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CS Basics: Lesson #3


DarkRider
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CS Basics Lesson #3: Editing Exteriors

 

CS.jpg

 

 

Welcome Back, Student!

 

Hopefully by now you have dutifully completed the Introduction as well as Lesson #1 and Lesson #2! Of course by completed I mean, you have finished your homework assignments. In this lesson we will be stepping into the exterior world of Tamriel, but we'll be coming back to that house, so make sure you have finished so you can keep up later.

 

If you finished the homework, remember to go in game and snap a screenshot to post in the other Lesson threads so you can get credit for your work and the points you need to get your CS Medal.

 

Time to cue up the CS if you don't have it cued up yet! remember to set your mod as the active file before loading it.

 

Part I: Finding the Exterior Cell

 

Let's look to the cell view window. As always the default worldspace selected is interiors. This time we're going to change worldspaces. In the drop down box, find and select Tamriel.

 

31.jpg

 

XDSmarty Says: Tamriel is the only exterior worldspace you want to build in if you want your mod to appear in the exterior game world. Many of the other worlds, like ChorrolWorld, are child worldspaces. If you build outside the city walls in Chorrol world, your house will be in the void that is outside the city walls when you are inside the city as a player. Chorrol World is just for the city part of Chorrol. Now, if you want to build something IN the city, like a new shop, then you would build in Chorrol World. If you want a house outside Chorrol, you want to build in Tamriel in the coordinates outside the city.

 

Once Tamriel's cells have loaded we need to find a cell we can build in. Before you go rooting through the CS, have a look at a grid map. A grid map is a modder's resource that show you the grid numbers for every cell on the Tamriel map. The grid map I've provided here also shows the locations of the UL mods. It's not necessary to avoid all the UL mods, but they are very popular and building where there is a UL mod may require a patch later. It's always nice to avoid them when it is possible just to save some work down the line.

 

Map.jpg

 

Tip: Need a bigger version of the UL Grid Map? Find it HERE

 

For this tutorial I have selected Wilderness cell 36, -25, which is in the heart of Blackwood, a bit Northeast of Leyawiin. So, how do we get to this cell you ask? We're going to use the cell view window to get there. On the cell view window you will see the listed cells are in a table and that table has categories starting with Editor ID, Form ID, Name, and the Location. For some of you, Location may be collapsed. Just grab the edge of the category frame with your mouse and drag it open to see Location, with the cell numbers listed below.

 

32.jpg

 

The cell numbers are all out of order, so finding the one we want would be impossible, so let's make it easier. Click on the word location to reorganize the list according to cell grid number. Now, they're in numerical order. Scroll down until you find 36, -25

 

33.jpg

 

Part II: Claiming and Developing an Exterior Cell

 

Now that we found our cell we want to rename it. In Oblivion, there are thousands of wilderness cells and we don't want to hunt up the grid number every time we want to work on it. Scroll over to the Editor ID of our cell and click on it once in the cell view window. A flashing cursor will appear and you can type in the new name for our cell: aaDRTutorialHouseExt. This time our naming convention is the same as our interior, except we've made the end Ext meaning Exterior. Now if you click on Editor ID, our cell will jump to the top, just scroll up to find it. Then double click on the cell name to load it in the render window!

 

Smarty Says: If the cell you have altered is already named something other than Wilderness like the neighboring cell FortTelemanExterior, STOP, do not rename it. Renaming a named cell can cause conflicts if another mod references that cell by its original name. Just make note of that cell's name so you know not to clean it out later on accident, but leave it in tact.

 

Welcome to our exterior cell!

 

34.jpg

 

Tap the B button to turn on the yellow borders you see in the image above. These borders will help you stay within the boundaries of our cell. If you go outside the boundaries when modding, you are affecting another cell. If you want to keep the changes you made outside your target cell, you will want to rename that cell as well. By naming the cells you change, you can make sure you don't accidentally delete any of your hard work later when cleaning the mod for release.

 

Let's zoom in now and get to work!

 

First thing we need to do is make a resting place for our house, as you can see the cell is mostly purple? What's the purple? Don't worry, in the CS that purple everywhere means one thing, water! In game all that purple will be transformed into water, so our house is going to be a water home. :clap:

 

In the Object window, under static, find Leyawiindeck04 and drag it into the render window, set it near the shoreline in our cell. Then double click on it to open the reference window and where it says scale, change the value to 1.500 to make it bigger, and then click ok.

 

35.jpg

 

We're building a platform for our house to rest on, so we're going to need about 6 of these placed side by side. With the first one highlighted, press ctrl+d to use our duplication technique, then click and drag the duplicate into its place. Repeat the duplicating and placing until you have six decks stacked together to make a platform.

 

36.jpg

 

:)Smarty Says: Heya Students! Is your workspace darker than what you see in the pictures? Press A to toggle your work light on to shed some light on things!

 

Once the platforms are in place, zoom in and disable any rocks that are underneath the platform, by double clicking on each rock and checking the disable flag in their ref edit box. You may need to zoom in carefully to find little rocks. You may ask 'Why bother disabling them if they're under the house and no one can see them?' Well the answer is simple, Oblivion knows they're there even if players don't and the game will give rendering resources to them wastefully. Even if the player can't see them, they are still being counted against the frame rate so disable them.

 

Once the rocks are cleared and the platform is ready, go to Static and drag/drop FarmHouse02 into the cell and place it on the platform.

 

37.jpg

 

Then add BravilBriedge01 to our platform to get players from the shoreline to our platform. You don't want to set the bridge right up to the door. Whenever you work in the exterior you always want to take horses into account. Players will ride their horses across that bridge and up to the platform to keep them safe, so we need to make sure there's some room.

When you've gotten that much done you should have something like this:

 

38.jpg

 

Save!

 

:down:Continued Below!

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Part III: Landscaping Oblivion

 

If you look below the house, you can see the underside of our platform is open and our house looks a bit undeveloped. Sure it's below the water level, but you can count on some Argonian player going for a plunge around the water home, so we need to make sure the house looks complete from every angle. In order to tidy things up we're going to do some minor landscaping.

 

Landscaping can be very intimidating to new modders, just remember the most important part of the Newbie Mantra: modding is fun, not scary. With a little practice you'll be landscaping like a pro in no time, so let's get started!

 

Tap H to open the landscape editor. This illustration will outline the primary parts of the landscape editor so you can understand what this tool can do!

 

39.jpg

 

To be a better landscaper it helps to understand how the landscape works. Just like the exterior is made up of a grid of cells, those cells are made up of nodes that are placed together like a patchwork quilt. By moving nodes higher and lower we can create hills and valleys. Great big hills, become mountains, and real low valleys become lakes. What we're going to do now for our house is on a much smaller scale, and much simpler.

 

With the landscape tool ready to go, let's start by setting the Edit Radius to 2. A 1 radius is excellent for painting textures with more precision, but for moving the terrain I prefer a wider brush. Position your camera close to the edge of the platform. You'll notice your cursor has been replaced by a red circle, which is the visual guide for our edit radius.

 

Position that red circle over the land that's underwater at the edge of our platform. Then left click+hold and ever so gently push your mouse up to raise the terrain up to meet the platform. Then release your hold. You're going to repeat this process all the way around the edge of our platform; be careful not to drag the terrain up over the water level.

 

Repeat this landscaping in little sections, raise the terrain a bit, rotate your camera, and then raise a little more. Terrain can trick the eye, it can look absolutely beautiful from one angle, and then hideous from another, so by rotating your camera you can be certain it looks good from all sides.

 

Save!

 

Now from an underwater perspective we have a great ruddy wall of terrain all the way around our platform, which gets the job done but is not a very naturally occurring terrain form.

 

40.jpg

 

So, we're going to smooth the wall a bit by lifting the terrain around our terrain wall, but this time only about half as high. Like mine, the front part of your platform probably doesn't have this high terrain wall, so just do this second lower terrain wall around the parts that do, like the back where the water was deeper. When you're done you should have something like this.

 

41.jpg

 

Now we're going to smooth a few rough edges! Change your Edit Radius back to 1 and check the flag next to 'Soften Verticles'. Using one click at a time, click the terrain where our second level meets the original terrain of the swamp bed. This will soften the rough edges slightly to blend the old terrain into our changes.

 

42.jpg

 

XDSmarty Says: Doing one-click actions with the powerful flatten and soften tools can save you big headaches! If you make a mistake, simply hit ctrl+z to undo and try again!

 

Now that we have blended our platform into the terrain, we need to look at the shoreline where our bridge meets the shore. We need to smooth down a path for players to approach the house. From a side view you can see our bridge touches the hillside and a bit further forward in the distance is a flatter area.

 

43.jpg

 

What we want is to flatten the hillside to blend with that flatter area in the distance. So reopen the Landscape editor by tapping H and set the Edit Radius to 2. Using the same technique in reverse, you want to grab the hill from the lowest edge, left click+hold and draw your mouse down slowly to lower the terrain height. You only need to lower about one radius width to form a path when using a #2 brush size. When you've lowered a bit you should have a nice, although tad rough, pathway up to your bridge.

 

44.jpg

 

Change your Edit Radius Back to 1 and tick the Soften Verticles flag again. Remember, one click movements, soften any rough spots you see, but avoid the very edge of the hill or you'll blend your path into it. With paths, the hill should look cut into, not blended; the path should be relatively even but not perfect. :yes:

 

Once you've softened any jagged spots, it's time to paint a new path texture! Uncheck the soften verticles flag. In the textures list, we're going to select a path texture. For this tutorial, look for TerrainCobblestone02 and select it; you'll see a preview in the preview window. Set your Max Opacity to 50%. Now, using your right mouse button, one-click paint the texture along the flat path we've created. You can click twice in some places to make the cobblestone more pronounced. This part is artistic; don't be afraid to paint what looks good to you! When finished you should have a very distinct path!

 

45.jpg

 

Save!

 

Next thing we need to do in our exterior in this lesson is add a map marker. Under WorldObjects>Statics find the Object called MapMarker and drag it into the Render window. The red marker is where the player will land when they teleport into that area by fast traveling. Place the marker with our cell, but a bit toward the start of our path. Once placed, double click on it to open its reference box. Click on the tab called 'Marker Data' this is where we will set the details for our marker.

 

46.jpg

 

 

Quote
  • Name: Is the name that appears when you get close to the marker in game as in 'You have found Bogwater Burrow'
     
  • Type: Tells the game what sort of place this is so it gets the proper icon on the map
     
  • Visible: When flagged will make the marker visible on the map even if you never found that place before. (Unchecked and it will be invisible until the player "finds" the location)
     
  • Can Travel To: When flagged you will be able to fast travel to this location even if you didn't find it first.

 

 

For this tutorial, name your house to match your interior name, check the settlement flag under type, and check the visible flag so you can find it in game!

 

:)Smarty Says: Everything you add to the render window becomes a reference, that's why when you double click on it it has a reference box! Each reference box contains information (data) for ONLY that object, so it's okay to change reference data like, scale and ownership for example or in this case MapMarker Data, since it will only apply to that particular reference.

 

Part IV: Linking Doors

 

One more step now student! Time to get a door on this place! Under WorldObjects>Door, find FarmHouseDoor01, drag/drop it in the render window and position it in front of the faux door on our house exterior!

 

Once it's in place, double click on the door to open its reference window. Select the Teleport Tab. There are two drop down slots on the Teleport tab. Cell is where you choose the destination cell. In this case our house interior aaDRHouseTutorialInt. In the drop down box called Reference, you will select which door you want to link to, another farmhouse door should be your only option, so once your teleport tab looks like this click Ok.

 

47.jpg

 

:down:Smarty Says: Oh no! When you chose the Cell there were no doors to choose under Reference!! Did you forget to add a door to your interior cell? You'll have to go there now. In the cell view window, change your worldspace to Interiors, select our interior house and double click to load it. Add FarmHouseDooor01 to your interior. Once in place, double click on the door to open the reference box and select the teleport link. The rest of the instructions are the same except you are going inside out, same results I promise!

 

When the Reference box closes you will see a yellow block sticking out of your door now. This is a door marker!

 

48.jpg

 

With your mouse, click on the door and drag that block out of the door. You will see it has a purple/pink beak on it. Imagine that block is a person, and the beak is that person's nose. Set the block in front of the door with the beak pointing AWAY from the door. That will be where the player appears when they come out from that door.

 

Once in place, double click on the marker and a message will appear saying 'View Door reference for this Door Marker?' Say Yes! This will teleport you to the other door inside our house where the yellow block is still in the door. Pull it out and position it as well, with the beak pointing away!

 

:clap:Smarty Says: Keep your door marker close to their doors where a person would be standing when they enter. A door marker several feet from the door would be an unnatural landing point.

 

Congratulations student you have now completed the LONG Lesson #3! You now know how to claim and edit an exterior cell, do some landscaping, add doors, and mapmarkers! Well done, I'm very proud of you and you should be proud of yourself! :clap:

 

Homework:

 

For your homework you will be sprucing up our exterior. Use some creativity and find some unique statics to get your assignments done! This homework is work 15pts, Extra Credit is worth 10pts.

 

 

Quote

Main Assignment

  • Add some barrels to the platform
     
  • Add a functioning bench to the porch
     
  • Add a fence or rope guard around the platform using statics
     
  • Add a static lamp of some kind to the porch to illuminate the exterior door at night
    (hint: look at Bravil lamps) and add a common light bulb to make it glow!

 

 

Extra Credit:





  •  
  • Make a cozy place for a horse to rest on the platform using statics
     
  • Add some shrubs near the bridge start from WorldObjects>Tree
     
  • Add some stonewall statics or farm fence statics along your new path

 

 

In Lesson #4 we will be refining the skills you have learned and explore the value of testing and tweaking. Also, I will start introducing Credit Challenges, small modding tasks that are worth big points! So keep up the great work!

 

When you've finished with this class visit Lesson #4: Refining the Build

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Credit Challenge: The Basement

 

HD_Oblivion.jpg

 

 

Value: 20pts

 

By now you have learned how to add and link doors, create new cells, and clutter them, so for this Credit Challenge you need to add a basement to your tutorial house.

 

Begin by adding a ChorrolTrapDoor01 to your existing house interior!

 

C1.jpg

 

Create a new interior cell, with a unique name, ambient lighting, and owned by the player or player faction, just like we did in Lesson #1 with your first interior cell.

 

Build a small basement in your new cell using the static basement kit pieces that start with 'ungrd'

 

Clutter your basement using Statics and Containers

 

To build your basement you will need to use these pieces:

 

 

Quote
  • SILoadLadder01 x1 (link to ChorrolTrapDoor01 in your Interior)
     
  • Ungrd1way x1
     
  • Ungrd2way x1
     
  • Ungrd2sideddoorway
     
  • UngrdLway x4
     
  • Ungrd3way x3
     
  • Ungrd4way x2
     
  • Undgrddoorfull01 x1 (is an animated interior door, no linking)
     
  • WallSconce02Fake x8 (add common orange light objects to each sconce)

 

 

:)Smarty Says: Remember when starting your basement to set the first piece to the '0' point. To build your basement you will need to use Snap to Grid, check THIS tutorial by WhoGuru for tips on getting your kits lined up seamlessly!!

 

Once you have the pieces lined up properly, turn off snap to grid to clutter your basement.

Don't forget to link your door and add pathgrids; make sure to use player safe containers!

When finished your basement should look like this:

 

C2.jpg

 

Post an image of your basement to get credit for your work! XD

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Additional Information on Landscaping Textures:

Part 01: Landscape Quads

There are limits on the number of textures a cell can hold, the exact number is 9. With your edit radius over the spot you wish to texture, tap the i key for more INFO on the textures in that cell. A window will open with four panes.

A1.jpg

Each cell is divided into 4 quads and this window shows you the textures in a single cell divided by quad. When you experience oddities where the texture you want paints a strange edge and goes no further, or paints a texture you didn't select, odds are that that quad is full or near full.

If the quad that is full is one you're painting toward, you'll get a hard line at the texture break. If the full quad is the one you're in, the texture will paint as one already in that quad most, this is the dominant texture. The dominant texture is at the top of the list in each quad and has the highest percentage.

Hardline.jpg

You never ever EVER want to delete or replace the top texture in any quad, because you will incur the wrath of the black texture bug, where the whole cell turns black.

XD Smarty Says: If you experience the black texture bug, close the CS without saving and reload. You will lose a bit of work sadly, but if you save, your mod may be unrecoverable because the black texture bug cannot be fixed in the majority of cases.

So, what can be done about this full quad of textures?

Right click on the texture lowest in the full quad texture list and delete one.

A2.jpg

Right away you should see the texture on the terrain change to reflect the change. You should then be able to paint on whatever texture you'd like. If not you may need to delete one more from the bottom of the list.Some quads across Tamriel are full of textures and you will encounter little troubles like this from time to time. They are almost always due to a full quad of textures.

:) Smarty Says: Always save before you delete any textures just in case you effect a change you don't want. Sometimes when you delete a texture the whole cell will change to one texture. If that texture is not black, save and reload to reset the cell so it renders properly. This little hiccup will not appear in game.

Part 02: Handling Grass

One of the, if not THE, most frequent landscaping quandary faced by new modders is handling grass. It seems to be everywhere and when you build it inevitably eeks through your steps, structures, and statics. So where does it come from? And how do you get rid of it?

In Oblivion, grass is a 3D mesh attached to certain landscaping textures. It is not easy to spot in the CS as it's only visible once rendered in game and many a modder has made a perfectly quaint home in the CS only to find it overgrown and buried in grass in game. Anywhere that one of these textures has been used, grass will appear in game, and the textures often bleed over into neighboring zones making it hard to track down the culprit.

To get rid of grass start by taking an in game screenshot of your location to see how the grass renders. You'll be able to reference this image as you work in the CS and save yourself the trouble of having to keep going in game.

GrassRefShot.jpg

Once you see your problem areas you need to use a texture with NO GRASS attached to paint over the grass. Most textures in the game have two versions one with grass and one without. The one without actually has the word "NoGrass" tacked on the end of the texture name.

NoGrass.jpg

A few textures are unique and have no grass attached, such as TerrainTilledSoil which is the first one we're going to use here to get rid of grass around our structure. Whether you use a NoGrass version of an existing texture or a grassless texture like tilled soil, the secret to grass removal is setting the Max Opacity of the brush to 100%. This will prevent the grass texture from bleeding through.

Tilled.jpg

Use tilled soil to paint around and underneath your structures to get rid of grass. It not only gets rid of grass but also adds a realistic touch to a house foundation being buried there.

Tilled02.jpg

To blend your soil into the surrounding grass OR to use a comparable NoGrass texture instead of tilled soil ctrl+Rightclick the area where you want to edit to see the grass texture being used in that spot, then find its NoGrass version in the list and use that NoGrass version to paint over it. Remember 100% Opacity is the key regardless of which grassless texture you use.

NoGrass02.jpg

Remember not to remove all grass. Grass grows in nature, that's normal, if you mow down too much the end result will be terribly unrealistic and structured. Only remove grass where it's in the way and let it grow where it's not. When you are finished you should have a tidy home in game and out.

Endshot.jpg

Additional Information on Snap to Grid:

The very first piece you set always needs to be set to all 0.000 in all six columns, as we discussed in Lesson #1. That is the start of the grid. The grid is invisible, but when you have Snap to Grid turned on, the pieces find the grid. If a piece is off grid a single point, every piece you add on to it will be off a point +1 so by the time to get to the end you have a gap 30 points wide :shock:

:smarty:Smarty Says: Once you start building on grid, you can't just turn off snap to grid and handplace things by eyeballing it, it will never line up.

So, let's break down Snap to Grid in a little exercise, before we start, click on Preferences and make sure Snap to Grid is set at 16. When that's done, our first piece is the dreaded UngrdLway

Drop that piece into the render window, double click on it and take note of something here. The rotation columns are all set to 0. Because when you drop in a piece of anything it will always be at a 0 rotation. You have to rotate it yourself to change that.

grid01.jpg

This will be important later, go ahead and set the 3 position rows to 0.000 to set your first piece at the starting point. You should end up with this.

grid02.jpg

Now if you don't have Snap to Grid turned on, go ahead and turn it on now. Before you add a second piece, always make sure you have this tool turned on, or you will end up just above or below the grid and it can get messy.

With Snap to Grid turned on, click on your piece and hit ctrl+d to duplicate the LWay It may not look like anything but the duplicate is there. Now HOLD the X key, click the piece, and move your mouse to drag the piece. As long as you hold X your piece will only move on the X axis.

grid03.jpg

Now release X and hold Y, move it. You will see it only moves along the Y axis now. Despite all this moving we are actually still on the grid. We want to form a small square room but alas, this piece is identical to the first so it's walls are in the way. By rotating it, we can make it opposite of the original and they will fit together. [Note Here, the same is not to be done in cave kits where each rotation has a unique piece to line up textures, rotating caves mis-aligns textures so don't do that]

Release all keys, hold the right mouse button and move it to Z turn your piece. Turn it until it looks like the walls would form a U shape.

grid04.jpg

To be on grid your rotation has to be at a perfect angle, most common are -90, 0, 90, and 180. You know the piece starts at 0 so once you've rotated the piece so it's close, double click on it and see which whole number it's rotation is now closest to then manually set it to that number and click okay to lock it in.

grid05.jpg

When both pieces are on grid you can free hand drag them around and still stay on grid as long as Snap to Grid is turned on. You don't want to move your start point kit because that's what you build to, but now that your second piece is on grid and at the right angle, just snap them together like legos. When the Snap to Grid feature is on, your piece will move 16 units at a time.

Now we have two pieces together, let's kick it up a notch. Click on both piece by holding ctrl and clicking them in turn.

grid06.jpg

Now press ctrl+d to duplicate both pieces and pull them away

grid07.jpg

Just like duplicating dinner plates. XD

Now you want to rotate these new pieces, you can do them on at a time, or both together, just release all keys, hold the right mouse button and move it to Z turn your piece/s.

grid08.jpg

Once they are turned, we're going to double click on each in turn and even out the angle value. Close is never good enough. 89.999 not close enough, because each piece you add will add to that gap and it will become visible as a gap.

grid09.jpg

Now pieces are rotated, snap those legos to the others and we have a perfectly square room. :thumbup:

grid10.jpg

Make sure when you bring them together that you don't overshoot and overlap them, they just snap on next to one another. When you are done building, turn off snap to grid to cutter and place statics. Life is not on a grid, so use this feature to put kits together only. If you have more questions or if something is unclear, just ask in class. :popcorn:

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  • 1 year later...

Photo 1, demonstrating the deck layout.

Photo 2, clutter corner. Unmodified containers. These containers respawn, as it is a bad idea to store goodies in unsecured spots, especially outside.

Photo 3, the garden pathway leading to the house.

Photo 4, basement center. These containers are safe for storage (except for the sacks, there don't seem to be any non-respawning sacks in the CS).

Photo 5, a second bed for the manservant.

Photo 6, the wine rack.

Photo 7, basement overview.

Photo 8, basement lighting.

Photo 9, trapdoor location in house interior.

Photo 10, basement pathgrid.

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  • 4 weeks later...
  • 1 month later...

Completed Lesson #3 today. All done with the Homework + Extra Credit and the Credit Challenge.

Pictures:

tuthouse4.jpg

Outside view of the house

tuthouse5.jpg

View of the stable. Note: The grass that is going along the edges of the fence has been fixed, I just didnt want to take another picture of it :P

tuthouse3.jpg

The Basement.

tuthouse6.jpg

The Basement's path grid.

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  • 2 weeks later...
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Hey, lesson three complete with homework and extra Credit

House overview

Here's an overview of the house on the platform with a working bench, two barrels and a lamp.

Horse Place

Here's a nice little place for the horse to rest with some carrots and cheese on the floor for food.

Path wall and gate

Here's the front of the path, with a working farmers animated gate and some foilage near the bridge. The wall is abit wonky simply for the fact i wanted more practice with rotating objects and placement of wall pieces.

Front view of the bridge.

Here's a front view of the bridge with some tree's either side.

Underwater view

Here's the view of the terrain underwater, took awhile to get the hang of it but not bad for a first attempt.

Basement Overview

Here's an overview of the basement with some barrels in the middle which i will place some fruit in. There's also two chests lined up to the front wall that you can't see too well in this picture.

Basement Path Grids

Here's a picture of the path grids in the basement. In this picture in the top left i haven't connected two nodes but i've now connected them just haven't uploaded that picture.

Thanks ~ Deran9ed

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