TR NPC Claim 4-13-Hla [Rats] discussion
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- Andres Indoril
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If you mess up 445, I will disembowel you.
Good luck to whoever claims this!
Why and I agreed that the owner of the plantation is called Rethil. No idea if that is the surname or just his name.
Good luck to whoever claims this!
Why and I agreed that the owner of the plantation is called Rethil. No idea if that is the surname or just his name.
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"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
- Andres Indoril
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Also, I searched the other claims in the list for NPC notes, but most seemed to lack such things. My guard tower had one though!
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=295114#295114]>> i4-437 <<[/url]
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=295114#295114]>> i4-437 <<[/url]
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"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
I will leave the shrine and the grotto leading to the shrine untouched.
I have a couple of (dumb?) questions regarding this claim:
First, whilst NPCing the int/ext cells do I also name them? For example, will I rename interior cell "TR_i4-429-Hla_cave" to "Vys-Assanud, Cavern" or will the naming be done in some seperate later stage?
Second, though the plantation shacks hold 9 slaves (as per the claim description), the plantation's saltrice fields are pretty massive for so few. I'm guessing I'm allowed to moderately increase the quantity to fit the environs better (thinking 13-15 slaves total).
I have a couple of (dumb?) questions regarding this claim:
First, whilst NPCing the int/ext cells do I also name them? For example, will I rename interior cell "TR_i4-429-Hla_cave" to "Vys-Assanud, Cavern" or will the naming be done in some seperate later stage?
Second, though the plantation shacks hold 9 slaves (as per the claim description), the plantation's saltrice fields are pretty massive for so few. I'm guessing I'm allowed to moderately increase the quantity to fit the environs better (thinking 13-15 slaves total).
Don't worry about asking questions. No question is dumb.
I believe the general wilderness exterior cells will have to be named with the Region Editor, as opposed to renaming them all by hand.
Hope the rest of the claim is going well for you! I look forward to seeing your work.
You'll be doing the naming. The cell names were left as is to give the claimants some a little more freedom regarding those areas. So feel free to name the caves and other cells whatever you feel is appropriate.Rats wrote:First, whilst NPCing the int/ext cells do I also name them? For example, will I rename interior cell "TR_i4-429-Hla_cave" to "Vys-Assanud, Cavern" or will the naming be done in some seperate later stage?
I believe the general wilderness exterior cells will have to be named with the Region Editor, as opposed to renaming them all by hand.
Absolutely! My note in the description was just more of a guideline so feel free to make small changes like that if you think it'll ultimately benefit the feel of environment.Rats wrote:Second, though the plantation shacks hold 9 slaves (as per the claim description), the plantation's saltrice fields are pretty massive for so few. I'm guessing I'm allowed to moderately increase the quantity to fit the environs better (thinking 13-15 slaves total).
Hope the rest of the claim is going well for you! I look forward to seeing your work.
Not another memory
...And so my bad karma gets worse
...And so my bad karma gets worse
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Rats, just make sure you're not *removing* any references, because that will be reverted on merge by the CS.
EDIT: Oh, also, renaming int cells doesn't seem to work (as long as you're not working in the TR_Map4_4-13-NPC.ESP, and you shouldn't be doing that). Just make a text file containing what int cells you want renamed as what.
EDIT: Oh, also, renaming int cells doesn't seem to work (as long as you're not working in the TR_Map4_4-13-NPC.ESP, and you shouldn't be doing that). Just make a text file containing what int cells you want renamed as what.
- Andres Indoril
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As long as Rethil is used!
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"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
Updating. Most of the NPCs done, pathgrids done on some interiors, also with some unique dialogue. Here's a link to my notes for more elaboration: https://docs.google.com/document/d/10Ei ... SeT_us/pub
And here's how I'd name the places:
"TR_i4-426" -> Northern Rethil Lookout Tower
"TR-i4-427-Hla" -> Mundrethi Farmhouse
"TR_i4-428-Hla" -> Dock Storage
"TR_i4-429-Hla" -> Merengor's House
"TR_i4-429-Hla_cave" -> Merengor's House, Underground
"TR i4-430-Hla_Aisle of Dawn" -> Emmurbalpitu, Aisle of Dawn
"TR i4-430-Hla_Aisle of Dusk" -> Emmurbalpitu, Aisle of Dusk
"TR i4-430-Hla_Broken Halls" -> Emmurbalpitu, Cavern Halls
"TR i4-430-Hla_Sanctum of the Rose" -> Emmurbalpitu, Inner Shrine
"TR_i4-431-Hla, Crypt of Dread" -> Malarnubi, Profane Sanctum
"TR_i4-431-Hla, Main" -> Malarnubi, Underwater Grotto
"TR_i4-431-Hla, Pit of Perdition" -> Malarnubi, Antechamber
"TR_i4_432_hla" -> Vys-Ishra Guard Tower
"TR_i4-433-Hla" -> Vys-Assanud
"TR_i4-433-Hla-cave" - Vys-Assanud, Cavern
"TR i4-434-Hla" -> Rethil Farm Storage
"TR_i4-435-Hla" -> Rethil Storage Tower
"TR_i4-436-Hla" -> Rethil Plantation, Eastern Tower
"TR_i4-437" -> Southern Rethil Lookout Tower
"TR-i4-438-Hla" -> Rulvam's Farmhouse
"TR_i4-439-Hla" -> Indalruhn Coastguard Tower
"TR_i4-440-hla" -> Rethil Plantation, Feldaras' House
"TR_i4-441-Hla" -> Rethil Plantation, Dels Ravyn's House
"TR_i4-442-hla" -> Rethil Plantation, South-Western Tower
"TR_i4-443-Hla" -> Rethil Plantation, Storage
"TR i4-444-Hla" -> Rethil Plantation, Northern Tower
"TR_i4-445: Entrance" -> Rethil Plantation, Rethil Manor: Entrance
"TR_i4-445: Master Bedroom" -> Rethil Plantation, Rethil Manor: Master Bedroom
"TR_i4-445: Private Quarters" -> Rethil Plantation, Rethil Manor: Private Quarters
"TR_i4-445: Servant Quarters" -> Rethil Plantation, Rethil Manor: Servant Quarters
"TR_i4-445: Tower" -> Rethil Plantation, Rethil Manor: Captain's Tower
"TR_i4-445: Vault" -> Rethil Plantation, Rethil Manor: Vault
"TR_i4-446-Hla" -> Rethil Plantation, Southern Tower
"TR_ i4-447-Hla" -> Rethil Plantation, Slave Shack 1
"TR_i4-448-Hla" -> Rethil Plantation, Slave Shack 2
"TR_ i4-449-Hla" -> Rethil Plantation, Slave Shack 3
EDIT: so I decided to stick with the family name Rethil after all. kinda grew fond of it that way.
And here's how I'd name the places:
"TR_i4-426" -> Northern Rethil Lookout Tower
"TR-i4-427-Hla" -> Mundrethi Farmhouse
"TR_i4-428-Hla" -> Dock Storage
"TR_i4-429-Hla" -> Merengor's House
"TR_i4-429-Hla_cave" -> Merengor's House, Underground
"TR i4-430-Hla_Aisle of Dawn" -> Emmurbalpitu, Aisle of Dawn
"TR i4-430-Hla_Aisle of Dusk" -> Emmurbalpitu, Aisle of Dusk
"TR i4-430-Hla_Broken Halls" -> Emmurbalpitu, Cavern Halls
"TR i4-430-Hla_Sanctum of the Rose" -> Emmurbalpitu, Inner Shrine
"TR_i4-431-Hla, Crypt of Dread" -> Malarnubi, Profane Sanctum
"TR_i4-431-Hla, Main" -> Malarnubi, Underwater Grotto
"TR_i4-431-Hla, Pit of Perdition" -> Malarnubi, Antechamber
"TR_i4_432_hla" -> Vys-Ishra Guard Tower
"TR_i4-433-Hla" -> Vys-Assanud
"TR_i4-433-Hla-cave" - Vys-Assanud, Cavern
"TR i4-434-Hla" -> Rethil Farm Storage
"TR_i4-435-Hla" -> Rethil Storage Tower
"TR_i4-436-Hla" -> Rethil Plantation, Eastern Tower
"TR_i4-437" -> Southern Rethil Lookout Tower
"TR-i4-438-Hla" -> Rulvam's Farmhouse
"TR_i4-439-Hla" -> Indalruhn Coastguard Tower
"TR_i4-440-hla" -> Rethil Plantation, Feldaras' House
"TR_i4-441-Hla" -> Rethil Plantation, Dels Ravyn's House
"TR_i4-442-hla" -> Rethil Plantation, South-Western Tower
"TR_i4-443-Hla" -> Rethil Plantation, Storage
"TR i4-444-Hla" -> Rethil Plantation, Northern Tower
"TR_i4-445: Entrance" -> Rethil Plantation, Rethil Manor: Entrance
"TR_i4-445: Master Bedroom" -> Rethil Plantation, Rethil Manor: Master Bedroom
"TR_i4-445: Private Quarters" -> Rethil Plantation, Rethil Manor: Private Quarters
"TR_i4-445: Servant Quarters" -> Rethil Plantation, Rethil Manor: Servant Quarters
"TR_i4-445: Tower" -> Rethil Plantation, Rethil Manor: Captain's Tower
"TR_i4-445: Vault" -> Rethil Plantation, Rethil Manor: Vault
"TR_i4-446-Hla" -> Rethil Plantation, Southern Tower
"TR_ i4-447-Hla" -> Rethil Plantation, Slave Shack 1
"TR_i4-448-Hla" -> Rethil Plantation, Slave Shack 2
"TR_ i4-449-Hla" -> Rethil Plantation, Slave Shack 3
EDIT: so I decided to stick with the family name Rethil after all. kinda grew fond of it that way.
Andres can sleep happily now!Rats wrote:EDIT: so I decided to stick with the family name Rethil after all. kinda grew fond of it that way.
I understand that you're not quite done with the NPCs yet, but have you finished placing the slaves? I had never realized how big the fields were around the plantation... We're a bit worried about having too many slaves, and I don't really want too many more than the amount of beds there are, but I feel like we might not have enough on your current wip. Any thoughts on that?
Your notes, otherwise, look sound! Keep it up.
Haū! Omochikaerī!
Interior Reviews: 168
Interior Reviews: 168
I'm not a fan of the lichkid, sorry. Maybe replace him with an Argonian Shaman soulstealer-mystic of some sort? A remnant of the Arnesian War? If that's no good, a regular Necromancer, please.
I must admit that I love the name Draas. We'll have to use that in the Deshaan somewhere. I'll look at the rest of your file soon!
I must admit that I love the name Draas. We'll have to use that in the Deshaan somewhere. I'll look at the rest of your file soon!
I've pretty much done with the placement of the slaves. There are three separate fields with no slaves. The one right outside "TR-i4-438-Hla" or "Rulvam's Farmhouse", because I figured the field would belong to the farmer living in the farmhouse who doesn't own slaves. The other one is the field on the little isle between the Velothi tower and the storage tower; there is only a dead guard who got killed by an escaped slave (the slave can be found hiding not too far). These to aforementioned fields I'm intending to keep the way they are. The third field with no slaves is a rather large field of wickwheat which is sitting right next to Indalruhn. There's a road that leads from Indalruhn to the field, but not a road that would lead there from the plantation. Since the field is closer to Indalruhn I'm still figuring out whether the field belongs to the Rethils at all and who I should place there. Perhaps the field could belong to the plantation but utilize hired workforce from Indalruhn? I haven't made up my mind yet.Stryker wrote:We're a bit worried about having too many slaves, and I don't really want too many more than the amount of beds there are, but I feel like we might not have enough on your current wip. Any thoughts on that?
The amount of beds doesn't necessarily have to match the amount of slaves. IMO, it would be plausible for the plantation to have even more slaves than there are now, say 15-17 total, because they might put them to work at different hours so that one shift rests while the other one works. (Obviously, as per vanilla tradition, the slaves would never leave the fields.) So, I could create some extra slaves if the fields feel too empty. I gotta take a few ingame strolls to see where they'd be most needed.
A lich child with an undead rat pet does verge on being an easter egg, which I don't want it to be. I think it isn't that horrible an idea lore-wise: there are definitely both children and liches in the world and it wouldn't be impossible for a magical prodigy child to become a lich given the right circumstances. I just wanted to create something interesting rather than just your average lvl 25 vampire/necromancer with Fight set to 100. The lichkid would've had something interesting to say plus the player would've had to find and destroy his phylactery before he could be killed -- like a mini puzzle. Of course, there are no children in the actual game so meeting an undead one would be a tad disorienting. I have to admit that if this wasn't my own idea, I would most likely oppose it tooWhy wrote:I'm not a fan of the lichkid, sorry.
Of course the boss baddie at the end doesn't have to be an undead child to feel interesting and different. The Arnesian War and this shaman idea intrigue me, so I don't feel too bad about axing the kid. I'll see what I can come up with.
Draas is a very Dres-y name. Perhaps it will be of better use in the Deshaan.
Oh, and I have question: what's is the Region of this claim called?
I think this is probably the field that made me feel we needed more slaves. I like the idea of it being owned by the Rethils, but some people from Indalruhn work over there in exchange for some food, or just some payment. Gotta make a living, right?Rats wrote:The third field with no slaves is a rather large field of wickwheat which is sitting right next to Indalruhn. There's a road that leads from Indalruhn to the field, but not a road that would lead there from the plantation. Since the field is closer to Indalruhn I'm still figuring out whether the field belongs to the Rethils at all and who I should place there. Perhaps the field could belong to the plantation but utilize hired workforce from Indalruhn? I haven't made up my mind yet.
If you do go with that idea, I'd be careful with adding more than a couple NPCs in that field since Indalruhn is part of a separate claim.
This is part of the Thirr River Valley, I believe.Rats wrote:Oh, and I have question: what's is the Region of this claim called?
Haū! Omochikaerī!
Interior Reviews: 168
Interior Reviews: 168
Update. Now with less lichkids and more slaves in the fields.
Pathgrids done in all interiors (except the daedric shrine, of course).
Some dialogue done too. Latest rumors, unique greetings that sort of thing.
A quick list of NPCs here.
Pathgrids done in all interiors (except the daedric shrine, of course).
Some dialogue done too. Latest rumors, unique greetings that sort of thing.
A quick list of NPCs here.
- Bloodthirsty Crustacean
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Just to throw out a quick note, your Dunmer names are really great, but the Bretons you've got are a bit odd.
Hobert and Reynalie Robbsvile - 'Robsville' would be better. 'Robb' looks British, whilst 'vile' just looks like misspelt French. Preferably a Breton surname should be all British sounding or all French sounding, but not a mix.
Waldon Hastic - Hastic doesn't sound very good. Perhaps 'Hastin'?
Otherwise though, you've got all the other races down very well, which is impressive.
Hobert and Reynalie Robbsvile - 'Robsville' would be better. 'Robb' looks British, whilst 'vile' just looks like misspelt French. Preferably a Breton surname should be all British sounding or all French sounding, but not a mix.
Waldon Hastic - Hastic doesn't sound very good. Perhaps 'Hastin'?
Otherwise though, you've got all the other races down very well, which is impressive.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
I thought I had nailed it with 'Robbsvile', but since I'm not a native French nor English speaker I'm willing to take your word for it if it does sound odd. 'Robsville' sounds nice, perhaps it could even be 'Robsvillen' with an extra -n? 'Hastic' -> 'Hastin' is also fine by me.
Yay! Thanks.Bloodthirsty Crustacean wrote:Otherwise though, you've got all the other races down very well, which is impressive.