I've been having a pretty consistent issue with this mod, in that it outright doesn't work and I have no idea why. If I load it into Vortex, the game doesn't detect it at all, though I am able to add it to my load order. When I log into the game, all of the textures are the original textures, save for those altered by SSE.
Just thought I should point out that this is indeed the mod included in MGSO that messes up Sotha Sil Expanded. This mod changes the the two red and green activator meshes (to add glow maps, and , I think, have the lights more noticeably turning on and off) but then also changes the textures "tx_sotha_red00" and "tx_sotha_green00" by splitting both textures into their color portion and metal portion with the former being renamed to "tx_sotha_red_g" and "tx_sotha_green_g" and the latter two, which must be used by some new mesh in SSE, retaining the orignal names but having black space where the colors would normally be.This then causes any mesh calling the original texture to turn up black for both colors. I think the only fix is to delete the two activator meshes included in this mod as well as all 4 "sotha_red" and "sotha_green" textures in this mod too.
I love all of it except for "tx_sotha_panel" as it looks too modern. So i just removed that one texture (used for the 3 panels behind Sotha Sil if anyone's interested) and kept the rest. Really nice work, thanks a lot.
Probably, it seems this mod only replaces the textures, so in theory it would change the textures of the old structures found on SSE. At worst it would only not work if SSE uses different textures for the parts of the mod that contains the old Clockwork City, so at least it doesn't have any reason to have conflicts. Give it a try, I would like to know also.
11 comments
Use wrye mash or Mod Organizer 2.
You have made my day!!
Incredible works put in it!!
Thanks <3 <3