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Lyss

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Lyss

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  1. Azaraiah1701
    Azaraiah1701
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    Clear! Omg this works wonders! Stuck playing Oldrim and the stupid spores give me a migraine. I'm also hoping that the mod author of Project AHO based his area in the same world space as Blackreach and this mod also removes his spores for the same reason. It's like driving a vehicle in a snowstorm at 2am and I HATE it lol! Thanks so much for making this! Endorsed
    1. Lyss
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      Thank you Azaraiah.  I don't know if Project AHO uses the BlackreachWeather record or not, but if it does, then this should impact it.
  2. KainThePheonix
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    I highly recommend this mod to anyone that even glances over this page. It is well worth it and removes that god awful particle effect in Blackreach which to me makes the game nearly unplayable in Blackreach. This removes all of that and makes it work too. Awesome work Lyss and thank you!

    Obviously I already endorsed this a couple years ago!

    ;-)
    1. Lyss
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      Thank you Kain.
  3. benkar3
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    The thing with mods like yours is: I usually don't even realise things like snowflakes in Blackreach or at least they don't bother me, but once someone points me to it... Hope your mod works for me. Thanks for making it!
    1. Lyss
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      You're welcome. As I said in the description, it should work unless something overwrites the Blackreach weather record, in which case you would just need to adjust the load order or merge the changes.
  4. cradleofgod
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    I think this makes Blackreach look clean. Any chance you can do the same for Sovngarde weather - remove those pesky flecks please?
    1. Lyss
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      Currently working on it, if I've isolated the cause correctly; it involves cell edits and not just a change to a weather record so will take a bit of time.
    2. Lyss
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      Uploaded a file: http://www.nexusmods.com/skyrim/mods/59894/?
      Please check to see if it meets your needs.
    3. cradleofgod
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      Hey you actually made it! Thanks so much! Sovngarde looks a whole lot cleaner now!
  5. Navarrodelray
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    Thank you for removing these fucking annoying white spots! Blackreach looks a lot cleaner now. Also, this makes sniping in pitch darkness that much easier. XD
    1. Lyss
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      You're welcome. I knew I couldn't have been the only one to find it bothersome, so once I figured out what the cause was I uploaded this so other people could also benefit.
  6. LABTECH
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    Interesting, I always thought of the floating material as fungal spores from all the mushroom's that grow in the semi darkness of the dying Dwemer sun which has dimmed over the ages since they vanished leaving there underworld in every increasing darkness but this will be more cave friendly as you really would not be able to see the spores from most mushrooms in the real world and they would appear more as a feint distance fog visible against backlighting or dust kicked up by your passing.

    I may download so that I can endorse but am not certain as to whether I will use it but will probably give it a go, I think Blackreach is the best level in the vanilla game but lacking some interaction such as helping escaping slaves (rather than having to kill them) some Dwemer Ghost vendors like the ghost vendor in the dawnguard expansion or disquieted souls of long dead Dwemer who are angry that there graves have been disturbed, I always felt the overseers house needed some ghosts, slaves of long dead falmer working the field outside were now only mushrooms grow or the ghost of a cruel overseer beating a slave, non interactive but playing when the player get's near and vanishing when the player get's too close but sadly Bethesda never put this kind of interactive ambiance into skyrim though they once tried more primitive ghosts as levelled enemy's in there older game Morrowind.
    1. Lyss
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      Most mushrooms don't continually spore, so in that sense it, well, doesn't make sense, and dust settles over time to enough of an extent that it couldn't be dust. At least, it doesn't work out in my head when I try to apply any logic to it including either reproductive cycles for the mushrooms or activity/time for it to be dust.

      And yes, I miss ghosts from Oblivion; you had to consider if you really wanted to go into that croft or not. Now there are just all of these random skeletons. I kind of think it would make more sense to at least name the skeletons in the Whiterun Hall of the Dead or something—one of them could be a Battle-Born or something.
    2. Chaophim
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      I always took it to be dust caught in the beam of a photo-luminescent mushroom, kind of like how early FX guys made the lightsabers in Star Wars.

      However, even if that was Bethesda's intent, I'm in agreement with you on the ugliness. I also don't think that Blackreach's primary residents would even NEED photo-luminescent plants...makes BLACKreach seem more like GREYISH-AND-SORTA-DARKreach.

      Looking forward to using this mod - got a lot of lighting and effects stuff for Skyrim's topside - been looking for Blackreach improvements to match them.
    3. LABTECH
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      Endorsed - Yes Lyss, the Oblivion ghosts though were a little like an evil version of Casper but did look much better and actually paranormal like but the older ones in Morrowind looked like a cross between a bearded angry garden gnome and count Dracula gone wrong (but then all the vanilla character models in Morrowind were exactly like jointed kid's action figures or doll's).

      You are right about the spores as well but well maybe the passing of the traveller makes the shroom's spore so that there spores can be carried on the travellers clothing to other places in the near windless depths with only the passing water that drains to some more mysterious deeper vaults stirring the air at all.

      Personally I would have loved to have seen Blackreach much larger or connected by tunnels to other places such as underground docks with the rotting hulks of ancient Dwemer ships and ancient underground town's built on the bank's of ancient Dwemer ship canals that threaded through the earth to the sea far away using a series of docks, while the Dwemer had sky ships and oddly for a subterranean race they spent great time observing the stars through massive telescopes it would only make sense if they had there entire civilization beneath the ground they would also have there own transport networks and trading routes as well as forgotten city's and town's too deep to have there own direct access to the surface.

      I always remember a massive mod called The Underground for Morrowind (the author has sadly passed on), in that mod as well as many controversial themes and possible plagerism of other modders work which was more common back then but no less acceptable (it was still one of the best ever mods for that game though) there was a massive network of tunnels, underground city's and even one that rose out of the sea when you activated some levers like a Dwemer version of the city in James Bond Octopussy movie.

      I think that the skyrim community though far larger is less vibrant than the Morrowind one used to be and so most mod's are about clothing, armour, companions, weapons but there have only been a few note worthy one such as Falskaar.

      There was a mod that comes to mind in Morrowind for example (now this was the old Nexus and it has changed a very great deal with a vast number of these old mods now no longer available) called the Community Balmora Expansion or something like that, it basically took the small town (supposedly a city) of Balmora and nearly tripled it's size on both sides of the river with new stair cases and streets adding shop's with modders armours and weapons sold by merchant characters they had created each with there own shop, two more taverns, a bathhouse, a museum etc and a dragon that was very hard to kill and would make random attack's, it also added a sewer system to Balmora and was one of the old showcase mod's for the Morrowind Nexus, I merged it with several other mod's (in part to reduce the number of mod's and to try to resolve script conflicts including Quarls Underground (added another sewer to Balmora but never clashed) which was a strange but massive mod, sunken dwemer ruins under Balmora, a lord of the ring's themed cavern home between Balmora and the next town up the road and several others), fixed land seam problems caused by the merging of these mods which each made small landscape alterations etc for my own use and created a load of new NPC's but did not upload my work as back then I had no net connection and had to go to the library to access the Nexus on the public library's time limited computers but the nexus had an almost magical atmosphere back then.

      For some reason, maybe as I no longer seem to have enough time (and suffered bad head trauma in between then and now) I no longer mod or hardly and have not got into using the new TES construction set (The creation kit - which I am certain they deliberately left buggy) which though it look's similar in it's interface is actually very different to the earlier one's for Morrowind and Oblivion, interesting Morrowind was actually created specifically to be easily modifiable and for users to make there own games in it's open world but in between Bethesda producing that and several publisher - developer deal's they lost there way a bit at Bethesda and almost never released the construction set (renamed the creation kit) for Skyrim, still thing's have picked up but the nexus probably has less than half it's old Morrowind mod's due to copyright law's and other problems with thing's such as soundtracks (Many songs in Quarls underground for example everything form the Beatles to beastie boys was used to soundtrack that massive mod) and the legendary ICE's mods used other copyrighted tracks in some fantastic mod's all of which the Nexus had to remove so shrinking the once huge mod's database for Morrowind that once existed, this was because the Nexus became so very popular and with fame come's scrutiny by copyright lawyers but they always did there best to protect there members and never condoned copyright breach.

      I actually like your mod and remember the more you create, the more addictive it can become especially when other's like your work, some are more addicted to modding than playing the game - I am just addicted to trying out other's people's mod's.
    4. Lyss
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      Thank you LABTECH.

      When it comes to old TES mods that I don't think have been matched yet, although possibly it hasn't been seen as greatly needed due in part to the greater differences in the regions, one that comes to mind for me is Unique Landscapes. I used to have to double-check where I was and which direction I was going if I left the road when playing Oblivion: that whole "trees, trees, and more trees" thing. And something from Morrowind that I miss at times is the organization of the inventory and the use of unique icons for everything. Not to mention all of the interesting loot it had. I never needed those dish sets, but I definitely wanted them.
  7. SweetPunishment
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    I think it adds to the atmosphere of the place, but I can see the use of this mod .
  8. OutLaw666
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    I'm pretty sure some people will find it useful.
    But i would rather like to have a retexture. I like this dust, spores or whatever it is. Gives this place more depth and atmosphere imao.
    1. Lyss
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      It is a snow texture, so chances are if you apply any particle snow retexture it will effect it. One example is listed in the description; it causes the texture to appear more...refined, I suppose is the best word.