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Silgrad City Layout
07-27-2010, 08:11 PM,
#1
Silgrad City Layout
The current districts are as follows:
  • The Slums
  • The Riverside
  • The Eastside
  • The Upper Chambers
  • Downtown (including the Market)
  • The Temple
  • Connecting the various child WS's --> The Riverside pathway child.


Vegetation:

Reserved for City Gardens:

- Willow flowers
- Stoneflowers
- Gold kanet flowers

Other Flora types:
- Heather
- Black anther
- Fireflower
- Ash yams
- Comberry
- Corkbulbs
- Saltrice
- Marshmerrow

* Saltrice and marshmerrow grow along any riverbanks.

Fungi
White Trumpet ---> SC caves
Ashunor Boletus --> Along the SC river

Also
- Plateus Cervaneus, Bungler's Bane and Hypha Facia (for trees, etc)

Rock types:
- Ascadian Isles

Trees/shrubs types:
- Ficus
- Maple
- Willow Oak
- Amur cork
- Azalea
- Buckthorn

Ground textures:
- StSrSilgrad01Heather
- StSrSilgrad02Heather02
- StSrSilgrad03GrassDirtRocks
- StSrSilgrad04HDGrass01SU
- StSrSilgrad05HDGrass01SUNoGrass
- StSrSilgrad06HDForestGrassDirtRocks01SU
- TerrainTiledSoil (city gardens only)

Main road texture:
- StSrSCRegionRoad

Path-ways texture:
- StIdTerrainSilgradHillsRoadMain (alley ways etc.)

See pic for CS view. This post can be edited as needed.

I have gone through the claims system and and compiled a list of claims and notes on claims listed below. I believe this will help in finalizing the district/s. This list can be altered as needed.

01 == Upper Chambers (rich)
02 == Downtown (central part of the city)
03 == Riverside (poor)
04 == Eastside (middle class)
05 == The Silgrad slums.


Riverside NorthWest

Silgradcity0301 - An alchoholic Orc lives here.
Silgradcity0302 - Badamras Llethri's House.
Silgradcity0303 - Dilayth Athren's House.
Silgradcity0304 - The owner is a Captain of the city guard, he's the senior commander of the Riverside district.
Silgradcity0305 - Guard tower.
Silgradcity0306 - Basic Interior.
Silgradcity0308 - In this house lives a mage who is specialized in basic health care.
Silgradcity0309 - Guard house which checks traffic in the Riverside district coming from / going to the Eastside district.
Silgradcity0322 - The house of a city official (codix105, open).
Silgradcity0325 - The house of retired mercenary.
Silgradcity0326 - The Unhappy Wife Quest.
Silgradcity0327 - The family of bread reseller - open.
Silgradcity0330 - Basic Interior.
Silgradcity0332 - Basic Interior.
Silgradcity0335 - A retired merchant - open.
Silgradcity0336 - Basic Interior.
Silgradcity0338 - Riverside guard house.
Silgradcity0339 - Basic Interior.
Silgradcity0345 - Basic Interior.
Silgradcity0347 - Basic Interior.
Silgradcity0349 - The owner of the Thirsty Gibbet on the ground-floor his servant on the top floor - open.
Silgradcity0353A - Basic Interior.
Silgradcity0353B - Basic Interior.
Silgradcity0354 - Basic Interior.
Silgradcity0355 - The house of a smuggler.
Silgradcity0356 - The house of a thief.
Silgradcity0357 - The house of smith.
Silgradcity0358 - Basic Interior.
Silgradcity0359 - The house of a retired Redoran trader.
Silgradcity0360 - Basic Interior.
Silgradcity0361 - The house of a mercenary.
Silgradcity0362 - The house of two customers from the Silver Duck(no NPCs created).
Silgradcity0364 - Basic Interior.
Silgradcity0366 - The owner of the Silver Duck lives here.
Silgradcity0367 - Basic Interior.
Silgradcity0368 - Basic Interior.


Riverside Southeast

Silgradcity0307 - Orvo Sarethi: Grocer.
Silgradcity0321 - Gorbo's Vegetables.
Silgradcity0323 - The Weathered Binder: It's a bookstore run by Llavmon Nedalor and Gomo Othril. It's a shop that any city would be proud to have. Most of the books are common with a couple of skill books that you will have to ask for. They might even have some rare ones if you get to know them.
Silgradcity0324 - The house of a poor family - open.
Silgradcity0328 - The home for two poor families - open.
Silgradcity0329 - The home for two poor families - open.
Silgradcity0330a - Arvel's Armor.
Silgradcity0331F - The guard barracks.
Silgradcity0333 - Salor's Odds & Ends.
Silgradcity0334 - The Empress Bushels o' Barrels: This is a Grocery run by Nadle Sarano and Relso Driler, two female dunmer who work hard to keep the business going. The store sells alot of bulk food and feed items but you may purchase just a few if that is what you need. They also have a small selection of wine, ale and rum. If you need to stock up, Empress Bushels o' Barrels has what you need.
Silgradcity0337 - open (basic interior).
Silgradcity0340 - A house for two families - open.
Silgradcity0341 - The Devil's Mug: The tavern keeps are Iduvan and Tadvos Hlarys. Dolvmi Arvel is the girlfriend of Tadvos and she keeps to the second level. The Keeps have a few one liners on the Greeting and you can ask for a drink. I wanted to leave the dialog open since this is a locale that could be used in many different ways. I could have placed some random NPCs at sitting arrangements but again I want to leave it open to
opportunity for existing NPCs in the city.
Silgradcity0344 - Hlaalu Bank Teller(Rarisa Fendyn).
Silgradcity0346 - The Basic Merchandise.
Silgradcity0348 - open - The Thirsty Gibbet is a very small Inn, the room for rent is on the top floor(see 0349).
Silgradcity0350 - Basic Interior.
Silgradcity0351 - The Restless Noose: The bar keeps are Novrasi and Givama Savil. They have a few one liners on the Greeting and you can ask for a drink. I wanted to leave the dialogue open since this is a locale that could be used in many differnt ways. I could have place some random NPCs at the small sitting arrangement but again I want to leave it open to oppurtunity for existing NPCs in the city.
Silgradcity0352 - The Wyrm's Weaponry.
Silgradcity0363 - Telris' Spells & Potions.
Silgradcity0365 - The Silver Duck.
Silgradcity0369 - The Riverside morgue.


Silgrad City Slums

SilgradCity0370 - The house of the Riverside gardener.
SilgradCity0371 - The house of the Riverside street cleaner.
SilgradCity0501 - A carpenter selling poor furniture(located South of SC in STland -14,-17, just outside the slum gate).
Silgradcity0502 - The house of a beggar.
Silgradcity0503 - The house of a servant.
Silgradcity0504 - The house of street sweeper.
Silgradcity0505 - Basic Interior.
Silgradcity0506 - The house of a servant.
Silgradcity0507 - Basic Interior.
Silgradcity0508 - The house of the district overseer (slums?).
Silgradcity0509 - Basic Interior.
Silgradcity0510 - The house of a farmer.
Silgradcity0511 - Ragg gro-barsu Ragg is a Bard. He has written his own book(tomato quest?).
Silgradcity0512 - The Argonian Mission: Fahleg, Argonian: Sells special potions, he will ask for donations for the mission and gives discounts on potions based on offerings. Geos Argos Argonian Master at Arms Teaches Spear, Blunt Weapons, and Marksman.
Silgradcity0513 - Joh Argonian Thief. Joh is he has a pet Mudcrab.
Silgradcity0514 - Basic Interior.
Silgradcity0515 - Basic Interior.
Silgradcity0516 - The house of a thief.
Silgradcity0517 - The house of a woman who gathers herbs for a living (selling).
Silgradcity0518 - The house of a farmer.
Silgradcity0519 - Basic Interior.
Silgradcity0520 - Pete the Fire Lover.
Silgradcity0521 - Rashi'd Rajjik Smuggler, sells Weapons Has some pretty nice blunt weapons.
Silgradcity0522 - Basic Interior.
Silgradcity0523 - The house of a fisherman.
Silgradcity0524 - Basic Interior.
Silgradcity0525 - The house of a street cleaner.
Silgradcity0526 - Basic Interior.
Silgradcity0527 - The house of a priest.
Silgradcity0528 - The house of a trader.
Silgradcity0529 - Basic Interior.


Eastside

Silgradcity0401 - Basic Interior.
Silgradcity0402B - Basic Interior.
Silgradcity0403 - Basic Interior.
Silgradcity0405 - Laebrylla's Inn.
Silgradcity0406 - Basic interior - open.
Silgradcity0410 - The Bread Hearth.
Silgradcity0411 - The house of a carpenter selling furniture - open.
Silgradcity0415 - Saint Seryn Tavern.
Silgradcity0416 - Basic Interior - open.
Silgradcity0420 - The house of a healer.
Silgradcity0421 - The house of a strange Redoran merchant.
Silgradcity0425 - Hlaalu Bank Teller continues to use upper door. It has been delinked.
Silgradcity0430 - The house of a mage - open.
Silgradcity0431 - The house of a butcher (not a shop) - open.
Silgradcity0435 - Basic Interior (Nautilus,unfinished).
Silgradcity0436 - The Central Morgue - open.
Silgradcity0440 - The house of a retired civil servant - open.
Silgradcity0441 - Apartments --> Exterior finished no interiors

Downtown

SilgradCity0001 - Silgrad Tower - open.
Silgradcity0203 - Andur Feloth's Home.
Silgradcity0204 - Andor & Zeydan's Palace of practical Poetry.
Silgradcity0205 - The Hlaalu Savings Bank: It's a Hlaalu Savings bank as indicated. There are two tellers whos names are Rarisa Fendyn and Sadmea Deras and a manager named Badamdril Faren. There are two guards on the premises from 7 in the evening until 9 in the morning. While in the Bank you can aquire a safe deposit box or create an account to place your gold.
Silgradcity0206 - The Mighty Hammer.
Silgradcity0310 - Morag Tong Guildhall.
Silgradcity0343 - Hlaalu Council House + Barracks - open.
Silgradcity0404 - Fighters Guild.

Upper Chambers

Silgradcity0101 - This house is owned by the overseer of Goldar Valen. This family is rich and he (Dunmer) runs the day to day business for Goldar Valen.
Silgradcity0102 - A rich and upper class family. With a quest.
Silgradcity0105 - A large living complex.
SilgradCityUniversity - open --> SCC0114
SilgradcityUniversityGuest01 - open --> SCC0108
SilgradcityUniversityGuest02 - open --> SCC0109
SilgradcityUniversityHome01 - open --> SCC0110
SilgradcityUniversityHome02 - open --> SCC0111
SilgradcityGoldarValensEstate - open --> SCC0107 (exterior finished)
SilgradcityRicheardBleausEstate - open --> SCC0112 (no exterior/interior)
SilgradcityDukeOramHlaaloEstate - open --> SCC0113 (no exterior/interior)
Silgradcity0115 - open --> no interior


blue[/HR]
SCC0107/0112/0113 are houses for the Silgrad city Councilors.

Master Tedyne Salvi lives in the Temple.

Kashi Mantas, she has her estate in Deepen Meadows (TID).

Grathras Vort lives at Tel Gavos in his own secluded tower.

blue[/HR]


Claims that have not been placed in WS.

SCC0112/0113.



Notes:



**** - add Map Markers for Eastside, UC and Downtown Districts.
0102 - create new one piece exterior model and create interior models with stain glass windows.
0304 - captain city guard. Possible travel?
0331F - will have to have patrols assigned to guards.
0338 - will have to have patrols assigned to guards.
0344 - Check AI for bank teller.
0351 - owners have to travel outside to access second level(needs checking).
0353A - check AI for patrons to an Inn TID mentioned in the claim post.
0353B - check AI for patrons to an Inn TID mentioned in the claim post.
0358 - check AI for patrons to an Inn TID mentioned in the claim post.
0357 - check to see if owner is using exterior to access the bottom floor as mentioned by Hedgemege.
0362 - No NPCs in cell, patrons of the Silver Duck.
0365 - Ranvor and Vabisa Davor, Ulenaves Randas need more packages and housing?
0365 - Check AI for owner of the Silver Duck for travel home.
0370 - The house of the Riverside gardener. Possible travel?
0404 - a number of NPCs are hanging around outside the guild of fighters trying to get inside.
0411 - The claim post shows open but the doors are linked.
0421 - TID created a quest which also involves 0311.Scc0421 [Finished]
0425 - Check AI for bank teller.
0426 - Check AI for bank manager.
0431 - The house of a butcher (not a shop). The corresponding claim for the shop will posted asap?
0502 - check bank doors during and after hours.
0503 - The house of a servant. Possible travel?
0504 - The house of street sweeper. Possible travel?
0506 - The house of a servant. Possible travel?
0508 - The house of the district overseer (slums?). Possible travel?
0510 - house of a farmer should have an area to farm.
0511 - tomato quest? Possible travel?
0518 - house of a farmer should have an area to farm.
0523 - The house of a fisherman. Possible travel?
0525 - The house of a street cleaner. Possible travel?



****

Missing single piece models: 0108, 0109, 0110, 0111, 0114, 0441. SCC0112 && 0113 are WiP (exterior building).

****

General to do: Set the Northmarkers and add windows to the exterior models in the various child WS'.

****



Updated by sandor August 27th 2012.
Reply
07-27-2010, 09:30 PM,
#2
 
We need to keep a consistant texture for main roads within the city. My first guess is 'StSrSCRegionRoad'. Other thoughts are welcome.

I think we need a path texture. For smaller sideways. I had previously gotten the OK from Sandor to use 'StIdBcRoadDirt01' to use south of the city. Any thoughts are welcome.

edit: I am attaching a general plan of the Slums and Riverside district.
edit: I have deleted the pic to save on space.

Have a great day
Charles
Reply
07-27-2010, 10:07 PM,
#3
 
Personally, I think that texture for the main roads would look great.

I think the StIdTerrainSilgradHillsRoadMain texture might be good for side-paths, in particular alleyways, since it's both darker and it looks old and forgotten. What do you think?

You could probably duplicate the textures themselves and name them something else. That way, if you want to change them later on, all you would need to do is change the texture path.
Reply
07-27-2010, 10:15 PM,
#4
 
Quote:Originally posted by TheImperialDragon
Personally, I think that texture for the main roads would look great.

I think the StIdTerrainSilgradHillsRoadMain texture might be good for side-paths, in particular alleyways, since it's both darker and it looks old and forgotten. What do you think?

You could probably duplicate the textures themselves and name them something else. That way, if you want to change them later on, all you would need to do is change the texture path.

Ok good enough. I have updated the OP.

edit: How about limiting the tree/shrubs to certain species. Open areas within the outer walls will not be wilderness so should it make a difference?

How about ground texture?

Have a great day
Charles
Reply
07-27-2010, 10:42 PM,
#5
 
Quote:Originally posted by Zurke
edit: How about limiting the tree/shrubs to certain species. Open areas within the outer walls will not be wilderness so should it make a difference?
Are you talking about using more types than are in that list, or narrowing it down to a certain number?

Quote:Originally posted by Zurke
How about ground texture?
I have a few of my own ideas, but I'll send you a PM.
Reply
07-27-2010, 11:09 PM,
#6
 
I was speaking of narrowing the types. But maybe just narrowing types to districts. There are only a few to choose from but limiting types to districts may give a differnt feel to differnt areas?
Reply
07-28-2010, 02:08 AM,
#7
 
Quote:Originally posted by Zurke
I was speaking of narrowing the types. But maybe just narrowing types to districts. There are only a few to choose from but limiting types to districts may give a differnt feel to differnt areas?
I agree, this sounds like an idea. :yes:
Reply
07-28-2010, 02:37 AM,
#8
 
I started the Slums and Riverside districts. I need to add to the lower part of the Riverside district and will do that tomorrow.

Placing the LOD buildings will be the slow part. I will have to check claims to see what they are.

The Riverside pic came out pretty crappy but I already closed the CS. But that is the Riverside district minus the lower portion.

edit: I updated the riverside district.
edit: I have removed pics, if anyone needs them I can send or post them again.


Have a great day
Charles
Reply
07-28-2010, 06:48 AM,
#9
 
Quote:Originally posted by TheImperialDragon

You could probably duplicate the textures themselves and name them something else. That way, if you want to change them later on, all you would need to do is change the texture path.
It's also possible to change the land (LTEX) textures and placed content by using the Gecko for a region or sub region (thanks to Steve).

I only need the Form ID's and the coordinates if it's regarding a sub region.


Quote:Originally posted by Zurke
Placing the LOD buildings will be the slow part. I will have to check claims to see what they are.
In the updated esm every placed house has an editor ID corresponding with the claim number. If you enable multiple editors it will make it very easy to connect the doors (one for the STLand checking the ID and one for the child --> doors).

Please don't use the st>>hlaalu>>LOD models these will be phased out as per Razorwing's instruction. The st>>hlaalu>>sc models are VWD thanks to TID and Razorwing.
Dum loquor, hora fugitĀ  - While I speak the time flies



Ovid 43 BC - 17 AD
Reply
07-28-2010, 10:08 AM,
#10
 
I did notice the editor IDs Sandor and that will definately help.

I meant that I will have to check IDs on the LOD buildings to see how to place those, residence verses possible shop, etc.

Thanks for the reminder on the LOD models. Smile

Have a great day
Charles
Reply


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