13 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.
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.
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.
Built a generator that places SUNTAIL wooden fences along the yard edge between houses and roads by rule, and placed 96 sections. They break on their own at entrances and intersections and turn an L-shaped corner where a front path meets the road.
Removed the braziers I'd put on the four corner pillars of the plaza dais from the generator, leaving just the brick pillars and flagstone caps.
The plaza was flat and a bit plain, so I built a 0.89 m stone dais in the middle with stairs facing the four village roads. The well and flower beds went on top, and I raised the opening tour camera path by the dais height to keep its framing.
The central plaza had little more than a well and streetlights, so I split it into four zones and filled it with 77 props: stalls, a shade tree, a rest area, flower beds and more. Roads, NPC spots and the opening tour camera path stay clear.
The third-person view showed how empty the village was, so I filled it with 14 filler houses, a river, bridges, a pond, hills and a raised upper village. Only the south and east roads are exits, and hills plus two layers of forest keep the outside mostly hidden as the camera turns.
The houses looked like mushrooms because their second floors stuck out, so I added ground-floor annexes and pillared porches with SUNTAIL modules. Of three look-alike blue roofs, the tavern's is now moss green and the guild's dark slate.
Built a new village scene with the SUNTAIL fantasy village pack. I copied the old scene so the player, NPCs, opening and other systems stayed as they were, swapped only the look (buildings, terrain, props, forest), and fixed terrain painting that wasn't being saved.