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====Tilesets don’t like kitbashing between each other====
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====Style Kits don’t like kitbashing between each other====
Do not try to mix two different types of ruins together. Your dungeon should either use one tileset, or a combination of a ruin and a cave.
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Use different kits only to a believable extent in the same region/interior; (consistency, not a surrealistic world)
  
 
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====Optimisation====
 
====Optimisation====
Make sure to create roombounds or occlusion planes to optimize your interior. If you have a massive interior, split it into multiple cells. Vanilla dungeons are a good guide for how big you should let a cell get before splitting it off into another.
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Load room borders, occlusion planes, check unrequired objects, remove stuff from the conception phase and clean up carefully;
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If you have too much to load in an interior, making a second interior is always an option, as there are limits to our beloved CK engine.
 
Try to remove or replace small scaled objects (high texture density), FX effects where they aren’t needed and objects that are only 30% or less visible (because the rest is outside the surface).
 
Try to remove or replace small scaled objects (high texture density), FX effects where they aren’t needed and objects that are only 30% or less visible (because the rest is outside the surface).
 
Reminder: This is how Bethesda explained optimization: https://www.youtube.com/watch?v=acfuZiQh83Y&list=PLD5AA9F15CAA68B07&index=9.
 
Reminder: This is how Bethesda explained optimization: https://www.youtube.com/watch?v=acfuZiQh83Y&list=PLD5AA9F15CAA68B07&index=9.
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====Stay open for inspiration, feedback, criticism====
 
====Stay open for inspiration, feedback, criticism====
Even after the “duty job is finished”, check all available sources of content -> historical/archeological sources and all available sources of technique like the [https://www.creationkit.com/index.php?title=Main_Page Creation Kit Wiki]. Quality is made by finishing a dungeon, polishing it and going deeply into the thoughts behind it. you will find that, whilst the first stages you have a lot to lose, the last stages are those where you really gain something.So you should estimate to spent more time on the later stages, even though your “duty job” is already done; but at that level it becomes fun and you can actually become creative with tweaking the overall composition as a whole.
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(most importantly)  Even after the “duty job is finished”, check all available sources of content -> historical/archeological sources and all available sources of technique like the [https://www.creationkit.com/index.php?title=Main_Page Creation Kit Wiki]. Quality is made by finishing a dungeon, polishing it and going deeply into the thoughts behind it. you will find that, whilst the first stages you have a lot to lose, the last stages are those where you really gain something.So you should estimate to spent more time on the later stages, even though your “duty job” is already done; but at that level it becomes fun and you can actually become creative with tweaking the overall composition as a whole.
  
 
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=== Blockout Tools and Illustrative Reference Tools ===
 
=== Blockout Tools and Illustrative Reference Tools ===
  
==How to Clean Your Plugin in xEdit==
 
[[AU:xEdit Tutorial|xEdit Tutorial]]
 
  
 
==Speed Level Design as Reference==
 
==Speed Level Design as Reference==

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