Fixes the Boston Airport windows to be transparent, like they originally should have been... Now you have shiny new windows to look through! For some reason, Bethesda decided to make them opaque for some reason (to increase performance on consoles perhaps?) This mod aims to fix that by bringing back the transparency of the glass.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
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Console modding permissionThe author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
Author notes
I don't mind if you take this work and improve upon it, I just want to see this goal come to life ^^ I also give permission to anyone that wants to port this, to do so
File credits
Special Thanks to kediwah, robotized, and BenRierimanu for the help with the creation and improvement of this mod. You all were super helpful in this endeavor to get see-through windows more bug-free ^^
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Changelogs
Version 1.2
Full revamp of the mod using BenRierimanu's guide as a base + extensive rebuild of the original meshes.
Version 1.1.1
Added optional support for users who play with bUseCombinedObjects=0 this should be a catch-all for almost every mod configuration I can think of.
Version 1.1.0
Complete rebuild of mod; less file size, less bugs
Version 1.0.5
Significantly reduced filesize! Fixed flickering due to broken previs!
Version 1.0.4
Baked precombined mesh, PreViS and visiblity data, packed them into a .BA2 archive! Should be the last update.
Version 1.0.3
Forgot to add precombines and Vis folders to previous version... Standalone version included for reasons
Version 1.0.2
Added an .ESL version!
Version 1.0.1
First added precombines and preculls in the Creation Kit
Have you ever noticed that when shooting the dark metal-looking windows at Boston Airport, it has the hit decal of, well... glass? One would think after 200 years and a military force occupying it, they would have at least done little to clean the windows there, right? No more!
This mod changes those opaque, dirty metal-esque windows in all Boston Airport sections into fully transparent, see-through glass. No more strangely out of place blacked-out windows on a building that should otherwise have an unobstructed skyline view.
Notice, please read: If you have the PRP 0.49 hotfixes package, do not use PRP-AirportFix in your modlist as per BenRierimanu, as that mod is equivalent. Said hotfix will go away when 0.50 is up and working
Support Server:
UPDATE 1.2: Massive overhaul of the original mod. Rebuilt precombines and occlusion (previs) data. Yet another revamp. Fixed clipping issues. Hopefully the last update. Solidified everything using the unified precomb and preVis method. Should be 100% bug-free now. Thank you for staying tuned.
Requirements: Absolutely none! Known Issues: • If you use Previs Repair Pack by BenRierimanu, load this mod after PRP. • Load this mod after any mods that edit precombines around the Boston Airport area, or you may get flickering or disappearing geometry.
Useless info: First added fixed airport building meshes to Meshes with transparent glass. In Creation Kit: Afterwards, Bostonairportext10, Bostonairportext05, and Bostonairportext04, rebuilt precombines, following that, combined previs was regenerated for Bostonairportext10 (since they are a cell cluster, didn't matter where I regen'd as long as it was in either 3 of those cells.) I then archived everything and compacted the file IDs. In Nifskope, this was actually a very easy task. Apply shader property 12 to the window glass TriNode. Copy and paste the BSEffectShaderProperty from the airport tower glass over to the opaque glass, delete the extra necessary blocks, add an alpha layer, on alpha layer, set flags to 4845. Transparent glass on an opaque window without even touching Blender!