" or something? And lockpicks on tables?
Programming language knowledge: C#(+XNA), Python, C++, main interest is game programming with so far a few succesfull test projects on the first two platforms.

Anyone interested in chess, challenge me on chess.com!
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05-01-2008, 11:55 AM,
#3
 
Quote:Originally posted by Hegemege
I'll take it =) Sounds like fun

Do I put just a few valuable(no overpower) items in a "secret chest" or something? And lockpicks on tables?
Sounds good (not too many lockpicks).
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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05-01-2008, 07:42 PM,
#4
 
The file...
Programming language knowledge: C#(+XNA), Python, C++, main interest is game programming with so far a few succesfull test projects on the first two platforms.

Anyone interested in chess, challenge me on chess.com!
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05-01-2008, 07:55 PM,
#5
 
Maybe not for this claim, but the trapdoor model also has potential as a secret compartment as mentioned in this post. Just as a change of pace from hidden chests.

Just a thought,
Steve
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05-01-2008, 07:57 PM,
#6
 
Quote:Originally posted by SACarrow
Maybe not for this claim, but the trapdoor model also has potential as a secret compartment as mentioned in this post. Just as a change of pace from hidden chests.

Just a thought,
Steve

Thanks for idea, but I'm not really adding it into this claim. He is kind of "retired thief"
Programming language knowledge: C#(+XNA), Python, C++, main interest is game programming with so far a few succesfull test projects on the first two platforms.

Anyone interested in chess, challenge me on chess.com!
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05-02-2008, 05:52 PM,
#7
 
BTW sandor, you haven't downloaded the esp yet ^ ^
Programming language knowledge: C#(+XNA), Python, C++, main interest is game programming with so far a few succesfull test projects on the first two platforms.

Anyone interested in chess, challenge me on chess.com!
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05-03-2008, 06:37 PM,
#8
 
Some general remarks.

Before merging I rechecked SCC0332.
You selected "OR" for the last GetIsID which causes a contamination for the disp.condition, because it's not related to your NPC's anymore (screenshot). The info is now available to other NPC's as well, when the disp. is "<=40" (depending on the FormID's in the dial sequence or in short the listing order).

It should have been "AND", this has been fixed.

I assume you're referring to the same problem in this post.


Regarding SCC0515.
It's not necessary to add the "St Innocent" faction, because you already added a custom faction (non-evil) .


blue[/HR]

SCC0516 has been merged. Smile
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
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