Yes and no. Each part has its own requirements, the OAAB parts require OAAB, the not OAAB parts dont. You need the stated original mod for each part, the glowing glass/daedric mod, and my glowing meshes.
The textures in the original are .TGA format, they need optimising into .DDS which I thought most would be doing anyway using ordenador or the like. I've made my optimised versions available as a download so you don't have to realign every texture path.
Well i actually was going to post something related. I use openmw and have issues with at least the buoyant armigar module and the oaab data glass patch. Several of the meshes reference glow maps with the .dds file extension rather then .tga resulting in them needing nifskope edits at least in openmw. I was going to patch it out but figured id reach out first. I wanted to do a proper writeup before posting but I'm still working out what needs to be done.
I'm on OpenMW too, the extension shouldn't make a difference .dds just gets a higher priority over .tga if both are present. I might suggest running Ordenador and have it just update any .tga files to their more efficient .dds counterparts but this shouldn't be a requirement.
I cant seem to get the mod to work without nifskope edits not sure. Few people in discord having the problem. I'll try ordenador. player-> additem "ab_w_glasswarhammer" 1 is one of the items with meshes I'm having problems with for posterity.
Can confirm the dds vs tga thing, it will not work on openmw unless you change them to be pathed to the tgas. Unsure about non opemw, as I don't use it. If you edit the nifs and path it to the tga it works perfectly fine. I can't really blame you tho at the same time, the fact its tga in the og mod is odd asf honestly as only SOME are tga, while others in the base glowset mod are dds for the _g textures.
For anyone that's wondering, the Bouyant Armiger armor set is also included in NPC Outfit Diversity using the same file paths. This means the patch also works for NOD.
Thank you for those patches ! I love those mods, but always had to disable them for consistency.
Though I have a question, not only for the author, but for anyone knowing their way around bath scripts and TES3CMD : I think TES3CMD can batch edit .nif files, no ? If so, then, would it be possible to make it scan all of the nifs and then add directly the corresponding glowmaps if they refer to a texture that can use one ? It would make things way less tedious to patch, and that way you’d be sure that nothing is amiss.
Theres two mods by that name and I wasn't entirely sure which; one by Aoimevelho/Ivolga, and the other by natinnet. The first one which is the one I think you meant already has glowmapping, its just really super faint compared to glassglowset. If it is that one I can swap the texture paths around to use the brighter ones. Looking at it the texture paths are a bit of a mess, its pointing to identical copies of vanilla textures for some reason which might take a while to fix if its the right one.
Yeah, the one by Ivolga. I was hoping for consistency with it - I do believe someone - likely OffworldDevil - has instructions for it within the first page of the mod's comment section
Swapping the texture paths on the mesh would be a cleaner solution, less likely to make a mistake. I'll throw it together now for you, hopefully by the time you read this it'll already be up.
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I love those mods, but always had to disable them for consistency.
Though I have a question, not only for the author, but for anyone knowing their way around bath scripts and TES3CMD :
I think TES3CMD can batch edit .nif files, no ?
If so, then, would it be possible to make it scan all of the nifs and then add directly the corresponding glowmaps if they refer to a texture that can use one ?
It would make things way less tedious to patch, and that way you’d be sure that nothing is amiss.
I'll add it to the list.Done, mostly. A few of the swords need more work, and I had to outright make new maps for two helmets and a pommel.