[WIP] Dawnstar Expanded

Post » Mon Jul 23, 2012 1:00 pm

Alright, thought it was about time I posted this. I'm working on it on and off, seeking to bring Dawnstar (historically one of Skyrim's major cities) up from the status of village to sizable town (on the scale of one of Oblivion's).

http://www.iforce.co.nz/View.aspx?i=kmwjhklw.iax.jpg

Added so far (green= interiors and NPCs also completed) :

- Burd's Trade Post (general trader, opposite Jarl's longhouse)
- Docks expanded. More fishing skiffs and a longship. Ship needs detailing still.
- Hall of the Dead (opposite Iron Breaker mine)
- East Empire Company (docks, north of Fruki's house)
- Two new small houses, one a dock worker's (behind longhouse) the other a fisherman and family (next to Irgnir's house)
- One undecided building, visible at the back of town behind the inn
- Also note there are a few more animals about (the birds are from Birds of Skyrim however)

To do:

I would like to have one of my fisherfolk sell fish down at the docks. I'd also like to have some purpose to the East Empire Company, alas I'm a worldbuilder not a quest/scripter.


I did a lot of world building on Skyrim for Oblivion (which was eventually canned, sadly) and pride myself on clean mods (no clumsy edits, no deletions!), so if anyone wants to test, send me a pm!

Will conflict with anything that edits Dawnstar exterior navmeshes.
Thoughts and ideas, please!
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BRIANNA
 
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Post » Sun Jul 22, 2012 10:20 pm

I am, interested.
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Markie Mark
 
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Post » Mon Jul 23, 2012 6:27 am

A few points:

- I realise that it'd be a tight squeeze to get the original longship out with one docked behind, but these are nimble, shallow-hulled vessels, and presumably there is also some sort of docking schedule!
- I have built new buildings on existing thoroughfares, except the one near the farm (edge of town anyway). Will do some terrain texture editing if needed.
- Reluctant to wall the city at this stage, though it would only need a 'front wall' where you enter town, and again along the road to Nightcaller Temple, as it is basically hemmed in by mountains and sea. The reason I'm unsure about walling is because I like how it's almost entirely hidden from external view. Makes the gameworld seem bigger when you can't see a city around every corner.
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Alexander Horton
 
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Post » Sun Jul 22, 2012 11:17 pm

Will there be a wall? That's something that kinda bugged me about the Lesser Hold capital cities; there were no walls. Apparently only the Greater Hold capitals get them.
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Scotties Hottie
 
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Post » Mon Jul 23, 2012 12:35 am

Sounds great! I started working on something similar but didn't get so far.
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Jaki Birch
 
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Post » Mon Jul 23, 2012 8:29 am

I know you might be reluctant to do this, but maybe expand the bay and fit even more ships there, as Dawnstar is described in lore as being a major port, which might look better with four or five ships docked about.
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sw1ss
 
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Post » Mon Jul 23, 2012 9:21 am

I think stables would be an useful addition. Also I think a simple gate without a massive wall would enhance the feeling of a hold capital.
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bonita mathews
 
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Post » Sun Jul 22, 2012 11:13 pm

Watchtower type thing north of Whiterun, (where bandits attack the guards scripted event occurs) seems like it could fit in if edited somewhat.
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Timara White
 
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Post » Sun Jul 22, 2012 10:48 pm

Nice, i agree that some stables would be nice. I think i know where you could place it. If you look at the first line of buildings (the one with the inn) and look across the road and slightly up, there is a small clearing there. You could place a stable there.

Also something i would like to put out if you decide to put a wall at the entrance of the city. If you look at the same row of buildings i stated earlier and between them and the road you see a small cluster of 3 tree's. The mod http://skyrim.nexusmods.com/mods/15508 adds a carriage just above those tree's. also the boat that's usually docked there will offer traveling services, something to take into consideration for compatibility on one of the most popular traveling mods. As far as a wall and carriage compatability i would say place the wall a bit up from that point to insure it wont be over the carriage. I would suggest a bit further up the road where you see where it looks like snow is covering the road in a strip. About that area should work, it could cut strait across, miss all the buildings and still be able to place a gate at the path for the tower. Going in the other direction it looks like a small ledge that it could go into.
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My blood
 
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Post » Mon Jul 23, 2012 6:22 am

Have you thought on adding a hirker butchery? open in the air, with lots of blood, horker mear atound and a couple of dead horkers? If done well, it can add a lot of atmosphere to the game.
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Louise
 
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