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.
Miscellaneous.
[blockquote]
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 an activatorflamenode04 etc. it gives a nice sound of a burning fire.
Add an activator StRwActMusicForReichParkeep (under the interior, only for Soluthis). Do not use "Default" music, it produces unexpected results with the StreamMusic script function.
How do I keep my mod clean?
Avoiding contaminations.
Use a candlepuddle (static) for under your candles (when on a wooden and burnable surface).
If the PG between e.g. the basement and the house is interrupted (both in the same cell) you'll have to use a subspace (miscellaneous>>Subspace).
[/blockquote]
AI.
- Packages should start with StXX... etc. (XX = your modding ID)
- For the location: Don't use "in cell", it can produce unexpected behavior.
- Make sure that the packages are chronological (use the left arrow key).
- Add a wander package type: Time and duration any and none. Specify a radius (near editor location) of 1024 etc.
[indent][/indent][indent][/indent]
This is always the last package in the list.
[indent][/indent][indent][/indent]You could use a standard package for example aaaDefaultExploreEditorLoc1024.
[blockquote]
Packages are executed from the top to the bottom (higher to lower priority).
If a package has a time and a duration of any and none, it will be executed when there are no other packages active (with a higher priority). That's why these have to be
last in the list. The NPC will wander when there are no other packages defined/active.
[/blockquote]
AI and assigning a specific bed to a NPC.
[blockquote]
You can't select e.g. a bed in a sleep package unless you checked "persistent reference".[/blockquote]
Locking doors.
[blockquote]
Do not lock the door from the outside and do not link the door from the exterior to the interior, otherwise the AI won't work. The same applies to the ownership of the door.[/blockquote]
Usage of furniture and clutter.
[blockquote]
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.
Poor-middle: Mostly poor furniture with some redware objects, you can't use rich objects.
Poor: No redware objects.
[/blockquote]
Improving your interior.
[blockquote]
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.[/blockquote]
blue[/HR]
Review.
The Ground-floor.
Use candlepuddles for the candles.
StKnContDunmerSack01Food, F, Re
Replace the redware objects these are
middle class.
StIngrApple01, F (twice)
StIngrCodaFlower, F
Remove 1 or 2 rugs, it's a poor house.
Add more clutter (10-15 objects) e.g. bottles, crumbled paper, a broom, a few containers etc.
If there's no alternative, it's fine to use vanilla objects except for the furniture.
Pathgrid.
Make sure the th's touch the door markers (in this case not applicable) and the sh's of the furniture.
Don't place the th's to close to the table, the NPC will follow the grid and could bump into the table (S).
This th is correctly placed.
This th is bleeding into the furniture.
Don't place a th on the stairs (the NPC will stand still for a long time).
Place the NPC('s) on a th.
NPC.
Add a fooditem count "-1" to the inventory of the NPC.
All of the ST NPC's have to be a member of the
"StSrGenericDialsforST" faction, if not the NPC will use the Oblivion random dialogue/rumors.
We have our own STGeneric dialogue (WIP).
Dialogue.
For the next time use one family topic for both the infos.
AI.
For the sleep/read packages select a chair/bed and check persistent reference.
Then select the bed/chair through the location tab (near reference) of the package.
Move the sleep package after the last eat package (chronological).
Don't alter existing packages (S).
General Remarks.
If you create a key, use and existing ST key so that it uses the "Dunmer\key01.nif" (S).
Change the key.
Assign ownership to the cell.
If you lock a door with a key choose for the level "needs a key" and uncheck leveled. Change the music type to public.
As this is your first reviewed interior, I listed everything I saw, in order to make you aware of the problems in the reviewed interior.
Please recheck your other claim as well.
TIA.
Use the attached file to continue with your modding.
So far, well done!