Claim 3-6 Interiors
Moderators: Haplo, Lead Developers
Claim 3-6 Interiors
I did it this way for my oewn way. Here is the intell just post after this if you want an interior
Velas Vale (3-6) Interiors
By FoxTamer (Matthew Bennett)
foxtamer@aol.com
Dreynim, a small fishing village (29, -22). Dreynim consists of 7 shacks, 4 of which sit on a small island connected to the shore by a wooden bridge. These will be peasant shacks, with perhaps a pub and a warehouse or two. Note that Dreynim also has a small shipyard which builds river vessels for sale up and down the river.
Aristocratic manor houses (see 28, -22 and 29, -22). There are at least 5 of these manors visible, nestled in steep bluffs along the river, plus one storage shack on a small dock. I will describe each manor a little:
Manor A, the largest manor, has its main building at 241566, -178919. It is a huge mansion, with at least 4 different stories and 3 wings. It occupies a high bluff at the junction of two rivers. The main entrance door is reached through a narrow stone passage strung up with blue lanterns, guarded by a gate leading to the river below. A second exterior door leads to an open patio overlooking the river below. A third exterior door opens onto a wooden deck high above the river, overlooking the village of Dreynim. This manor house will be large and complex.
A dockside shack sits at the end of the small dock outside the first manor. It has one exterior door, and may be used (or was used) by a caretaker or dockworker.
Manor B has its main building at 237893, -178867. This manor sits atop an underground passage which runs beneath it (yes, built as part of the exterior). The one obvious exterior door leads into a courtyard, through a gate, and down onto a dock passing along the north side. This building looks like at least 2 stories with 3 wings.
There are 2 exterior doors in the passage underneath Manor B. I imagined that they may lead to simpler homes, or maybe servants apartments underground. But maybe they lead to a secret underground complex….
Manor C is at 235863, -179676. It is small and square, with docks or wooden walkways running alongside the north and east edges. It has one exterior door and may only be one level.
Manor D is at 237969, -179695. It is at least 2 stories, and is built halfway into the bluff. It has 2 exterior door, one on each level. Each leads into a broad porch. The lower door leads to the narrow stone passageway outside. The upper door leads to a wooden bridge across the same passageway, and up onto the hillside behind Manor A.
Manor E is at 237263, -180689. It was built straight through a narrow ridge or pier of stone, and has 2 exterior entrances. The eastern door leads out in the passageway leading past Manor D, and the western door leads downstairs to Manor C or upstairs away from the manor area.
Hot springs spa building (28, -22). It has two levels, with an exterior door for each. The upper level door leads to the exit from the area, and the lower door leads to the hot springs area. This building was designed to be a place for ailing visitors to sleep, relax, and recreate by the side of the hot springs outside.
The Spiral City of Zanammu (28, -21). This is a ruined complex in the Old Mournhold style. It is built in a descending spiral pattern inside an extinct lava vent cone. I count 9 exterior doors among 4-5 levels of the spiral. This is a complicated interior, especially if the door lead to areas connecting to each other.
Salvu plantation at 30, -22. A 2-story Indoril house with a field outside. 1 exterior door.
Sadavel plantation at 29, -24. A small, square Indoril house with 2 exterior doors, and 2 shacks for field workers, each with 1 exterior door.
Shekashis, Daedric shrine (27, -25 and 28, -25). There is one exterior door at the top of the eastern complex (28,-25), located at 231556, -200443.
Sirrilas, Daedric shrine (33, -24). There is one Daedric-style “spider†exterior door at the top of the main complex tower. There is also a cavern door deep in the bowels of the lowest level of the structure. Below this level, in a water-filled secret channel under the shrine complex, is a third “scallop-shaped†Daedric-style door. This door will only be found by swimming the mossy channel under the complex.
Velothi outpost (33,-24). This is a small building set into the wall of the canyon leading to Sirrilas. It seems to be guarding the canyon, but it may now be deserted (you decide). One external door.
Moriken, small stronghold (33, -23). This is a small stronghold with one exterior door.
Isolated manor house (32, -25). Probably 2 stories, with one exterior door on the lower level. The house is isolated and sits at the foot of a natural bridge. Maybe the home of an iconoclast. Maybe abandoned. Maybe haunted.
Toll bridge with shack (29, -23). This is simply a shack sitting on a wooden bridge. I think it’s a toll bridge.
Lumber camp (31, -21). Three shacks and a dock.
The rest of the interiors of 3-6 are simple and self-explanatory:
Isolated mines (34, -25) (34, -23) (28, -22) (24, -23)
Cavern entrance (33, -25)
Ancestral tombs (34, -24) (33, -22) (30, -24) (28, -22). The one at (28, -22) has two entrances, one on the upper path to the east and one on the lower to the west.
Isolated shack (34, -22)
Grand Caverns (33, -21)
Lakeside cave dwelling (30, -22)
Velothi cavern entrance (28, -24)
Velas Vale (3-6) Interiors
By FoxTamer (Matthew Bennett)
foxtamer@aol.com
Dreynim, a small fishing village (29, -22). Dreynim consists of 7 shacks, 4 of which sit on a small island connected to the shore by a wooden bridge. These will be peasant shacks, with perhaps a pub and a warehouse or two. Note that Dreynim also has a small shipyard which builds river vessels for sale up and down the river.
Aristocratic manor houses (see 28, -22 and 29, -22). There are at least 5 of these manors visible, nestled in steep bluffs along the river, plus one storage shack on a small dock. I will describe each manor a little:
Manor A, the largest manor, has its main building at 241566, -178919. It is a huge mansion, with at least 4 different stories and 3 wings. It occupies a high bluff at the junction of two rivers. The main entrance door is reached through a narrow stone passage strung up with blue lanterns, guarded by a gate leading to the river below. A second exterior door leads to an open patio overlooking the river below. A third exterior door opens onto a wooden deck high above the river, overlooking the village of Dreynim. This manor house will be large and complex.
A dockside shack sits at the end of the small dock outside the first manor. It has one exterior door, and may be used (or was used) by a caretaker or dockworker.
Manor B has its main building at 237893, -178867. This manor sits atop an underground passage which runs beneath it (yes, built as part of the exterior). The one obvious exterior door leads into a courtyard, through a gate, and down onto a dock passing along the north side. This building looks like at least 2 stories with 3 wings.
There are 2 exterior doors in the passage underneath Manor B. I imagined that they may lead to simpler homes, or maybe servants apartments underground. But maybe they lead to a secret underground complex….
Manor C is at 235863, -179676. It is small and square, with docks or wooden walkways running alongside the north and east edges. It has one exterior door and may only be one level.
Manor D is at 237969, -179695. It is at least 2 stories, and is built halfway into the bluff. It has 2 exterior door, one on each level. Each leads into a broad porch. The lower door leads to the narrow stone passageway outside. The upper door leads to a wooden bridge across the same passageway, and up onto the hillside behind Manor A.
Manor E is at 237263, -180689. It was built straight through a narrow ridge or pier of stone, and has 2 exterior entrances. The eastern door leads out in the passageway leading past Manor D, and the western door leads downstairs to Manor C or upstairs away from the manor area.
Hot springs spa building (28, -22). It has two levels, with an exterior door for each. The upper level door leads to the exit from the area, and the lower door leads to the hot springs area. This building was designed to be a place for ailing visitors to sleep, relax, and recreate by the side of the hot springs outside.
The Spiral City of Zanammu (28, -21). This is a ruined complex in the Old Mournhold style. It is built in a descending spiral pattern inside an extinct lava vent cone. I count 9 exterior doors among 4-5 levels of the spiral. This is a complicated interior, especially if the door lead to areas connecting to each other.
Salvu plantation at 30, -22. A 2-story Indoril house with a field outside. 1 exterior door.
Sadavel plantation at 29, -24. A small, square Indoril house with 2 exterior doors, and 2 shacks for field workers, each with 1 exterior door.
Shekashis, Daedric shrine (27, -25 and 28, -25). There is one exterior door at the top of the eastern complex (28,-25), located at 231556, -200443.
Sirrilas, Daedric shrine (33, -24). There is one Daedric-style “spider†exterior door at the top of the main complex tower. There is also a cavern door deep in the bowels of the lowest level of the structure. Below this level, in a water-filled secret channel under the shrine complex, is a third “scallop-shaped†Daedric-style door. This door will only be found by swimming the mossy channel under the complex.
Velothi outpost (33,-24). This is a small building set into the wall of the canyon leading to Sirrilas. It seems to be guarding the canyon, but it may now be deserted (you decide). One external door.
Moriken, small stronghold (33, -23). This is a small stronghold with one exterior door.
Isolated manor house (32, -25). Probably 2 stories, with one exterior door on the lower level. The house is isolated and sits at the foot of a natural bridge. Maybe the home of an iconoclast. Maybe abandoned. Maybe haunted.
Toll bridge with shack (29, -23). This is simply a shack sitting on a wooden bridge. I think it’s a toll bridge.
Lumber camp (31, -21). Three shacks and a dock.
The rest of the interiors of 3-6 are simple and self-explanatory:
Isolated mines (34, -25) (34, -23) (28, -22) (24, -23)
Cavern entrance (33, -25)
Ancestral tombs (34, -24) (33, -22) (30, -24) (28, -22). The one at (28, -22) has two entrances, one on the upper path to the east and one on the lower to the west.
Isolated shack (34, -22)
Grand Caverns (33, -21)
Lakeside cave dwelling (30, -22)
Velothi cavern entrance (28, -24)
I said I would return and I may have been right. The past must stay in the past as agreed. If the core needs me or has a job for me just ask for now I watch and write.
Former Moderator of the Core.
Was once called the Sotha Sil of the core.
Former Moderator of the Core.
Was once called the Sotha Sil of the core.
The word "spa" isn't in the claim anywhere, I just don't know what else to call a building set next to a hot spring, where people come for the healing properties of the hot springs.
Personally, I think if the original game has a "Garden of Earthly Delights" then "spa" is tame by comparison.
Anyway, I would imagine that it's up to the Quest and script writers to name the thing whatever they want.
Actually, my original idea for the place was that it was abandoned and infected by mosters, but again that's going to be up to someone else. The nearby Spiral City was deserted in some calamity, and perhaps the same calamity is again threatening the area.
Perhaps you'd like to write a Quest for this area? I think the Hot Springs are somehow tied up with the ruins of the Spiral City nearby.
Personally, I think if the original game has a "Garden of Earthly Delights" then "spa" is tame by comparison.
Anyway, I would imagine that it's up to the Quest and script writers to name the thing whatever they want.
Actually, my original idea for the place was that it was abandoned and infected by mosters, but again that's going to be up to someone else. The nearby Spiral City was deserted in some calamity, and perhaps the same calamity is again threatening the area.
Perhaps you'd like to write a Quest for this area? I think the Hot Springs are somehow tied up with the ruins of the Spiral City nearby.
So errr...do I get this interior claim?
I propose to do it in 4 separate interiors.
1) A three level entry/reception complex with a large drinking establishment on the lower level. The upper two levels have doors leading out to the hot springs.
2) A guest bedroom complex, with 4 bedrooms opening into a common area
3) An indoor cavern area like a sauna, with an internal hot spring in the middle surrounded by alcoves
4) An extensive natural cavern network under the whole thing, an area for monsters and such. The caverns will be full of hot steam and standing water in places.
I propose to do it in 4 separate interiors.
1) A three level entry/reception complex with a large drinking establishment on the lower level. The upper two levels have doors leading out to the hot springs.
2) A guest bedroom complex, with 4 bedrooms opening into a common area
3) An indoor cavern area like a sauna, with an internal hot spring in the middle surrounded by alcoves
4) An extensive natural cavern network under the whole thing, an area for monsters and such. The caverns will be full of hot steam and standing water in places.
I want to go for the Sadavel Plantation. With the Indoril house, it will have a "produce celler" with lots of farm ingrediants and drinks stored and two above grond levels each with exterior doors, bottom being dining room and top being bed room.
The two shacks are, well, shacks, with a simple bed and dinner table, maybe with fireplaces.
So do i get the claim? and what type of walls is Indoril?
The two shacks are, well, shacks, with a simple bed and dinner table, maybe with fireplaces.
So do i get the claim? and what type of walls is Indoril?
Indoril style is listed in the TES static list as in_MH (interior Mournhold) style. Exteriors are listed, of course, as ex_MH.
Attached is an image of the plantation, with the buildings and the shacks, in case you haven't seen it, for your convenience.
I did the exterior, so feel free to ask me about the exterior if you want.
Attached is an image of the plantation, with the buildings and the shacks, in case you haven't seen it, for your convenience.
I did the exterior, so feel free to ask me about the exterior if you want.
I counsel patience. There's some kind of political firestorm going on this weekend about the Silgrad Tower group and their departure.
Anyway, I hope you get the Spiral City, and I can't wait to see how it looks. I had fun doing the exterior. Share your thoughts about the Abandonment of the City, because I'm doing the neighboring Hot Springs Spa building, which may be affected by what you decide.
Anyway, I hope you get the Spiral City, and I can't wait to see how it looks. I had fun doing the exterior. Share your thoughts about the Abandonment of the City, because I'm doing the neighboring Hot Springs Spa building, which may be affected by what you decide.
BTW, I think I might try the lumber camp too. One shack i would fill with wooden planks as a processing house, one would be the sleeping quarters for the lumberjacks, and one would be the axe room where there will be all kinds of different axes, none too big of course, and no daedric axes but i think nordic axes look pretty good for woodcutting. For the dock, is there a dockhouse? and do i have to do the interior for the boat?
I think I've got a good story:
The spiral city is the former stronghold of one of the councilors of house Indoril during the time when Morrowind succumbed to imperial rule. The lord was too proud to submit to imperial rule and preferred death over such humiliation. Thus his stronghold became a tomb. Well guarded by ancestor spirits (does house Indoril, with their temple conncetion approve of that?) his body and fortune lay sealed in along with those of his servants who were equally opposed to rbeing subjects of the empire.
The spiral city is the former stronghold of one of the councilors of house Indoril during the time when Morrowind succumbed to imperial rule. The lord was too proud to submit to imperial rule and preferred death over such humiliation. Thus his stronghold became a tomb. Well guarded by ancestor spirits (does house Indoril, with their temple conncetion approve of that?) his body and fortune lay sealed in along with those of his servants who were equally opposed to rbeing subjects of the empire.
Valen:
Well, the plantation is deep in conservative Indoril country. Anti-imperial sentiment will be high, and slavery will be common (especially on plantations).
Your plantation is a smallish one, but it is located very close to a nearby holy site (the Velas Waterstone), so there are probably many pilgrims that come by.
Your plantation might even have an udneground, basement level if you feel like going crazy.
As for the lumber cmp, there is no dockhouse and no boat. The river isn't big enough for a ship with an interior, it's just big enough for rowboats and suchlike.
Well, the plantation is deep in conservative Indoril country. Anti-imperial sentiment will be high, and slavery will be common (especially on plantations).
Your plantation is a smallish one, but it is located very close to a nearby holy site (the Velas Waterstone), so there are probably many pilgrims that come by.
Your plantation might even have an udneground, basement level if you feel like going crazy.
As for the lumber cmp, there is no dockhouse and no boat. The river isn't big enough for a ship with an interior, it's just big enough for rowboats and suchlike.
Last edited by FoxTamer on Mon Feb 02, 2004 4:32 pm, edited 1 time in total.
Zalzidrax
A very nice, romantic background story that you can sink your teeth into! I like it...
It also dovetails nicely with my plans for the nearby Hot Springs Spa.
Let's say tha same Indoril Councilor, being a right proper grim and mirthless Indoril, disapproved of the nearby hot spring spa, which tended to attract not only pleasure-seekers but (gasp) foreigners too, right to his doorstep.
So now the spa building is troubled by the same spirits that guard the Spiral City...
A very nice, romantic background story that you can sink your teeth into! I like it...
It also dovetails nicely with my plans for the nearby Hot Springs Spa.
Let's say tha same Indoril Councilor, being a right proper grim and mirthless Indoril, disapproved of the nearby hot spring spa, which tended to attract not only pleasure-seekers but (gasp) foreigners too, right to his doorstep.
So now the spa building is troubled by the same spirits that guard the Spiral City...
both granted can you make new threads to keep track of your updates thanks.
I said I would return and I may have been right. The past must stay in the past as agreed. If the core needs me or has a job for me just ask for now I watch and write.
Former Moderator of the Core.
Was once called the Sotha Sil of the core.
Former Moderator of the Core.
Was once called the Sotha Sil of the core.
Valen
Probably the best way to see the lumber camp is to look at it in the game, or in TES. I uploaded the exterior to this thread on 2/2.
The description at the top of the thread gives the cell location of the lumber camp.
If none of this works, let me know and I'll email you a screenshot!
It's a fairly simple claim though.
Probably the best way to see the lumber camp is to look at it in the game, or in TES. I uploaded the exterior to this thread on 2/2.
The description at the top of the thread gives the cell location of the lumber camp.
If none of this works, let me know and I'll email you a screenshot!
It's a fairly simple claim though.
Valen
By 2/2, I mean I downloaded the exterior plugin on February 2 to this thread. Just scroll down on the first page of this thread, you'll see one of my posts with the 3-6 Velas Vale exterior plugin at the bottom.
I'd upload it again, but that would be a waste of bandwidth and space. If you wanna give me your email address I could email it to you. But you should be able to get it from the February 2 post above.
When you get the plugin, load it into your game, or into the editor, and you can check out both Sandoval Plantation and the lumber camp, up close and personal.
As for those interior files, I actually don't know how you would going about using them, if you don't have Tribunal. Of course, you wouldnt need Tribunal for the shacks, but you would for the plantation.
My advice would be to go ahead and get Tribunal if you want to get into modding, especially here. Better yet, get the Game of the Year Edition, which has the Original Game, Tribunal, and Bloodmoon (3 in 1). I did, just so I could have access to all that new content.
By 2/2, I mean I downloaded the exterior plugin on February 2 to this thread. Just scroll down on the first page of this thread, you'll see one of my posts with the 3-6 Velas Vale exterior plugin at the bottom.
I'd upload it again, but that would be a waste of bandwidth and space. If you wanna give me your email address I could email it to you. But you should be able to get it from the February 2 post above.
When you get the plugin, load it into your game, or into the editor, and you can check out both Sandoval Plantation and the lumber camp, up close and personal.
As for those interior files, I actually don't know how you would going about using them, if you don't have Tribunal. Of course, you wouldnt need Tribunal for the shacks, but you would for the plantation.
My advice would be to go ahead and get Tribunal if you want to get into modding, especially here. Better yet, get the Game of the Year Edition, which has the Original Game, Tribunal, and Bloodmoon (3 in 1). I did, just so I could have access to all that new content.
BTW, how much of modding will require Tribunal, there seems to be a lot of House Indoril but I had sort of hoped that some of the other great houses would be continued on, I havn't heard much about Dres yet and is Redoran, Telvanni, and Hlallu just in Morrowind? Also would it be possible to download Tribunal.esm, or does anyone know a site where I can download it without buying it (I'm living in a town called Yanbu for a year (dad assignment) in Saudi Arabia and they havn't heard the term Pentium 4 here yet, much less Tribunal)