A guild isn't a restaurant, so I cut the hall width by 36% and cleared out every table
A guild isn't a restaurant, so I removed all the tables and chairs from the hall and narrowed it east to west from 17.6 m to 11.2 m (−36%). I also repositioned the chandeliers, pillars and wall props to fit the narrower width.
I decided to rework the guild interior again. A guild isn't a restaurant, so it doesn't need tables, and it was way too wide anyway. I figured the width could shrink by about 40%.
The old hall was 17.6 m east to west (11 modules), with two long tables and two round tables (16 chairs and tableware) filling the middle. The 12.1 m from the entrance to the counter was set in 147-1, so that had to stay.
Screens I built
- East–west width 17.6 m (11 modules) → 11.2 m (7 modules), −36%. North–south 14.4 m and height 7.2 m stay the same
- Removed all four tables, 16 chairs and the tableware from the middle of the hall, leaving only the rug that runs from the door to the counter. The only chairs left are the two in the rest spot in front of the fireplace
Everything attached to the walls (windows, half-timber braces, paintings, crests, wall lanterns) uses wall-relative coordinates, so it moved in along with the walls. The quest board, fireplace, counter and the four NPCs are wall-relative too, so their positions relative to each other are unchanged.
The three chandeliers went from one east–west row to one north–south row down the middle of the hall, hung between the ceiling beams. The gallery pillars went from 6 to 4, and the westmost pillar now sits next to the top of the stairs. I also pulled the props on the gallery in within the narrower width. The barrels, crates and weapon rack on the south wall, the chests, the east bench and the paintings on the north gallery wall were moved to fit the narrower walls.
Turning the camera east hides the west wall so you can see into the hall.
Paths connect from the arrival point to the reception desk, the door, all four corners, and Iris, Rumi and Noa. You can get within 1.3–1.5 m of Dana by the fireplace from either side, which is inside the talk range (2 m). In Play, conversations with the receptionist and all four NPCs work fine.
Things I thought about
- 7 modules (11.2 m), not 6. For the south door module and the counter and walkway to sit in the middle module of the room, the module count has to be odd. 6 modules (9.6 m, −45%) would have been closer to my original 40%, but then the door would be 0.8 m off the counter's axis.
- Keeping the middle of the hall empty. I like how it looks now with both sides of the walkway open, so I'm locking it in.
Next up
- I haven't re-measured whether it matches the size of the building's exterior in the village. The gap from 147, where the hall was a bit bigger than the exterior, got smaller


