Good afternoon. My username is Hemitheon, old school interior designer. For my showcase I created the interior, Narsis, Temple of the Hidden Saints. Could someone please review this interior, I'd be much obliged. Thanks.
(Reply #1) Posted on Sat, 2022-08-06 18:45
2021-02-06 12:11
1 week 1 day ago
Nice to have you back, and sorry for the delay! This is a pretty nicely put together int. However there's a few things that need changing just to meet standards that might've drifted since the last time you were around. Once they're fixed I'll do a proper review:
The pillars on the top floor seriously limit walkability, I would recommend removing all four of them just to open the space up a lot more.
The pathgrid appears to be absent, I believe this may be a holdover from back when it was done by others in your time, but now the int maker needs to add the pathgrid too.
The invisible light objects are not used anymore, all light should be diagetic and come from visible sources.
The two lamps on the middle floor are causing a lot of greenlight, please adjust them.
The structure of the FurnM bookshelves has changed recently meaning your placements are incorrect. Please ensure you are using the latest data addon.
This is a fairly recent change, but we no longer rescale assets that can be picked up by the player due to issues it causes with picking them up and putting them down, specifically bk_BookOfLifeAndService, bk_BookOfRestAndEndings and T_De_GreenGlassPot_01 need their scales set back to 1.
Once that's sorted I can do a more throrough review.
ₒₕ, bₒₒ𝒹?
2021-02-06 12:11
1 week 1 day ago
Oh, I almost forgot! Here's an invite to the discord: https://discord.gg/tpfFdNR9XG
It's where most of the day to day stuff gets done so joining is the best way to get feedback sooner.
ₒₕ, bₒₒ𝒹?
2020-08-26 03:17
1 year 12 months ago
Ok. I corrected the errors, except I updated TR_Data and the bookcase didn't change. The TR_Data is dated 7/24/22. Not sure where to fine TR_Data Addons.
2018-08-13 09:52
1 hour 40 min ago
The Data Addon is hosted here: https://www.tamriel-rebuilt.org/releasefiles/tamrieldata-addon-5604
You must load the .esp along with your claims. Also, TD 8.9 is being hosted through the discord presently, it cannot be stressed enough how important it is to join to make sure your files are up to date, even if its just addon updates.
"Forum sigantures suck" - a great man
2021-02-06 12:11
1 week 1 day ago
Yep, as Vern said you can just download it from the sectionfiles through that link. If you load your esp with the addon active it should show the correct bookshelves.
Once that's sorted I can go ahead with the formal review.
ₒₕ, bₒₒ𝒹?
2020-08-26 03:17
1 year 12 months ago
Ok. I updated TR Data and downloaded the Addons. I registered the BSA's. When I opened the construction set I didn't see much change in the bookcase. I did notice that it had been a little thinner so I corrected the books on the bookcase. Hopefully I corrected the problem :)
2020-08-26 03:17
1 year 12 months ago
Deleted
2018-08-13 09:52
1 hour 40 min ago
I feel a bit like a broken record here, but this is exactly the kind of thing you should post on the discord. No one other than reviewers will be reding this thread.
"Forum sigantures suck" - a great man
2021-02-06 12:11
1 week 1 day ago
Ok, so checking out the file I see some confusing problems...
This file has a dependency on an ESM called TR_Data, our ESM is named Tamriel_Data. I am unsure where the version used in your latest upload came from but it is not the right one. Additionally, the bookshelf issue has not been fixed so you may have an incorrect addon file as well. For clarity the De_m bookshelf should look like the image provided.
Are you using the version of Tamriel_Data hosted on discord? It is version 8.9 and can be found in the pinned posts in the tamriel data channel.
ₒₕ, bₒₒ𝒹?
2022-08-03 17:47
7 months 2 weeks ago
I must say that the TR Data is quite confusing. It's not enough to download the latest bsa file and overwrite it. You also need to download a bunch of meshes and textures to see the correct version of the De m-bookshelf.
2018-08-13 09:52
1 hour 40 min ago
The addon is what we update regularly, it gets compiled into the .bsa for releases or when the addon just gets too big.
"Forum sigantures suck" - a great man
2020-08-26 03:17
1 year 12 months ago
Thanks all for your help. I fixed the bookcases.
2020-08-26 03:17
1 year 12 months ago
And in case you're interested in the two pocket realm fixes for the Telvanni quests, here you go. Going through the Archives, I found Rilvin Dral's Personal Pocket Realm. So I'll fix it too.
2021-02-06 12:11
1 week 1 day ago
Alrighty, awesome. Those cells looks really nice at a quick glance, I'm sure they could be useable with a bit of polish and a full review of their own.
Anyways, for your showcase:
Name: Narsis, Temple of the Hidden Saints (please add the TR_ prefix to the cell name)
Clean: Yes, two assets added intentionally
Lighting: No issues, very nice
Northmarker: Correct
Fits exterior: Yes
Pathgrid: Pathgrid is incorrect, there should be paths to access much more of the rooms. Please refer to this guide for correct pathgridding: https://www.tamriel-rebuilt.org/content/tutorial-pathgridding-tutorial, and have a look at similar cells for an idea of what a pathgrid should look like.
Illegal to Sleep Here: No, incorrect
Gridsnap: No, a few pieces aren't gridsnapped due to incorrect use of in_v_s_int_center_03. Please replace this tile with 4 instances of in_v_s_int_center_01 and realign the surrounding tiles accordingly.
Set Mismatch: Possible with the bookend, but I'm gonna say it's fine because there are no M bookends and this int is on the richer end of M.
Bleeders:
Furn_shrine_Tribunal_cure_01, bled too far so can be seen from the floor beneath.
furn_de_lecturn, should be placed on top of the rug.
flora_willow_flower_01, one of the leaves into the wall.
Furn_de_rug_big_01, bottom floor. This should be F-dropped instead of manually bled into the floor.
furn_de_tapestry_13, make sure the knot is clear of the wall.
light_de_candle_05_64
light_de_candle_06_64, front right on the altar.
misc_com_wood_spoon_01, the one closest to the wall with the two tapestries, into the plate.
misc_de_goblet_05, into the shelf it is on.
T_Com_ClothPlainFolded_01 x 2, have sunk entirely into the middle shelf of the bookshelf on the middle floor.
T_CyrImp_FurnM_Ds1Scroll, bottom floor, into the sloped floor near the wall.
T_De_Furn_Tapestry_04, make sure the knot is clear of the wall.
T_De_FurnM_Bookshelf_01, top floor, into the sloped part of the wall at the back
T_De_FurnM_Chair_01, middle floor on the blue rug, furniture partially resting on a rug should be tilted slightly to reflect that. Alternatively it can be moved to be entirely on or off the rug to get around having to do that.
T_De_PeachGlassCup_01
T_MwDe_Furn_Vs1Food, slightly into the slope behind it
Floaters:
Gold_025, floating near the top floor shelf.
Furn_de_rug_big_01, on the upper floor. Floating and bleeding into the slopes on the walls on either side. Recommend rescaling this asset so it is clear of both walls, 0.9 should be enough.
furn_de_rug_big_06, top floor
furn_velothi_prayer_stool_01, top floor, in front of the big red rug.
furn_velothi_prayer_stool_01, middle floor, next to the circular rug.
light_de_candle_06_64 x 2, left side of the altar.
misc_com_plate_04, the one closest to the stairs.
misc_com_wood_spoon_01
misc_de_bowl_white_01, assets with pointed bases should have the point bled into the surface it is on.
T_De_FurnM_Table_02
misc_de_tankard_01
All instances of sc_paper plain, F-dopping doesn't work properly for them so you have to manually lower them slightly.
T_CyrImp_FurnM_Ds1Scroll, middle floor
T_De_Furn_Bed_01 x 2
T_De_Furn_Bed_05
T_De_FurnM_Bench_01 x 2, very slightly
T_De_FurnM_Table_01
T_De_GreenGlassPitcher_01
T_De_SetVeloth_I_Ashpit_01
T_MwDe_FurnM_Ch1Empty
Rescaled miscs: None, good
Other:
The TR_Narsis_Temple_01 and the associated script function perfectly, but the use of the asset would not fit with TR standards. Please remove.
Cloth sacks, such as com_sack_01, and pillows should be bled into the surface they are on slightly to simulate softness.
Rugs with tassles, such as furn_de_rug_big_04, should be bled into the floor such that the tassles rest on the ground.
Reverse the door at the bottom of the stairway connecting the top and bottom floors so it doesn't block off the corridoor when opened.
All instances of light_de_lamp_01_200 except one are floating or bleeding, please adjust.
Many of the assets on the instances T_De_FurnM_Shelf_01 are incorrectly placed, this may be due to the data update as well. I've left them out of the bleeders floaters section to avoid cluttering it up.
T_Bk_BonesOfHlurMattaTR should be slid forward a bit, the stack looks like it is about to topple as is.
This esp still has TR_Data.esm as a master, it should only have Tamriel_data and the three vanilla ESMs as master. Please remove this master reference.
ₒₕ, bₒₒ𝒹?
2020-08-26 03:17
1 year 12 months ago
Thanks for the review, JW. Hopefully I corrected everything.
2021-02-06 12:11
1 week 1 day ago
Name: TR Narsis, Temple of the Hidden Saints
Clean: Yes, good.
Lighting: Good
Northmarker: Correct
Fits exterior: No, I must have missed this first time but there should be some windows on the front.
Pathgrid: Much better, but a lot of unnecessary nodes. Try to make it so that every walkable surface is arms length from either a node or a path, using as few nodes as possible. Straight lines, such as the corridor with the stairs, only need a node at either end. I've included how I would cover the top floor as illustration.
Illegal to Sleep Here: No, incorrect
Gridsnap: No, two pieces in the corner with the altar on the top floor are not snapped correctly. in_v_s_int_corner_01 and in_v_s_int_wall_01
Set Mismatch: I must have missed this too, but T_CyrImp_FurnM_Ds1Scroll is an imperial asset and is not for use in a dunmer int. Swap these both for T_MwDe_FurnM_Ds1 assets.
Bleeders:
Furn_de_rug_big_01, under the lecturn, into the wall
T_De_FurnM_Chair_01 x4, bottom floor, into the rug
misc_de_pot_redware_02, into the shelf at the back, also floating slightly.
Floaters:
Everything on the M shelves is floating very slighty, just all needs f-dropping.
light_de_candle_06_64, back left side of the altar when facing it.
furn_de_rug_big_06, top floor, next to the shrine.
furn_velothi_prayer_stool_01, second floor, by the round rug.
light_de_lamp_01_200 x 2, bottom floor, on the red rug and by the stairs.
Rescaled miscs: None, good
Other:
The rugs with tassles still need sinking on the top floor.
Nice tilt on the chair on the blue rug, perfect angle.
ₒₕ, bₒₒ𝒹?
2020-08-26 03:17
1 year 12 months ago
Ok I believe I fixed all these things. Though still a little unsure about pathgrids. Thanks for reviewing.
2020-08-26 03:17
1 year 12 months ago
Ok I believe I fixed all these things. Though still a little unsure about pathgrids. Thanks for reviewing.
2020-08-26 03:17
1 year 12 months ago
Ok I believe I fixed all these things. Though still a little unsure about pathgrids. Thanks for reviewing.
2020-08-26 03:17
1 year 12 months ago
Ok I believe I fixed all these things. Though still a little unsure about pathgrids. Thanks for reviewing.
2021-02-06 12:11
1 week 1 day ago
It's too close to being done to bother with a formal review, assume anything not covered is perfect:
The objects on the M shelves are floating, namely on the one by the desk as well as the set of scales on the other one. Just F-drop all of those.
The objects on the desk on the upper floor are floating, just F-drop those as well.
Please check the box that says "illegal to sleep here" that is found in the same box that you adjust the ambient light settings in, under world->interior cell...
As for the pathgrid, you need to try to use as few nodes as possible to cover as much area as possible. I've included a labelled image that should hopefully be clearer. I would recommend deleting the pathgrid you have at the moment, as it quite messy, and starting again copying the style shown in the images.
In general the two goals with pathgridding are: try to make sure that wherever an NPC could stand, there is a yellow path within arms length; and try to achieve it using as few blue nodes as possible.
ₒₕ, bₒₒ𝒹?
2020-08-26 03:17
1 year 12 months ago
Sorry I took so long. I hope I have resolved all the issues. Thanks for your review.
2021-02-06 12:11
1 week 1 day ago
Pathgrid still has a few nodes that could be removed, but it's way too minor an issue to fail on.
Everything else is perfect, so that's a pass. Welcome back!
ₒₕ, bₒₒ𝒹?
2018-06-02 23:21
1 day 9 hours ago
Promoted
https://github.com/cheflul/Chefmod
https://github.com/cheflul/chefs-files
2020-08-26 03:17
1 year 12 months ago
Here is the completed Kemel Ze Expansion Cells that I was asked to make like 10 years ago.