About this mod
This patch forces the Glass Domes of Vivec mod to render the glass at far distances. This was uploaded mainly for OpenMW 0.49, so I am not sure if it's needed for MGE XE, but it should work there too, if it's needed. (Also works with the Moonrain edition of Glass Domes of Vivec)
- Requirements
- Permissions and credits
I also read somewhere that this is mainly an issue on version 0.49 of OpenMW, so this may be not be needed for MGE XE, or even possibly older builds of OpenMW. Either way, this should be compatible with all versions of the Glass Domes mod, whether you use OpenMW, MGE XE, or even the 'Moonrain Editon' by Tewlwolow!
REQUIREMENTS:
Any atlased Velothi texture ~ (I prefer this one, as it does not require the use of any outdated atlas files and looks amazing)
*This texture also does not require Project Atlas in our case, despite the mod suggesting that it does. Atlased textures need corresponding atlased meshes, and vice-versa. However, in the case of Glass Domes of Vivec, the mod already provides the necessary meshes, so all you need is an atlased texture to go with it.
Glass Domes of Vivec or Glass Domes of Vivec - Moonrain Edition
INSTALLATION:
Drop the Data Files folder in your main directory or install with a mod manager.
NOTES:
When changing around Vivec like this, sometimes a new game is required for it all to work properly. This mod specifically, will be fine mid-playthrough, but if you just installed Glass Domes of Vivec for the first time, I would suggest starting a new save. Otherwise you can end up with flooded or empty interiors in Vivec. Not to mention the strange lighting mishaps you would likely get due to how the game permanently stores the lighting information from the first time you enter a cell, meaning for the game to calculate new lighting of an interior, you would need to start a new game.
CREDITS:
I did basically nothing here besides rename a couple meshes. These two are the ones who wonderfully expanded on these cantons originally - EssTwelve and Tewlwolow