36 entries
There was so much chimney smoke that the village looked like a factory, so I removed the smoke from 13 houses, everything except the tavern and guild, and kept the chimneys. The generator follows the same rule, so rebuilding gives the same result.
After confirming nothing referenced them, I deleted 4 legacy village/interior scenes, 2 unused skill-creation scenes and 3 legacy interior NavMeshes, leaving only the 4 SUNTAIL scenes in Build Settings. I also added a safeguard to the generator menus so final scenes can't be wiped by mistake.
Since the village is now kept loaded but disabled, Start doesn't run when it's re-enabled, so the village BGM never came back. It now restarts with the same resume rule on re-enable, and other looping sounds pick up from where they stopped.
While I reran the plaza rebuild several times, the group of fences in front of the houses, sitting at the origin, got deleted entirely. I copied the fences back from a backup scene and changed the delete condition from a name list to a rule.
After 157-1, interior doors were tracking the disabled village player, so you couldn't get back outside. I fixed that and the "No cameras rendering" message during transitions, and moved Noel's stall to the north roadside, facing the road.
I moved the guard, Lina and Luka to the spots I'd marked and added Noel's fruit stall and two guards at the east entrance. Leaving an interior used to take 4.7 s to load; keeping the village loaded but disabled cut it to 0.35 s.
Starting the village exterior overhaul, I moved Luka behind a table under the awning to make it look like a market stall. I added Bruno the gate guard and Pia, a kid watching a house, and turned the backward guild board around with Kail in front of it.
I lowered the bench under the guild's east wall to match the sitting clip height (0.43 m) and sat Sera, a mercenary waiting to get paid, on it. I also fixed the head poking through the wall and the shins sinking into the bench.
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 shrank the mug that looked stuck under the chin to 0.6×, and made a 6-second loop where it rests on the knee, gets raised to the mouth for a drink, and comes back down. I measured every frame of the loop so it never hits the table or the face.
The handle was still outside the fist, so I moved the grip point to the middle of the first joints of the index and pinky fingers. The twin daggers poking through Garen's hand are now hidden on all seated guests.
Fixed a mug that looked like it was floating in front of the hand and sinking into the table. I changed the math so the handle sits inside the fist, curled the fingers into a fist, and bent the elbow to pull the mug in front of the chest.
I used the sitting animations from 152 for the first time in the tavern hall. I sat the three existing guests in spots that fit their dialogue, added Pelli the bard and Greta the woodcutter, and fixed a mug that was tilted 60° in their hands.
Characters floating on the east side of the plaza weren't a terrain issue. It was the height precision of a NavMesh baked after the stage was added. I turned on the height mesh and rebaked the village and three interiors, bringing floating spots down to 0.
I placed four adventurers in the SUNTAIL guild hall so you can tell what each one is doing, and wrote three lines of dialogue for each. One leans back against a corner wall and doesn't turn around when you talk to them.
Rebuilt the tavern interior following the layout of some reference inn screenshots. A central hall sunk 0.72 m, a stone fireplace pillar from floor to ceiling, and booths on the raised edges make a space that doesn't overlap with the village's guild or smithy.
Looking again, the smithy interior was identical to the guild, so I made it L-shaped like the exterior and split it into a shop, workshop and storeroom. The workshop gets a stone floor, stone walls and exposed roof trusses to set it apart. It's final as is.
Rebuilt the smithy interior as a 14.4 m square workshop, using the approach I settled on for the guild. I fixed the guild's short walk and bare walls from the start, with 10.8 m from the entrance to the anvil and walls filled with decorations and lights.
Raised the gallery floor above the counter from 2.4 m to 3.6 m, and filled the bare walls with half-timber braces, a crest over the door, paintings, wall lanterns in 7 spots and furniture on the south wall. The guild interior is final as is.
The walk from the entrance to the counter was too short, so I extended the hall from 7 to 9 sections north-south (14.4 m), taking the distance from 8.9 m to 12.1 m. The counter area now moves with the north wall.