i2-309-Ind

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i2-309-Ind

Post by Nanu »

Claim type: Interior
Claim ID: TR_i2-309-Ind (#1115)
Faction: Indoril
Parent claim: TR_2-36-Ind (#99)
Claimed by: Andres Indoril
Status: Approved (Progress: 100%)
Location: 1:(4549, -1347):0
Files: TR_i2-309-Ind_Andres Indoril_1.esp; TR_i2-309-Ind_Andres Indoril_2.esp; TR_i2-309-Ind_Nanu Ra_1.esp; TR_i2-309-Ind_Nanu Ra_2.esp; TR_i2-309-Ind_skittles_1.esp

---

Large cave settlement, bloat cave.
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Post by skittles »

house indoril, that meens dunmer, dunmer furniture, and maybe moldcave.

LARGE. okay.

uhhhhhhhhhh.

ill make it look like a criminal settlement. like those found on small isles in AI where everyone attacks you, or like that cave outside seyda need.

just alot larger.
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Post by Massalinie »

Please make sure you've read the map2 filler int notice in the unclaimed interior forum, as I stated in there the 'ind' 'tel' 'tri' or whatever abreviation on the number of the claim has no relevance for filler interiors. There should be dunmer furniture in this claim anyway because we'll assume it's a dunmer settlement.
Make sure you dig deep, don't put a lot of your cave near the surface (where the door should be) if it's going to be really large. This is so that when the entrance is placed, there won't be any issues of the int not fitting the ext.

Granted and happy modding!

No NPCs, scripts or creatures. Don't worry about placing a north marker cause the exterior entrance isn't placed yet, make sure you've read the map2 filler ints notice.

As I said in the other claims, you need OoT_Main.esm, OoT_Main.tar.gz and EoT.esm.
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Post by Lud »

Please remember, seeing as this is a cave settlement, the people here should be dirt-poor. That means: furn_de_ex_ tables/chairs, etc in the homes and you will probably want to use in_velothicave pieces for the homes of the individuals living here.
Load up Map1_v1.0b and check out Ashamul (Nomadic1) and Sarvanni (me) to get an idea of what these places are like. Basically, these are tiny villages, so take your time and don't be afraid to post screenies and WIPs for comment.
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Post by skittles »

wowsers! :)

i spent 2-3 hours on this claim!

the lights are very ambient!

and all the furniture looks great!

but that is just by my standards.
confetti! **#@%*^%$@#^*
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Post by Andres Indoril »

I decided the review this and found it beyond fixing. Ambient, sunlight and fog are defaults, there are a lot of bleeders and floaters, should be a settlement not a bandit cave, most of the cave is above the entrance, should I say more? I don't think so. Basically, this should be revoked.
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Post by Nanu »

This is a bandit cave. This is not a settlement. There are quite a few errors in this claim, and I could have sworn that I've seen parts of this cave scattered elsewhere.

I'd either revoke it or start from scratch.
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Post by Lady Nerevar »

had to see it to belive it. agree with the reviewers. tons of errors, ignores the description compleatly, posible cookie cutting.

revoking, needs to be done from scratch.
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Post by Andres Indoril »

Claiming!
Underground shack town!
Shacks! Shacks! And even more shacks!
(I love shacks)
Maybe some more secret passages in the cave that the player could find interesting or beautiful. Or both!
The main cave might become split to many parts.
What more...
SHACKS!
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Post by Massalinie »

Granted! Try to do some cave dwellings too, not just shacks and it'll be pretty cool.
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Post by Andres Indoril »

Planning to finish the main part of the cave today. I've also got 2 shacks and 2 cave dwellings I could use for services, if someone would tell me what kind of services there would be in a cave settlement. (There already is a trader and there also is a tavern.) Anyway, I succeeded at not making the main part of the cave to be split to many parts, because N told me that there should maximally be 10 homes here.


Anyway, current report:

Main 70%
Tavern 0%
Trader 100%
Side passage 100%
Cave Dwelling 01 100%
Cave Dwelling 02 0%
Weapon and Armor seller 0%
Shack 01 100%
Shack 02 0%
Shack 03 0%

Overall 47%
Last edited by Andres Indoril on Sun Nov 26, 2006 9:07 am, edited 2 times in total.
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Post by Nomadic1 »

Services... hmm...

You've got a trader... A healer might be a way to go. Another option is a tailor/weaver. Or a weapon/armour seller.
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Post by Andres Indoril »

Ok, Cave Dwelling 03 will be a smithy.
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Post by Nomadic1 »

But could you actually have a forge/furnace/kiln in a cave? Wouldn't that smoke out the dwellings? That's why I just said seller.
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Post by Andres Indoril »

Ok, just seller then.
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Post by Lud »

A good idea would be to give this area some economic reason to exist. In my mind, that would most likely be a molecrab breeding ground or a small mine.
Up to you though :)
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Post by Andres Indoril »

Another good idea. I'll put the molecrab farms entrance to the tavern, because that is the only thing I haven't finished yet. That actually is the only thing I haven't even started yet. The only problem like thing with that is that this is under Indoril control not Telvanni, but House Indoril can have molecrabs too, can't they. :D
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Post by Lud »

Molecrabs under Indoril control? Their main use seems to be armour, so maybe you could go with kwama?
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Post by Andres Indoril »

Maybe an ebony mine instead? I would have more use for those side passages then.
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Post by Nanu »

Ebony mines are teh boring. Kwama Egg mine are teh boringer. So, between the two, ebony gets my vote.
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Post by Gnomey »

Ebony mines are all property of the empire, aren't they? I think it's ebony and diamond, but I'm not sure about glass either. But I think it would make sense if the current armour seller would by the merchant who sells the mined material, sort of him being a buisness head and paying the miners to keep his flow of goods going.
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Post by Andres Indoril »

I'm sure some great houses own their ebony mines too. And theres a person behind the Ebony Ornada, int the mines office, who deals with the mines business.
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Post by Gnomey »

Oh, I see. But as to the ebony mines, though I may have read it wrong, the whole Caldera fiasco seems to suggest that houses can't normally control ebony mines.
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Post by Andres Indoril »

Sudanit Mine for example belongs to House Redoran not the Imperial swines.
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Post by Nanu »

The Empire owns ebony. If the House got a permit, though, it could run this mine.
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Post by Andres Indoril »

Oh, ok, thanks. Let's just pretend that House Indoril is permitted to manage this mine then.
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Post by Gnomey »

I hate to press this issue farther, but wouldn't the house do a bit more than make a shack-and-cave village if they are allowed ownership of an Ebony mine? That stuff is expensive and seeing as you need to get a permit, it's also hard to get.
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Post by Andres Indoril »

They thought fast and found that this is the easy and cheap way to get to money. The Great Houses troops mainly lay in the tavern and the mine. And discussion is good, might stop me from doing something too stupid :D
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Post by CleverClothe »

On the molecrab issue (not that you should make this a molecrab cave). I would expect there to be wild molecrabs over parts of Morrowind not necessarily under Telvanni control. But I think only the Telvanni should be raising them.
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Post by Nomadic1 »

You could make this a place to harvest something other than a mineral (since every mineral has an attached fallacy). What about bloatspores? BS never got around to adding them to Vvardenfell, but there are one or two bloatspore caves around the place. I know for certain there is one somewhere on Map 2. It would also explain why the place is poor since it doesn't have a very high selling price.
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Post by Andres Indoril »

Bloatspores... Hmm... Sounds fun to me. Bye ebony, welcome bloatspore!


Edit: Uh... More information on Bloatspore please. Does it like water? If so, can it also grow on dry parts of the cave? What do people use for picking it?
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Post by Nomadic1 »

It seems to like water. My advice is to have donwloaded either Map 1 or 2, and search through the TR-added containers to find the bloatspore places. Once found, see what they did and base it on that :)
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Post by Harke the Apostle »

I've been using the search function both on TR-forums and the TES-editor, and my conclusion is that Ravalas Cavern (map 1) is probably done in the way you need to make this.
I don't think the bloatspore plant should grow in a dry area. It's probably better to separate the mine from the town, and have the town in a higher, dryer, but still miserably damp part of the cave.
You probably do not want any puddles inside the town part of the cavern, since the moisture can hardly get out and it would be hell.
Last edited by Harke the Apostle on Mon Nov 27, 2006 10:16 pm, edited 1 time in total.
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Post by Lady Nerevar »

there were several bloat spore caves alredy made, i think i made one actualy. the way it works is that there is shalow water in teh cave, and bloatspores grow around it (cieling included) ferns (from bitter coast) are also found in such caves.

here is my bloatspore cave:
http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=146176
and here are some more:
http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=126026
i think the url in this claim contains the link to the original bloat spore cave.
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Post by Andres Indoril »

Just a few screenies jumping by.

[url=http://i45.photobucket.com/albums/f94/Andres_Indoril/ScreenShot18.jpg]1[/url] [url=http://i45.photobucket.com/albums/f94/Andres_Indoril/ScreenShot19.jpg]2[/url] [url=http://i45.photobucket.com/albums/f94/Andres_Indoril/ScreenShot20.jpg]3[/url] [url=http://i45.photobucket.com/albums/f94/Andres_Indoril/ScreenShot21.jpg]4[/url]


PS. Thanks for the links, N.
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Post by Nomadic1 »

That is pretty well done :] I'm glad my bloatspore suggestion turned into something good.
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Post by Lady Nerevar »

looks amazing. i wish we could do stuff like this in OB :(
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Post by Andres Indoril »

Finished.

Here is my NPC plan:

TR_i2-309: Abandoned Passage ->
-None

TR_i2-309: CaveDwelling01 ->
-A female dunmer. Preferably someone who uses axes.

TR_i2-309: CaveDwelling02 ->
-A male dunmer. Old man. Has a son and a daughter who also live here.
-Daughter of the old man. Is the publican of the Leaking Spore. So she ain't in this cell.
-Son of the old man. Might be in the Leaking Spore though.

TR_i2-309: Hides, Chains, Plates & Blades ->
-Male dark elf as the seller of the armor and weapons. Pretty rich, but spends his money on the armor and weapons he imports.
-A guard here too.

TR_i2-309: Main ->
-A guard in the first part of the town.
-A guard in the second part.
-Some of the guys with homes might be wandering around too.

TR_i2-309: Mine ->
-2 guards. 1 near the slave cell and another one on the docks.
-Some noble guy managing the mine.
-4 slaves. 1 in the Mine Entrance (Not this cell then.), 1 in the cell, 1 in the docks and one near the mushrooms near the sunken boat.

TR_i2-309: Mine Entrance ->
-2 guards here. 1 on the bridge, the other one near the Leaking Spore Entrance.
-Slave.

TR_i2-309: Shack01 ->
-Male dark elf. Might be in the Leaking Spore or the main part instead.

TR_i2-309: Shack02 ->
-Male dark elf.

TR_i2-309: Shack03 ->
-Female dark elf. In the tavern instead of here. A drunkard.

TR_i2-309: Trader ->
-Male dark elf. The owner of the store.
-A guard.

TR_i2-309: The Leaking Spore ->
-The daughter of the Old man from TR_i2-309: CaveDwelling02. Publican.
-Her brother.
-2 guards. One patrolling between the back room and the room doors. The other one in the guard quarters.
-Shack03's NPC
-An Imperial male. An adventurer. Just stopping by for a long time.
-Maybe more.
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Post by Nanu »

Looks good Andres, submitting to el review.
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Post by matts05 »

I guess I'll try reviewing this.
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