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.
Any way to get the flames on top of the dome to render at further distances? Being able to capture images of the effect with the broader city skyline would be amazing!
OK, I've found a way, actually. Just replace the VEHK_flame_2 object with a static with the same mesh. Works like a charm on OpenMW (can't say anything about MGE though). For options 1 and 2 (I've only tested on option 2, but it should be the same for 1). For 3 and 4 it's not needed, as far as I can tell, as there are already static objects there.
Here's my patch for OpenMW engine (not sure it would work as intended on MGE), in case anyone interested: https://gitlab.com/heilkitty/hk-mw-patches/-/tree/master/Concept%20Art%20Palace%20distant%20flames
Hi Heilkitty thanks, I think they meant not having it static but animated from afar but I might have misunderstood, indeed making it static would work for a photo shoot or if you don't mind it in the game.
Well, it's even animated from afar in my setup (OpenMW w/ distant objects on, that is). In your mod, VEHK_flame_2 is a Light record, which stops being rendered much closer, than a Static record.
No because it would loose the modularity and as you can see everybody want a different version. You can merge the esp though, is an easy thing to find online and do. Cheers!
Hey! Does anyone have any idea why I keep getting invisible obstacles past the bridge to the temple all the way up along the stairs to the top? Some I can jump over, but some block the way entirely and force me tcl through. I've tried disabling a bunch of other mods affecting the area and even other altering meshes for optimization but no luck :(
I've also tried using only the core folder of the mod without any optionals
EDIT: Identified the problem: it's "Concept art palace.ESP" SYMMETRICAL version. Switched to asymmetrical and the weird invisible stuff was no more. Gonna open a ticket.
Sorry man but is your setup is not the esp. I suggest you to try to activate the Cap esp only and then, reactivate mods in groups of 10 till you do find what it is that is conflicting.
How are the candles on the temple stairs handled? I ask because there's another mod which does something similar, and it was discovered that the FPS impact from that many lights could be reduced severely by merging them into one singular object, instead of like a bajillion lol
Are the candlelights also merged into a single light (or several)? On OpenMW it gives most brutal FPS hit, with new light system enabled, at least. The biggest performance hit is culling.
Hello my friend, as always I appreciate everything you do. Since you've been taking another look at the palace, I'm not sure if you noticed but with the symmetrical version, the fountain on the right temple side, looking towards Ebonheart, is missing the little splash effect at the bottom of the waterfall. The ORI says it belongs to the palace esp, even though it's on the temple side. It's more noticeable with vanilla waterfalls. Also, would it be possible to put the vanilla meshes for the waterfalls for the bridge option too in the 11 vanilla folder please. I'm very grateful you put the vanilla textures for them regardless. Thank you so much for everything, and I apologize for being a nuisance. Thank you again my friend. ❤️
Hey Vegetto, my friend, I was wondering if you could address this, when using the CAP Bridge esp, specifically the module with Orbs, I notice the waterfalls under the bridge itself are using higher quality meshes/textures, which look like MD's "Better Waterfalls". I was hoping you knew a way that this can refer to the vanilla textures and meshes? My mod list is built around the look of vanilla textures, etc. I use folder 11 but that did not address the issue, etc. Any help would be greatly appreciated. I'm referring specifically to @nb_Ex_Vivec_waterfall_03, which is located directly under the bridge when using the cluttered bridge esp. I know I'm annoying but this would be great for this who don't use high quality graphics/meshes/polys. Tyvm
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Thank you all for the 1000 endorsement!
Here's my patch for OpenMW engine (not sure it would work as intended on MGE), in case anyone interested: https://gitlab.com/heilkitty/hk-mw-patches/-/tree/master/Concept%20Art%20Palace%20distant%20flames
I've also tried using only the core folder of the mod without any optionals
EDIT: Identified the problem: it's "Concept art palace.ESP" SYMMETRICAL version. Switched to asymmetrical and the weird invisible stuff was no more. Gonna open a ticket.
I will check after NY!
Fixed!Cheers.