Cheat Sheet for mostly dunmer interiors with basic slang and rules. (Written with lot of imput from Denis418 and Peter ).
Worth noting is
https://wiki.project-tamriel.com/wiki/Interior_Guidelines
https://www.tamriel-rebuilt.org/content/hlaalu-interior-style-guide.
Books: https://docs.google.com/spreadsheets/d/1qnDrcL4PmvAABRYdoWPvEPg0hsW6l-5C...
https://docs.google.com/spreadsheets/d/1NhJgB3431Sj-90ivtc8SqI7I1O5drmER...
https://docs.google.com/document/d/1EIZlLLlBLir0Oe50o91U8sEqXksEzIASGUmn...
Bleeding: when 2 objects use same space/overlap.
Sacks, pillows and brooms and similar soft objects should bleed into floor a bit.
Rugs should bleed until tassles touch the ground.
Pottery with pointy bottom should bleed into ground.
Clothing should be tilted a bit a then it can bleed a little to ground.
Floating: when object doesn't touch the ground, sometimes one F is not enough.
Knives, boots, shields, paper rolls, bolts, spoons, Hackle-Lo Pipe, hammers, etc... should be tilted so one side lays on the ground.
Caspering: is when holes in meshes/geometry are visible to the player. Like seeing the underside of rocks that have no bottom
Z-Fighting: is when two overlapping meshes and textures glitch out and swap between eachother. Mostly happens with improper use of tile pieces.
Shell: layout of interior and should fit ext like other guides mentioned.
Underground/Cellar in Cities: 2 Levels of underground is usually ok but it can conflict with tombs, severs and so on.
Underground should match shell of building but some tardis is ok.
All Rocker: Verboten cave made only from rocks and not tile pieces.
Cobbling: mostly forbidden, using assets way they are not supposed to be.
Rescaling: item that can be taken can't be rescaled.
Crates, barrels, vases, and chests: do not rescale. These are standardized
Furniture: okay to rescale to a minimum of 0.9. Baskets and urns – ok to rescale between 0.9 and 1.1. Sacks: ok to rescale to a minimum of 0.75.
Flora – ok to rescale.
Lightning:
Sunlight values should be below 20 and set to 0 in places where sun cannot reach (i.e., caves, tombs, mines, etc.)
Try to create an ambient light value that corresponds with neighboring interiors to maintain consistency.
Fog should be set to a similar value as the ambient, with density value of 0.75 - 1 for interiors and 1-2 for dungeons.
As a general rule use 128 for lamps and lanterns and 64 for candles. There are exceptions granted that greenlight can be avoided.
Green Light: is bad light that can appear if you place object too close to light source.
Set mixing: do not mix p(poor), m(middle class) and r(rich) unless there is specific reason to like cellar, prison or servant quarters.
Style mixing:
Com can be imperial but also common. Universal com stuff:
Container: Sacks, Baskets, Com_Chest_11, T_MwCom_Var Barrels and crates are all ok in de ints but mind its content.
Light: candles (ones with no candlestick).
Different great houses prefer different candles, Telvanni has its bug lamps and blue lights (reserved for mages), Redoran has redvare and static candles (like light_de_candle_09), Hlaalu has your usual de candles.
Misc Item: most are common exept silver, I would also say metal plates and stuff but people use them.
Kitchenware Sets by price(can be mixed a little):
You-Need-Permission-To-Use-This Class: Ebonyware
Very Rich Class: Fine Glassware
Upper Class: Blueware, Goblets
Mid Class: Greenware, Yellowware, Redware, Common Plates
Lower Class: Wood, Stoneware, Redware, Vanilla Tankards
Foods:
Horse meat is if anything an imported delicacy but i'd avoid it tbh.
Stick with the usual, bread, hound meat, the TD morrowind meats, kwama/ornada/molecrab eggs, drumpear spice, local plants etc
imperial imported foods should still be used sparingly (i'd go with figs as an import and maybe garlic, rihad pepper for seasoning)
but dont go crazy on common veggies like cabbages and potatoes, that just cheapens the (morrowind) setting.
Alternative to honey is sweetpulp.
Bread: stick with the standard bread (and cuts) Deshaan bread in Narsis isn't completely unheard of but it shouldnt be everywhere
Armor:
Armun-An is vvardenfgell and armun ashlands (Basically the ashy areas)
T_De_BonemoldKrage is used in areas close to Kragenmoor (+Arvud).
T_De_Bonemold_Chuzei is an Indoril armor.
T_De_Bonemold_Stone is Redoran armor for Stone March (Bodrum and northward).
T_De_Bonemold_Ulvra is an Indoril armor.
T_De_BonemoldMarad - ??? bandit armor?
T_De_CanyonWatch - Shipal-Shin and Roth Roryn Hlaalu. Parts of Narsis.
T_De_ThirrBonemold - Indoril of Aanthirin?
T_De_IndChevAram - Indoril city guards.
T_De_HvChit - factionless?
T_De_Molecrab - Telvani armor.
T_De_Netch - factionless.
T_Dwe_Scrap - factionless.
Weapon:
T_Com_Farm could be used for any farm.
T_Com_Var is mostly for kitchens. And the harpoon is for docks/ships.
T_Com_Wood, T_Com_iron, T_Com_steel, T_Com_silver is for everyone. But see if the design of a particular item is not too Imperial (when used for native Dunmer).
T_De_Aena - Velothi peasant weapons. Might be soon deprecated. Though, sickle is good as a farm tool.
T_De_Bonemold, T_De_Chitin, T_De_Corkbulb, T_De_Wooden - suitable for any Dunmer faction.
T_De_Dreugh, T_Dwe - middle/high-level Dunmer equipment.
T_De_Glass, T_De_Ebony, T_Dae - high-level gear.
Flora: SH caves can include Lichen, Yam Orb and Veiled Urnula.
2020-12-31 14:03
15 hours 19 min ago
Bleeding:
Floaters:
Style mixing:
Shelf clutter:
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