Search found 365 matches

by Yeti
Sun Oct 29, 2017 8:42 pm
Forum: Completed
Topic: The Reach: House (Sky_iRe_DH23)[Reviewed]
Replies: 6
Views: 2099

Re: The Reach: House (Sky_iRe_DH23)

Done.
by Yeti
Sun Oct 29, 2017 3:39 am
Forum: Completed
Topic: Karthwasten: A Lost Sister
Replies: 7
Views: 2188

Karthwasten: A Lost Sister

A missionary from the Imperial Cult chapel went missing months ago. She hiked out into the Druadach Highlands to proselytize the Natives and never returned. Her fate weighs heavily on Dada-Dar, the chapel priest. Our lost sister Many, many moons ago, the kind Carincia Pontus set out to preach among...
by Yeti
Sun Oct 29, 2017 2:49 am
Forum: SHotN Skyrim Discussion
Topic: SHotN Exterior Progress Map [Last update: October 2017]
Replies: 1
Views: 1111

Re: SHotN Exterior Progress Map [Last update: October 2017]

Thanks for putting this together, Luxray. It's inspiring to see an overview of our progress. I hadn't realized we'd already redirected the Karth river. Neat.
by Yeti
Sun Oct 29, 2017 2:28 am
Forum: Completed
Topic: The Reach: House (Sky_iRe_DH23)[Reviewed]
Replies: 6
Views: 2099

Re: The Reach: House (Sky_iRe_DH23)

Claiming. I'll make it a little bare, to show that people don't always live here.
by Yeti
Sun Oct 29, 2017 2:20 am
Forum: Completed
Topic: Dragonstar: Arena (Sky_iRe_Ds14) [Tristior]
Replies: 12
Views: 1955

Re: Dragonstar: Arena (Sky_iRe_Ds14) [Tristior]

For cluttering inspiration, you can look at pretty much any Karthwasten interior and come up with good ideas for what to put where. Your most recent file can go up for review as is, if you'd like. The amount of clutter is a little sparse, here and there, but that fits the martial character of an are...
by Yeti
Sun Oct 29, 2017 2:11 am
Forum: Claimed
Topic: Gold Coast Exterior: GC_01 [Infragris] [Anvil]
Replies: 163
Views: 47816

Re: Gold Coast Exterior: GC_01 [Unclaimed]

Those look like reasonable changes. I would go ahead with all of them.
by Yeti
Sun Oct 29, 2017 2:08 am
Forum: Reviewing
Topic: The Reach: Direnni Ruin D (Sky_iRe_DH11)
Replies: 16
Views: 4932

Re: The Reach: Direnni Ruin D (Sky_iRe_DH11)

Finished. Great work on this, MinerMan60101. There wasn't much I needed to add.
by Yeti
Fri Oct 27, 2017 6:33 pm
Forum: Completed
Topic: Dragonstar: Arena (Sky_iRe_Ds14) [Tristior]
Replies: 12
Views: 1955

Re: Dragonstar: Arena (Sky_iRe_Ds14) [Tristior]

The layout is great. In particular, the beast pen area is incredibly creative. Great use of wall segments. I will say that most rooms in Sky_iRe_Ds14a could use more clutter. It could also use more color variety. Right now, it's very heavily pink with the rugs and tapestries.
by Yeti
Tue Oct 24, 2017 10:01 pm
Forum: Completed
Topic: Dragonstar: Great Bazaar (Sky_iRe_Ds37) [roerich]
Replies: 10
Views: 2794

Re: Dragonstar: Yoku Crypt (Sky_iRe_Ds37)

When work on this starts again, I'd like it to include a place where Porliss Caith is entombed. He fought for Hammerfell during the war, and I'm sure that would be enough for the Redguards to let him be buried in their crypt. Use one of the Argonian skulls in data.
by Yeti
Mon Oct 23, 2017 10:15 pm
Forum: SHotN Lore
Topic: Reachman Lore
Replies: 43
Views: 15245

Re: Reachman Lore

Which tribe of Reachmen live in the village west of Dragonstar? The one in -115,12?
by Yeti
Wed Oct 18, 2017 1:48 am
Forum: Reviewing
Topic: The Reach: Direnni Ruin D (Sky_iRe_DH11)
Replies: 16
Views: 4932

Re: The Reach: Direnni Ruin D (Sky_iRe_DH11)

I'd like to finish this. I'll add more evidence of Reachmen activity to Minerman's cells, including a nest/sleeping area for the hagraven
by Yeti
Mon Oct 16, 2017 10:09 am
Forum: Completed
Topic: Dragonstar: Pawnbroker (Sky_iRe_Ds4)
Replies: 11
Views: 2315

Re: Dragonstar: Pawnbroker (Sky_iRe_Ds4)

Off to review!
by Yeti
Wed Oct 11, 2017 3:30 am
Forum: Completed
Topic: Karthwasten Quests: Fighters Guild [Luxray]
Replies: 14
Views: 3216

Karthwasten Quests: Fighters Guild [Luxray]

Since no one raised any objections to these in the previous thread, I'll post them here for claiming. By design, this is a fairly straightforward line of quests. The characters involved already have established personalities, so feel free to look at their existing dialogue to see how they should be ...
by Yeti
Wed Oct 11, 2017 1:43 am
Forum: Unclaimed
Topic: Old Hrol'dan + Beorinhal (Sky_xFk_OH) [Reserved: roerich]
Replies: 20
Views: 7427

Re: Old Hrol'dan + Beorinhal (Sky_xFk_OH) [roerich]

Many thanks, roerich. I'm trying to get a sense of just how much work we have left to do on the Reach's exterior. Thankfully, it's looking like a reasonable amount now that we've moved Falkirstad north. The exteriors of all the Reach's major settlements are pretty close to completion, it seems. We m...
by Yeti
Wed Oct 11, 2017 1:14 am
Forum: Claimed
Topic: Vorndgad Forest Quest: Divided Loyalties (Sky_qRe-VF01)[Texafornian]
Replies: 6
Views: 6603

Re: Vorndgad Forest Quest: Divided Loyalties (Sky_qRe-VF01)

The above description is a little outdated. In the current file, Kenovi was found trespassing on the Bear Clan's hunting grounds and was taken captive. The other two Reachmen mentioned in the claim want to rescue her, but she doesn't want any blood spilled. Horgard is now Jurgar Bear-Biter and the l...
by Yeti
Tue Oct 10, 2017 7:33 pm
Forum: Unclaimed
Topic: Old Hrol'dan + Beorinhal (Sky_xFk_OH) [Reserved: roerich]
Replies: 20
Views: 7427

Re: Old Hrol'dan + Beorinhal (Sky_xFk_OH) [roerich]

Could you post your file for this, roerich? I'd liked to take a look around Beorinhal and the surrounding area.
by Yeti
Mon Oct 09, 2017 5:50 pm
Forum: Completed
Topic: Dragonstar (Sky_xRe_Ds) [roerich]
Replies: 111
Views: 25746

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Yes, matching with neighboring cells would need to wait. But overall, working on smaller NPC claims will be far more manageable than doing all that work on the main file directly. At the very least, it will allow us to work on more things at once.
by Yeti
Mon Oct 09, 2017 12:49 pm
Forum: Completed
Topic: Dragonstar (Sky_xRe_Ds) [roerich]
Replies: 111
Views: 25746

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Exterior files really shouldn't be merged with the main file until they've had NPCs and dialogue added to them. That way, NPC modding for one area doesn't hold up work on the main file, and you don't have to sort through long lists of NPCs from other areas while working. Also makes cleaning the file...
by Yeti
Sun Oct 08, 2017 6:47 pm
Forum: Completed
Topic: Druadach Highlands|Falkheim (Sky_xRe_05) [Scamp]
Replies: 12
Views: 3828

Re: Druadach Highlands|Falkheim (Sky_xRe_05) [Scamp]

Ah, that's a good idea. Carry on then.
by Yeti
Sun Oct 08, 2017 3:06 am
Forum: Completed
Topic: Druadach Highlands|Falkheim (Sky_xRe_05) [Scamp]
Replies: 12
Views: 3828

Re: Druadach Highlands|Falkheim (Sky_xRe_05) [Scamp]

Would it possible to include some kind of fort ruin in this claim? It would be the ruins of Lakvan's Stronghold from Shadowkey, which based on this map was located somewhere north of Dragonstar, on the Skryim side of the border. Lakvan was a minion of Jagar Tharn and worked with the Shadowmage Perga...
by Yeti
Wed Oct 04, 2017 4:01 am
Forum: Completed
Topic: Dragonstar: Pawnbroker (Sky_iRe_Ds4)
Replies: 11
Views: 2315

Re: Dragonstar: Pawnbroker (Sky_iRe_Ds4)

A civilized Reachman would keep normal items you'd find in any house, with a few trinkets from his people to remind him of his heritage.
by Yeti
Sun Oct 01, 2017 8:20 pm
Forum: Completed
Topic: Falkheim (Sky_xRe_02) [spineinside]
Replies: 20
Views: 5691

Re: Falkheim (Sky_xRe_02) [Unclaimed]

Now that this claim doesn't have a settlement, what should go here? Perhaps some Reachmen activity? The Nourhtu tribe could have a presence here. Blanket term for the northern tribes in Western Haafinheim. Nomadic tribes that migrate with elk end reindeer herds across the northern tundras. Hostile w...
by Yeti
Sun Oct 01, 2017 8:15 pm
Forum: Completed
Topic: Karthwasten Quests: Thieves Guild (Sky_qRe_KwTG01-06) [Texafornian]
Replies: 50
Views: 10212

Re: Karthwasten Quests: Thieves Guild [Texafornian] (Sky_qRe_KwTG01-06)

Before I forget, I think it would be best to script the door to the Sogat Dur-Gada hideout so that it only opens if the player gives a password provided to the Thieves Guild. It's a little odd that the Redguards inside don't kill people on sight upon entering their secret hideout, so having it so on...
by Yeti
Mon Sep 25, 2017 5:13 pm
Forum: SHotN Skyrim Discussion
Topic: SHotN Basemap
Replies: 11
Views: 3543

Re: SHotN Basemap

Based on the map, Falkirstad is no longer in the Reach, correct? I wouldn't mind that at all, actually. As it is, the Reach is rather crowded with settlements. Putting Falkirstad north of Snowhawk Peak will let us finish the Hold sooner. Good idea.
by Yeti
Thu Sep 21, 2017 12:51 am
Forum: Completed
Topic: Markarth (Sky_xRe_Mk) [berry]
Replies: 171
Views: 43609

Re: Markarth (Sky_xRe_Mk) [berry]

I keep forgetting how great this claim looks. Markarth is a masterpiece. As for the surrounding wilderness, here are a few observations/suggestions. - For some time, I've thought Markarth Bay could stand to be narrower/smaller in places, but it doesn't seem to need shrinking in this claim, at least....
by Yeti
Wed Sep 20, 2017 5:32 pm
Forum: Haafingar
Topic: Region Planning: Solitude Forest
Replies: 6
Views: 2756

Re: Region Planning: Solitude Forest

The density of trees should definitely be thinned out a bit, to ease performance and navigation (we wouldn't want creatures getting caught on every tree in their path). Various ruins should be scattered around the region, including maybe a few villages that are now overgrown with trees. In lore, the...
by Yeti
Wed Sep 20, 2017 5:07 pm
Forum: Haafingar
Topic: Region Planning: Small Marsh Plains
Replies: 5
Views: 1639

Re: Region Planning: Small Marsh Plains

I agree on limiting the number of mini-regions. Merging this area with the Ridgelands sounds reasonable to me. If we go with that option, I don't necessarily think it would need a separate name. Just make it a lower area that transitions into the higher parts.
by Yeti
Mon Sep 18, 2017 7:35 am
Forum: Completed
Topic: Karthwasten Quests: Thieves Guild (Sky_qRe_KwTG01-06) [Texafornian]
Replies: 50
Views: 10212

Re: Karthwasten Quests: Thieves Guild [Texafornian] (Sky_qRe_KwTG01-06)

Those sound like fine suggestions. Feel free to go ahead with whichever you prefer. Sadly, I would need to dedicate far too much time to learning the ins and outs of scripting to even become somewhat competent. I feel it would be best for me to focus on the areas of modding that come more naturally ...

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