Hlaalu House Interior Showcase

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HospitallerInaBoat's picture
HospitallerInaBoat
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Cell name is TR_FancyShack

 

 

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Binary Data TR_FancyShack_1.ESP17.1 KB2023-08-08 07:35
Peter's picture
Peter
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reviewing

Peter's picture
Peter
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On a first glance, I actually really like the cluttering and setpieces that you have going on here. The biggest issues come with technical stuff that is essentially conforming your style to TR standards, as well as familiarizing yourself with the TESAME program in order to clean your files before submitting for review.

  • Furn_De_Tapestry_M_01: Morag Tong-specific tapestry should not be used in a small de_p house
  • When placing objects on rugs you must account for the rotation, rather than bleeding items through like vanilla
  • TR standards don't permit using wall assets to subdivide rooms. Use the modular pieces to create rooms that align with the pillars and wood structural beams.

There is some setmixing going on here, which is using assets from a set group (de, com, sky, rga, etc.) in the incorrect corresponding interior or exterior. For example you used com_hutch_01_misc, which is a com furniture asset meaning these get used in imperial settlements, not dunmer. The chandeliers are also incorrect and you should use lanterns on ropes instead. Com candles should be replaced with de candles.

Silverware is actually OK considering this is a hlaalu interior and they are more chummy with western imports, but I would cut down significantly on the quantity if this was a real interior. Poor class shouldn't have a fully stacked cabinet of silverware.

Many items are floating and do not appear to be F-dropped. F dropping will place the object directly on the surface of another object to make placement easy. F-dropping can be faulty in a few situations (and will not work period with bendy furniture) so be sure to double check the placements afterwards.

While you did meet the requirement of 10 items placed on bendy furniture, they still appear unrotated and floating so you'll need to fix those as well.

Also you'll need to fix the tapestry placements so they are further away from the wall and part of the post is showing. Correct placement.

Name: TR_Fancy Shack
Clean: No, several dirty references -- clean with TESAME
Northmarker: Present
Lighting: Good
Illegal to sleep here: Yes, correct
Gridsnap: Items properly gridsnapped
Pathgrid: Can be simplified. Use less nodes and make sure the paths are not bleeding into other objects as this impedes the NPC's movements. Nodes should also not be placed on stairs
Fits exterior: No, closest fit is ex_hlaalu_b_06. Check the exterior of this shell against your interior. 
Scaled miscs: None, good


Fix these issues first and then I can go deeper into the object placement review regarding floaters and bleeders.

HospitallerInaBoat's picture
HospitallerInaBoat
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Try this one: 

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Binary Data TR_FancyShack_2.esp13.85 KB2023-08-12 07:36
Peter's picture
Peter
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Name: TR_FancyShack
Clean: No, two dirty static refs that need to be cleaned with TESAME
Northmarker: Present, good
Lighting: Ok, TR ints go a tad browner on the ambient but its fine
Illegal to sleep here: Yes, correct
Gridsnap: Good
Pathgrid: Some unnessecary nodes. Keep in mind that nodes do not designate stopping points for NPCS and they can stop at any point along the yellow line. 
Fits exterior: No, still missing the door on the top-right of the stairwell
Scaled miscs: none, good 

Floaters:
furn_de_rug_big_05 -- under bed, not bled to tassles
active_de_r_bed_01
potion_comberry_brandy_01
bonemold_helm
barrel_01_pos
com_basket_01_chpfood -- the one not on the shelf
com_basket_01_chpfood x2 -- on shelf, not rotated to be flush with shelf
com_chest_01_pos
light_de_candle_05 -- not flush with shelf
light_de_lantern_03_128 x2 -- bleeding through rope
misc_com_wood_spoon_02
chitin dagger
Misc_Com_Bottle_08 -- knocked over on table

Bleeders:
    bottles: Do not bleed these into the rack, rest on points
    potion_cyro_brandy_01 x4 
    potion_comberry_brandy_01 x3
    Potion_Local_Brew_01 x5 
com_sack_02_chpfood3 x2 -- too unrealstically bled into the floor
com_sack_03_saltrice_10 -- same as above, also keep in mind just because you can bleed sacks doesn't mean you should if you can avoid it
com_sack_01_saltrice_10 x3 -- bleeding through chest
potion_comberry_wine_01 x2
bk_ChangedOnes

Other:
The use of com candles is generally forbidden in dunmer ints, as was discussed on discord. Certain exceptions apply especially wrt silverware

Feel free to DM me on discord if you have any questions!

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HospitallerInaBoat
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Let's try this one:

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Binary Data TR_FancyShack_3.esp13.85 KB2023-08-17 00:10
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Peter
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Name: TR_Fancy Shack
Clean: Dirty. now the file has a TON of dirty statics. Make sure that youre using the most up-to-date versions of TData and the TD Addon. And don't do things like edit values of statics. I'm not sure what youre doing thats dirtying this but you should always be cleaning your files out with TESAME before submitting for review.
Northmarker: Present
Lighting: Ambient could be browner, but settings are acceptable
Illegal to sleep here: Yes, correct
Gridsnap: Good
Pathgrid: Better, still spot a couple of extra nodes that can be removed to optimize the layout and reduce filesize. and paths (yellow lines) bleeding through objects.
Fits exterior: Yes
Scaled miscs: None

Floaters:
furn_de_p_stool_01
crate_01_de_fclothes
furn_de_rug_01
furn_de_rug_big_05 -- not bled to tassles
furn_de_p_table_04
furn_de_p_chair_01 -- downstairs on the left
light_de_lamp_01 -- by the plant

Bleeders:
potion_cyro_brandy_03 x3
com_sack_02_chpfood3 x2 -- too aggressively bled into the floor
furn_de_p_bookshelf_01 (upstairs)
de_drawers_02_fclothes4
furn_de_p_table_02

Other:
Bed should be replaced with a de_p bed, this bed is only for rich ints
Taps can bleed into the wall a little more now. Not all of the post needs to show
furn_de_tapestry_02 -- basically only used in temple areas, so would replace with a normal decorative tap

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HospitallerInaBoat
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Alright, here:

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Binary Data TR_FancyShack_4.esp12.98 KB2023-08-21 05:23
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Peter
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Name: TR_Fancy Shack
Clean: Clean, good
Northmarker: Present
Lighting: 65/40/20 is the recommended setting, this is more red than brown
Illegal to sleep here: Yes, correct
Gridsnap: Good
Pathgrid: Good
Fits exterior: Yes
Scaled miscs: None

Floaters:

Bleeders:
furn_de_p_table_02 -- downstairs circular table with plant
Furn_de_rug_big_01 -- this one doesnt need to be bled

Other: 
Bed should be on one side of the room so that you can walk past it (vanilla standard). Also add a path next to the bed

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HospitallerInaBoat
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Here we go:

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Binary Data TR_FancyShack_5.esp13.02 KB2023-08-21 05:42
Peter's picture
Peter
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All issues addressed. Recommending for promotion!