Tabletop Simulator

Tabletop Simulator

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Saught's Tavern Assets/Models/Objects/Props
   
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Number of Players: 10+
File Size
Posted
Updated
1.208 MB
6 Nov, 2020 @ 8:41pm
30 Jun, 2021 @ 1:45pm
4 Change Notes ( view )

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Saught's Tavern Assets/Models/Objects/Props

Description
Similar to the last 2 mods (Indoor & Storage Assets), there's around 240 "unique" model meshes in this, but everything is tripled up, so it actually comes out to something like 730. There are a few models included as basic meshes since I've had to use AssetBundles to fix transparency/collider issues. For the most part, colliders didn't need to be adjusted (they use mesh colliders) but everything's been adapted for TTS myself.

Additionally, a good portion of the objects in this are repeated from the Indoor Assets mod. This is because I felt like they coupled well with the rest of the "food/kitchen" objects that are new. I'm running out of generic names to use for assets and I thought they fit with the tavern theme lol.

If there are any errors, let me know.

Inside you can find:
  • KNIVES
  • Bottles, Bowls, Cups, Mugs, & Tankards
  • Pots, Pans, Cauldrons, & Vases.
  • Bread, Cheese, Meat, Mushrooms, Soups, Vegetables, & Food Racks/Spits
  • Burnt Logs, Campfires, Coals, Cooking Pits, & Fireplaces

As well as:
  • Beds (Indoor Assets)
  • Candles & Lanterns (Indoor Assets)
  • Carpets, Pelts, & Rugs (Indoor Assets)
  • Basic Wooden Benches, Cabinets, Chairs, Shelves, & Tables (Indoor Assets)
  • Nordic Wooden Benches, Cabinets, Chairs, Shelves, & Tables (Indoor Assets)
  • Various other "clutter" decorations & dressings (Indoor Assets)
  • Kegs, Sacks, & Trays. (Storage Assets)
  • 2 looping sfx cubes in a bag so as not to bog down loading lol. (Market Assets)

While this is geared towards medieval-fantasy RPG's, you can probably find uses in other types of settings.

Feel free to use anything in here for other mods. You don't need to credit me or link anything, but it'd be nice.

If you'd like to support me you can do so through PayPal[www.paypal.com]

A few objects in the "example build" are from my Indoor & Storage Assets mod.

Background from here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2134719419

And as always, Demorid's miniature table full of mz4250's models (and others!):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=901492833
16 Comments
Saught  [author] 30 Jun, 2021 @ 1:51pm 
@Golem Sorry it took a week but I just got around to messing with it today. I added some separated pieces to a bag. Some of the geometry was missing due to pillars/posts being removed (didn't look good/cut weird) so I did some mesh editing to "fix" a few parts. Pieces 8 & 16 are the "raw" stairs. Dunno if this was what you were looking for but I hope it helps.
Golem 23 Jun, 2021 @ 5:16am 
aaah ok thats alright, and if its not too much trouble the main things i was looking for are the wood floor, the stone floor, and the stairs. if its too much trouble don't worry about it, the work you do already is amazing and has made map making so much better.
Saught  [author] 22 Jun, 2021 @ 5:18am 
@Golem I didn't. It came as an entire already-pieced "interior object" that I did a lot of work to remove geometry from in order to make it more presentable. What kind of pieces are you looking for in particular? It's likely not possible to grab "full" parts since there's missing faces in certain places but I can still try and take a look.
Golem 22 Jun, 2021 @ 2:10am 
Love the work man, was wondering though. on this one did you make the tavern building itself? was wondering if there is a second floor to it, also maybe some of the pieces themselves individually. some of it would be wonderfully helpful to have.
yukonzach 2 Jun, 2021 @ 7:48pm 
Used one of your Kegs for my "On The Rocks" mod. Thank you sir!
GameWizard13 15 Apr, 2021 @ 2:12pm 
how can i save the table?
Saught  [author] 30 Nov, 2020 @ 8:22am 
@feydras If you can provide a few screenshots for examples (lock the chair and your mini and gizmo tool to move them into place) then yeah sure. I assume you'd want the back of the chair removed as well? I kind of need to know exactly what you mean before I can adjust the colliders, but it's probably easily doable.

I don't know anything about scripts, but these models in particular literally use the mesh as a collider, so the object that you visually see (barring any transparency) is the same collider for the object once it's locked. If you download the .obj (right-click > custom > dl from url) you can mess with it in Blender (or any other 3D Graphic software).
feydras 29 Nov, 2020 @ 7:29pm 
Beautiful work again. Any chance you could make some chairs without colliders, or with colliders really low so that you can put a mini over them to mimic sitting? I've tried to copy collider script but can't find a chair that has that field.

I'm afraid I can't help with the organizing suggestion, too disorganized.
Saught  [author] 17 Nov, 2020 @ 3:16pm 
@Gondor72 Hope some others chime in cause I'd like to know as well.

Personally I don't really bother with the "massive asset organization" myself. I'm terrible at categorizing (ex: tents go in the structures bag or the camp bag or both??? empty bottles in food bag, alchemy bag, or the camp bag?) and there's just too many assets people have imported over the years. I guess I'm part of the problem now lol.

When I'm building a map for DMing, I load through the typical cycle of asset tables (including my own now) and pick up which props I might specifically need for that particular build, kind of like grocery shopping as Baryonyx once likened it to. Sometimes in the middle of building I'll have a need for a particular asset that could work; I usually have the table in mind so I simply Expand whatever mod it's from and grab it real quick.

It's been kind of nice making the smaller example builds in each of my mods. I usually try to only utilize the objects from the same table lol.
Gondor72 17 Nov, 2020 @ 2:33pm 
Saught, you do great things. I cannot thank you enough for your work.
I have this question for anybody that would like to respond. How do you organize your assets/models? I have about a dozen bags which are categories, each of those also has bags / categories. I also have various tables I go to to pick things off of. I am about ready to reorganize as things are getting a little out of control. Just wondering if someone has a good system that might work better for me.