Erobb's Interior Showcase

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Erobb's picture
Erobb
Joined:
2022-12-15 02:37
Last seen:
1 year 11 months ago

Greetings, I'm-a smugglin' in a smuggler's cave, showcase interior.

I'm rather new to modding so lemme know what still needs doin'. The cell name matches the file name and I cleaned it with Tesame. Many thanks for your review!

-Erobb

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Binary Data TR_Showcase_Erobb.esp33.56 KB2022-12-15 03:44
Peter's picture
Peter
Developer EmeritusSenior DeveloperInterior Reviewer
Joined:
2021-09-07 12:38
Last seen:
1 week 1 day ago

This is a pretty good cave interior for somebody new to modding. Cluttering is just about right, not too excessive but not too empty either. You feature a good amount of plants and light sources (though it would look better for the tiki torches if they were knocked down to have a radius 256 or lower to reduce greenlight). As said by Vern on discord, the rock placement in here is good but there could be a few more rocks. Also, one of the raised platforms (the one with a hammock and alchemy lab) has no stairway so getting up there is very difficult without high acrobatics. I'm not sure if this was the intention, but if it wasn't just throw down some stairs or rocks so that the player can get up there easier. Fix these things first and I can do a thorough object placement review regarding floaters and bleeders to be fixed. 

Erobb's picture
Erobb
Joined:
2022-12-15 02:37
Last seen:
1 year 11 months ago

Ok so!

More rocks! Added.

Switched tiki torches to 256 (This sparked much joy.)

Hammocked nook made more accesible via use of boulders.

I made an effort to address floaters and bleeders. I feel my handle of the interface improving, but guidance appreciated.

Danke.

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Binary Data TR_Showcase_Erobb_2.esp37.27 KB2022-12-17 05:39
Erobb's picture
Erobb
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2022-12-15 02:37
Last seen:
1 year 11 months ago

Bumpin' gently, hectic time of year I know!

 

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Ragox
Interior Developer
Joined:
2016-01-17 01:30
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3 weeks 2 days ago

It's already a nice cave and I think you're very talented for designing dungeons.

 

Here are a few issues that I've noticed though:

 

The object rotations need to be improved, there's quite a lot of bleeding going on. Set your camera zoom to 0.25 in the preferances, so that you can easily have a close look at them.

Objects aren't allowed to be bled into the cave floor, like the barrels and crates in your case.

The way up the rocky stairs near the entrance is too tight and can't be climbed without jumping. This needs to be fixed so that the NPCs won't get stuck there.

Add some wood into the firepits, the fire needs something to keep burning after all.

The mushroom placement is off, make sure they're placed in clusters of varying sizes together with violet coprinus like this:

Peter's picture
Peter
Developer EmeritusSenior DeveloperInterior Reviewer
Joined:
2021-09-07 12:38
Last seen:
1 week 1 day ago

 

Name: TR_Showcase_Erobb
Clean: Yes
Northmarker: Present
Pathgrid: Red sections need to be redone, paths are bleeding into the wall. You also used more nodes than you need there, check out cave ints in TR_Mainland for how to do pathgrids for corridors. 
Gridsnap: Good, no issues
Illegal to Sleep here: No - corrects

Lighting:

Snlight should be set to 0 since this is a cave, and without a light source from the sun there is no clear reason for the sunlight effect to take place. Ambient and fog setting are good.

Turn your object move and rotation down and adjust these so that no part of the object is bleeding into any other object or rock.
Bleeders:
- wooden staff
- chitin war axe
- chitin throwing star x4
- T_Com_CuttingBoard_01 
- misc_com_bottle_03 : Bleeding into a plank
- misc_com_bottle_03 : Bleeding and floating into the gorund near the roasting fish
- misc_de_goblet_04 x5 : You can just F these
- misc_com_bottle_12 
- misc_com_wood_bowl_03 x2
misc_com_wood_cup_02 
- misc_com_wood_spoon_01 x3 : One in the bowl is fine, but the bowl itself is floating so you'll need to move the spoon with the bowl and check it afterwards.
- misc_com_wood_knife x1
- T_Glb_Fauna_FishSlRst01
- barrel_smuggler_01
- de_p_chest_02_fclothes3 (also floating): It would be easier to just rotate or move this somewhere on a flat plane to avoid strenous rotations from it's current spot.
- T_Bk_AlchemistsGuideToSkoomaTR
- light_de_candle_15_64
- flora_bc_mushroom_02 x1 : Bleeding into the wall near the stash
- barrel_01_pos x2
- crate_Bandit_01 : Bleeding into cave wall on the ground in the stash
- crate_01_moonsugar : Same as above
- crate_01_empty : Same as above
- active_de_bedroll
- Light_Com_Candle_01 : near the bedrolls
- bk_poisonsong4 : 
- crate_01_steel_weapons
- barrel_01 : next to steel weapons crate in the dead end
- com_sack_01_moon sugar5 x2 : Floating as well
Floaters:
- misc_com_wood_bowl_03 x3 
- p_jump_b
- barrel_01_Ingredients
- ex_common_plat_corn : Floating and all of the objects placed on top 

Other: As mentioned by Ragox there should be some logs on the campfires. As per the mushrooms, you did use different mushroom variants but you should vary it up by using different size mushrooms in the groupings.

Fix these issues and I can recommend you for promotion!