Abbreviations
F= Floating / B= Bleeding / S= Look at the Screenshot / PG = Pathgrid / th = tetrahedron, point / sh = the silhouette (chairs etc.) / R = Resize / Re = Reposition / A = Adjust / Disp. = Disposition
General info.
Please add a version number to the name of your esp files. TIA.
Furniture is floating (a little) because of the silhouette (the CS assumes (after pressing "F") the bench (for example) is already on the floor, it's an error). Press "F" twice or thrice. All the furniture with silhouettes have the same problem.
Keep in mind that smaller objects near larger objects (NPC's included) tend to float.
Use a candlepuddle (static) for under your candles (when on a wooden and burnable surface).
Rotate objects, for example if you have 5 barrels (or cups etc.), in that way the handles will have a different angle. It looks much better.
It's a good idea to make a special key for containers, e.g. StRwContDunmerChestSmall02, and add the key to the NPC. It's more fun for thieves. Make sure you lock the containers with valuable stuff inside.
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Review
The Ground-floor.
STCTRHC26CandlestickFloor01Red256, F, Re
StRwMiscDunFishingpole, Re so that it leans against the post
StFurnDunmerRichBench02R (2x), F because of the rug
Rotate the StRwMiscDunMidGoblet01cups which are placed on the hutch.
The First floor.
Replace the MCDoubleBed01LR by a StFurnDunmerRichBedDouble(01R).
Pathgrid.
Don't bleed th's into the furniture.
Look at the screenshots, the left one is before the fix.
The right one shows the th touching the standing sh.
Please recheck the th's.
AI
StZKBDSavelreadPackage, uncheck once per day because you defined a time and duration. You could assign a chair (check persistent reference) to the NPC. Select near reference (location tab) and assign the chair.
The same applies to the StZKBDSavelreadPackage.
Customize the
Agression, Confidence, Energy level, Responsibility and
personality.
Be careful with the aggression value.
Usage of furniture and clutter.
The use of furniture sets should be consistent, either Imperial or Dunmer.
Try to use one class e.g. the claim description states poor it should be poor, so no rich items. Middle class leans towards rich so
it's ok to use middle class and rich items.
You don't have to change the hutch etc. because there's no alternative.
Replace the poor furniture by rich furniture.
General Remarks.
Assign ownership to the cell.
You don't need to assign ownership to a container because everything inside the cell is owned by the owner of the house, in this case a faction. Assigning ownership could be useful e.g. if you want to assign some of the stuff to the wife.
Lock a few containers.
Add a few windows to the interior and to the exterior building as well (matching with the interior).
You could use the "StExImpHook" for the lights.
Add more clutter (40 objects) there's enough room on the shelfs.
Quote:Originally posted by Zurke
Not sure why, as it was working fine previously.
The door problem is explained
-here-.
When I fixed your interior the tileset pieces changed hence the problem.
In combination with certain tileset pieces the door works perfectly and with others it doesn't.
Replace most of the Stc9LSCC0403ightDunLamp01fireyellow256 (and the other types) by fakes and use a light bulb (e.g. ARCreepyOrange600) types. For every three/four fake lights one light bulb, this will improve the FPS.