Skyrim

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langley

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langley02

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  1. langley02
    langley02
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    Sticky
    Released add-on for Markarth. It fix and improves UV for 30+ meshes in Markarth.
    Unfortunately I was not able to do with the mountains all that I wanted. Very angular meshes, very stupid UV...
    But I hope that with the mod will be a little better than without it.
    1. sagarzz
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      how do i use these files for texture pack combiner, it requires a meshes folder and the current files have esp/bsa inside them?
    2. karios525
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      Grab the bsa unpacker off the nexus to extract the meshes
  2. Sorlomon
    Sorlomon
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    Is this good for SE? (assume conversion) Has this been taken care of by another mod?
    1. BellaDovah
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      Did you find out? I'd like to know this too
    2. zheksmar345
      zheksmar345
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      Just use mo2 to see the conclicts + mo2 nif previewer to compare the conflicting meshes 
  3. Darklocq
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    langley02, if you're still around, please update this to include the patches and stuff in a single file, so people can actually install it with a mod manager. At this date, the only option people are going to want is the complete combination of USKP/USLEP compatibility + fixed distant decals + your later patches.  Probably the only reason this great mod is not included in the STEP Guide is no one can install it except through a lot of error-prone manual messing about.

    I've saved you the trouble and already repackaged this as ready-for-MO2/Vortex archives, both in a loose files version and in a BSA version (which is more tidy but wastes a mod slot)https://mega.nz/folder/9UhVgYBT#i9ug7UPAmEh9lIYftg1jfA.

    If you don't want to bother with it, please consider changing the file restrictions on this so someone can re-release it on a separate mod page. Otherwise this is just going to fade into modding obscurity, which would be a shame.  Well, it already has and it is.  :-/  This should have 1M+ users, not 115K.
    1. deleted97764548
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      I have missing meshes everywhere using your bsa version, the loose one works fine though
    2. Darklocq
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      OK, I've nuked the BSA version.  May try a different BSA packager, through mod slots are precious enough people generally are going to just unpack it anyway.
  4. Gezumashin
    Gezumashin
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    Very Nice Work!DL!Thank You!
  5. Gezumashin
    Gezumashin
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    Very Nice Work!DL!Thank You!
  6. viava
    viava
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    bug I found, but there are probably more:
  7. kenriu
    kenriu
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    Hello, after install your mod my game feel that have less lag, thanks.
    1. langley02
      langley02
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      I doubt that this could be due to this mod. But still pleased
    2. godsp33d6
      godsp33d6
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      lol
  8. Mookeylama
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    anybody else get some floor meshes from this mod, that make npcs "float" above the floor a few inches? dunno if it's a conflict w/ a mod like uskp or something that changes collision or object bounds, but a few nifs from this mod make people stand on invisible collision. like the floors in markarth hall of the dead. if i remove these nifs and use say unofficial ones, the floating is fixed
  9. KaluaTheRathling
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    Erm, are you planning on making a version compatible with the USLEEP? (AKA the "legendary" unofficial patch which came out a little while ago)
    1. lydiacat
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      I would be very interested to hear that.
    2. pe6o
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      I'm interested aswell
    3. SpookaXX
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      Yes, can you please update compatibility.
    4. ZeroSbr1
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      You mean it's not?
    5. User_34984140
      User_34984140
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      this had to be in USLEEP, there are just way too many conflicts... ELFX, SMIM, USLEEP to name a few...
    6. sirius2u
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      I think SMIM might have already fixed a lot of the meshes this mod does, in any case the mod author has not updated his description page in over a year so I do not think he will be able to help. At the moment its probably best to not use this mod especially if you have USLEEP.
    7. Capostrophic
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      Langley is "she".

      Arthmoor opposed including the fixes from the mod (no stretching) in the unofficial patch, though the reasoning was a bit vague.

      SMIM simply doesn't include that many meshes.
    8. theicedevil
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      The ESP in this mod is a dummy file that just makes the game read/use the files in the BSA file when activated. If you are worried about conflict with USLEEP there is a simple fix as long as you use TES5edit and know the basics on how to use it. If you are using Mod Organizer, just move the ESP file into the Optional ESP's and then activate the "No Stretching.bsa" in the Archives tab. Also, make sure that No Stretching is loaded before USLEEP and you are golden.

      The other option is to flag the ESP as a ESM file. You can do this simply in Wrye Bash or TES5edit. First, install the USKP version of No Stretching and activate the mod so that it's loaded into your games Data folder.

      If you have Wrye Bash installed, open up Wrye Bash, Left-click on "No Stretching.esp" and select "Esmify self" near the bottom of the context window. If you get a Warning pop-up, just click the OK button. The file is now flagged as an ESM and will be treated like an ESM even thought the file is still an ESP. You can simply reverse it again by repeating the same steps but selecting "Espify Self" instead in Wrye Bash.

      You can also flag the file as an ESM in TES5edit but has a few more steps. After installing the mod, run TES5edit, uncheck all ESM/ESP files and then only check "No Stretching.esp" and click the "OK" button. You can make the loading faster by holding the "Shift" key when you click the "OK" button. Holding the Shift key prevents TES5edit from building references of all the records being loaded, making loading a bit faster. After it's done loading, extend the "No_stretching.esp" in the left panel and click on "File Header". In the right panel, locate "Record Flags" and left-click on the form box next to it and select "edit". Wait for the timer on the warning pop-up and then click on the "Yes I'm Absolutly sure" button. A "Edit Value" window should pop up. Check the box next to ESM and then click on the "OK" button. Now close TES5edit using the red close window button at the very top right. A "Save changed files" window will pop-up. Make sure that "No_stretching.esp" is checked and click on the OK button. The file will now be treated as a ESM file.

      Now that the file is flagged as an ESM, just change the load order so that "No_stretching.esp" is placed right above USLEEP. Now any mesh that conflicts with USLEEP will be overwritten by USLEEP's meshes when the game loads up. With LOOT you will also need to make some manual Metadata rules edit to force USLEEP to load after "No_stretching.esp". Run LOOT and make sure that Skyrim is selected. Find USLEEP in the right panel and click on the button with the three dots lined up vertically, and select "Edit Metadata" A window will pop-up below. Select the "Load After" tab and then on the left panel right-click and drag "No_stretching.esp" into window under "Load After". The plug-in will now by added to the Load After metadata list. Now click the save button (the floppy disc icon) to save the metadata. Now when you sort the plugins, USLEEP will load after No Stretching. However, LOOT gives you a warning, it means that the ESP was not flagged as a ESM and the load order will not be sorted. You will need to redo the previous steps to flag the ESP as a ESM and only after that will LOOT sort the plugins. If that is not working, just remove the Metadata edit you just made to USLEEP. Use the Edit Metadata button in USLEEP, select the Load After tab, find No_stretching.esp and click the trash can button next to it and save.
    9. KainThePheonix
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      Thank you theicedevil. This is a very thorough and concise description of the process. I was in need of knowing this myself. Thank you!
    10. User_34984140
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      with all the USLEEP refrences, Do you think Arthmoor has read these comments yet and choose not to reply in here?
    11. Darklocq
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      Someone who understands the process should probably just re-do this for modern times. :-)I would have happily installed this without realizing it conflicted with USLEEP. Though I wonder how much. It seems to me that one could do this easily by extracting the BSA, then removing any files in it that conflict with those in USLEEP, and just loading it as a texture/mesh mod at the end, without any ESP. But there's probably something I'm forgetting ...
  10. CptMcSplody
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    Currently testing this in SSE, have optimized the nifs https://pastebin.com/kucc0fJ3, checking them in CK using output, removed any meshes that conflict with Unofficial patch or SMIM.
    Appears to be working fine so far.
    1. Andgar
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      Is it still working?
    2. CptMcSplody
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      Didn't noticed any issues while testing in game or viewing meshes in CK, it was bare bones testing though, just smim, ussep & alt start.
      No CTD or visual artifacts of note.

      I would recommend packing it into a bsa, after optimizing the meshes by using an empty esp in the Creation kit, and then converting the empty esp to a master in xEdit(Add esm flag in esp header), and placing it just after the DLC and before USSEP so that you don't have to remove conflicting meshes.
    3. Andgar
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      Cheers.
      I will see what its like before before I repack it into a BSA.
    4. Andgar
      Andgar
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      Hmmmm I cant seem to get this to work.
    5. CptMcSplody
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      well here is some proof it runs anyway.

      https://i.imgur.com/n7lyz1f.png
      https://i.imgur.com/NSJ2msr.png

      Need some more info than it doesn't work

      Is the game running with these files?
    6. Andgar
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      Its for SSE, yes I have the USSEP.

      It works when it loose files, I think I am messing up the repacking to a .BSA file. Will look at this tomorrow when I can.
    7. CptMcSplody
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      Put the meshes folder in the data directory, if you already have a meshes folder temporarily rename it meshes-temp.

      If you haven't done so, run nif optimizer from inside this folder. When its finished delete it and its output from the meshes folder.

      Launch the SSE creation kit, click File > save & give the file a name "No Stretching SSE" for example.
      Click file > create archive give the archive the same name as the esp No Stretching SSE without the .esp

      Then an empty box will pop up, you will need to drag all the no stretching meshes into that box.

      So open the meshes folder in your data directory, search for .nif, wait for search to complete, select all files with ctrl+a and drag them into the box. Click pack files & wait, don't click anything, even if it seems like its hanging, CK is very crash prone.

      Once it has finished you should have an esp and BSA in your data directory.

      Next the esp has to be changed to a master, so that it can be loaded before Unofficial patch. This can be done in sseEdit, load the mod, expand, click file header, flags at top, add esm flag. close and save esp.

      Next you need to add a rule to loot to load No Stretching before USSEP, this will make sure that USSEP & SMIM wins any conflicts if you are using them.
    8. Andgar
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      bloodily work....

      That is all done now, not sure how many meshes aren't replaced by other mods, will test the areas I had noticed before.
    9. CptMcSplody
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      Total meshes for No Stretching 1885 Thats Main file first, overwrite with Decal version, and then overwrite with USKP version(just making sure I had all meshes) & markarth & update files
      Overwritten by USSEP 185
      Smim 93
      Both together overwrite 261

      Its mainly rocks, moutains, dungeons/mines, whiterun exterior walls

      to test in game you would need one save with just alt start.
      one with just no stretching & alternative start.
      one with no stretching & USSEP & alternative start.
      After that lighting mods would need testing.
      Its not an easy process, and its hard to do properly without user feedback or recording video to compare.

      Also you can use nifscope to view meshes, just keep in mind that to have textures applied they need to be in the data\meshes folder & the games textures need to be unpacked.
    10. Andgar
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      Oh what fun, all my DLL loader mods aren't work now cuz of the crappy paid mod club. Crap week at work and now a night full of more work just to play a game.... ugh
    11. CptMcSplody
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      Honestly your better off just using it if it runs, and if you spot any glitches make a note of it.
      I would be watching out for lighting issues mainly. I have been using it for a while and haven't noticed anything odd.
      I'm only using ele and relighting skyrim though.
    12. Andgar
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      I have ELFX in SSE, I had pretty much all lighting mods working together in Oldrim with some help from the STEPS guides and patches.

      However back on topic with No Stretching, I have 839 files overwritten by other mods at the moment, but the only ones I ever really noticed where round Whiterun, Riften and on the odd railing here and there.
      I haven't finished converting some of the older mods I like from Oldrim, but if SSE is going to be getting updates a lot I might just drop it and play Witcher 3 some more.
      Still holding my breath for Parallax textures in the ENB's too.
  11. lucidstorm1
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    could you fix prison bars as well? they have horrible mesh stretching, meshes\dungeons\imperial\jail\
    diffuse:
    textures\dungeons\imperial\ImpMetal01.dds
    Normalmap:
    textures\dungeons\ships\ShipGoldenMetal01_n.dds

    as if someone poured gruel on metal, texture can't fix it