Hi thank you for the upload I'm using SMIM and Animated Containers. There seem to be a conflict with the dwemer coffins. So for the time being, I will just erase those because they don't move.
Great work, thanks for remembering the stubborn LE players. But when I try to unzip 1.2 I get an error message and the file doesn't seem to be fully unzipped
So strange, Looks like no one else is running into problems. I went to Markarth and front wall/entrance wall is missing and I am choke full of red triangles/missing meshes. MO says nothing is overwriting meshes from this mod.
I notice that people will praise pictures taken in SE without play testing the mod in LE. The mod is a beautiful idea, but I have the same red triangles too. They appear on the bridge to Windhelm too. I guess the same meshes are use by the game? I removed the architecture meshes and everything is back to normal. so far the Dwemer clutter meshes seem to be fine. I will go dungeon exploring later to find out.
Yep screenshots are from SSE since it's a simple port of my original mod. That's weird all meshes have been converted to LE, they should all use NiTriShape. Out of curiosity are you using the vanilla version or the Majestic Mountain one ? Cause the only difference I can see between clutter meshes and architecture ones is that they aren't edited by MM.
I tried another round of CAO on a TES5 profile. Maybe something went wrong. I didn't use nif optimizer this time. Usually meshes are easily converted but who knows, Murphy's law can wreck havok sometimes.
Thank you kindly GGUNIT. New file worked great. An observation made, new file meshes folder was significantly larger. Dont know if that shines any light on what had happened? Either way appreciate your mod and your time spent making it an option for us LE'ers.
Maybe that was it, CAO wasn't tuned correctly or whatever. I'm converting a lot to load meshes on Blender but usually nif optimizer does the job, meshes have a significantly heavier weight in Skyrim LE if I ain't wrong, next time I'll check the files size. ^ ^ For once I was only editing meshes so better port those. Sadly my other mods are another story, backporting plugins looks way more tedious.
You're welcome. What meshes are conflicting ? I'm thinking about lightly splitting a few meshes already, at least for Lux. Probably interior dwemer farmhouses but I'm not sure about what ELFX relies on.
couldn't thank you enough for ur work ,am a big fan of ur other mods too but this kind of bug fixes should be the ones to receive all the praises ,after 12 years finally... i'll upload some pics asap ,many thanks
You're welcome. I was a bit tired of grabing a fix here and there, especially since mods weren't fixing much either. That thing is a rabbit hole, you check a mesh and find twice the amount of things you were expected to fix. -_- I'm still checking a bit MM meshes cause it was a lot of work, I already saw a few things to improve already.
yeah kinda same i feel you i have to make sure to check if Fyx ,Smimed ,Material fix ,and the rest are compatible or don't edit the same thing before using a fix. thanks god now we have a plug'n'play alternative
it'll improve visual fidelity and bugs that came up with the original game my friend as well as making all dwemer stones/columns look more epic and giving the dwemer metal some shiny effect. it doesn't improve performance nor worsen it it should be even ,hope this helps
It shouldn't affect fps at all, I added the double sided shader to most mountain slabs with MM meshes but that shouldn't affect performances. Most changes are only about consitency and aesthetics. Fixing bugs, solving consistency issues and reworking a LOT of UVs so architecture looks better too.
I updated gallows chains and bucket though, I replaced them with SMIM chains model so maybe that area may have slightly more drawcalls cause they're higher poly than vanilla ugly ropes but that's all.
For some reasons dwemer dungeon meshes are way more precise and more polished than Markarth's so it was worth my time I guess. ^ ^
29 comments
Hi, this is my first port for Skyrim LE so please tell me if I did anything wrong. ^ ^"
I'm using SMIM and Animated Containers. There seem to be a conflict with the dwemer coffins. So for the time being, I will just erase those because they don't move.
So far no problem in game
But when I try to unzip 1.2 I get an error message and the file doesn't seem to be fully unzipped
The mod is a beautiful idea, but I have the same red triangles too. They appear on the bridge to Windhelm too. I guess the same meshes are use by the game? I removed the architecture meshes and everything is back to normal. so far the Dwemer clutter meshes seem to be fine. I will go dungeon exploring later to find out.
Out of curiosity are you using the vanilla version or the Majestic Mountain one ? Cause the only difference I can see between clutter meshes and architecture ones is that they aren't edited by MM.
I am using vanilla version, MM is not installed on my end
For once I was only editing meshes so better port those. Sadly my other mods are another story, backporting plugins looks way more tedious.
Anyway, good game !
What meshes are conflicting ? I'm thinking about lightly splitting a few meshes already, at least for Lux. Probably interior dwemer farmhouses but I'm not sure about what ELFX relies on.
but this kind of bug fixes should be the ones to receive all the praises ,after 12 years finally...
i'll upload some pics asap ,many thanks
I'm still checking a bit MM meshes cause it was a lot of work, I already saw a few things to improve already.
i have to make sure to check if Fyx ,Smimed ,Material fix ,and the rest are compatible or don't edit the same thing before using a fix.
thanks god now we have a plug'n'play alternative
it doesn't improve performance nor worsen it it should be even ,hope this helps
I updated gallows chains and bucket though, I replaced them with SMIM chains model so maybe that area may have slightly more drawcalls cause they're higher poly than vanilla ugly ropes but that's all.
For some reasons dwemer dungeon meshes are way more precise and more polished than Markarth's so it was worth my time I guess. ^ ^