OK, I had some time on my hands, so here's Lesson #1. First a top view in CS to show general layout and lighting.
For lighting I used "CommonLightOrange256Flicker". It's my sense of realism showing, I suppose -- farm houses are drafty (I spent most of my childhood on an old farm) so the candles would flicker unless the air outside the house is almost dead-still. It's not brightly lit. We're using candles! I'm not even sure a 256 radius is actually realistic, in fact. I put a candle in the middle of the table, too -- "CommonLightOrange128", which is probably more realistic. The flickering at that light level is almost seizure-inducing (and the slower flicker looks funky to me), since the dining area is fairly dark (more romantic, don't you think?), so I didn't use a flickering light source for that. I think it's ameliorated throughout the rest of the house by the slight overlap in illumination radii. I got the effect that I wanted, though -- relatively bright lighting in the entrance area, and more subdued near the bed. Yes, I added a NorthMarker, since I peeked ahead to see how the external structure would be oriented, and noticed that DarkRider's rotation on his house was 57.6547°. I made mine 57°, even. I doubt that the extra half a degree will make any difference once I place the external structure.
By the way, for those of you taking screenshots of the CS, if you hold down the "alt" key while pressing PrntScrn it will only create a screenshot of the active window, rather than including your desktop, too.
Next is the view toward the dining area from the door, showing the table and four chairs, and the two cupboards that are part of the Extra Credit assignment.
It turned out brighter than I expected. I have the ambient light set to 80/80/56, with Fog at 5/5/5 (there's a bug in the game that sometimes crashes it if you leave Fog set to 0/0/0, so I understand). I'll leave it for now, though. I looked at some of the lighting schemes done by the Bethesda game developers and noticed that they "cheat" a lot. They seldom put the actual light sources right on top of the objects that are ostensibly emitting the light in-game. If there are two torches on opposite sides of a tunnel, they'd frequently put a single light in the middle of the tunnel, right between them, and candles next to the wall would frequently be represented by a light source placed a bit away from the candle, which resulted in what, to me, looked even in-game like the light sources were displaced. Is this S.O.P. or was it just sloppy design work? Also, they would frequently put dim lights along tunnels or hallways to supply ambient lighting (I had been wondering what those odd "hot spots" in the lighting were). It looks like light placement isn't quite as straightforward as I thought it was going to be.
Next is a view toward the fireplace from the bed showing the bookcase and one of the four tapestries.
Finally, we have the view toward the bed from the fireplace, showing two of the other three tapestries (the final one is just to the right of the window by the oval rug, visible in the top-down picture), the two paintings, bedside table, and the rest of the Extra Credit objects (two dressers).
This was fun, if a little basic. I used to build and script in Second Life, and I'll admit that this is a lot easier, since we get to use pre-built objects, rather than have to construct them from scratch "in-game". The interface is a bit clunky for me, though. I like to zoom in really close when I'm positioning some things, and it's tough to do with the CS, unless there's a trick I haven't figured out.