Journal Update
PJ's placeables cornucopia is saving my butt...
My goal for Chapter 1 was to get all the areas done before I started in on all the encounters. I was aiming for an area per day for the month of March, but I'm going to come up short due to some time spent on the following area.
This area is for Arkaras, the Shipwright in Scornubel. When I was putting together the docks for Scornubel, I ended up using the Mulsitanir Sloop building for the exterior, on account of it looks like an upside-down ship, and it just says "shipwright" to me. It's a big building, and could potentially work as a shipwright's space. I added some exterior placeables that make it look like it has two large doors that swing open large enough to slide a ship out.
The trick, however, was building the interior. I started on that and wasn't sure what to do. Then I found the Building Construction Kit stuff. It was sketching getting it loaded, but then I I got turned on to PJ's placeables. With his 2DA, everything works.
Next came the camera issue. Anyone who has worked with the BCK to make an interior probably knows what I'm talking about, how the camera ends up on the other side of the walls. Not good. Fortunately, again, PJ has the SGK Walkmesh helpers, which one can use to make the walls "block" the camera properly - except when in "Strategy" mode. It still shows up on the other side of the wall, but I'll live with it, because it looks cool (at least to me).
The problem I have now is that I have one corner of the area, near the door, that isn't walkable.
At first, the whole thing wasn't walkable. Then I had to remind myself, having not been in the toolset for a while, that too many placeables in an area is an issue. So I converted almost everything to an environmental object and surely enough I had a walkable surface. But there's still one area - a squarish shape it seems - that isn't walkable. At first, I thought it might be platform beams, which I've shrunk and am using as an overhang above the office and blacksmithing areas. The blacksmithing area is fully walkable (except for what's cutout with a cutter), but the office area is totally unwalkable. I removed the beam and re-baked, but still no joy. So I put the beams back in. Haven't figured it out yet, what the matter is... Might have to start removing placeables (even though they are environmentals) until I can figure out what the deal is. It's an external area so I'm not quite sure what's up. I've never had an external area not be walkable after baking. But then again, I've never built anything quite like this before.
Meanwhile, I've been downloading a lot of prefabs, in an attempt to get all the areas done for this chapter. There are a lot of interiors, and I figure why build these from scratch when the community has provided so many good inns, taverns and houses. Small tweaks here or there and that covers a lot of the interiors, which leaves me free to focus on building exteriors from scratch.
Feels good to be back in the toolset, and being productive, now that the Prologue has been released.