Yeah, this mod makes some very subtle changes, but not enough to notice at first glance, especially if you use an ENB or a mod like Darker Nights. Some glass textures don't seem modified at all.
I have horizon + the textures and lightning overhaul made by same author. Glass objects be it car windows, bug wings, coolers, etc are still showing up bright. If anyone could help me figure it out I would be much appreciative.
Try this one: https://www.nexusmods.com/users/33471790 Unfortunately, the mod author set the mod to hidden, so I just linked directly to the file. Can be seen here: https://stepmodifications.org/forum/topic/17048-glowing-glass-fix-by-kouta554/
Nah this mod absolutely covers this one too, it's just because the other mod is overwriting the file "CapGlassTile01.BGEM" and "CapGlassTile01a.BGEM". In my case it was ELFX. Use BAE or archive2 to unpack Gloomy Glass' ba2 file.
elfx is 'enhanced lighting and effects', which is similar to this mod but... a bit much. the other two are just different programs used to unpack .bsa files, I use https://www.nexusmods.com/skyrimspecialedition/mods/1756
Do the textures need to be run with the esp provided? We can't extract them from the BA2 and run them as loose files without the esp, or repack vanilla BA2s can we? I'm assuming I messed up by trying to repack the BA2s therefore not using the esp provided.
These are material files not textures. You can run them loose but I can’t see why you would want to. The esp is flagged as an ESL and loose files are not recommended to be used in Fallout 4.
Loose is never better. You are free to extract them yourself but I won’t be shipping any of my mods like it. I would always advise to either merge smaller textures into a single BA2 or reduce your load order.
Gonna back up Jon here, they are absolutely correct - always BA2 over loose files (if you haven't hit the limit yet). Also wanted to circle back about what I was saying before and a possible solution for those looking to use Gloomy Glass as a BA2 but not contribute to the BA2 or esp limit:
Optimization Guides Collection 2 (which is amazing) features an extension tool of the BiRaitBec WorkBase Improved. Normally, the workbase can only repack Textures, not Material (or Mesh) files as Jon pointed out. However, TheSoundOfSnow packaged a tool in the guide files that allows you to repack Materials and Meshes into BA2s that replace the vanilla files just like the Workbase does for Textures. I can confirm that Gloomy Glass works with this method, which allows you to replace the vanilla BA2s without running an esp.
This tool is somewhat experimental in that not all Materials and Meshes work when repacked as vanilla replacement BA2s, especially when the Materials and/or Meshes mod also use Textures which are all repacked into separate vanilla BA2s instead of all being handled by a single mod esp as intended. Power Armor HoloHUD and Power Armor Chassis Buttplate Fix Redux with the Power Armor Frame Core Socket Hole Fix also didn't work, with the holo hud showing up as missing pink textures and the core fix simply not working. I had to run these as esp mods in a load order instead of as replacement BA2s. I will point out that my Gloomy Glass are missing Cubemap reflections, however I believe this is due to incompatibilities with Ultimate Window Overhaul Redone which is a known issue - but there is a chance this may also be caused by it being used as a replacement BA2.
Speaking of Ultimate Windows, it got updated about a month ago! I'll have to check out the new version, I'm still using the old one. I'm sure both Jon and myself are curious whether or not it's now compatible with Gloomy Glass because of the Cubemap changes.
UPDATE: Cubemap reflections and the latest version 4.1 of Ultimate Window Overhaul Redone are now working with Gloomy Glass. I'm using both as vanilla BA2 replacements and everything seems to be working as intended.
Also thanks to Jon! Gloomy Glass and Lightweight Lighting have made a big impact on my game visuals without a noticeable performance cost. Just saw the 3.2.1 update, downloading now!
Some small trailers(image 11) have the right glass, some shine bright as always at night. Only things that load after that would make sense to me, are ELFX etc. and PRP.
Vault 111 trailer outside works, Arc Jet system trailer outside doesn't, Arc Jet system inside the glass works. Weird.
You think you could rework pre-war window glass from Sanctuary houses? They are re-used in some mods and it always bothered me how they look like foggy cheap plastic
Hello! I'm not sure I understood the permissions very well, does "All my mods are free to use however you see fit." include porting over for Xbox users? and if not, may I have permission to port over some of your mods? thanks!
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I don't know ELFX, BAE, or archive2 at all.
Hence why for smaller mods like these, loose is better.
I would always advise to either merge smaller textures into a single BA2 or reduce your load order.
Optimization Guides Collection 2 (which is amazing) features an extension tool of the BiRaitBec WorkBase Improved. Normally, the workbase can only repack Textures, not Material (or Mesh) files as Jon pointed out. However, TheSoundOfSnow packaged a tool in the guide files that allows you to repack Materials and Meshes into BA2s that replace the vanilla files just like the Workbase does for Textures. I can confirm that Gloomy Glass works with this method, which allows you to replace the vanilla BA2s without running an esp.
This tool is somewhat experimental in that not all Materials and Meshes work when repacked as vanilla replacement BA2s, especially when the Materials and/or Meshes mod also use Textures which are all repacked into separate vanilla BA2s instead of all being handled by a single mod esp as intended. Power Armor HoloHUD and Power Armor Chassis Buttplate Fix Redux with the Power Armor Frame Core Socket Hole Fix also didn't work, with the holo hud showing up as missing pink textures and the core fix simply not working. I had to run these as esp mods in a load order instead of as replacement BA2s. I will point out that my Gloomy Glass are missing Cubemap reflections, however I believe this is due to incompatibilities with Ultimate Window Overhaul Redone which is a known issue - but there is a chance this may also be caused by it being used as a replacement BA2.
Speaking of Ultimate Windows, it got updated about a month ago! I'll have to check out the new version, I'm still using the old one. I'm sure both Jon and myself are curious whether or not it's now compatible with Gloomy Glass because of the Cubemap changes.
UPDATE: Cubemap reflections and the latest version 4.1 of Ultimate Window Overhaul Redone are now working with Gloomy Glass. I'm using both as vanilla BA2 replacements and everything seems to be working as intended.
Thank you!
Also thanks to Jon! Gloomy Glass and Lightweight Lighting have made a big impact on my game visuals without a noticeable performance cost. Just saw the 3.2.1 update, downloading now!
Does anybody have a tutorial on how to replace any of this stuff? Where? In which files? How?
I can extract BGM files, but I honestly don't know what to do next.
Only things that load after that would make sense to me, are ELFX etc. and PRP.
Vault 111 trailer outside works, Arc Jet system trailer outside doesn't, Arc Jet system inside the glass works. Weird.