Necrom

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Sload
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Post by Sload »

Exterior changes: Foreign Quarter, Docks, Charnelworks

-Remove the shack village.

-Remove buildings 5 through 9 in [url=http://tamriel-rebuilt.org/old_forum/download.php?id=17992]this image.[/url] Replace them with buildings i2-29, i2-413 and i2-414 (413 and 414 are 15 and 16: [url=http://img232.imageshack.us/img232/9677/necint1qs9.jpg]this image.[/url]) If there is room, keep building 6.

-Cut what is currently Anasour Ravel's home, move Vindassu Bendas's home up so its next to Modiva Andrethi's.

-Remove i2-29, i2-411 and i2-415 (identified as 13 and 17 [url=http://img232.imageshack.us/img232/9677/necint1qs9.jpg]here[/url]). Put a fancy entrance to the catacombs along this wall.

Interior changes: Foreign Quarter, Docks

-Change the northmarkers in i2-29, i2-413 and i2-414 to accommodate their movement to the Foreign Quarter.

-Okay the docks are tricky because I don't know the int numbers. I think they're original Necrom interiors, though, so its not a huge issue. I'm going to list the names on them in the detailing file instead of their numbers.
Ahil Beran: Temple run tavern, with a room for the player. Center for Temple evangelism to save the souls of the traveling shipmen.
Modiva Andrethi: Guard tower.
Solamis Gerthas: Shrine for prayers to the ALMSIVI for protection on the high seas.
Vindassu Bendas: Outfitter, lots of nonperishable foods, mostly services the ships.

Interior changes: Charnelworks

Procedure: These are not revokes and restarts, these are modifications to already excellent interiors to create flavor for Necrom. If the person who made the original int is still active, offer the changes to them before granting them to anyone else. If the interior is not mentioned in this list, assume it isn't changing, because it isn't.

-Mortuary! Big multi-int project! Includes i2-25, i2-28, i2-408, i2-409, i2-412, i2-413, and i2-414. This maybe should be a group mod; it can't be broken up because it needs to be cohesive, but its a bit too big for one person.
  • i2-25: The main complex. You can look at the current mortuaries for inspiration, but you're gonna have to be creative about what this building has in it.

    i2-28: Home of the priest who blesses the dead.

    i2-408 and i2-409: the bonewalker smithy. Has two buildings, each with 1 bonewalker smithing station inside

    i2-412 and i2-413: The crematorium furnaces fill most of these two buildings, there's not much a player can do in them.

    i2-414: Records of the dead who are buried in Necrom.
-i2-27: Shrine for private viewings of corpses before they're shipped into the tomb. Used by nobles and rich people and the like, who can afford that sort of thing. (de_r)

-i2-30: Turn into storage of urns for the mortuary works.

-i2-81: Home and workshop of a man who makes the urns for ashes. (de_p)

-i2-410: Change to a shrine for the dead of the Arnesian War. The Arnesian War took place between Morrowind and Argonia about 30 years before the events of Morrowind. (de_rm)
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Post by Haplo »

Sload wrote:Exterior changes: Foreign Quarter, Docks, Charnelworks

-Remove the shack village.

-Cut what is currently Anasour Ravel's home, move Vindassu Bendas's home up so its next to Modiva Andrethi's.
Both already done. Other two Exterior changes are in progress.
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Post by Sload »

this is for anyone who knows how to make claims. if you can do this and it hasnt been done, do it. TF| is slow with piggy flu cuz he doesnt care about TR.

Exactly what TF| has done so far needs to be done to the following ints. Change the claim description, revoke them, offer them to the modder first if that modder is still around:

i2-25, New description:
  • The main complex of the mortuary. You can look at the current mortuaries for inspiration, but you're gonna have to be creative about what this building has in it. Confer with the modders making other parts of the mortuary ().

    Note: This int is urgent. Experienced modders with enough time to make them swiftly please.
i2-28, New description:
  • Part of the mortuary, this is the residence of the main priest who blesses the dead. (de_r) Confer with the modders making other parts of the mortuary.

    Note: This int is urgent. Experienced modders with enough time to make them swiftly please.
i2-414, New description:
  • Records for the mortuary and the catacombs. This is part of the mortuary complex, please confer with the modders making other parts of the mortuary.

    Note: This int is urgent. Experienced modders with enough time to make them swiftly please.
A new claims need to be made, because it combines two buildings in Necrom. Luckily, both were made by Hemitheon, so he gets first dibs. Description: The crematorium furnaces for the mortuary, one large furnace in each int. The furnaces dominate the interior, obviously, and are their only purpose. Please confer with the modders making other parts of the mortuary.[/list]Docks!

Okay, I can't quite tell, but it looks like the docks are all old original Necrom ints, so they don't get any first-dibs-ers. New claims for them! Here they are, based on [url=http://img57.imageshack.us/img57/6804/necdockstr3.jpg]this image[/url].

#1 - Outfitter, lots of nonperishable foods, mostly services the ships. (de_p)

#4 - Shrine for prayers to the ALMSIVI for protection on the high seas. (de_r)

#5 - Temple run tavern, with a room for the player. Center for Temple evangelism to save the souls of the travelling shipmen. (de_p)

Not pictured - A tower-shaped building where #3 is, just a guard tower.
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Post by Tyrion »

A word on redoing the flora. It's already been put forward to change the grass texture. However, what are we doing with all the planters and trees? As it stands they're a mix of AI and MH, which means lots of bright colors, and sort of clashes with the intended aesthetic of the city.
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Post by blackbird »

Do you guys have any plans for the temple district at Necrom or are you going to wait until the other claims of Necrom are redone?
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Post by Haplo »

Sload wrote:Exterior changes: Foreign Quarter, Docks, Charnelworks

-Remove buildings 5 through 9 in [url=http://tamriel-rebuilt.org/old_forum/download.php?id=17992]this image.[/url] Replace them with buildings i2-29, i2-413 and i2-414 (413 and 414 are 15 and 16: [url=http://img232.imageshack.us/img232/9677/necint1qs9.jpg]this image.[/url]) If there is room, keep building 6.
So I get that buildings 5, 7, 8, and 9 in the Foreign Quarter are just gone, but for some clarification on the second part of that directive:
Am I removing the existing/old shells of i2-413 and i2-414 (#s 15 and 16 in the image) once I add them to the Foreign Quarter? Or should I leave the shells there for new interiors to be placed inside?
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Post by Sload »

New interiors are being placed inside them, I believe they may already be through reviews. I assume you didn't ask about 26 because I mentioned specifically that its going, right?
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Post by Haplo »

You mean 29? If so, then yes.
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Post by Haplo »

Sload wrote:Exterior changes: Foreign Quarter, Docks, Charnelworks

-Remove buildings 5 through 9 in [url=http://tamriel-rebuilt.org/old_forum/download.php?id=17992]this image.[/url] Replace them with buildings i2-29, i2-413 and i2-414 (413 and 414 are 15 and 16: [url=http://img232.imageshack.us/img232/9677/necint1qs9.jpg]this image.[/url]) If there is room, keep building 6.

-Remove i2-29, i2-411 and i2-415 (identified as 13 and 17 [url=http://img232.imageshack.us/img232/9677/necint1qs9.jpg]here[/url]). Put a fancy entrance to the catacombs along this wall.
Both of these are done. File is attached for viewing and a screenshot of an a suggested entrance to the catacombs is linked below. I believe this completes the exterior work of Necrom (apart from adding an entrance to the Temple and finalizing the Catacombs entrance). I thought about putting some shrine activators by the entrance. Or perhaps even all around the exterior of the building. Northmarkers were all changed to reflect their interiors' new positioning.

http://img139.imageshack.us/img139/1493/necromh.jpg
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Post by Bloodthirsty Crustacean »

Is there not also talk of rejigging some of the grass texture work? I'd be a fan of that. It would improve the city a great deal. In the Foreign Quarter it should definitely be replaced with normal WG textures. This could work for the main city too, or people might have opinions.
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Post by Adanorcil »

Haplo wrote:
Sload wrote:Exterior changes: Foreign Quarter, Docks, Charnelworks

-Remove buildings 5 through 9 in [url=http://tamriel-rebuilt.org/old_forum/download.php?id=17992]this image.[/url] Replace them with buildings i2-29, i2-413 and i2-414 (413 and 414 are 15 and 16: [url=http://img232.imageshack.us/img232/9677/necint1qs9.jpg]this image.[/url]) If there is room, keep building 6.

-Remove i2-29, i2-411 and i2-415 (identified as 13 and 17 [url=http://img232.imageshack.us/img232/9677/necint1qs9.jpg]here[/url]). Put a fancy entrance to the catacombs along this wall.
Both of these are done. File is attached for viewing and a screenshot of an a suggested entrance to the catacombs is linked below. I believe this completes the exterior work of Necrom (apart from adding an entrance to the Temple and finalizing the Catacombs entrance). I thought about putting some shrine activators by the entrance. Or perhaps even all around the exterior of the building. Northmarkers were all changed to reflect their interiors' new positioning.

http://img139.imageshack.us/img139/1493/necromh.jpg
The entrance looks ok, but I believe it could be a little more grand. (Though not gaudy.) The doorjamb also bleeds into the other parts rather noticeable. More crucially, though, the statues should go for a number of reasons. Firstly, they represent saints that have no real connection to the catacombs and at any rate, saints do not represent the centerpoint of the Tribunal religion that one would expect in a place so sacred to the Dunmer. Secondly, statues are massively overused as it is. Read below for more information on that. I'd suggest something more like [url=http://www.majhost.com/gallery/Vahiku/TamrielRebuilt/necromcatacombs.jpg]this[/url].



However, this leads me to post some information that I have been wanting to post for a long time. It concerns a number of aesthetic changes to the exterior of the city that I would like to propose. The overall goal is to make the place look more austere. They are grouped per area of the city.



Overall


- All banners posts need to be replaced by something not utterly amateurish. They are modeled and textured very poorly. Their colors don't match the surroundings and their textures are stretched very badly. More importantly, though: they have a Holy Roman Empire Bird on top of them, for god's sake. If no one else volunteers I'll remodel that one myself. For free, too.

- All grass texture disappear. No exceptions. Some subtle vertex shading can probably be added as compensation.



Charnelworks

- Statues of St. Olms and St. Delyn at the end of the causeway go. Their pedestal can stay, as it has a certain decorative value and it fills the otherwise empty space. I would suggest repeating the round medallion on all four sides. The St. Delyn triangle can go, as it has no meaning and clashes with the overall color scheme.


Manor-district-but-not-really

- The St. Llothis statue on the corner by the fountain should go. It has no reason to be there. See general note on statues below.

- The fountain should go. Necrom is not a place for fountains. This will probably have to be replaced by a sobre (i.e. without statues) monument or something along those lines. For a challenge, how about a monument to the saints and heroes of the Tribunal faith. But without statues.


- The statue of St. Felms by the tree in the north-east corner can... stay, on the condition that it is not used anywhere else in the city. It would, however, be good to give it a reason for being there. Here's what we know about Felms:

"If you would learn fierce justice, follow Saint Felms the Bold, Patron of Butchers and Fishmongers. This brave warlord slew the Nord invaders and drove them from our lands. He could neither read nor write, receiving inspiration directly from the lips of Almsivi."

Use this.


Temple area



This region is going to need some urban planning. The green avenue in front of the temple is kind of nice, but it completely goes against the solemn and sobre atmosphere of the city that should be maximal in this area. In more detail, this means the following:

- No fountains. The room where they were can remain empty.

- No statues. They make the place look awfully gaudy. Know that around the temple alone, there are as of yet 14 (!) statues. The Almalexia statue is cloned twice on opposite sides of the road; the St. Llothis statue is cloned four times (and it doesn't even look good), etc.

- The green trees and rocks all go - this is Necrom and not Los Angeles. The room they open up stays empty.

- The graveyard goes completely. This was already decided. What it will be replaced with should be discussed here.


A General Note on Statues

Statues are nice sometimes. They are meant to draw attention and to honour the person they represent. All of this is lost when they are used indiscriminately. They become gaudy and amateurish, trying to achieve a grandeur that by their presence they completely destroy. The following are some figures of the number of statues used in Necrom:

Exteriors:
- Ex_v_vivecstatue: 1
- TR_ex_statue_soldier01: 2
- TR_ex_statue_llothis01: 5 (!)
- tr_ex_statue_felms01: 5 (!)
- TR_ex_ind_almstatue_03: 2
- ex_v_stdeyln_01: 3
- ex_v_stolms_01: 2

Interiors:

- Ex_v_vivecstatue: 1
- TR_ex_statue_soldier01: 5 (3 of which in a single tavern??)
- TR_ex_statue_llothis01: 1
- TR_ex_ind_almstatue_01: 5
- TR_ex_ind_almstatue_03: 4
- TR_ex_ind_almstatue_02: 3
- ex_v_stolms_01: 1

Grand total: 40

What is this? Did the Vvardenfell Garden Emporium add one too many zeroes to its order for St. Llothis statues so they had to give them away for free?

I propose a radical solution. All but a few of these statues should disappear. As a matter of fact, the only statues that I can actually see as having any reason of being where they are, are the St. Felms described above and the Almalexia one in the yet-to-be-renamed Census and Excise office.
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Post by Sload »

If I didn't reply to a part of Adanorcil's post, assume I agree.
Adanorcil wrote:The entrance looks ok, but I believe it could be a little more grand. (Though not gaudy.) The doorjamb also bleeds into the other parts rather noticeable. More crucially, though, the statues should go for a number of reasons. Firstly, they represent saints that have no real connectionS to the catacombs and at any rate, saints do not represent the centerpoint of the Tribunal religion that one would expect in a place so sacred to the Dunmer. Secondly, statues are massively overused as it is. Read below for more information on that. I'd suggest something more like [url=http://www.majhost.com/gallery/Vahiku/TamrielRebuilt/necromcatacombs.jpg]this[/url].
I fully endorse Adanorcil's version, though I'd include the grayish block on the roof of the two wings that Haplo put on top his building so they don't look like ledges you should stand on. No statues, though, this isn't really the place.
- All grass texture disappear. No exceptions. Some subtle vertex shading can probably be added as compensation.
Unless there is some impressive, somber, otherwise unused goldish colored grass to go with the goldish colored trees that are going to replace the trees that currently exist, i could not agree more with this sentiment. Oh and the plateau the Fane itself is sitting on should probably stay grass either way. Otherwise, axe.
- Statues of St. Olms and St. Delyn at the end of the causeway go. Their pedestal can stay, as it has a certain decorative value and it fills the otherwise empty space. I would suggest repeating the round medallion on all four sides. The St. Delyn triangle can go, as it has no meaning and clashes with the overall color scheme.
I remember he convinced me of this once, but right now I don't care if the statues go or stay. So unless someone has some diehard obsession supported by strong reasoning, cut them.
- The fountain should go. Necrom is not a place for fountains. This will probably have to be replaced by a sobre (i.e. without statues) monument or something along those lines. For a challenge, how about a monument to the saints and heroes of the Tribunal faith. But without statues.
yes yes yes 100 times yes
- The graveyard goes completely. This was already decided. What it will be replaced with should be discussed here.
I was going to tug the city in instead of replacing it.
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Post by Lady Nerevar »

Unless there is some impressive, somber, otherwise unused goldish colored grass to go with the goldish colored trees that are going to replace the trees that currently exist, i could not agree more with this sentiment.
terrain textures are something i can whip up rather quickly. what trees are we using as replacements?

one thing thats bothering me is the brick used on the ground. its very repetitive. how would you feel about some larger tiles? they could be tiled on the sides with the brick texture, so that they can be droped individually into the road where appropriate. they could have some sort of engravings on them. they would also serve to break up the monotony of necrom's open space.
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Post by Haplo »

The two statues'll go.

What about the green planters? Stay or go?

Do you want me to replace any of the green trees in the city with red/orange/gold ones or just delete them?

Here's a WIP, including no statues, rocks, an updated entrance monument thing, and a crude suggestion for that monument sans statues Adanorcil mentioned.
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Post by Sload »

Lady Nerevar wrote:one thing thats bothering me is the brick used on the ground. its very repetitive. how would you feel about some larger tiles? they could be tiled on the sides with the brick texture, so that they can be droped individually into the road where appropriate. they could have some sort of engravings on them. they would also serve to break up the monotony of necrom's open space.
this intrigues me
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Post by Adanorcil »

Looking good so far. Suggestion: perhaps make the "TR_ex_nec_gate" part on the catacomb slightly bigger still, so that the entire doorjam fits inside its arch and doesn't bleed into it. The monument, I think, could be a little more elaborate, since it is pretty much just a triolith. I'll admit I don't have any immediate ideas, though. I'd say to also remove the pedestals of the removed statues (except for the one in the Charnelworks, which works as an ornament on its own).

Here's another list of proposals for consideration:

Tree changes

Temple area:
All Flora_tree_MH_02, Flora_tree_MH_01, TR_Flora_treeoak_FZ1a and TR_flora_Tree_necrom01 in the temple area can go. If these are in planters, those planters should be removed to. The five trees that currently are already autumn-colored can stay, as the only ones.

Manor-district-but-not-really: All green trees can go. The two large ones can be replaced by autumny ones, but not quite as large. Unless someone can think of something better.


- I'm not a big fan of the gazebos in front of the temple compound. They are awfully frivolous for the area.


- What about the four TR_ex_nec_w_01 windows on the temple compound wings? The way they are arranged, I just can't help but think of them as paw prints. They could be arranged in more a geometrical shape, or there could be fewer of them.

- The St. Delyn triangle on the round medallion on the temple compound seems overdone and has no connection to the place.

one thing thats bothering me is the brick used on the ground. its very repetitive. how would you feel about some larger tiles? they could be tiled on the sides with the brick texture, so that they can be droped individually into the road where appropriate. they could have some sort of engravings on them. they would also serve to break up the monotony of necrom's open space.
This is not a bad idea. The engravings of course shouldn't be too showy, but not a bad idea indeed.
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Post by blackbird »

Adanorcil wrote: Temple area[/b]

- The graveyard goes completely. This was already decided. What it will be replaced with should be discussed here.
Maybe we could have a temple garden which still remains sober with 1 big tree or a few small trees.

Another question: is the player able to enter the temple area without problems or has the player meet some requirements?
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Post by Bloodthirsty Crustacean »

Necrom could presumably do with one or two 'prominent trioliths' for pilgrimages, to be used by the Temple for either advancement or initiation (but generally 'in the style of Seven Graces'). If that monument thing includes a triolith, give it a story and make it one of those?
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Post by Haplo »

Updated version:

Cleaned out trees; still left the planters (with plants; I deleted any planters with trees) all throughout the city and temple area.
Replaced the two huge green trees with smaller auburn trees, and deleted the windows. They were kind of stupid anyway.
Removed the statue pedestals that had their statues removed (except the big special one in the Charnelworks of course)
Removed vertex shading of all the things that were removed.
Added a bit more detail to the anonymous monument; basically a platform/base and some architectural detailish thing to all four sides.
I also moved buildings northward in the southwestern-most corner of Necrom, in preparation of moving the wall north to shrink the city a bit, if we're still doing it that way.

File:
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Post by Haplo »

Adanorcil alerted me that the banners on opposite sides of things need removing; this has since been done for all those banners on the causeway, but does it also include the Ex_V_ban_avs_01 banners on the big towers?
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Post by Adanorcil »

Basically, I'm just saying there shouldn't be animated banners (you can tell if they're activators) on either side of the same object. If the wind blows, they will be blown in oddly opposite directions. Anything not animated, or on only one side will be fine.

That new banner post model is coming up.
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Post by Haplo »

I will try to add that to TR_Data along with a few other things that have come up recently as soon as I get a break from final exams.
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Post by Thrignar Fraxix »

So, Necrom Claims. What still needs to be done with them? Temple interior piece is being made, I know. What is holding back the catacombs? What changes still need to be made to existing interior claims?
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Post by Sload »

-Catacomb needs to be organized (by anyone; I hear TF| volunteering!)
-Manor district needs to be written up (by me)
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Post by blackbird »

What's the status of the Sotha Sil machine or special room? Any final thougt for a concept,
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Post by Sload »

Its been described in detail earlier in this thread and Adanorcil is currently modeling it.
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Post by Haplo »

Adan, did you finish that banner post? Also, could TF/Nomadic start work on organizing the catacomb claims?
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Post by Katze »

I was asked to have a go at making the catacomb claims a few days back, and after a false start or two, I have a couple of cell's worth of tomb (both velothi and pycave) made. I just wanted to see if I was going in the right direction, so I thought I'd post a WIP here. Doorjams are placed at approximate cell boundaries. The Northmarker is placed at the Charnelworks entrance to the catacombs.

EDIT: Also, here's a slightly more modern screenshot, for those who don't have access to the CS right now: http://img502.imageshack.us/img502/4482/necromcatacombs.png
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Post by Lady Nerevar »

how many levels is it? i always thought these things should go down rather than across.
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Post by Katze »

Currently it goes 2 levels down, on account of Necrom being pretty close to the shore, didn't think it'd be a good idea to go too low. I can add more levels downwards, or locate the pycave sections underneath the Velothi sections if need be, wouldn't take long.

It should be spread under the majority of the temple and manor districts of Necrom, or at least as much as it takes to connect the Charnelworks and Templeworks entrances.

EDIT: Redone all that, with the caves underneath the velothi tombs, didn't take too long, and should make it easier to have all the cave claims be interconnected and awesome.
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Post by blackbird »

My only suggestion is about replacing the current cave pieces with the bone textured cave tileset (the white one used at mamaea). Off course, it's my opinion.
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Post by Thrignar Fraxix »

I believe it was specifically said somewhere that this would be py_cave
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Post by Katze »

There, should be about big enough now (clocking in at 844 references). Here's the catacombs as a whole. And another picture: http://img145.imageshack.us/img145/4214/catacombs3.png
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Post by Katze »

Necrom Catacombs, split and given ambient light settings, ready to be turned into claims :D
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Post by Haplo »

Here's the latest Necrom just so that it's uploaded somewhere:
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Post by Lady Nerevar »

Lady Nerevar wrote:
one thing thats bothering me is the brick used on the ground. its very repetitive. how would you feel about some larger tiles? they could be tiled on the sides with the brick texture, so that they can be droped individually into the road where appropriate. they could have some sort of engravings on them. they would also serve to break up the monotony of necrom's open space.
yea, thats not going to work. morrowind places textures weird: instead of ploping down one texture on one click it puts down the corners ... or something. either way, its hard, if not impossible, to get it right in the middle and with a nice seamless effect.

the alternate texture can be placed on a new mesh, if you still like the idea. that would also give modders more freedom.
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Post by Sload »

Numbers other than claim numbers refer to [url=http://img232.imageshack.us/img232/5017/necint2gu0.jpg]this image.[/url]

Interiors, No change:

13, 15, i2-80

Interiors, Minor changes:

Most of these are homes that already belong to rich people, but need to be clearly associated with the Temple. Either they are high ranking priests, or they are especially pious Dunmer elite who have chosen to live in Necrom among the saints. These interiors are: 4, 5, 9, 10, i2-84, i2-85, i2-86, i2-87, i2-91

Also, a bookstore that needs to be changed to sell primarily or exclusively religious books: 1

Finally, a fine alchemist that needs to be a Temple-sanctioned alchemist. Their ingredients are "kosher" and the potions they sell are all the expensive kind because they've been blessed by a priest: 7

Interiors, Redo:

11 - Shrine to the dead of Reman's invasion of Morrowind. (de_r)

12 - Shrine to the dead of the War of the First Council. (de_r)

i2-26-Tri - Shrine to St. Rilms, with an attendant who has a bedroom. (de_p; followers of Rilms take a vow of poverty)

i2-70-Tri - Museum devoted to Aladro Sul; the guy the Ashlanders love. Should present a very different perspective from the Ashlanders', in which he is revered as a saint who told the Tribunal of Dagoth Ur's betrayal and Nerevar's sad death. (de_r)

i2-72-Tri - A barracks for the Ordinators in Mourning. These are very pious people, should be more like priests than soldiers, not really a "barracks." (de_r)

i2-83-Tri - Storage for Ordinators in Mourning. Obviously locked.

i2-88-Tri - Alma Rula's second manor. (de_r)

i2-90-Tri - "Inn" managed by the Temple. It is for pilgrims. There are no rooms to rent.

i2-93-Tri - "Inn" managed by the Temple, the player can rent a bed here. It is for pilgrims.

i2-94-Tri - Monastery devoted to St. Aralor. Devoted to converting former criminals to good works. (de_r)

Interiors, ???

i2-24-Tri - Shrine to ???

i2-44-Tri - Shrine to ???

i2-74-Tri - ???

i2-92-Tri - Some kind of Temple endorsed store.
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Post by Thrignar Fraxix »

those claims that only need minor fixes, worth a revoke? I'm torn.

As for those ??? ints, would it be at all sacrilegious to have a store specifically dealing with items intended for offerings?

Shrine ideas:
something akin to that rock in maar gaan. (something lore related to necrom that someone could have done.)
perhaps something relating to converted outlanders, or people who convert outlanders?
perhaps something where people pray for those who have strayed from the path.
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Post by Bloodthirsty Crustacean »

For something less exciting but similar to Maar Gan, Necrom still needs its 'pilgrimage trioliths' placed, so one of these buildings could be that, although obviously we'd need a story and whatnot to go with. I might check the old Pilgrimage thread for inspiration perhaps, or maybe just some boring legend concerning the founding of Necrom by whoever.
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Post by Swiftoak »

What's the deets on the "canton" thingy that was supposed to be above the catacombs?

I assume you guys scrapped that for the catacombs, which works fine.

I noticed there was no Necrom tileset in the pic, but I love the layout.
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