Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Soluthis Location #008: Guls Ancestral Tomb [Open]
04-18-2008, 12:32 AM,
#1
Soluthis Location #008: Guls Ancestral Tomb [Open]
<table width="575" border="0" cellspacing="0" cellpadding="6">
<tr>
<td width="199" bgcolor="#F0F0F0" style="border-left:1px dotted #0000FF;border-top:1px dotted #0000FF;"><font color="#0066FF" size="2" face="Georgia, Times New Roman, Times, serif">Title:</font></td>
<td width="352" bgcolor="#F0F0F0" style="border-right:1px dotted #0000FF;border-top:1px dotted #0000FF;">Guls Ancestral Tomb</td>
</tr>
<tr>
<td bgcolor="#FAFAFA" style="border-left:1px dotted #0000FF;border-top:1px solid #CCCCCC;border-bottom:1px solid #CCCCCC;"><font color="#0099FF" size="2" face="Georgia, Times New Roman, Times, serif">Type:</font></td>
<td bgcolor="#FAFAFA" style="border-right:1px dotted #0000FF;border-top:1px solid #CCCCCC;border-bottom:1px solid #CCCCCC;">Velothi Tomb</td>
</tr>
<tr>
<td bgcolor="#F0F0F0" style="border-left:1px dotted #0000FF;border-bottom:1px dotted #0000FF;"><font color="#0066FF" size="2" face="Georgia, Times New Roman, Times, serif">Location in SoluthisWorld03:</font></td>
<td bgcolor="#F0F0F0" style="border-right:1px dotted #0000FF;border-bottom:1px dotted #0000FF;">&quot;SoluthisLoc008&quot; -10,38</td>
</tr>
</table>

<p><em><font color="#FF0000" face="Georgia, Times New Roman, Times, serif" size="3">Status:</font><font face="Georgia, Times New Roman, Times, serif" size="3"> Partially finished by ImaJunryou.</font></em><br><br>

<p><a href="http://s11.photobucket.com/albums/a177/SilgradTower/SoluthisLoc007_ext.jpg" target="_blank"><img src="http://s11.photobucket.com/albums/a177/SilgradTower/th_SoluthisLoc007_ext.jpg" alt="Click for a larger image" width="160" height="120" border="0" align="right" style="padding-left:7px;padding-bottom:7px;"></a>



<p><strong>Location</strong><br>
Guls Ancestral Tomb is situated a short distance from Soluthis' eastern wall. In other words if you exit the South Imperial District into Soluthis then the tomb would be four cells to the east of you - from a bird's eye view that is, because the actual road is quite a bit longer. You can see the path on this image:</p>
<p><center>
<a href="http://i11.photobucket.com/albums/a177/SilgradTower/SoluthisLoc007_path.jpg" target="_blank">
<img src="http://i11.photobucket.com/albums/a177/SilgradTower/th_SoluthisLoc007_path.jpg"></a>
</center></p>
<p>In game terms the path in the image starts in SoluthisWorld07 (Kali Gulas Square), right near the exit from SoluthisWorld06 (RP's South Imperial District). It winds its way through SoluthisWorld07, first in a long curve and then in a horisontal S-shaped manner, before exiting to SilgradTowerLand and staying there for the duration of the path.</p>
<p><strong>About the place</strong><br>
The location is a Velothi tomb, meaning it's a burial site used by the dark elves in older times. Like all tombs it has fallen into public disuse and is no longer used for religious purposes, but it is of course still considered sacred. You could liken it to an abandoned cemetary where no new services are conducted and the descendants of those buried there have dies out or just forgotten them - but it's still a sacred place from a religious viewpoint.</p>
<p>Unlike cemetaries however tombs are often prime property for outlaws, necromancers, cultists, slavers, smugglers, or just about any other kind of shady characters in need of a base of operations. But most of the time they are 'just' tombs, guarded by undead or daedra and sometimes rigged with traps of various kinds.</p>
<p>The name Guls has no particular meaning other than that it's a Redoran surname.</p>
<p><strong>How to mod it</strong><br>
There is a starter cell for this location, which you can access by loading up the cell SoluthisLoc007lvl1 in your Construction Set. As you can see I have put together a layout which you can use if you don't like working with the tileset. If you do like working with the tileset then by all means delete the layout and create your own. You can find the tileset pieces in the list &quot;WorldObjects &gt; Static &gt; ST &gt; Velothi &gt; Houses &gt; Interior &gt; Tileset&quot;.<br>
<font color="#FF0000"><em>TIP:</em></font><em> right-click on a CS entry and choose Use Info to see other places where the entry is used.</em> This is a good way to find examples of how an object has been used in other cases, like for instance seeing how other Velothi tombs were put together.</p>
<p>Note that there are two kinds of Velothi tilesets in our mod. One starts with StInVel and the other with StInVelSil. Unless you know what you're doing you should use the set that starts with StInVelSil. To avoid mixing them up just make a habit of using the list &quot;WorldObjects &gt; Static &gt; ST &gt; Velothi &gt; Houses &gt; Interior &gt; Tileset&quot;. It should be said that some components of the other tileset can be used in the new tileset as well. (The old tileset won't be deleted from the mod, it's just that the pieces aren't compatible with one another.)</p>
<p>Altars with urns are the bread and butter of Velothi tombs. Any given tomb is loaded with them, for obvious reasons - they're what the tombs were constructed to store. Most of the time there'll be offerings on the altars, which equal loot of little worth ranging from ingredients to lockpicks to armor. Almost anything is ok to place as loot, the only exceptions are objects that are too valuable or aren't dunmer in origin. More valuble loot should be placed as usual, in chests or on NPCs. There's usually at least one ash pit in a tomb, which should have bones on it and prayer stools around it. Lighting is usually done via the special braziers, although you can compliment that with wall-mounted torches (a kind of sconces) when needed.</p>
<p>You may notice miniscule tears in the joints between tileset pieces. The problem is with the models, and I'm working on resolving them. You should absolutely not try and fix the tears by moving tileset pieces with the snap-to-grid turned off.</p>
<p><strong>Size</strong><br>
Guls should preferrably be a large tomb because it's situated so close to the city and is easy for the player to find. There's even a couple of roadsigns pointing to it, so it's a sure bet that the majority of Silgrad Tower v3.0 players will find it. But large doesn't necessarily have to equal base area of the layout, it can also be large in the sense that it has a quest attached to it. If you mod a quest then it's okay if it has one cell, if you don't mod a quest it should have three or more cells. Cells in this sense should have a facecount of at least 400,000 and no more than 600,000. If you need to add an additional cell beyond what I suggested then the facecount of the additional cell doesn't matter.</p>
¤ 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
04-18-2008, 08:38 PM,
#2
 
This claim is now open Big Grin

You need the latest internal esm (at the time of writing this it's 3.00) to take on the claim.
¤ 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
05-13-2008, 07:56 PM,
#3
 
Hiya,

I'd like to pick this claim up, please Smile

As far as facecount goes, anywhere in particular I look either ingame or in the CS to see where I'm at, as far as that goes? A counter of some sort?
Reply
05-14-2008, 08:20 AM,
#4
 
Quote:Originally posted by ImaJunryou
As far as facecount goes, anywhere in particular I look either ingame or in the CS to see where I'm at, as far as that goes? A counter of some sort?
I attached a screenshot.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
Reply
05-14-2008, 05:18 PM,
#5
 
Ah, I see. Awesome, thanks Big Grin
Reply
05-15-2008, 06:19 PM,
#6
 
Seeing the quality of your work I am sure Razorwing will grant the claim.
Have fun! Smile
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
Reply
05-16-2008, 06:54 PM,
#7
 
Yay! It'll be a few days before I can get started, as I don't have the latest ESM anymore, and it is a mighty download on my connection. All the same, ideas are coming ^_^

Edit: I've got the ESM now, so I'll be getting to work soon Smile
Reply
05-20-2008, 05:21 AM,
#8
 
While in the middle of slapping down some more rooms, I've come to a question: Is there any sort of a pit-like piece to the velothi tileset? I was considering making a hole in a large room that the player could decend through to pass through the various levels quicker (albiet painfully), and stick a rope fence around it as a railing. Something about the size of the StInVelSilRoomCenter bit, only with a lip? If not, no biggy, but it'd be handy Smile

Edit:

Also... What should I be naming the ESP? SoluthisLocation7? SolLoc007?
Reply
05-20-2008, 08:26 AM,
#9
 
Quote:Originally posted by ImaJunryou
While in the middle of slapping down some more rooms, I've come to a question: Is there any sort of a pit-like piece to the velothi tileset? I was considering making a hole in a large room that the player could decend through to pass through the various levels quicker (albiet painfully), and stick a rope fence around it as a railing. Something about the size of the StInVelSilRoomCenter bit, only with a lip? If not, no biggy, but it'd be handy Smile
You could use the StInVelSmallHole01 piece from the other tileset.
As Razorwing said you should know what you're doing because that tileset isn't very easy to handle (compared to the "Sil" tileset).


Quote:Originally posted by ImaJunryou
Edit:

Also... What should I be naming the ESP? SoluthisLocation7? SolLoc007?
SoluthisLoc007lvl1 for the first part and for the second SoluthisLoc007lvl2 etc.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
Reply
05-20-2008, 04:41 PM,
#10
 
So each cell of the tomb should be a separate ESP? Or am I misunderstanding? The cells themselves are named SoluthisLoc007lvl1(2..3..etc), but what about the whole thing together, in ESP form? The actual file itself. SoluthisLoc007.Esp?
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)