Could I ask for assistance Beta Testing the structure, checking for messed up textures, sleepers, and other things that may need to be fixed.
In the "detailed_houses_svr" modlet, Config/rwgmix.xml should be rwgmixer.xml and you need a root element, but I suspect this is a work in progress as the included XML doesn't seem right, so I'm guessing you've got in named rwgmix.xml so the game doesn't find it.
This line in house_burnt_01_exd_svr.xml is not correct and leads to an exception being thrown. I suspect you manually edited it.
<property name="QuestTags" value="clear", "fetch", "restore_power" />
You want this, instead:
<property name="QuestTags" value="clear, fetch, restore_power" />
Normally you would set those in the Prefab Editor via ESC > Level Tools > Prefab Properties > Quest Tags
While we're there, if you look at ESC > Level Tools > Prefab Properties > Prefab Tags ... you will see you have not selected any, so RWG won't place your POI. I'm going to tag it as "CountryResidential" since the POI is a house and that is the only
vanilla residential district with Tiles that support 25x25 POIs. (We can talk about custom Tiles if you like.)
Trivia, if you look at ESC > Level Tools > Prefab Properties > Editor Groups ... you have selected a bunch of these. Those choices have no effect on the game. They just help with sorting in the Prefab Editor. I suspect you were thinking they had the role of Prefab Tags, above. I changed it so that only "burnt" and "house old" were checked, but like I said, that doesn't mean anything to RWG.
Looking at it in the Prefab Editor...
There's no driveway Part for the CountryResidential district, but the POI doesn't have a driveway anyways, so let's see how it looks in the world.
You've built right to the edge of the 25x25 boundaries. Normally it is best to leave at least a 1 block margin around the outside as otherwise your POI might abut up against another POI, which might look funny. POIs close to each can be kind of neat in terms of play though... you can climb up one to jump to the other, for instance... if RWG makes some interesting and random association.
Wow, that's a lot of detail. This looks cool.
You have some zombie volumes that only have Infested sleepers in them. I believe this will cause a problem, but I'll playtest and see. Infested sleepers only show during an infested quest, so that volume will be empty for a non-infested quest and the game will want to place zombies that aren't there. In the past that has led to exceptions being thrown. Also, you don't have enough zombies in your volumes to support an infestation quest. Come to think of it, you didn't even select the infestation quest, so there's no reason to use the red infested sleepers block.
Your zombie volumes are small, which might be what you want. It's a style. However, as players approach them vertically, such as going down the stairs, the zombies will not populate until the player enters the volume, so those dogs/wolves will spawn right on top of the player. This will not be popular. Indeed, stairs and ladders pose unique challenges when it comes to designing zombie volumes. If the player approaches the zombie volume horizontally, then the sleepers will get placed when the player gets within 4 blocks of the volume.
You have overlapping zombie volumes with sleepers positioned to be in more than one volume. I believe that's a source of exceptions.
The work light in the bedroom set to pulse at a rate of 20 times per second is going to give somebody seizures. Kudos though; I think that's the first time I've seen that in a POI.
There are way too many lights on. They have lots and lots of overlap. That's been a source of performance problems in the past.
Okay... building a world and playtesting... it got placed 5 times in an 8k world. (See pictures.)
There's no Localization in your modlet, so the danger meter just shows the filename.
The lights are on at the front door but it is locked. In TFP POIs, the light guide a path. I don't care about that, so making me hunt for unlocked doors, or just batter down doors, is entirely cool with me.
The small zombie volumes let me make a lot of noise and not activate any other zombies. I could walk around shooting things with an unsilenced TAC rifle as if I were playing stealth with a bow. Two of the pictures show me standing (without stealth) right next to the zombies ready to execute them.
I like being able to turn on and off the lights with the switches.
There's a fast-flickering light in the kitchen that make me worry about folks with Photosensitive epilepsy. I'm not sure what conditions set that off. (Hey TFP, it's amazing how many bullets it takes to disable a flourescent light.)
A closet door led to a bathroom. Heh. I wasn't expecting to find a room behind that. Neat.
The keywrack in the kitchen didn't unlock the door to the basement, so I battered the door down.
The good news is the zombie volumes in the basement didn't throw exceptions, but they were empty because I wasn't on an infestation quest.
I, for one, appreciate that the windows aren't bullet proof glass.
I like the turrent/tower on the front left of the house. When I travel to visit relatives I still see old houses with that feature.
I appreciate that a house has a cooking pot.
Overall, its a neat experience. All the clutter gives the player a lot to consider. I appreciate the attempt to make all of the lights work off of switches, though it was kind of confusing at the same time. That's a pretty solid first POI with some daring design ideas.
Placements:
Zombies in small volumes: