Saturday, 13 July 2013

Skyrim - Hunters Guild MOD - The Buildings


Now that I had the location I started to think about which buildings would make up the Guild. When I thought about what type of buildings to use I wanted buildings that would reflect the ideas of a Hunters Guild, that meant buildings of natural materials, relatively plain and reasonably quick to dismantle or move if the game got scarce and the Guild had to relocate to a more favourable spot. As the Guild is in Whiterun Hold I would have loved to use the buildings from Whiterun city / town but I decided that they are too fancy. I also thought that building made entirely of stone, while plentiful on the Tundra Plains would not fit in with the easy to build and easy to move ideology. On the other hand I didn't want a tented camp as it is a Guild after all. In the end I settled for the wooden buildings similar to the ones in Riverwood.

Next I had to think about what types of services would make up a Guild and would they all be in the one building. I decided the main aim of the Guild would be a place for Hunters to come together and trade, learn new skills, have weapons repaired and above all have a place to rest and tell tales of their exploits.

Now I knew which types of buildings I wanted I started with the Main Hall for the Guild, I used the same building used for many an Inn in Skyrim. I tried to position the Guild Hall so that you could see the same scene I did when I fell in love with the location namely the deer walking up to the river and drinking.


Next I added a Blacksmith that would take care of repairs and improvements to weapons as well as trade.


I then added a third and final building which would be a General Trader to take care of  anything else a Hunter would need.


I tried to position the building to take advantage of best views of the surrounding landscape and also to minimise the impact of my MOD on the original game. I only had to do some minor landscaping and moved only a few dead tree stumps and flowers etc. I also had to redo the navmesh in the cell but that was not too difficult.




 
 
 

Once I had the building placed  in the correct positions I moved on to working on the interiors, see my next post.



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