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Unofficial Elsweyr Anequina Patch
by LogicDragon


Description
-----------
This is a collection of fixes to Iliana's excellent Elsweyr Anequina mod. Install by extracting it into your data folder and overwrite, then activate the esp. This mod is also compatible with BAIN and OBMM.

Run TES4LODGen after installing to add the updated far nif fixes.

Note: If you ran into the Hunter Craftsmen bug (you completed all the Hunter's Guild quests but only have access to the first craftsman), use the console "startquest ANQHuntersCraftsmen" (without quotes) and talk to Ogra to fix.



Upgrading
-----------
If you have the original version of this mod (it was previously called the Elsweyr Mesh and Texture Patch), you can upgrade by extracting the files overtop of the old version and deleting the ElsweyrAnequinaMTP.esp.



Permissions
-----------
For the meshes and textures, see the original mod for permission instructions. Anything new in this mod is free to use as a resource as long as credits are given.



Credits
-------
- Iliana for creating Elsweyr, the Deserts of Anequina.
- The AWLS team for the window fixes and the new Corinthe window textures used in their Elsweyr addon. Their mod adds an illuminated window system and is also highly recommended.
- Critterman for the Furniture Icons mod where I got the barrel, crate, and chest icons from.



Tools Used
----------
Blender + Nif Scripts
Construction Set + Extender
Gimp
NifOpt
Nifskope
Paint.NET
PyFFI
TES4Edit



Acknowledgements (from the original Elsweyr readme)
---------------------------------------------------

A special thanks to Mr Siika, Arthmoor, Mavrix-Watadarkstar, PacificMorrowind, Uglulyx, Senten, Siegfried, DavidWolf, Daemondarque, Raggidman, Yian, Rentner, and Worm82075 who have helped with this mod.

Mr Siika has provided many of the wonderful custom items in this mod including:-- Town of Dune architecture & layout, Orcrest walls, towers, palace & arena, Desert fortresses, Noria, Kings Walk caravanserai, Minotaur village, Elephants, Running birds, Durzogs, Camels, Minotaur oxen, cows, champions & elders, Animated seagulls, vultures & seahorses.

And a big thanks also to the following modders whose resources have been invaluable in the making of this mod.

ARCHITECTURE
DarknessEternal (Desert Architecture), TheKarithian (Desert Architecture), IronicEcho (Tents), SevenRavens (Tribal Hut), Siegfried (Obelisks), SabertheChampion (Orc palace interior meshes)

LANDSCAPE & FLORA
Addiktive (Desert Textures), Koniption (Trees, Plants, Corals, Ingredients), Texian (Water Rapids & Coastal Waves), Siegfried (Palmetto Trees), DeathlessAphrodite (Cacti & Baobab trees), DarkRider (Sandstorms), Mr Siika (Seagulls & Vultures), Arthmoor (WaterLOD), Sachiel (Rock Formations), Senten (Barrel cactus), Phitt (Anim. fish), Mr Siika (Seahorse)

KHAJIIT & OTHER RACES
AlienSlof (Khajiit retextures), Luchaire (Ohmes-raht Khajiit "Tabaxi"), Veld (Khajiit black), Corthian (Tsaesci), SniperDaria (Tattooed Ohmes)

ARMOR
Trollf (Desert Chain, Leather, Mithril Pit, Chain, Elven & Daedric Armors, Daedric Collar & Skirt), Ghogiel (Bonemold Armor), Koniption (Maomer Armor), Frank (Tribal Shields), Frankpants (Lamellar Armor), Uglulyx (Retexs of Lamellar & Pit Armor, and Hide Cuirasses), Ayhan (Ottoman & Archer Helms), AlienSlof's Orc (Tribal Fur Armor), Exanimis (Elephant Shield), Corthian (Scale armor)

WEAPONS
Trollf (Peasants' Weapons), Exanimis (Tribal Weapons), Waalx (Khajiit blades), Hel Borne (Broad Spear, Trident), Koniption (Meat Cleaver)

CLOTHES
Trolff (Misc Robes & Clothing), KrimsynKane & Kikaimegami (Scarves), Waalx (Fat clothes), Pale Rider (Straw Hat), Nessa (Upper05 retextures)

CLUTTER
Koniption (Ingredients, Canoes,Nets, & Misc Clutter), Hel Borne (Orc Skulls), Senten (Road/Shop Signs & Tree fix), Lazarus (Tall baskets), Meo3000 (Moon globes, Open books), McMuffin (Skooma Pipe), Der Kriger (Mounted Heads), DavidWhitefang (Foods), Phaedra (Vomit, Urine), Khugan (Gold & Silver Bars), LiquidGraph (Magic Lamp, Talon, Giant rib, Geode), Trolff (Portable lamps & candles), MrMuh & RPG-BlackDragon (Havoked crates, barrels, sacks) Mr Siika (Animal skull), Chigga (Brazier), DominickCryomonde (Khajiit Skulls), Prometheus (Lacquered Table & Stool), Xiamara & Lazarus (Cushions)

CREATURES
InsanitySorrow (Brown Troll), Cryonaut (Red Wolf), Mr Siika, Divine Avenger & Yarharhar (Elephants, Elephant Mount), Mr Siika, Corepc & Jdfan (Durzogs) Francesco (Goats, Cats), Cyronaut, Malo, Elveon & AlienSlof (Spiders), AlienSlof (Tiger), Skingrad24 (Zebra), Corepc (Red & Black Boars, Fat Bellied Minotaurs), Cryonaut, Xmarksthespot & Grimdeath (Pahmer & Crocodilion), Argentsol (Skavens "Desert Goblins"), DeathlessAphrodite (Red Sand Crabs), Sharks & Fish (Sjors Boomschors, Toru Miyazawa), Hel Borne (Orc Zombies), b3w4r3 (White Deer), Prometheus & Xilver (Lizard, Glyptodon, Addax, Ape, Sandcrawler), CGChaos & Infiniti (Sea Lamia, Spore Cat, Marine Abominations), Mr Siika (Camel, Slarjei Bird), Mr Siika (Minotaur Ox, Cow, Bull, Chief & Champion)

BOOKS

Raggidman (Hunting Hunted Hunters)

LOADSCREENS
DavidWolf (Custom loadscreens), Watadarkstar (Custom loadscreens), Xtudo (DarkUI versions of loadscreens)

BODY ADJUSTMENTS
DaemonDarque & Sen-Chan (Roberts Male & Female Body Adjustments), Gaikotsu Akunin (Compiled some FF Body Replacers)

OPTIMISATION
Arthmoor (Optimised meshes)



======================================================================================

Unofficial Elsweyr Anequina Patch Changelog


v1.1 (2011-10-04)
=================

Esp Fixes

- Fixed a bug with the Hunter Craftsmen quest where learning the location of the first craftsman prevents you from learning the locations of the other two craftsmen.

- Disabled corpse checking on all player owned mounts to prevent stuttering when riding past dead bodies.

- Lowered the aggression of all "friendly" Alfiq, Leopards, and Pahmer to 5 to prevent them from attacking you on sight if your disposition was too low. It could happen if you were too infamous.

- All Azkhan, Dgazahba, Gbujewa tribe's Clan Mothers and War Chiefs now respawn after 3 days to make going back to the tribal village more interesting.

- A Dgazahba War Chief was mistakenly placed with the Gbujewa tribe in Helkarn Village and would always be killed. Added the Gbujewa War Chief that was missing.

- Changed name of Gbujewa War Chief from "G'bujewa War Chief" to "Gbujewa War Chief" (removed the apostrophe) to keep it consistent with all the other Gbujewa names.

- Changed the name of the 'G'bwali Blood Spear' carried by the Gbujewa War Chief to 'Gbujewa Blood Spear'. All other war chiefs had spears named after their tribe.

- Added ownership to several houses: Ogra dro-Badrak's House, Jolana's Brewhouse, Zedel-Gwa's Hut, Rufio's House.

- Added missing ownership to multiple beds to prevent the player from being able to sleep on them for free: (Corinthe) Archmage Kreion's Residence, Azhaba's House, Ma'Srikah's House, Portius Family Bakery, Town Guard Barracks, Ra'Wafirr's House; (Dune) Ahdni's House, Zayiq Cherim's House, Zedel-Gwa's Hut; (Orcrest) Brigette Family House, Brokum Sharzog's House, House of the Coven, Lurgo Dro-Hadagh's House, Ma'Haffi's House, Moga Dra-Guush's House; (Riverhold) Hzardirr Traders, N'drissi's Den, Nasius Dio's House, North Tower.

- Increased ambient lighting in Adren Solvalus House, Cherim Workers Kitchen, Cherim Workers Quarters, Foreman's Quarters, Dune Guard Barracks (2nd Floor), and Riverhold Castle South Hall so they are not as dark compared to other buildings.

- Repositioned the lights and added more lights to King's Walk Caravanserai Upper Rooms to account for the extra windows added to the mesh.

- Ogra dro-Badrak, Salun, and Ssecgarsi were oddly not members of the Hunters Guild.

- Changed Salun's class to Hunter as he is referred to as a hunter.

- Added Ahdni to the Ahdni Family Faction.

- Added custom packages to Nasius Dio to prevent him from equipping his armor/weapons when eating or when going to bed.

- The Caged Leopard and Caged Black Panther Cub in Corinthe now have the correct ingredients instead of Lion hide.



Esp - Object Position Fixes

- Many of the ANQRockDesertRed520 rocks were generated with small gaps on one of the sides. All 1565 rocks have been checked to fix the gaps.

- Fixed a few floating plants and rocks in exterior cells.

- Fixed lots of partially floating object in every interior.

- Disabled and moved a trapdoor leading nowhere in Raskiris House (Alabaster).

- Moved a rug up in Corinthe Dungeon, it was partially in the floor.

- Moved a hidden bearskin rug in Adren Sovalu's Storehouse (Corinthe).

- Some knives and forks in the Corinthe Fighter's Guild were buried in a table. Also moved a banner hidden behind a wall to make it visible.

- There was an overlapping ceiling tile causing texture flickering in the Corinthe Palace, Council Chamber of the P'shara.

- Moved some hidden clutter items, drinks, and a book in Hagul Dro-Magrush's House (Corinthe).

- Jobasha's Rare Books had some drinks stored in a shelf that would fall out the back (Corinthe).

- Ont-Wazei's House (Corinthe) had a candle partially inside a cupboard.

- Moved a hidden rug in Fishmonger's Store (Duncori Walk).

- Eats-Fish-Eyes House had a tapestry partially in the wall (Duncori Walk).

- Wasbhaji's House (Dune), the corner of a tapestry was partly in the wall.

- The Orcrest Guard Barracks had objects visible through the floor/ceiling.

- Moved the skull above a bed in the House of the Coven (Orcrest) so it wouldn't cause glitches by colliding with a witch when she's sleeping.

- Redesigned the closet storage area in Wajiq's House (Riverhold) so the door does not clip through the chest when opening. Also moved the hidden chest behind the tapestry to be more accessible.

- In Two Moons Temple, one of the Temple Windows allowed you to see a very small part of the wall behind the glass.



Mesh Fixes

- All meshes optimized by running PyFFI 2.1.9 then NifOpt.

- The giant mushroom-shaped rocks should look slightly better when viewed from up close.

- Furniture (UpperStool.nif, UpperTable.nif) was missing collision on the legs. Changed collision material from HAV_MAT_STONE to HAV_MAT_WOOD.

- Corn Plants (CornPlantLarge.nif, CornPlantMedium.nif, CornPlantSmall.nif) now have collision.

- Desert Rose (DesertRose01.nif, DesertRose02.nif, DesertRose03.nif), disabled blending in NiAlphaProperty to fix a glitch making it more visible than normal during sandstorms due to overlapping alphas.

- All the "Static" clutter items only had their mass set to zero, all the other physics related settings were still enabled. They are now disabled to help improve performance.

- Addax Horn (AddaxHorn01.nif, AddaxHorn02.nif) collision material changed from HAV_MAT_WOOD to HAV_MAT_CLOTH so they don't emit wood chips when struck by a weapon.

- Animal Skull (BoneAnimalSkull.nif) collision material changed from HAV_MAT_CLOTH to HAV_MAT_STONE so it emits sparks when struck by a weapon.

- Basket (BasketTall.nif), used PyFFI to fix the bhkNiTriStripsShape collision material glitch.

- Bird of Paradise (BirdOfParadiseFlower.nif, BirdOfParadise01.nif, BirdOfParadise02.nif) set emissive color to 0 so it doesn't glow at night.

- Brazier (Brazier01.nif), collision was updated. It was missing the NiBinaryExtraData. Changed the collision material to HAV_MAT_METAL.

- Cushions (CushionRectangle01.nif, CushionRoll01.nif, CushionRound01.nif, CushionSquare01.nif), used PyFFI to convert the bhkNiTriStripsShape to MOPP so the collision material works correctly.

- Khajiit Skull (KhajiitSkull01.nif, KhajiitSkull02.nif) collision material changed from HAV_MAT_WOOD to HAV_MAT_STONE so it emits sparks instead of wood chips when struck by a weapon.

- Date Palm Trees (DatePalmlTreeFull.nif, DatePalmlTreeFull02.nif, DatePalmlTreeFull03.nif), collision material changed from HAV_MAT_STONE to HAV_MAT_WOOD. Disabled blending in the NiAlphaProperty so it's not as visible during sandstorms.

- StaticCeramicBowl01.nif changed collision material from HAV_MAT_HEAVY_WOOD_STAIRS to HAV_MAT_STONE so it emits sparks instead of wood chips when struck by a weapon.

- Straw Hat ground model now has more accurate collision.

- Fruit (MangoIngred.nif, PassionFruitIngred.nif, PeachFruitIngred.nif, PineAppleIngred.nif), set collision material from HAV_MAT_STONE to HAV_MAT_CLOTH so they don't emit sparks when hit by a weapon.

- Geode (Geode.nif) used a bhkNiTriStripsShape and was not the correct collision material if the mesh was PyFFIed.

- GreenTiPlant.nif had buggy collision that only allowed you to activate the bottom half.

- PineApple (PineAppleIngred.nif, PineApplePlant1.nif), disabled alpha blending to fix it being more visible than normal during sandstorms.

- The camel and elephant are now using a faster version of the walk animation for the run animation.

- Removed some extra unecessary information from AnequinaPahmerBody.nif that almost doubled the file size.

- Made sure all weapons had PRN extra data to prevent receiving warning messages from the Construction Set.



Mesh Fixes - Architecture

- Updated all Corinthe and Orcrest meshes with fixed windows from the AWLS elsweyr addon. They basically fixed all the bugs related to the windows including repositioning the windows, realigning the window textures, and creating new interior and exterior texture for Corinthe buildings that matches. Thanks to the AWLS team for this.

- Interior cells have been updated with multiple material collisions (using multiple MOPP nodes). Wood, stone, glass now have the correct sounds when struck by a weapon. Arrows now correctly penetrate wood and cloth objects.

- All included static meshes have been checked to ensure that their mass is set to zero. If mass isn't zero and the collision material allows arrow to penetrate then shooting a few arrows into the object causes the player to make odd jerky movements or start sliding while standing on it.

- The door frame used by some of the Corinthe and Orcrest meshes had a small gap on the left side and has been fixed.

- Corinthe (Building01.nif) and Orcrest (Building01.nif, Building01B.nif), created a better collision for the door frame. Fixed stretched wood beam textures. Fixed out of place collision above entrance in Orcrest (Building01.nif).

- Corinthe and Orcrest (Building01Interior.nif), updated collision on doorway to fix a glitch where running PyFFI on the meshes prevents you from exiting the building. Also, updated the window collision to be more accurate.

- Corinthe (Building02.nif), fixed a lighting glitch on the arches. Updated the rooftop collision to be more exact. Removed the two windows near the entrance, it did not match the interior cells which do not have windows on the 1st floor. Fixed stretched wood beam textures.

- Corinthe (Building02Interior.nif), added collision to door frame, door step, and the wood post below the stairs. Removed the top half from one of the stairs posts that could be seen on the second floor because it looked odd. Fixed parts of the stairs that had squished textures. Updated window collision to be more accurate.

- Corinthe and Orcrest (Building03.nif), fixed stretched wood beam textures.

- Corinthe (Building03Interior.nif, Building03BInterior.nif) and Orcrest (Building03Interior.nif) meshes that had the second story floating slightly above the floor. Fixed a gap along the wall directly above the entrance and a small gap on the ceiling in front of the stairs. A piece of wood was showing through the stone on the right door frame. Updated wall collision to be more accurate. Fixed PyFFI collision glitch for doorway (and floor in Building03BInterior.nif).

- Corinthe and Orcrest (Building04.nif), fixed a micro gap on the left door frame. Fixed stretched wood beam textures. In the Corinthe version, one of the railings had the wrong texture.

- Corinthe and Orcrest (Building04Interior.nif) had a gap along the wall to the left of the entrance. Moved the door frame further into the wall to fix a gap behind the left door frame. Updated wall collision to be more accurate. Fixed PyFFI doorway collision glitch.

- Corinthe and Orcrest (Building05.nif) had a very small gap on the roof and a very small gap on the door frame. Collision was also updated to to make it work better near the broken railing. Fixed stretched wood beam textures.

- Corinthe and Orcrest (Building05Interior.nif) had a gap along the back wall. There was a small gap below the door frame arch section. Windows didn't have collision so you could throw stuff out of them. Added missing stones to the doorframe. Fixed doorframe textures not matching the exterior in the Corinthe version.

- Corinthe (Building06.nif), there was a small gap on the roof and problems with the collision. The collision prevented you from activating the trapdoor on the roof of Darkarn Place Inn. Fixed stretched wood beam textures.

- Corinthe (Building06Interior.nif), windows didn't have collision so you could throw stuff out of them. Also added collision to the door frame.

- Corinthe (Building07Interior.nif), the wood beams had an extremely stretched texture.

- Corinthe (Building08.nif) had a few small gaps along the edges and one of the sides was missing collision. Fixed stretched wood beam textures.

- Corinthe (Building08Interior.nif) had gaps all around the 1st floor ceiling and one of the walls. The entrance door frame and door step didn't have collision. The first floor windows didn't have collision so you could throw stuff out of them. The wood beams had an extremely stretched texture. Set the collision material on the stairs to Wood Stairs, it fixes a glitch where you would get stuck if you stopped moving when walking up the stairs unless you took a step down to build up momentum. Added wood beams to the stairs so it looks better. Also, added wood beams to the second floor so it matches the exterior.

- Corinthe (Building09Interior.nif) had a gap along the second story ceiling. Windows now have a more accurate collision. Fixed the stairs glitch preventing you from walking up if you stopped moving. Wood beams now have the correct texture. Added missing wood beams to first floor so it now matches the exterior.

- Corinthe (Building10Interior.nif) had a gap along the second story ceiling. Windows now have a more accurate collision. Fixed the stairs glitch preventing you from walking up if you stopped moving.

- Corinthe (BalconyDoor01.nif, HouseDoor01.nif, HouseDoor02.nif, HouseDoor03.nif, HouseDoor04.nif, PalaceInteriorDoor01.nif) and Orcrest (HouseDoor01.nif), the bhkNiTriStripsShape seems to ignore the collision material and defaults to Stone. Fixed by running PyFFI so it emit wood chips instead of sparks.

- Dune (BuildingLowerDoorFrame01.nif), changed collision material from HAV_MAT_STONE to HAV_MAT_WOOD.

- Corinthe (CityWall0512_far.nif) had a small gap.

- Corinthe (CityWallGate01.nif) had some flickering textures and other texture issues.

- Corinthe (CityWallTower.nif) had very small gaps separating the pieces.

- Modified the Corinthe Palace (ArchwayEndCap01.nif, ArchwayEndCap02.nif) meshes to look a bit better and remove the out of place collision.

- Corinthe Palace (PalaceInteriorWallStairs.nif), fixed a gap in the collision near the ceiling.

- Corinthe Palace (Planter03.nif) had completely out of place collision.

- Corinthe (WallStairs.nif), two of the metal clamps were missing sides.

- Dune (BuildingLower01Interior.nif, BuildingLower02Interior.nif), these interiors have a perfectly box shaped collision that PyFFI likes to 'optimize' to the box collision type. Unfortunately, you can't exist inside the box so it ejects you into the void. Fixed a minor texture glitch in the middle of the wood beams.

- Dune (BuildingLower04Interior.nif), changed the floor texture from wood to stone. It was inconsistent with every other interior mesh. Deleted odd wood pieces that could be seen in the windows.

- Dune (BuildingLower05Interior.nif), fixed the PyFFI box collision glitch.

- Dune (BuildingLowerShed01.nif), changed collision material from HAV_MAT_STONE to HAV_MAT_WOOD.

- Dune (BuildingUpper02.nif, BuildingUpper02a.nif, BuildingUpper02b.nif) had incorrectly facing collision normals allowing objects to go through them. Fixed a small gap at the top of the columns. Fixed collision preventing you from activating the entrance on the second floor.

- Dune (BuildingUpper02aInterior.nif) had incorrectly facing collision normals near the second floor door.

- Dune (BuildingUpper03.nif) had incorrectly facing collision normals.

- Dune (BuildingUpper04Interior.nif) updated to add collision to the railing. Updated collision in the second floor alcove.

- Dune (BuildingUpper05Interior.nif) updated to add collision to the railing.

- Dune (PalaceArcadeInteriorDoorway02.nif), changed collision material from HAV_MAT_STONE to HAV_MAT_WOOD.

- Dune (PalaceBase.nif) had gaps at the bottom of the two branching stairs. The wall near the stairs had a gap in the collision that you could walk through and incorrectly facing collision normals.

- Dune (PalaceCornerTower.nif) had incorrectly facing collision normals. Changed collision material from HAV_MAT_METAL to HAV_MAT_STONE.

- Dune (PalaceDome.nif, PalaceNeedleTower.nif) had incorrectly facing collision normals allowing objects to go through them.

- Dune (PalaceThrone.nif), one of the cats had incorrectly facing collision normals. Fixed alignment of teeth. Added missing teeth to one of the cats.

- Orcrest (ArenaFootBridge.nif), you could see through the ends on some of the planks.

- Orcrest (DoorFrameStone01.nif, DoorFrameStone02.nif), fixed a gap on the left door frame.

- Orcrest (DoorFrameStone03.nif, DoorFrameWood01.nif, DoorFrameWood02.nif), added collision.

- Orcrest (GateTower.nif) had incorrectly facing collision normals allowing objects to go through them.

- Orcrest (Palace.nif) has been optimized to remove invisible vertices. Fixed incorectly facing collision normals.

- Orcrest (TowerInterior.nif), fixed some gaps in the stairs and added gold walls to block off the area below the stairs. The walls that were previously blocked off the areas in the CS were removed.

- Orcrest (WallTower.nif) had incorrectly facing collision normals on the roof.

- Added a better Orcrest Palace far mesh. Fixed gaps and texture stretching on the sides.

- Collision removed from Orcrest (Building10_far.nif, Building11_far.nif, Building12_far.nif) far nifs.

- Noria Lizard (Noria01.nif) updated to add collision.

- The Noria Wheel mesh (Noria02.nif) was missing collision at the top of the mesh allowing you to fall into the wheel and get trapped.

- Kings Walk (Caravanserai.nif), fixed the odd looking roof texture. Disabled alpha blending on rooftop railing to prevent it from being more visible than normal during sandstorms. Updated wood railing collision for the inside area. One of the columns was missing collision. Fixed front window alignment (AWLS). Fixed back window alignment.

- CaravanseraiStairs.nif, changed collision material from HAV_MAT_STONE to HAV_MAT_WOOD. One of the steps had an incorrectly set texture but it wasn't visible in game (AWLS).

- CaravanseraiInterior.nif, edited the mesh so the 'double windows' are now on both walls to match the exterior. Updated the collision. Fixed window alignment from AWLS version so it matches exterior.

- Created two separate meshes from the CaravanseraiInterior.nif. CaravanseraiInterior.nif now does not contain windows and is used for the underground rooms (the windows were mostly hidden by rugs but you could still see them). CaravanseraiUpperInterior.nif has windows and is used for the upper room.

- All the Fortress buildings had Enable Havok and Animations BSX flags incorrectly set, they shouldn't be enabled for statics. The wind flag was also incorrectly set.

- Tents (TentTan04.nif, TentTan05.nif, TentTan06.nif, TentTan07.nif), updated the collision. Changed collision material from HAV_MAT_STONE to HAV_MAT_WOOD/HAV_MAT_CLOTH.



Texture Fixes

- All textures optimized using NifOpt.

- Added a better billboard texture for the palmettos on the savannah that's not as horizontally stretched.

- Added retextured meshes and inventory icons for Black Panther Pelt, Leopard Pelt, Tiger Pelt, and Zebra Hide.

- Several 'lowres' textures for distant LOD buildings were not actually lowres.




v1.0 (2011-07-27)
=================

Mesh Fixes

- Meshes were optimized with PyFFI 2.1.9.

- Added a new elephant calf head mesh, it was previously using the normal elephant head which had holes where the tusks would be.

- Fixed the spider mesh so the head does not separate from the tail causing a graphical glitch.

- Fixed a hole in the tail of the Nequinal Lizard mesh.

- Updated collision on the Slarjei Bird skeleton to prevent the head from going underground.

- Fixed Camel skeleton to prevent texture stretching on back legs.

- Kings Walk (Caravanserai.nif) mesh has a NiStencilProperty added to the railing so it displays correctly on both sides.

- Noria meshes now use an alternate "wood panel03.dds" with added normal map so they are less visible in sandstorms.

- Several building meshes that were using a shadefade01.dds texture now use an alternate texture with normal map to make them less visible in sandstorms.

- Bird of Paradise ingredient now has an improved mesh and has havok when dropped.

- Cookie (Cookie03.nif) is now havoked when dropped.

- Lemon can now be lifted when dropped.

- Lemon Slice now does not mess up collisions in the entire cell when dropped.



Texture Fixes

- Unique icons added to several ingredients and clutter items.

- Added unique icons for all the trade barrels, crates, and chests thanks to Critterman's Furniture Icons mod.

- Made sure that all icons did not have mipmaps.

- Edited the elephant head texture to remove a white spot that would appear on the bottom of the head.

- Desert Troll fixed to not be as visible in sandstorms (AnequinaBrownTrollAlpha.dds was missing mipmaps, also added normal maps).

- Added missing normal maps to palm trees to make them less visible during sandstorms.

- Fixed the Corinthe floor texture (InteriorFloorSurface03.dds), was not the correct texture size so it may have caused glitches.

- Added mipmaps to several textures that were missing them, mostly for textures in Orcrest. This may help improve performance.