My evening was consumed with what I thought would be a very simple task -- expanding the top floor of FRWCC's Artists' Refuge Tavern a bit to allow for more NPC's and a down-staircase to enter the basement. ::sigh::
I ran into all kinds of problems. The worst of these had to do with interior walkmeshes. I added a few tiles to lead over to a down staircase, added a few tables and chairs, (thanks to prefabs from the vault for some nice placesettings), and then baked and ran the module...only to discover that I couldn't access any of the new or modified tiles.
It turns out, from reading the forums last night, that interior walkmeshes are very sensitive to having placeables on them. Basically, if there are more than a couple, the tile is essentially just removed from the walkmesh. The solution is convert all placeables to environmental objects and add walkmesh cutter triggers as necessary to keep characters from running through them. Unfortunately, it took me about an hour of getting made at the toolset before I went to look for this help, and by then I was ready for bed.
The other problem I ran into was lighting. I'd read about this before, so it wasn't a surprise, but it turns out that shadows do not get stopped by walls. They'll show up on the walls, but then are cast through them. This is a problem because my chandelier light--the main light in the level--has a huge radius, and thus when I created a back hallway that cuts behind the bar, all the objects just behind the bar will cast shadows into that space, which looks really weird.
To compensate, I tried to reduce the radius of the chandelier and make up for the overall loss of lighting by adding a directional light source to the level. I fiddled with this a lot last night and ultimately completely messed up lighting in the bar to the point that I couldn't stand it.
So, tonight I'm going to start back at version 1.0.2. I'm going to first convert everything that can be converted to an environmental object, after which point I'll re-expand the bar. I think I'll solve the shadows problem by just setting some of the objects to not cast shadows. Might hurt immersion slightly if people are really paying attention, but it should let me get down to working on the basement--and that's going to be the fun part anyway.