Kronifer's Interior Showcase

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kronifer
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Cell name is "Balmora, Kronifer's Showcase". There's also an exterior just south of Balmora on the banks of the Odai river (not a good one!)

Idea around the interior is a house owned by a poor weaver, who is also a devout follower of the Tribunal. As such, there is a loom located right next to a prayer area. Upstairs is a small dining area followed by a bedroom. It's probably not great, I only picked up the construction set a few days ago. File should be clean of any and all dirty edits and have a decent pathgrid.

EDIT:  uploaded new file with some interior changes

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Binary Data tr_kronifer_showcase_int.ESP13.22 KB2023-04-02 06:42
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kronifer
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Update:  Some changes made were requested on Discord, some were made to improve the environment.

  • Added food urns and a tapestry to the bottom floor 
  • Added a window near the bottom floor door (exterior i made updated to reflect this)
  • Fixed the lanterns so they are no longer floating in the air
  • fixed a crate to make it not clip inside of a wall
  • Rearranged the clutter on top of the drawers in the bedroom
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Binary Data tr_kronifer_showcase_int_rev1.ESP13.83 KB2023-04-02 16:44

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kronifer
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More revisions!

  • Added shelving to the lower floor with a large amount of cloth bolts (weaver backstory)
  • Moved crates to corner of first floor
  • Removed potted plants on second floor and replaced with food containers
  • Adjusted some items to properly fit on de_p furniture

 

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Binary Data tr_kronifer_showcase_int_rev2.ESP10.25 KB2023-04-02 22:26

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Denis418
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Good day, and thank you for your showcase! Kindly see some feedback below:

Name: Balmora, Kronifer's Showcase

Clean: No. You should clean your file in a cleaning tool, like TESame. Only things that should be in your plugin are you interior cell and your pathgrid (+your exterior changes in your case).

Northmarker: Ok

Light: Ok, but it’s preferable to keep Sunlight values around 20.

Illegal to sleep here: Yes, correct.

Gridsnap: in_hlaalu_hall_stairsl doesn’t seem to be gridsnapped propery - there’s a gap.

Pathgrid: You are correct in guessing that the elevation of the nodes is not important. But you have to connect the nods at the bottom and on top of the staircase. Also, the connection between the bedroom node and the node near the dining table is unnecessary.

Fits exterior: Yes

Floaters:

  • Carpets with tassels – you have to sink these carpets into the ground until their tassels rest on the floor. Don’t forget to adjust the placement of whatever objects were standing on said carpets when you sink them.
  • furn_shrine_tribunal_01
  • misc_de_foldedcloth00
  • misc_de_foldedcloth00
  • misc_de_foldedcloth00
  • furn_de_loom_01
  • furn_de_p_table_05
  • furn_de_p_chair_01
  • T_De_StonewarePitcher_01
  • misc_com_wood_knife – we assume that knives' and daggers’ blades are heavier than their handles. And they have to be tilted, so the tip touches the surface it’s on.
  • iron dagger – same as above
  • furn_de_p_shelf_02 above the bed – doesn’t touch the wall.
  • light_de_candle_09_94                              
  • light_de_candle_09_94
  • T_De_HackloPipe_01 – this object should be carefully placed on its side, so at least three points of its body touch the surface.
  • The three books do not touch each other or the bookends.
  • Bleeders:
  • T_MwCom_Var_Sk1CpFood1/2 bleeds too much into the urn. With my version of Tamriel Data, the object below it doesn’t exist, so the sack floats mid air.
  • furn_de_cushion_square_02 – bleeds into the floor.
  • tr_crate_01_clothing – into the tapestry and the wall.
  • 2 ropes with lanterns on the top floor – bleeds through the ceiling beams and stick out from the other side.
  • T_De_StonewarePlate_03 – into the table.
  • potion_local_liquor_01 (northern one) – into the drawers
  • active_de_p_bed_04 into the base of the wall with its head side.

Rescaled misc items:

  • T_IngFood_MeatKagouti_01
  • misc_clothbolt_01
  • misc_clothbolt_01
  • misc_clothbolt_01
  • misc_clothbolt_02
  • misc_clothbolt_02
  • misc_clothbolt_02

You shouldn’t change the scale of misc and other inventory items, because when the player picks them up, they recover their original 1.0 scale.

Rescaling other objects: you can rescale natural objects, like rocks and plants. But avoid rescaling man-made things. Do it only if you really need to (like, scaling down a bed to 9.0 to fit it in an alcove). Never rescale crates and barrels though – these have standartised size, so they could create neat stacks in warehouses and cargo holds.

Other:

  • Lanterns on horizontal ropes – it’s best to place such lanterns in the lowest point of the rope’s bow, because this is what the gravity would do to them. Also, make sure your lantern’s loop has a rope in its center as well. Currently, your bottom-floor lanterns are off-center in both senses.
  • Tapestries – the stick that holds a tapestry should be placed in the plaster above the horizontal wall beam. Fix all of your tapestries and rescale them back to 1.0. Also, the tribunal tapestry mostly belongs in Temple buildings, not houses.
  • Tribunal altars – these objects do not belong in houses as well. They’re for temples, shrines and pilgrimage sites. To create a home shrine, you could place a small table with an opened temple book, and put a prayer stool next to it.
  • The bottom entrance door sticks out too much into the interior. Sink it deeper into the doorjamb.
  • furn_planter_01 is caspering (you can see through its bottom). Reposition it so its transparent bottom is concealed.
  • de_drawers_02_navilies – this is a named item, which means, it was created for a specific vanilla NPC. Try to avoid using these. You could guess if the item is unique by the number of its usages in the game (shown in a specific column).
  • Sacks and pillows (not cushions) – these objects are considered soft, so you have to sink them into the surface for a couple of inches to replicate that effect.
  • You could place more items on the top of the bookshelf. Stuff like bottles, baskets, and food.

General feedback: Good work here. You clearly have a good grasp of how to plan your interior. Also, I can see that you understand how to place clutter flush with uneven surfaces. Just some instances need fixes. And take a closer look at furniture bases when you place it – it’s easy to leave it floating. Fly your camera below the object to notice any placement errors.

Kindly fix these points and I’ll recommend you for promotion. We’ll be glad to have you alongside us. Also, you could upload your finished showcase house on Nexus as a player home or a basis for future quest content.

Unrelated to this showcase:

Your exterior doors seem to not fit the doorjambs. Especially the top one. Take a look at which doors does Balmora use for its houses, and copy them (remember to reasign your doormarkers too).

You could win more space under the staircase if you rotate the house counter-clockwise a bit, so the rock doesn’t block the stairs access. Remember to adjust your northmarker if you do this.

There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment. 
The one who fears is not made perfect in love. 1 John 4:18

kronifer's picture
kronifer
Interior DeveloperQuest Developer
Joined:
2023-04-02 06:01
Last seen:
1 month 1 week ago

Thanks for the feedback! Most of that should be fixed now.

Changelog:

  • Fixed all the floaters (i think)
  • Connected pathgrid
  • Resnapped stairsl
  • Fixed bleeders (again, i think)
  • Repositioned lanterns to bottom of rope
  • Rescaled and replaced tapestries
  • Removed the altars and replaced them with a more appropriate prayer area
  • Moved the door back into the doorjamb
  • Fixed the caspering planter
  • Fixed the drawers being a named item
  • Added some items to the top of the bookshelf
  • Sunk the pillows and sacks in a tiny bit
  • Removed rescaled misc items

The mod is cleaned, however there are a few custom items simply due to some lights being too bright and were in need of a tunedown, that's why there were extra refs. I appreciate the feedback, and please let me know if there's anything else to fix.

EDIT:  Moved bedroom lamp so opening the door doesn't make the door clip through it

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Binary Data tr_kronifer_showcase_rev3.1.ESP9.97 KB2023-04-04 00:27

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Denis418's picture
Denis418
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Thank you for the prompt response! I can see you've fixed a lot. Some notes:

  • T_De_StonewarePlate_03 is still bleeding with one side and floating with another slightly.
  • furn_de_tapestry_12 above the staircase is bleeding through the wall poking out from the other side.
  • tr_light_de_lantern_03_128 above the stairs is floating above its rope with its loop. Also, the northern end of the rope doesn't reach the ceiling.

Changing lightsource values: it's best to find pre-made lightsources with a suitable value. With vanilla and Tamriel Data you should be able to find every possible light source needed. For shelves, use 64 radius. For broader areas (hallways, hanging lights) - use 128-200. For exteriors or big dungeon rooms - use 300.

Interior Lighting settings: your Sunlight values are still too high. Kindly, lower them to around 20.

  • Floating sack - not sure if it's on my end, but I just don't have the object that supports this sack between two urns.
  • Bedroom lantern floats above its rope with its loop.
  • Books on the shelf - all of them still have gaps between each other. Check the screenshots in Discord for each individual gap.
  • All bottom floor lanterns need a more precise positioning of their loops. They're either floating or bleeding being off-center. Aim for this position.
  • One misc_de_foldedcloth00 is floating and another one is bleeding with its corner.
  • misc_de_lute_01 doesn't quite touch the surface with its handle.

Some more on tapestries: you can sink them some more into the wall, so they won't eat too much space of the interior. But keep a couple inches of the stake before the knot visible.

General: You're building up the skill alright, and you have almost everything you need to start. Don't worry about the issues found - the more we find them during the showcase, the more skillfull you'll be after it. It's a relief to review interiors of a claimant who understands most of these things. Kindly fix these, and I'll recommend for promotion.

 

There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment. 
The one who fears is not made perfect in love. 1 John 4:18

kronifer's picture
kronifer
Interior DeveloperQuest Developer
Joined:
2023-04-02 06:01
Last seen:
1 month 1 week ago

Thanks for the feedback, those should all be fixed but 1:

Changelog:

  • Fixed floaters/bleeders
  • Sack is on your side, see Discord
  • Bedroom lantern no longer floating
  • Books touch now
  • Bottom floor lanterns repositioned
  • Cloths fixed
  • Lute touches the surface
  • Sunk some tapestries in

The one thing not fixed was 1 custom light, neither TR_Data or Vanilla had what I needed. Otherwise, it should be good now. I might have missed 1 or 2 things as I was rushed this morning, if anything's wrong I'll fix it after classes.

EDIT:  Replaced the sack upstairs with one from vanilla with the correct model (Sorry Denis!).

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Binary Data tr_kronifer_showcase_rev4.1.ESP9.65 KB2023-04-04 23:05

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Denis418's picture
Denis418
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Thank you,

Almost everything seem to be fixed. Only a couple of things left:

You have to remove all custom containers and lights, and replace them with vanilla or TD variants. If they don't 100% match with their contents, just use something similar. Also, clean these custom stuff out with TESame. The items are:

  • 3 x tr_crate_01_clothing
  • tr_de_drawers_02_clo
  • 2 x light_de_candle_09_94
  • tr_de_p_chest_02 (not present in the interior)

We create custom items/objects on a very rare occasion. It is almost always done for quest purposes. Otherwise, we'll fall victim to item list bloat. If there's a container or light source that is highly needed for development in general, it's best to submit an asset request, so it'll be added to Tamriel Data. Currently, all present custom assets could be replaced with vanilla or TD variants. For example, the bedroom candles could be swapped with a differend variant with dimmer light.

Tip: to quickly replace an object with a similar one on its place, use Search and Replace function. This would be the best way to replace the drawers.

General: I believe, you'll be good for promotion in the shortest time. Just fix these issues, please.

There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment. 
The one who fears is not made perfect in love. 1 John 4:18

kronifer's picture
kronifer
Interior DeveloperQuest Developer
Joined:
2023-04-02 06:01
Last seen:
1 month 1 week ago

Thanks for the final list, everything has been fixed.

Changelog:

  • Removed and replaced all custom items from the interior and cleaned with TESAME with the one exception of the lamp which required a custom item, I believe you cleared this as no lamp had the required light value. However in the future I will ensure not to add custom items unless it is done for a reason through the asset browser.
  • Didn't remove the candles as surprisingly enough those are vanilla and not added by my plugin
  • Fixed the floating cloth and lamp

Everything should now be fixed! It's been quite the journey. Thanks to everybody for the tips and helpful feedback.

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Binary Data tr_kronifer_showcase_rev_final.ESP8.75 KB2023-04-05 15:09

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Denis418's picture
Denis418
ModeratorSenior DeveloperExterior DeveloperInterior ReviewerQuest Developer
Joined:
2020-12-31 14:03
Last seen:
17 hours 52 min ago

Thanks, that should do it. Some feedback, but you don't have to fix it:

  • The lantern bleeds too much into the rope for my taste.
  • You can use lamps (candles on a stand) of 128 radius freely in your interiors. Just make sure that it doesn't cause green light (coloring neighboring surfaces in green). Hence, you don't need the custom created lamp either.
  • Just so you know, your containers have female clothes. F in the ID represents female. It's totally normal though, just explaining the naming conventions of some assets.

(Unrelated to interior showcase) the central exterior cell of Balmora is dirtied by your plugin. You could see, that TESame shows two Balmora cells -- one hosts your house, and another one is north of it, the Balmora proper. For the cleanest result, you need to clean the northern cell away. Also, if you plan to put this house on Nexus (it's good to serve as a player home), do fix that rock blocking the staircase. You can't simply delete it, because it'll leave dark vertex shading on the ground, so I suggest you rotate the house.

Issues fixed, recommend for promotion. Thank you for your patience and dedication!

There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment. 
The one who fears is not made perfect in love. 1 John 4:18