Thanks for your submission! we are happy to have a new person working alongside us.
Review notes:
Name: Seyda Neen, Melshan's House <- it's a convention to give your itneriors a TR_ prefix. It's easier to find them in the list that way.
Clean: no, has a lot of dirty refs. Use TESame to clean your file of everything, except your cell and your pathgrid. You can leave the NPCs since you've clearely added them on purpose. But usually, interior developers do not place NPCs. We place NPC markers with ideas for quest developers to pick up. Also, a lot of dirty refs in your file probably appear because when you close the property window of an item, you press Save, instead of Cancel. You should always press Cancel, because otherwise your work with this item will affect every copy of the item in the game.
Lighting: Sunlight is too high, put it at 15-20. Tweak Ambient to be light brown for a Hlaalu interior. Put your Fog values above 0. Ten will be enough.
Illegal to sleep: Yes, correct.
Pathgrid: You have to add pathgrid into your interior, so the NPCs would know how to navigate it.
Fits exterior: No. There is a window outside, but it isn't present in the interior (just copy it). Also, the interior is too wide for its exterior. Make it 2x3 tiles. In addition, for your showcase you are expected to make a two story house. In your case, you have to create a basement with a staircase leading to it from the ground floor.
Gridsnap: Good.
Floaters (items violate gravity):
com_drawers_01 - floats 1 foot above the floor. Also, these drawers are rich, while your interior (as per showcase guidelines) should be poor. Another thing is these drawers are from com (common) set, which is usually used in imperial houses, rather than Dunmer. Replace this piece of furniture with a poor Dunmer equivalent.
2 x furn_de_r_chair_03 - it floats above ground, but also touches the carpet with its front side. Carpets are considered solid objects in our development, and any object that partially stands on a carpet should be tilted according to the elevation, the carpet provides to it. But usually, we just avoid placing objects halfway on the carpets, and either place them wholly on or completely off the carpets. Another issue with these chairs is that they are rich (_r_) Dunmer furniture. Find poor equivalents to replace them.
misc_com_plate_01 - floats mid-air. Press F while having it selected to drop the item on the surface below.
2xmisc_com_wood_spoon_01 - its handle doesn't touch the table. Rotate this item, so it would rest on the surface with at least two points.
2xmisc_com_wood_knife - knives have to be rotated, so their tip would touch the surface.
iron dagger - same as above.
misc_com_redware_pitcher
2xingred_crab_meat_01 - needs an additional F-drop.
misc_uni_pillow_01 - pillows (and sacks, and clothes) are soft object and we have a rule to bleed them into the surface for 1-3 inches.
com_basket_01_food
misc_clothbolt_02
bk_guide_to_balmora
Bleeders (objects poke through other objects violating physics):
furn_com_rm_table_03 - bleeds into the carpet with its legs. Also, it is a middle-class imperial table, replace it with a poor Dunmer counterpart,
2xfurn_de_screen_guar_01 - into the floor.
active_de_p_bed_05 - into the wall with its hind legs.
Other:
light_com_lantern_01 - replace this with a Dunmer (DE) light source.
Light_Com_Candle_01 - same as above.
furn_com_tapestry_05 - replace this common tapestry with a Dunmer tapestry.
furn_com_tapestry_05 - same as above, plus, this tapestry is facing inward.
com_chest_01 - replace this common chest with a Dunmer chest.
Coins on the night table could use some rotation alongs the z axis, because they look copied.
Having a skull with soul gems is too much for a poor Dunmer household.
chest_small_01_gold_ran - only use lock values in the increments of 5 (even though, vanilla has an instance of a lock with level 1). For the poor Dunmer house locks of 5-30 level are ok.
Furn_De_R_Bookshelf_02 - it's a rich shelf. Use De_p furniture everywhere in your interior. Specifically, vanilla versions of it. Because the point of a showcase is to learn how to put items flush on a crudely-surfaced furniture.
General: Good start. Keep up the good work!
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
Generally, it is best to place your basement completely under the ground floor. Without empty space. Though, you are allowed to bleed outside the building's perimeter if the basement has to be particularly big. In your case, having a basemet one tile displaced from the perimeter is unnecessary. Place it under the ground floor, please. For this, you might want to use a different set of stairs. Probably, from Tamriel Data.
The house should be devided into distinct rooms. Open layouts like this are more fitting to rich interiors. While poor ints should feel cramped (not intraversable though).
Vessels with pointy bottoms have to be bled into the surface so as to look like normal flat-bottomed vessels. Same with the egg basket below.
The two blueware candles are too expensive for poor interiors. You can guess a blueware item by its distinct blue wavy texture.
Items on bent surfaces should be rotated in order for them to lay flush. Currently, almost every hard-surfaced item on the bookshelves either floats or bleeds into the shelf. Take a look at this video for tips about item rotation. The item's bounding box in most cases should remain visible. That is a sign that the item's bottom is flush with the surface. When a part of the bounding box is absent, it shows that the rotation is not parallel to the surface below.
The wooden knife is now floating with its handle. It needs more rotation. While the spoons are bleeding into the table. You have to rotate them.
The 3 sacks on the bookshelf aren't touching the shelf.
There should be more than one tapestry. Ideally, 2-3 per floor. 2 variants.
de_p_chest_01_baradras - is a unique chest belonging to a certain vanilla NPC whose name is in the ID (Baradras). Avoid using such assets, and instead look for the ones that have lots of use counts in the CS. If you see that an asset is used 0 or 1 time in vanilla, avoid it.
Flat sacks should also be bled into the floor, like pillows and the round sacks.
Northmarker: it's best to not put it inside the actual interior. Let it float in the void nearby it, to not obstruct the view.
Pathgrid: you want to have as little nodes as possible. Try to place only one node between the obstacles that could be reached to it with an arm. Also, do not connect every neighbouring node. Having a square or triangle grid of connections is enough. Finally, you don't generally want to place nodes mid-stairs. Because NPCs stop at nodes. And when they stop in the middle of the stairs, they block the player's way. Take a look at the recent TR release interior for an example of pathgrid (not caves though).
Clean: No, the file is not clean. You should clean these items from it. Refer to Tesame tutorial on how to do it (two clicks).
General: you have addressed a lot of issues from the previous version. Well done. Your understanding of interior development is building up. Soon, you'll have everything there is to know to create quality interiors.
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
Clean: Yes. Take note that you've cleaned out your exterior - there's no house in Seyda Neen anymore. It's ok, since you don't have to create an exterior for the showcase (or interior development, really). But just so you know how it works.
Fits the shell: Yes, fits ex_hlaalu_b_05.
Pathgrid: Good
Lighting: Good
Gridsnapping: Good
Northmarker: Present, good.
Issues:
On the round table:
the knife is not quite touching the surface with its tip yet.
The spoon is still not touching it with its handle.
T_News_Bellman_29 floats.
misc_com_plate_01 - floats 3 milimetres above and needs to be rotated according to the elevation of the surface below.
The table itself - furn_de_p_table_01 - is floating above ground.
On the topfloor bookshelf:
Every item on the lower shelf is either floating or not sitting flush (except the pointy bottomed bowl).
The chest is not sitting flush on the middle shelf. And the bottom 2 books in the stack aren't connected with each other or the shelf.
The pair of plates on the top shelf is floating. The platter doesn't sit flush, and its contents are either floating or bleeding into it (turn Wireframe mode W to see through). The rightmost jug is floating (F-drop it) and the left one isn't sitting flush.
The shelf near the door is not connected to the wall with its southern end. Use Angle Snap button to rotate the shelf in the increments of 45 digrees.
The tapestry opposite the entrance is bleeding into the beam with its stake. Raise it above the beam like the other tapestry you have.
The round sack near it - Com_Sack_02_Ingred - is bleeding too much into the floor. Raise it a bit, so it'd be sunk no more than the similar sacks you have on the bookshelf.
Bottom floor:
The basket that's in the corner is floating.
The nighttable is floating very slightly.
The bottom bookshelf:
On the bottom shelf, the blue jug is ok, but the right one isn't sitting flush. The egg basket is good. But the 3 eggs pointed to the wall bleed too much into the basket.
On the middle shelf, the yellow mug closer to the user is ok, but the one closer to the wall isn't sitting flush.
5 out of 9 redware flasks on the top shelf aren't sitting flush. The rest of the top shelf's contents aren't properly rotated either.
Other:
If you'd like to learn using NPC markers, open yours and type some NPC information into it. Then, give it a unique ID that starts with TR_ and then has the number of the map (TR world is divided into maps, Vvardenfell is considered map0), and then add the NPCs name into your ID. After that, hit Save button (yes, this is the time), and agree to create a new object.
You should be aware that all of your containers on the bottom floor are empty (sacks and baskets). You'll probably want to swap some of them for filled variants. To replace an object without moving it around, select it in the cell, then hit Edit, and Search and replace. A window similar to this function in Word will be opened. Check the Selection Only box, if you don't want to swap all instances of this object in this cell. Then scroll the lower dropdown window until you find an object you'd like to place instead of the selected one in your cell. Hit Ok to make it happen. Very useful tool for swapping objects that are hard to rotate.
General: You have shaped your interior into a good form. There's only two things you need to focus on right now:
1. Work on your item rotation and placement. Take a look at this written tutorial for additional tips to make it easier.
2. Not a hard requirement right now, but it would be best if you introduce more variety into your clutter. Currently, it has a lot of copies. 2-3 copies of one item across the interior is ok. But 9 redware flasks in one place is overdoing it. Swap some with other similar items (your bottles and jugs are properly varied though). The same with containers: swap some with something different-looking, like chests, barrels or small baskets.
Keep up the good work. You're doing good and we're closing in. Soon, you'll have the skills to be one of the best interior developers of the community. And don't worry, your claim development will be much faster than the showcase.
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
Thanks for your perseverance. It will be rewarded.
The shelf near the entrance is disconnected from the wall with its northern end.
Pointed out 9 floaters and bleeders on Discord in screenshots.
While you at it, I have a couple of additional suggestions: add a Dunmer lantern hanging on a rope above the staircase. Pick the one brighter than 64, but dimmer than 300. Stairs need illumination for safety measures. Also, you could place another tapestry behind the round table to live up the dinning place.
Fix this 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
The 3rd version was already good. 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
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A quick overview of new and updated content can be found in your dashboard. If you are interested in our ongoing development, check out the claims browser and the asset browser.
2020-12-31 14:03
16 hours 35 min ago
Thanks for your submission! we are happy to have a new person working alongside us.
Review notes:
Name: Seyda Neen, Melshan's House <- it's a convention to give your itneriors a TR_ prefix. It's easier to find them in the list that way.
Clean: no, has a lot of dirty refs. Use TESame to clean your file of everything, except your cell and your pathgrid. You can leave the NPCs since you've clearely added them on purpose. But usually, interior developers do not place NPCs. We place NPC markers with ideas for quest developers to pick up. Also, a lot of dirty refs in your file probably appear because when you close the property window of an item, you press Save, instead of Cancel. You should always press Cancel, because otherwise your work with this item will affect every copy of the item in the game.
Lighting: Sunlight is too high, put it at 15-20. Tweak Ambient to be light brown for a Hlaalu interior. Put your Fog values above 0. Ten will be enough.
Illegal to sleep: Yes, correct.
Pathgrid: You have to add pathgrid into your interior, so the NPCs would know how to navigate it.
Fits exterior: No. There is a window outside, but it isn't present in the interior (just copy it). Also, the interior is too wide for its exterior. Make it 2x3 tiles. In addition, for your showcase you are expected to make a two story house. In your case, you have to create a basement with a staircase leading to it from the ground floor.
Gridsnap: Good.
Floaters (items violate gravity):
com_drawers_01 - floats 1 foot above the floor. Also, these drawers are rich, while your interior (as per showcase guidelines) should be poor. Another thing is these drawers are from com (common) set, which is usually used in imperial houses, rather than Dunmer. Replace this piece of furniture with a poor Dunmer equivalent.
2 x furn_de_r_chair_03 - it floats above ground, but also touches the carpet with its front side. Carpets are considered solid objects in our development, and any object that partially stands on a carpet should be tilted according to the elevation, the carpet provides to it. But usually, we just avoid placing objects halfway on the carpets, and either place them wholly on or completely off the carpets. Another issue with these chairs is that they are rich (_r_) Dunmer furniture. Find poor equivalents to replace them.
misc_com_plate_01 - floats mid-air. Press F while having it selected to drop the item on the surface below.
2xmisc_com_wood_spoon_01 - its handle doesn't touch the table. Rotate this item, so it would rest on the surface with at least two points.
2xmisc_com_wood_knife - knives have to be rotated, so their tip would touch the surface.
iron dagger - same as above.
misc_com_redware_pitcher
2xingred_crab_meat_01 - needs an additional F-drop.
misc_uni_pillow_01 - pillows (and sacks, and clothes) are soft object and we have a rule to bleed them into the surface for 1-3 inches.
com_basket_01_food
misc_clothbolt_02
bk_guide_to_balmora
Bleeders (objects poke through other objects violating physics):
furn_com_rm_table_03 - bleeds into the carpet with its legs. Also, it is a middle-class imperial table, replace it with a poor Dunmer counterpart,
2xfurn_de_screen_guar_01 - into the floor.
active_de_p_bed_05 - into the wall with its hind legs.
Other:
light_com_lantern_01 - replace this with a Dunmer (DE) light source.
Light_Com_Candle_01 - same as above.
furn_com_tapestry_05 - replace this common tapestry with a Dunmer tapestry.
furn_com_tapestry_05 - same as above, plus, this tapestry is facing inward.
com_chest_01 - replace this common chest with a Dunmer chest.
Coins on the night table could use some rotation alongs the z axis, because they look copied.
Having a skull with soul gems is too much for a poor Dunmer household.
chest_small_01_gold_ran - only use lock values in the increments of 5 (even though, vanilla has an instance of a lock with level 1). For the poor Dunmer house locks of 5-30 level are ok.
Furn_De_R_Bookshelf_02 - it's a rich shelf. Use De_p furniture everywhere in your interior. Specifically, vanilla versions of it. Because the point of a showcase is to learn how to put items flush on a crudely-surfaced furniture.
General: Good start. Keep up the good work!
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
2020-12-31 14:03
16 hours 35 min ago
Second version review:
Name: TR_Seyda Neen, Fadlen's House
Generally, it is best to place your basement completely under the ground floor. Without empty space. Though, you are allowed to bleed outside the building's perimeter if the basement has to be particularly big. In your case, having a basemet one tile displaced from the perimeter is unnecessary. Place it under the ground floor, please. For this, you might want to use a different set of stairs. Probably, from Tamriel Data.
The house should be devided into distinct rooms. Open layouts like this are more fitting to rich interiors. While poor ints should feel cramped (not intraversable though).
Vessels with pointy bottoms have to be bled into the surface so as to look like normal flat-bottomed vessels. Same with the egg basket below.
The two blueware candles are too expensive for poor interiors. You can guess a blueware item by its distinct blue wavy texture.
Items on bent surfaces should be rotated in order for them to lay flush. Currently, almost every hard-surfaced item on the bookshelves either floats or bleeds into the shelf. Take a look at this video for tips about item rotation. The item's bounding box in most cases should remain visible. That is a sign that the item's bottom is flush with the surface. When a part of the bounding box is absent, it shows that the rotation is not parallel to the surface below.
The wooden knife is now floating with its handle. It needs more rotation. While the spoons are bleeding into the table. You have to rotate them.
The 3 sacks on the bookshelf aren't touching the shelf.
There should be more than one tapestry. Ideally, 2-3 per floor. 2 variants.
de_p_chest_01_baradras - is a unique chest belonging to a certain vanilla NPC whose name is in the ID (Baradras). Avoid using such assets, and instead look for the ones that have lots of use counts in the CS. If you see that an asset is used 0 or 1 time in vanilla, avoid it.
Flat sacks should also be bled into the floor, like pillows and the round sacks.
These clothbolts are bleeding and floating.
chest_small_01_gold_ran is facing the wall with its look. It should face the user.
The hammock pillow is bleeding through.
Lighting: good.
Illegal2sleep: Ok
Northmarker: it's best to not put it inside the actual interior. Let it float in the void nearby it, to not obstruct the view.
Pathgrid: you want to have as little nodes as possible. Try to place only one node between the obstacles that could be reached to it with an arm. Also, do not connect every neighbouring node. Having a square or triangle grid of connections is enough. Finally, you don't generally want to place nodes mid-stairs. Because NPCs stop at nodes. And when they stop in the middle of the stairs, they block the player's way. Take a look at the recent TR release interior for an example of pathgrid (not caves though).
Clean: No, the file is not clean. You should clean these items from it. Refer to Tesame tutorial on how to do it (two clicks).
General: you have addressed a lot of issues from the previous version. Well done. Your understanding of interior development is building up. Soon, you'll have everything there is to know to create quality interiors.
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
2023-01-29 19:36
7 hours 56 min ago
Done, hopefully this fixed most if not all the issues, let me know if I need to change anything else!
2023-01-29 19:36
7 hours 56 min ago
Bumping
2023-01-29 19:36
7 hours 56 min ago
Bumping
2020-12-31 14:03
16 hours 35 min ago
Nice work!
Name: TR_HlaaluInterior
Clean: Yes. Take note that you've cleaned out your exterior - there's no house in Seyda Neen anymore. It's ok, since you don't have to create an exterior for the showcase (or interior development, really). But just so you know how it works.
Fits the shell: Yes, fits ex_hlaalu_b_05.
Pathgrid: Good
Lighting: Good
Gridsnapping: Good
Northmarker: Present, good.
Issues:
On the round table:
On the topfloor bookshelf:
Bottom floor:
The bottom bookshelf:
Other:
If you'd like to learn using NPC markers, open yours and type some NPC information into it. Then, give it a unique ID that starts with TR_ and then has the number of the map (TR world is divided into maps, Vvardenfell is considered map0), and then add the NPCs name into your ID. After that, hit Save button (yes, this is the time), and agree to create a new object.
You should be aware that all of your containers on the bottom floor are empty (sacks and baskets). You'll probably want to swap some of them for filled variants. To replace an object without moving it around, select it in the cell, then hit Edit, and Search and replace. A window similar to this function in Word will be opened. Check the Selection Only box, if you don't want to swap all instances of this object in this cell. Then scroll the lower dropdown window until you find an object you'd like to place instead of the selected one in your cell. Hit Ok to make it happen. Very useful tool for swapping objects that are hard to rotate.
General: You have shaped your interior into a good form. There's only two things you need to focus on right now:
1. Work on your item rotation and placement. Take a look at this written tutorial for additional tips to make it easier.
2. Not a hard requirement right now, but it would be best if you introduce more variety into your clutter. Currently, it has a lot of copies. 2-3 copies of one item across the interior is ok. But 9 redware flasks in one place is overdoing it. Swap some with other similar items (your bottles and jugs are properly varied though). The same with containers: swap some with something different-looking, like chests, barrels or small baskets.
Keep up the good work. You're doing good and we're closing in. Soon, you'll have the skills to be one of the best interior developers of the community. And don't worry, your claim development will be much faster than the showcase.
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
2023-01-29 19:36
7 hours 56 min ago
Hopefully fixed everything, let me know if anything else isn't flushed, bleeding, or floating. Fixed the barrel not appearing.
2020-12-31 14:03
16 hours 35 min ago
Thanks for your perseverance. It will be rewarded.
The shelf near the entrance is disconnected from the wall with its northern end.
Pointed out 9 floaters and bleeders on Discord in screenshots.
While you at it, I have a couple of additional suggestions: add a Dunmer lantern hanging on a rope above the staircase. Pick the one brighter than 64, but dimmer than 300. Stairs need illumination for safety measures. Also, you could place another tapestry behind the round table to live up the dinning place.
Fix this 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
2023-01-29 19:36
7 hours 56 min ago
Fixed the issues, added the extra tapestry, and the rope and lamp.
2023-01-29 19:36
7 hours 56 min ago
Shelf fixed?
2023-01-29 19:36
7 hours 56 min ago
Done
2020-12-31 14:03
16 hours 35 min ago
The 3rd version was already good. 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