If you install manually, make sure to read the folder description in the mod page and to check the different customization options: I uploaded it as a picture in the image section.
Version 2.4 -Fixed Unique door visual form afar in OpenMW -Fixed flame pictures in FOMOD
Version 2.3 -Fixed TR water in the FOMOD installer -Improved general meshes quality -Fixed water geometry -Added GitD interior to the meshes
Version 2.2 -Improved FOMOD installer -Fixed Asymmetric Water
Version 2.0 -Added a Symmetric version with 4 chapels -Added FOMOD installer -Fixed bridge spheres -Implemented GitD in the mod
Version 1.9.1 -Fixed Braziers
Version 1.8 -Added optional GitD compatibility patch to the main version.
Version 1.7 -Removed unused resources. -Re-added the ESO-inspired doorstep in the main version as optional. -Updated the readme files.
Version 1.6 -Added a new main version that modifies the palace interiors and exteriors too, the mod has been further optimized and is now all-in-one -Added an optional version "untouched palace" which is like the previous old modular version. Does not change anything about the palace exterior and interiors. -Added an optional "vanilla version" made by Leyawynn.
Version 1.5 changelog: -All column engravings have been merged in a single mesh and optimized for better performance and lighter archive. -The bridge brazier has been optimized by adding a texture decal rather than a separate mesh for better performance and a lighter archive.
Version 1.4 changelog: -All optional archives merged with the main file and restructured to work with Wrye Mash and Mod Organizer 2. -All file redundancies expunged for a smaller archive, with its folders and plugins renamed for clarity. -All base/default files are subsumed into one Core Files folder for ease of installation. -06 doorstep plugin was replaced with a blank texture for better compatibility with saved games. -Meshes optimized by combining properties and TriShapes for fewer draw-calls. -Upper lamp post was given a cylindrical seal to hide open seams and floating prongs.
Version 1.2 changelog: -Slowed planet rotation for a more divine effect. -New planet textures and reworked halos. -New default dome with a single flame. -Reorganized file structure.
Far out, terrific update to the mod's options and install package! Honestly haven't tried it since a very early release as I preferred the initial, independent version of the columns—which I edited to remove the 'pray' and 'obey' decals (keeping just the ALMSIVI columns)—and wasn't keen on the bridge. Illuminated Palace Redux and the columns edit was enough for me at the time. Not sure if candles were always a modular part but it's a very welcome sight and with this updated pick-and-choose installer the mod will probably become my default palace glow-up. Will definitely be checking out all the options again to see what's changed and what I might add.
A couple of questions if I may: would I be correct in presuming the candles are the single-mesh version by Shehriazad and do they include the glow map? Secondly, forgive me if I'm mistaken but might it be a good idea to separate the 06 Columns - Dunmer Inscriptions (Palace) option from the actual column selections—if those textures are intended for the palace walls—rather than situate it as an either/or choice? I deal with BAIN packages manually, so it doesn't affect me; just seems like it could lead to some issues or confusion? Anyway cheers again for this excellent and useful update to your spectacular mod!
Another post mentions the door to the Dome of Vivec dissapearing at a distance. I encountered this and figured out it was caused by OpenMW's object paging settings. Object paging min size has to be set very low for it to render from far away, but setting it so low causes nasty performance drops.
I was wondering why other small doors in Vivec don't have this issue, and I figured out they actually do share the issue. However, every other small door is placed on the wall of a canton, and the walls of the cantons are large enough to be rendered from very far away, so it isn't very noticeable unless you zoom in on the door and realize you are just looking at a wall.
There is no wall on the other side of the Dome of Vivec's door, though, so you see a hole with the far wall and the sky on the other side. Image below of Vivec's palace and a random unrendered door for how they usually look. https://imgur.com/a/W2jiy7z
edit: this is actually a vanilla OpenMW issue with the Dome of Vivec i somehow haven't noticed before... still, maybe it could be fixed by this mod's version of the palace?
I am upgrading from a very old version from around 2020 and love the new changes, unfortunately it seems the new door mesh is wrong in the fomod alongside the dome flame, seems dome flame 4 is 3 and 3 is 4 according to the pictures.
Prolly a small bunch of things to check in the future
All in all an amazing mod!
One thing I also noticed is that the interior room where vivec floats is devoid of 4 braziers which used to tbe where the doors to the sides are now located, could you readd them? the interior is very dark for anyone using lightning mods.
Is there functionality for the water with MGE XE? I use MGE XE water and the water in the palace looks really off for me because it's just vanilla water.
could you add a version with vanilla door, but with keyhole in the middle of doors ( like unique doors version has ) ? that would make those doors bit more unique, while not standing out from vanilla
It is too small of a variation, for the work it would need to be added to the FOMOD. I think the choice to have it original or unique is good enough, without adding further complexity. Thanks for the nice suggestion nonetheless!
The one you think is the closest and you like the most: The original concept art looks asymmetrical but is 99% due to the wrong prospective used while drawing and not because it actually is. You can find the original concept art sketch in the pictures.
Less of a bug and more of a feature request: The interiors of the domes don't appear to have proper Glow in the Dahrk support (i.e. they dont glow during the day or produce light, etc.). The exteriors do though. Any chance the interior windows could get a patch?
Also, another thing I just now noticed when testing the mod... The bridge decorations are doubled up. I think the now optional decorations werent actually removed from the main plugins? (Asymmetrical palace in my case.) So if you tick the option for bridge decorations in the FOMOD as well, you'll get doubled up orbs for instance.
Edit: So I double checked really quick, and disabled the "CAP_Bridge.ESP." The bridge decorations are all still there in the main plugin; orbs, coda flowers and all.
Edit 2: I can take some time later to put together some screenshots and proper bug reports.
Which option of fire does what? Does the fire become bigger from 1 to 4? There are also no meshes or textures for options 3 and 4 in the archive. Is that correct?
I added more pictures and an installation overview in the pictures to help. Different fires have different effects (nothing to do with the size but more how they do the fire) and all works correctly. Use a mod manager, is my suggestion, like mod manager 2 or wryemesh.
Sorry, my intention was not to annoy you. I usually ignore the images folder as up to now the mods I installed either didn't need images or didn't supply very useful ones. As for a mod manager, I don't know of any that work with OpenMW under Linux (or maybe I didn't look hard enough). Anyway, I have all my mods in separate folders for easy install and removal. And yours is now working as it should.Thank you for your reply.
No problem, is my fault in getting annoyed for an innocent question, you caught me on a bad moment. At least the regret, gave me the energy to improve the description, add some clearer indications, reshot all the screen captures and make an improved installer.
276 comments
Version 2.4
-Fixed Unique door visual form afar in OpenMW
-Fixed flame pictures in FOMOD
Version 2.3
-Fixed TR water in the FOMOD installer
-Improved general meshes quality
-Fixed water geometry
-Added GitD interior to the meshes
Version 2.2
-Improved FOMOD installer
-Fixed Asymmetric Water
Version 2.0
-Added a Symmetric version with 4 chapels
-Added FOMOD installer
-Fixed bridge spheres
-Implemented GitD in the mod
Version 1.9.1
-Fixed Braziers
Version 1.8
-Added optional GitD compatibility patch to the main version.
Version 1.7
-Removed unused resources.
-Re-added the ESO-inspired doorstep in the main version as optional.
-Updated the readme files.
Version 1.6
-Added a new main version that modifies the palace interiors and exteriors too, the mod has been further optimized and is now all-in-one
-Added an optional version "untouched palace" which is like the previous old modular version. Does not change anything about the palace exterior and interiors.
-Added an optional "vanilla version" made by Leyawynn.
Version 1.5 changelog:
-All column engravings have been merged in a single mesh and optimized for better performance and lighter archive.
-The bridge brazier has been optimized by adding a texture decal rather than a separate mesh for better performance and a lighter archive.
Version 1.4 changelog:
-All optional archives merged with the main file and restructured to work with Wrye Mash and Mod Organizer 2.
-All file redundancies expunged for a smaller archive, with its folders and plugins renamed for clarity.
-All base/default files are subsumed into one Core Files folder for ease of installation.
-06 doorstep plugin was replaced with a blank texture for better compatibility with saved games.
-Meshes optimized by combining properties and TriShapes for fewer draw-calls.
-Upper lamp post was given a cylindrical seal to hide open seams and floating prongs.
Version 1.3 changelog:
-All plugins cleaned.
-Fixed glow mesh.
-Reorganized folders.
Version 1.2 changelog:
-Slowed planet rotation for a more divine effect.
-New planet textures and reworked halos.
-New default dome with a single flame.
-Reorganized file structure.
A couple of questions if I may: would I be correct in presuming the candles are the single-mesh version by Shehriazad and do they include the glow map? Secondly, forgive me if I'm mistaken but might it be a good idea to separate the 06 Columns - Dunmer Inscriptions (Palace) option from the actual column selections—if those textures are intended for the palace walls—rather than situate it as an either/or choice? I deal with BAIN packages manually, so it doesn't affect me; just seems like it could lead to some issues or confusion? Anyway cheers again for this excellent and useful update to your spectacular mod!
Thanks!
On the questions: would I be correct in presuming the candles are the single-mesh version by Shehriazad.
Yes correct! but is without glow mapping since due to the general glow around the dome and the already low FPS, we decided (me and RP) to not add it.
For the columns, I will check if is worth adding some more description or separate them.
I was wondering why other small doors in Vivec don't have this issue, and I figured out they actually do share the issue. However, every other small door is placed on the wall of a canton, and the walls of the cantons are large enough to be rendered from very far away, so it isn't very noticeable unless you zoom in on the door and realize you are just looking at a wall.
There is no wall on the other side of the Dome of Vivec's door, though, so you see a hole with the far wall and the sky on the other side. Image below of Vivec's palace and a random unrendered door for how they usually look.
https://imgur.com/a/W2jiy7z
edit: this is actually a vanilla OpenMW issue with the Dome of Vivec i somehow haven't noticed before... still, maybe it could be fixed by this mod's version of the palace?
I am upgrading from a very old version from around 2020 and love the new changes, unfortunately it seems the new door mesh is wrong in the fomod alongside the dome flame, seems dome flame 4 is 3 and 3 is 4 according to the pictures.
Prolly a small bunch of things to check in the future
All in all an amazing mod!
One thing I also noticed is that the interior room where vivec floats is devoid of 4 braziers which used to tbe where the doors to the sides are now located, could you readd them? the interior is very dark for anyone using lightning mods.
that would make those doors bit more unique, while not standing out from vanilla
The interiors of the domes don't appear to have proper Glow in the Dahrk support (i.e. they dont glow during the day or produce light, etc.). The exteriors do though. Any chance the interior windows could get a patch?
For reference: https://imgur.com/a/pNPYtf4
On another note: I did notice that when I tried out the Symmetrical options, I had issues with the water meshes clipping through the palace mesh.
The bridge decorations are doubled up. I think the now optional decorations werent actually removed from the main plugins? (Asymmetrical palace in my case.) So if you tick the option for bridge decorations in the FOMOD as well, you'll get doubled up orbs for instance.
Edit: So I double checked really quick, and disabled the "CAP_Bridge.ESP." The bridge decorations are all still there in the main plugin; orbs, coda flowers and all.
Edit 2: I can take some time later to put together some screenshots and proper bug reports.
Cheers and thanks!