4-8-Hla

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Haplo
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Post by Haplo »

Hey, Nomadic, what status is the city at right now? I'm not asking for a progress update, I'm just wondering if the town of Kragen Mar itself is finished, WIP, etc.

We're wanting to put up some interior towns, but Kogo'Tel (which is Map 5) is the only really cement town ready for putting up. It'd be great if we had a Map 4 town to put up with it :-)
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Post by Nomadic1 »

Yeah, interior claims could be put up for the city soonish. Unless anybody has any dramas with how the city layout is. The fortress and wilderness claims might change so there is no point in putting those up yet (I've got a plan for one wilderness interior to make it interesting).

I would like it if a few people DLed the file (the latest will do) and give some thoughts for the purposes of the buildings. I'll upload a few pictures tonight with each building numbered so people are working off the same page.

EDIT: Here they are...

Manor District: (Screen 1)
1: House Hlaalu thing
2: Athram Manor
3:
4:
5:
6:
7:

Hill (north) (Screen 2)
8:
9:
10:
11:
12:
13:
14:
15:
16: Underground fighting place (could take up entire basement space under block 12 through 18 )
17:
18:
19: Watch/Guard Tower
20:
21:
22: Watch/Guard Tower
23:
24:
25:

Hill (south) (Screen 3)
26: Prison and main watch/guard tower
27:
28:
29:
30:
31:
32:
33:
34: Watch/Guard Tower
35:

Road (Screen 4)
36: Watch/Guard Tower
37: Watch/Guard Tower
38:
39:
40:
41:
42:
43:

Tne rest (Screen 5)
44:
45-A: Temple (door to courtyard straight through where the stairs are)
45-B: Temple building

45-C: Temple building
46:
47:
48:
49:
50:
51:
52:
53:
54:
55: Watch/Guard Tower
56: Watch/Guard Tower
57:
58:
59:
60:
61: House
62: House
63:
64:
65:
66:
67:
68: Upstairs: Thieves' Guild contact's house
69:
70: Watch/Guard Tower
71:
72:
73:
74:
75:
76:
77:
78: Customs/excise place? Fishing place? Store room?

Badly Missing: Imperial Cult Chapel (need only be small), Mages' Guild, FIghters' Guild
What else: Inns/Taverns/Pubs, Shops - (weapons, general trader, potter, bottle-o, clothier, jeweller, candle maker, Morrowind tourist crap seller, armourer, smith, tanner, food sellers, bookshop, alchemist, etc. whatever)
And lots of houses

* - Note: Some buildings have separate upstairs and downstairs
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Post by theviking »

Ooh, I like this. Expect a list this afternoon.

Ouch this was a big job, but:
1 Hlaalu council building
2 Athram manor
3 Morag Tong guildhall
4 manor
5 house of the guards captain
6 manor of a very vain noble(thrones, baths)
7 manor
8 tourist shop
9 house of an acrobat
10 middle class tavern
11 house of a battlemage
12 Mages guild
13 bookshop
14 jeweller who lives upstairs
15 house of the patron of the fighting club
16 underground fighting place (be sure to make some fight club references like Betheshda did)
17 Fighters guild (with an entrance to the fighting club off course)
18 an alchemist with his storage upstairs
19 guard tower
20 imperial cult shrine
21 house of an agent of the blades
22 guard tower
23 wealthy old woman who rents the top apartment to a
24 house with a storage upstairs
25 armourer
26 prison
27 house
28 manor of of a very poor noble who acts like he's rich
29 upper floor apartment, lower floor house
30 house
31 manor
32 house of an archer
33 hostel
34 guard tower
35 house which is owned by a trading company (The EEC?)
36 guard tower
37 guard tower
38 auction hall
39 trader
40 house
41 weaponsmith
42 upper class tavern/restaurant
43 house of the auction master
44 house of a famous writer
45 temple with the houses of two major priests
46 healer
47 house of a drillmaster
48 enchanter
49 outfitter
50 house
51 problably a house but its not in the file yet.
52 house of a freed slave
53 house
54 big house
55 guard tower
56 guard tower
57 small house of a guar herder
58 house with two apartments
59 lower class tavern/thieves guild hideout
60 house
61 small house of an old woman who looks and acts exactly like a witch(which she is of course)
62 house
63 big apartment building, two apartments on the ground floor, two in the higher floors
64 two apartments
65 big house of a poet
66 bakery, lower class eating establisment
67 butcher
68 two apartments, upstairs thieves guild contact
69 lower class smith
70 guard tower
71 house
72 guard tower
73 house
74 house of a Mehrunes Dagon worshipper (in secret)
75 downstairs potter/tanners shop, who lives upstairs
76 brothel
77 pawnbroker
78 caravaner's house
Last edited by theviking on Fri Apr 04, 2008 3:26 pm, edited 1 time in total.
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Post by Nemon »

Hm, all the houses facing either north-south or west-east? Is that supposed to be like that? It looks kind of static if I can be so direct...
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Post by Gnomey »

*Points at 36, 37, 75 and 76* :P

The Hlaalu seem to enjoy very tidy city plans; the layout of Balmora wasn't too colourful either. If Nomadic fills those green splotches with greenery then it will probably look a bit more natural. :D
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Post by Andres Indoril »

Easy job at placing northmarkers. That's all :P
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Post by theviking »

just so you know, I posted my list above. Shouldnt Kragenmar have an arena? Vivec and Narsis have one too and this had one.
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Post by Thrignar Fraxix »

why would there be an imperial cult shrine in Kragenmar? Shouldn't it be up the hill at the border fort if anywhere?
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Post by Lud »

Apparently, some dude in Oblivion is from Kragenmoor and was a priest at that shrine.
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Post by Andres Indoril »

Wasn't he originally from the Tribunal temple?
I think I remember him whining about the fact that the church of the Nine Divines did not support the beggars as much as the temple did...
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Post by Bloodthirsty Crustacean »

theviking wrote:74 house of a Mehrunes Dagon worshipper (in secret)
Who is best friend of a young Ulen Athram ("of the Kragenmoor (:x) Athrams")! That would be uber brilliant.

And yeah, the other Kragenmoor resident in Oblivion was a Temple priest, and got coverted post-Nerevarine. I believe the Kragenmoor IC chapel is also mentioned in Ken Rolston's 'obscure text' RP as Caius Cosades, so some inspiration could be got from that.
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Post by Harke the Apostle »

10 - Name: "The Scratching Post"
29 above - Pornographer's hideout.
33 - Omolas's Clothes Emporium; overdone clothes shop with paintings
above the tables the clothes are on (think Abercrombie & Fitch),
complete with fitting rooms and ivy on the walls. Downstairs is a
fashionable shrine to Mephala. (the hostel idea I like too).
40 - Freelance assasin's house.
51 - Office supplies.
53 - Lanternmakers's shop.
61 - The witch grows (kresh)weeds in planters.
62 - A lady who's always gossiping about her neighbors lives here.
71 - Cheap house wares shop (buckets, brooms, brushes, redware)
73 - House of a guy who is so fat, he can't get out of his own bed,
let alone through the door of his own house. (Think cleverly placed Yagrum Bagarn retexture).
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Post by Haplo »

Instead of 30 being a house like theviking suggests I think it should be an alchemist's shop. I haven't really seen one anywhere except Nalcarya of White Haven in Balmora, and I think it'd be cool if maybe her sister lived here.
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Post by Nomadic1 »

75 and 76 aren't place north-south. And 36 & 37 are at 45 degrees :] I would have made buildings at different angles, but the Hlaalu tileset doesn't go for it too well IMO. I also intend to greenify the city to a (what I consider) reasonable FPS-wise state. Don't worry about that.

About the arena. If I had a unique arena mesh, I would use it in an instant. I would add it to the grassy area near the temple (with a little moving around of the surrounding buildings). We have a Hlaalu arena, but IMO that one would be better kept for Narsis alone. The underground fighting place (number 16) is Plan B.

With that said...

*****

theviking: (how did I know you'd love this :])

5: I would rather the hill at the north be reserved for very wealthy manors. The guard captain could have a nice house elsewhere but I doubt he would be able to afford property here.
6: I love it :]
11: Should be a shop.
15: The fighting place is probably going to rake in a lot of money. I figured the owner would be one of the people in the manor district (screen 1)
16: Though I haven't seen Fight Club, that is the idea :] First rule of Fight Club: Don't talk about Fight Club.
17: The FG will need basement space, and it can't have any here because of 16. A FG member or two might take part there but there shouldn't be a door.
23: Rents to a ?
24: Nah, two separate houses.
35: My idea for this one was a tavern of some kind.
43: Would work better as a specialty shop of some kind.
45: Not sure about B and C being houses. At least not C.
46: The temple does healing. Everybody knows that
51: proof I've modded since I uploaded last :]
54: Not a house IMO.
57: Guar herders generally live with the herds. In farms. Not near the little-used gate of a big city with no wide open spaces for miles.
61: Great :)
62: House of a Mehrunes Dagon worshipper (in secret) who is best friend of a young Ulen Athram ("of the Kragenmoor Athrams")
63: I suppose. I did want a slightly different use for this building, but I never actually had an idea of what.
65: Should be a shop IMO.
69: Should be a house IMO.
71, 73, 74, 75 and 77: These are clearly shops. Or at least 73, 74 and 75 are.

You didn't give enough taverns IMO. Or a bottle-o. C'mon. Kragenmoor is placed better than any other Morrowind city to import and export booze and shit to/from Cyrodiil.

*****

Harke:
10: I'm not sure of the name "The Scratching Post". There aren't any cats in Morrowind (except Khajiit)
29: I haven't got the file opened, but I'm pretty sure its one-storey
33: I prefer this as a hostel... a fashionable shrine to Mephala??? I have noticed that theviking only suggested one clothier, so maybe 11 (which he had as a house of a battlemage) could become Omolas' Clothes Emporium. Without a shrine
40: I suspect the Morag Tong would kill a freelancer.
51: Hmm...
53: A lampwright/candlemaker. Yeah, I go for that.
61: Kreshweed are too big to add to confined interior spaces. She would also probably grow more Skyrim-y plants.
62: Gossip can go somewhere else. See above :)
71: In 73 :]
73: Funny and would love to add it, but I don't think so. Oh, how I'd love to see it though :lol:

*****

Haplo:

In a better place, perhaps. That little area is all housing and dead-end. 43, mmkay?

*****

I have a general idea of adding a big plantation manor to this claim, as well as about 2-3 farms. So the guar herder can go in one of those.

Is anybody going to own a significant part of the city? Does a House Hlaalu councillor live here?
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Post by Harke the Apostle »

Nomadic1 wrote:
61: Kreshweed are too big to add to confined interior spaces. She would also probably grow more Skyrim-y plants.
Belladonna? You don't get much witchy-er than that.
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Post by Gez »

Nomadic1 wrote:10: I'm not sure of the name "The Scratching Post". There aren't any cats in Morrowind (except Khajiit)
'Cause there aren't in the game files. Barenziah's daughter, the Princess Morgiah had a pet cat.

And it could be a Khajiit bar.
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Post by Sload »

Yes there's an Imperial Cult because eventually Caius is stationed there.
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Post by Bloodthirsty Crustacean »

Nomadic1 wrote: You didn't give enough taverns IMO. Or a bottle-o. C'mon. Kragenmoor is placed better than any other Morrowind city to import and export booze and shit to/from Cyrodiil.
There's probably a big flin warehouse somewhere, where the Athrams store their goods. They might also have some 'Cyrodiil-suck-up' tavern where what's served is primarily flin and other Imperial drinks, and all the Cyrodiilic merchants come and stay there.

EDIT: Ooh, thought! One of the extra Temple buildings (45 B/C) could perhaps be the private Temple school spoken about in the alibi from Gee-Pop Varis. Though it might be stretching things to assume he's telling the truth about the school's existence.

"My son, Trels Varis? He's in Kragenmoor, out west near Cyrodiil. He's a scholar in a private Temple school."
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Post by Sload »

There needs to be a reasonably sized Dwemer ruin within a few cells of Kragenmar.
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Post by Nomadic1 »

I put a Dwemer ruin on a mountain. I haven't given it its full size yet (I want to add ruin-y things above the road to the north, for example) but it could be reasonably sized enough for you when I'm finished. I also added a cave on the northwestern face of the mountain where the PC can enter other sections from the exterior.

Other exterior things I've added are two cave doors in the river south of the fort (directly on top of each other - same int) and the Shadowmoth fort. Add a plantation and two-three farms and I'm still looking at something a little thin for the size of the claim. :lol: I'll add an eggmine or something else, perhaps. Or make the plantation a comberry plantation / brewery combo. I'll make it up as I go.

*****

Anyway, to not hold people up, here's round two of this...

Manor District: (Screen 1)
1: Hlaalu Council House
2: Athram Manor
3: Morag Tong Guildhall
4: Manor
5: Manor
6: Manor of a very vain noble (thrones, baths, etc.)
7: Manor

Hill (north) (Screen 2)
8: Tourist shop (sells Morrowind crap and "essentials": guar drums, helmets with goggles attached, redware, books, etc.)
9: Small tavern popular with non-Dunmer
10: Middle-class tavern / inn
11: Omolas' Clothes Emporium: overdone clothes shop with tapestries above the tables the clothes are on complete with fitting rooms and ivy on the walls
12: Mages' Guild
13: Book shop
14: Jeweller. Lives upstairs
15: Downstairs: House of a battlemage. Upstairs: House
16: Underground fighting place (could take up entire basement space under block 12 through 18 )
17: Fighters' Guild
18: Alchemist
19: Guard Tower
20: Small Imperial Cult chapel
21: House of an agent of the Blades
22: Guard Tower
23: Downstairs: House of a wealthy old lady. Upstairs: House rented by a battlemage
24: Downstairs: House. Upstairs: House
25: Armourer. Lives upstairs

Hill (south) (Screen 3)
26: Prison
27: House
28: Manor of a poor noble who acts like he is rich
29: Downstairs: House of an acrobat. Upstairs: House of a dumb Orc scholar
30: House
31: Guard captain's manor
32: House of an archer
33: General trader
34: Guard Tower
35: Hostel

Road (Screen 4)
36: Guard Tower
37: Guard Tower
38: Slave market. Occasionally auctions other stuff
39: Downstairs: Office supplies shop (sells quills, paper, inkwells, blank scrolls, etc.). Upstairs: Small upper middle-class House
40: House of a wealthy eccentric
41: Weaponsmith
42: Upper class tavern and restaurant
43: Fine alchemist. Sister of Balmora's Nalcarya of Whitehaven

The rest (Screen 5)
44: House of a gardener
45-A: Temple (door to courtyard straight through where the stairs are)
45-B: Temple private school building 1
45-C: Temple private school building 2
46: House of a sorcerer
47: House of a drillmaster
48: Enchanter
49: Outfitter
50: The Athram's flin storage and bottle shop
51: House
52: House of a free/escaped slave
53: House of a gossip
54: Apartment building
55: Guard Tower
56: Guard Tower
57: House of a fighter at 16
58: Downstairs: House of a craftsmer at 63. Upstairs: Commoner's house
59: LC tavern. Thieves' Guild base
60: House of a poet
61: House of an old woman who looks and acts exactly like a witch (she is one of course)
62: House of a Mehrunes Dagon worshipper (in secret) who is the best friend of a young Ulen Athram ("of the Kragenmoor Athrams")
63: Craftsmen's hall: Makes and sells stoneware, redware and glassware. Also has places for some of the potters and glassblowers to sleep
64: Downstairs: House. Upstairs: House
65: Lampwright / candlestick maker (makes and sells candles, lanterns and lamps)
66: Bakery
67: Butcher
68: Downstairs: House. Upstairs: Thieves' Guild contact's house
69: Downstairs: House. Upstairs: House
70: Guard Tower
71: Tavern / Inn. Where a lot of visitors to Kragenmoor stay
72: Guard Tower
73: General trader, sells a lot of food
74: LC Smith
75: Downstairs: Tanner. Upstairs: House
76: Export storage and census building. Also has sleeping space for a few slaves which do all the manual labour of the shipping of goods at the strider port / docks
77: Brothel
78: Caravaner's house

*****

I've tried to incorporate as much as I could. I moved stuff around and so forth. The few big differences from what viking came up with beyond the moving around of premises: 35, not 33, is the hostel. 38 mainly sells slaves. There is a little more alcohol in the city. 63 is a craftsman hall. The areas at the strider port is different and largely commercial in nature.

I'm also toying with the idea of sewers. Some buildings (16 and 59) could benefit from a sewer connection. Poor people might also live down there.
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Post by Nomadic1 »

I know DPing is bad, but the point needs to be made.

I've decided to rebuild large parts of this claim's landscaping and the city will be altered. The interior claims should wait until there is some certainty that there won't be massive changes.

I also inherited a claim with a hodge-podge of texturing and flora, which extends into neighbouring claims. I'm going ro fix it here with those on the texture maps. There is no doubt the bordering cells of surrounding claims will need to be redone or patched up, what with infinite view distance mods and non-mountain landscaping and texturing, so I'm just gonna have the textures go to the edge of the claim now so they can be replaced later (especially those BC textures to the south).
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Post by Thrignar Fraxix »

Kogotel is the next city going up anyway. Don't feel rushed.
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Post by Sload »

Nomadic1 wrote:I know DPing is bad, but the point needs to be made.
Just wanted to mention that DPing isn't inherently bad, though editing is usually preferable. Its meaningless bumping thats the problem, and even bumping is sometimes okay. I think posting about how someone double posted tsk tsk is a lot more annoying than double posting.

Anyways, yeah. Kogotel, goin' up, map 5 interiors, wooooooo!

For anyone excited about the tower, though, I told TF not to put that up because it needs a kickass backstory first.
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Post by Nomadic1 »

Update.

I've finished the landscaping and texture work (finally). In this claim, besides Kragenmoor, are 3 farms, one manor, one plantation (Ondrelas Platination - see screenies below), a guar herder's hut, two caves, an eggmine, a Dwemer ruin (two entrances - standard Dwemer and a cave) and the Shadowmoth Legion Fort.

I've still got a bit to do before any interiors claims can be readied, such as adding windows to the buildings and trapdoors to the towers.
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Post by Morden »

Looking good :)
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Post by Sload »

sexhouse
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Post by Haplo »

Nice progress, Nomadic. That plantation looks great! What cell is it in?
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Post by Nomadic1 »

It is in the far northeastern cell.
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Post by Nomadic1 »

Update.

I've done some detailing in all the cells east of Kragenmoor. Uploaded a backup file.
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Post by Haplo »

Any progress, Nomadic?
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Post by Nomadic1 »

Oh yep. Still adding details. The Dwemer ruin is by and large finished, and only needs detailing. I'm working on the mountains around the Fort now.
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Post by Nomadic1 »

Progress.

With the last of the landscaping done, I'm up to detailing this claim. I've bumped the progress up to 50%.

**********

Interiors for this claim can also go up any time you want now. I'm not moving any of them anymore.

With that said, here is a list of them (now with screenies)...

Wilderness Interiors:
- [url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Krag-region01.jpg]Riverside Manor[/url] (-12, -31) (modest manor of a Hlaalu noble)
- [url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Krag-region02.jpg]Farm[/url] (-12, -29) (northern farmhouse - grows hackle-lo, meadow rye and comberries)
- [url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Krag-region02.jpg]Farm[/url] (-12, -29) (southern farmhouse - grows scrib cabbage, ash yams and corkbulb)
- [url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Krag-region03.jpg]Farm[/url] (-13, -30) (farm - grows wickwheat)
- [url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Krag-region04.jpg]Cave[/url] (-15, -31) (can't contain anything illegal as it is so close to the city gates, nor can it contain anything important since there isn't a path to it)
- [url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Krag-region05.jpg]Large eggmine[/url] (-15, -28 )
- [url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Krag-region06.jpg]Large Dwemer ruin[/url] (-16, -28 ) (has two main entrance - the Dwarven doors on the mountains and the cave entrance to the west. Another entrance, at the bridge, has collapsed. Across the bridge is an isolated tower)
- [url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Krag-region07.jpg]Cave[/url] (-17, -30) (has two entrances stacked on top of each other. I intend to make the top one very visible and the bottom one hidden)
- [url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Krag-region08.jpg]Guarherder's hut[/url] (-14, -27)

[url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Krag-Ondrelas.jpg]Ondrelas Plantation[/url]: (-12, -27)
1: Ondrelas Family Manor. Though the family is very wealthy and respected, they stay out of the affairs of the city of Kragenmoor
2: Retainer's building
3: Brewery (makes comberry drinks)
4: Guard tower
5: Store room. Contains comberries and finished product
6: Slave shack
7: Slave shack
8: Slave shack

[url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Krag-Shadowmoth.jpg]Shadowmoth Legion Fort[/url]: (-18, -29)
All entrances to the fort are marked by yellow arrows. Also contains a census and excise office and a small detached building of undetermined purpose.

[url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Kragenmoor-ManorDistrict.jpg]Kragenmoor - Manor District[/url]:
1: Hlaalu Council House
2: Athram Manor
3: Morag Tong Guildhall
4: Manor
5: Manor
6: Manor of a very vain noble (thrones, baths, etc.)
7: Manor

[url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Kragenmoor-ForeignQuarter.jpg]Kragenmoor - Foreign Quarter[/url]:
(This part of Kragenmoor is popular with outlanders, hence the name. It is not a foreign quarter in the Vivec sense in that foreigners were not forced/expected to live and work here, but did so by choice)
8: Tourist shop (sells Morrowind crap and "essentials": guar drums, helmets with goggles attached, redware, books, etc.)
9: Small tavern popular with non-Dunmer
10: Middle-class tavern / inn
11: Clothier
12: Mages' Guildhall
13: Book shop
14: Jeweller. Lives upstairs
15: Downstairs: House of a battlemage. Upstairs: House
16: Underground fighting place (could take up entire basement space under block 13 through 18, except 17)
17: Fighters' Guildhall
18: Alchemist
19: Guard Tower
20: Small Imperial Cult chapel
21: House of an agent of the Blades
22: Guard Tower
23: Downstairs: House of a wealthy old lady. Upstairs: House rented from old lady by a Khajiit smuggler
24: Downstairs: House. Upstairs: Another house
25: Armourer. Lives upstairs
26: Prison
27: House
28: Manor of a poor noble who acts like he is rich
29: Downstairs: House of an acrobat. Upstairs: House of a dumb Orc scholar
30: House
31: Guard captain's manor
32: House of an archer
33: General trader
34: Guard Tower
35: Hostel

[url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Kragenmoor-NorthGate.jpg]Kragenmoor - North Gate[/url]:
(The gate leads northwards towards Stonefalls and Redoran lands)
36: Guard Tower
37: Guard Tower
38: Slave market. Occasionally auctions other stuff
39: Downstairs: Office supplies shop (sells quills, paper, inkwells, blank scrolls, etc.). Upstairs: Small upper middle-class House
40: House of a wealthy eccentric
41: Weaponsmith
42: Upper class tavern and restaurant
43: Fine alchemist. Sister of Balmora's Nalcarya of Whitehaven

[url=http://i26.photobucket.com/albums/c135/evildemonofcowville/Kragenmoor-MainCity.jpg]Kragenmoor - Main City[/url]:
(This is the main part of the city of Krangenmoor. The area around the silt strider is the poor part of town. The area by the gate (which leads to Narsis) and along the main street are middle class)
44: Gardener's house
45-A: Temple (door to courtyard straight through where the stairs are)
45-B: Temple private school building 1
45-C: Temple private school building 2
46: House of a sorcerer
47: House of a drillmaster
48: Enchanter
49: Outfitter
50: Healer and magick supplies seller. Unsanctioned by both the Temple and Mages Guild
51: Athram tavern. Trades especially in flin
52: Weaponsmith
53: House of a free/escaped slave
54: House of a gossip
55: Apartment building
56: Guard tower
57: Guard tower
58: House of a fighter at the underground fight club (16)
59: Downstairs: House of a craftsmer at 64. Upstairs: Commoner's house
60: LC tavern. Thieves' Guild base
61: House of a poet
62: House of an old woman who looks and acts exactly like a witch (she is one of course)
63: House of a Mehrunes Dagon worshipper (in secret) who is the best friend of a young Ulen Athram ("of the Kragenmoor Athrams")
64: Artisan's hall: Makes and sells stoneware, redware and glassware. Also has places for some of the potters and glassblowers to sleep
65: Downstairs: House. Upstairs: Another house
66: Lampwright / candlestick maker (makes and sells candles, lanterns and lamps)
67: Bakery
68: Butcher
69: Downstairs: House. Upstairs: Thieves' Guild contact's house
70: Downstairs: House. Upstairs: Another house
71: Guard tower
72: Tavern / Inn. A xenophobic Dunmer haunt
73: Main guard tower in the poor part of town
74: General trader, sells a lot of food
75: Lower class smith
76: Small apartment building, housing a dodgy fisherman with the stall setup by the docks, a good fisherman, and the silt strider caravaner
77: Downstairs: Tanner. Upstairs: House
78: Brothel
79: Export storage and census building. Also has sleeping space for a few slaves which do all the manual labour of the shipping of goods at the strider port / docks
80: (north of 48) Fresh food seller
Last edited by Nomadic1 on Sun Jul 06, 2008 4:37 am, edited 2 times in total.
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Post by Haplo »

This looks excellent, lots of good work on the city! The interior modders will be happy to get some more Hlaalu stuff, and TF will be happy that more Map 4 interiors can go up.
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Post by Gnomey »

But for the record, you probably meant "59: Downstairs: House of a craftsmer at 64. Upstairs: Commoner's house". :wink:
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Post by Nomadic1 »

I don't know what you are talking about...

Oh, and I missed a building, 80 (the one north of 48 ). Photobucket is having a hissy fit when I try to replace the image with 80 numbered. But I don't know what could go there.

Also, I'm thinking that 50 shouldn't be a tavern either, since it is already in booze central. I suppose one could be a grocer, and the other a second bookshop. Or one could house healers not affiliated with the Temple. Or magical supplies unaffiliated and unsanctioned by the Mages Guild.
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Post by Nomadic1 »

Update.

Only have detailing of the city, the plantation and the river to go.
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Post by Haplo »

Excellent, any estimate on how long to go, or is it still anyone's guess?
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Post by Nomadic1 »

A week or two.
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Post by blackbird »

Haplo wrote:The interior modders will be happy to get some more Hlaalu stuff, and TF will be happy that more Map 4 interiors can go up.
I guess the interior modders will indeed like some new hlaalu claims.
But if those claims will be now available, then almost all of the interior modders will start to claim map4 ints in stead of map 3 ints. Those map 3ints could stay unclaimed for a long time.
My advice is to wait until there are a few map 3 interior claims left, before unlocking map 4 interior claims.
I'm sorry for going offtopic.
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Post by Thrignar Fraxix »

thats about 20% of the reason they aren't up already. Another 40% is the fact I need to update the accurate map for this area and the remaining 40% is laziness/busyness.
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