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]
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 an activatorflamenode04 etc. it's more realistic because of the fire damage.
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]
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 (also with the lighting).
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.
Please change the rotation of the bread (all of them) behind Ineona.
The same applies to the barrels, redware plates and bowls (closet).
The First floor.
StFurnDunPoorTable02 (near the fireplace) is floating because of the rug.
Add some clutter to the area above the entrance (S).
Lock the chest with the gold.
Pathgrid.
Make sure the th's touch the door markers and the sh's of the furniture.
Remove the th from the stairs.
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.
Silgrad Tower has it's own generic dialogue system hence every NPC has to be a member of the
"StSrGenericDialsforST" faction, if not the NPC will use the Oblivion random dialogue/rumors.
It's now possible to create
evil NPC's as well. ST NPC's have to be a member of the StSrGenDialsForSTInnocent faction or another non-evil faction, if not the NPC will be considered as evil.
So add both the factions or create a new faction for your house.
Why are your NPC's essential?
Usually it's reserved for quests, killing the NPC could break the quest.
Ineona's class should be changed to "MerchTrader" because the dialogue for a publican sounds strange in a bakery.
AI.
If the NPC has armor and/or a weapon in the inventory:
Sleep packages : Check weapons and armor unequipped.
Eat packages (using a chair): Check weapons unequipped.
NPC using a chair e.g. reading: Check weapons unequipped.
Please recheck the flags.
StRmIneonaOmorenSunMornChurch pack change the duration to e.g. 4 otherwise the packs on Sunday can't be executed. Change the duration of "StRmLucanVaroSunMornChurch" pack as well.
You gave the house a Ref Editor ID: StRmIneonaOmorenSitChairRef.
Just select a chair for "StRmIneonaOmorenSunAftnnRead14x4" pack.
Customize the
Agression, Confidence, Energy level, Responsibility and
personality. Be careful with the aggression value. You could increase the "energy" values.
Dialogue.
Set the priority to 6 (fixed).
Change the topic text for the "StRmIneonaTopic" topic.
For the INFOGENERAL topic.
Please use the "GetInCell" function and select the "Steadhelm" cell. This restricts the rumor to Steadhelm.
Info's are displayed from the top to the bottom (higher to lower priority).
The crime warnings can't be displayed (e.g. You shouldn't be here, the bakery is closed.) because the other topics have a higher priority. The "GetSecondsPassed" function doesn't work like you intended.
The simplest solution is to attach a script to the quest (attached esp).
Code:
scn StSrSteadhelm54Crime
short Steadhelm54Crime
begin GameMode
if StRmIneonaOmorenRef.GetIsCurrentPackage StRmIneonaOmorenWeekServicesEditorLoc8x10LockAtEnd == 1
set Steadhelm54Crime to 0
endif
If Player.GetIncell Steadhelm54 && StRmIneonaOmorenRef.GetIsCurrentPackage StRmIneonaOmorenWeekServicesEditorLoc8x10LockAtEnd == 0 && Steadhelm54Crime == 0
set Steadhelm54Crime to 1
endif
end
The crime info's are updated through the result scripts e.g. (set StRmSteadhelmBakeryDial.Steadhelm54Crime to 2). I added a GetQuestVaribale condition to the infos to ensure a correct display.
I play-tested the esp and it worked fine.
If you don't like the result, change it to your liking.
General Remarks.
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.
If you see an existing cell, in this case Steadhelm54, please don't rename/change the ID.
Ownership of the cell
Assigning a faction to a house with two NPC's is always a good idea because the NPC's both own the content of the house. If you don't assign ownership of the house through a faction, you have to assign ownership to the furniture/books used by the NPC not owning the house (to avoid strange AI behavior). Ineona owns the cell hence the bed, so you don't have to assign ownership to the bed. You could create a faction for both the NPC's.
Ref. editor ID's are a good idea to label e.g. chairs outside your own claim.
Within the Steadhelm54 cell it's not required except for Ineona (script).
Replace the fires with an "activatorflamenode04" etc. it's more realistic because of the fire damage.
Reduce the lighting it's too bright.
Add more clutter like shoes, clothes and one more rug.
Please use the attached esp to continue with your modding (cleaned).
Last but not least nice modding! :goodjob: