No, you would need to rename the meshes to match the vanilla file names, these files have Alt or NCD appended to the filenames, so whichever you use (NCD removes the cellar door to allow you to place your own door mesh) remove the Alt or NCD and then they will work as replacers.
Thanks mhahn, I'll be replacing the BC Chorrol retextured lower class meshes with these, retextured. I noticed that HouseLower03 still has a split in the framework, the slanting beam along the roofline above and right of the shutters. Not sure whether the gap needs closing or whether there's some redundant polys which can be removed.
Yep...just looked at that in nifskope. Looks like a vanilla gap that needs closing. I'll catch that in an update soon. And thanks for answering the question above.
And as a side note...if you use these as replacers. Be sure to add them after the UOP is installed. UOP contains meshes for some of these architecture pieces which still have the flaws I just fixed.
As Vorians said in the post above they each have either "alt" or "NCD" appended to the vanilla file name. Depending on whether or not the model has a cellar door attached. Some have it removed to make it easier to implement basement/cellar additions. The separated door is also included as a resource.
Great job - it's incredible that something like this comes out almost ten years after the game was launched. You've got very good eye for details. Are these meshes compatible with Animated Window Lighting System and Chimneys? (you know - the smoke...)
Thanks mac. Many of the vanilla architecture pieces have flaws like this. These are just the ones I have had a personal need to fix.
And no they won't work by default with AWLS, no custom architecture will. One would need to alter them to make compatible. Anyone who is interested in doing this will need the IllumAnimation Tool. I read through recently and got a grasp on how it works. Will be adding that feature to all my own mods in the near future.
But since this is a modder resource....I'll leave that up to the end user for these pieces.
The IllumAnimation Tool only handles lit windows in a mesh, none of the lower class houses have light-able windows (windows are shuttered). The smoke was added by hand to each mesh in AWLS by Ismelda.
Ahhh...thank you once again for answering that question. I was going to PM with that very topic anyway since there was nothing in IlumAnimation that mentioned chimney smoke.
Welcome back Bess! Glad I could be helpful once again. There are quite a few other items I've fixed up recently while working on my projects. I'll be posting more files within the next few days, maybe there is something else you can use as well.
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The author has locked this comment topic for the time beingbro, this is a amazing work. :0
great work!!
i always hated such small faults, but mostly the fact that they never got fixed.
can i just copy these meshes into Data\architecture\... and they will work correctly as replacers?
Thanks mhahn, I'll be replacing the BC Chorrol retextured lower class meshes with these, retextured. I noticed that HouseLower03 still has a split in the framework, the slanting beam along the roofline above and right of the shutters. Not sure whether the gap needs closing or whether there's some redundant polys which can be removed.
And as a side note...if you use these as replacers. Be sure to add them after the UOP is installed. UOP contains meshes for some of these architecture pieces which still have the flaws I just fixed.
Are these meshes compatible with Animated Window Lighting System and Chimneys? (you know - the smoke...)
And no they won't work by default with AWLS, no custom architecture will. One would need to alter them to make compatible. Anyone who is interested in doing this will need the IllumAnimation Tool. I read through recently and got a grasp on how it works. Will be adding that feature to all my own mods in the near future.
But since this is a modder resource....I'll leave that up to the end user for these pieces.
Thank you !