If you are using this and Oblivion Grass Overhaul, be aware, that it overwrites many of Imperial Roads, WYS or the DT terrain's road textures. You probably want to load Grass Overhaul first, and have their textures overwritten. Some Grass Overhaul ground textures are from Qarl's like the DT's textures, but they are missing the added alpha channel, so you may actually want to load the DT textures either way, to have improved what's in Grass Overhaul.
Also, the Grass Overhaul has a shaders folder, I'm not sure if they are identical from DT (didn't bother comparing them). Either delete them or place IR / DT after the Grass Overhaul.
Your highly recommended terrain textures (watch Your Step) that are meant to work alongside the ones on this page (the 2 roads, and the detail terrain and shaders file) Are they all supposed to load before or after the ones on this page. Im about to try em out :)
Hi, sorry for late reply. Install Watch Your Step before this one. But please, keep in mind that WYS replaces just a handful of textures, and is just a playground of ideas (at least for now). But it works, and I use them just fine.
Hi there, great mod, i am using most of your other DT mods, but i have a query. Is it true to say your other mod titled "Hi-Res Road Texture - QTP3 Replacement" is in fact superceeded by this mod, so if we are going to install Imperial Roads anyway, there is no need to install that other one? Since i noticed HR Roads only involve 2 files roadstone01.dds and roadstone01_n.dds (both 1k, which would be overwritten anyway) might i say HR Roads involves all/most exterior roads (at 1k) and Imperial Roads involve all/most exterior roads (at 5k) + roads inside the imperial city (5k), is this correct?
So to install the complete vanilla DT 'collection' would be, and in sequence (superceeding the lesser number before, in event of any conflict):-
1. DT Beta II 2. DT for Shivering Isles 3. Imperial Roads 4. Bruma Cobblestones 5. DT Shader Patch (i'm not sure i suffer the blood decal effect, but wanting to be safe, i'd like to install this together. is this ok?)
If i performed only steps 1-5 above, means i would have skipped the HR Roads Mod. Would i be missing any particular location in the game world if i did so? i checked as far as Bruma exterior, outside the main gates, and it had effect.
I'm assuming whatever game location you covered in HR Roads, is included inside this present mod, Imperial Roads.
Hi, and I'm terribly sorry for late reply. Let's start with a clarification - I'm the author of Imperial Roads, but not of DT (credits in the description) or HR Roads :)
Looking at your install order it's as it should be. And yes, you can safely assume that IR will overwrite HR Roads. So choose which one you'd like to see in the end.
Hi, no nothing will break, just the DT shader won't be used. (This shader reads the alpha channel, and makes certain parts of the texture invisible in game, so that you can have patches of grass in the middle, a nicer edge along the side of the road where two different textures meet, etc.)
By the way, in the comments for DT mod I posted a link that lets you download the DT shaders in a BAIN-friendly packaging format. I guess it can be installed with MO2 as well.
As for your question whether it looks better than vanilla, it's a matter of personal preference. With IR roads look different, but they are generally Tamriel-friendly (as in no tarmac or asphalt roads, no factory-made tiles, etc.). They look organic and were inspired by ancient Roman roads. That said, Kartoffels has released a mod (OUT) with greatly improved vanilla textures if you prefer the old look.
For some reason this doesn't work for me. Road textures appear very dark with a pitch black shade in between the stones (where I guess the diffuse texture is transparent). Strangest thing is that the road textures included in the DT package seem to work fine. Disabling OR's terrain shader doesn't help (using 7.1 fyi).
Any thoughts?
Edit: I'm just gonna go and assume that the normals are somehow broken for me. Thumbnails in explorer appear as solid black and when viewing them in paint.net they appear completely transparent. Downloaded this several times to no avail. Saving them as bc3 doesn't change a thing either. Shame because it looks really good on the screenshots.
this road looks very nice very much what I would imagine cyrodill roads to be like! will give this a try on my new modlist since my last one was horribly unstable lol I will leave you a endorsement and thank you so much!
This mod needs more endorsements mac! I would endorse it 100 times if I could. Can't play without it and arboretum and...well .... about all of yours my friend!
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Also, the Grass Overhaul has a shaders folder, I'm not sure if they are identical from DT (didn't bother comparing them). Either delete them or place IR / DT after the Grass Overhaul.
Since i noticed HR Roads only involve 2 files roadstone01.dds and roadstone01_n.dds (both 1k, which would be overwritten anyway) might i say HR Roads involves all/most exterior roads (at 1k) and Imperial Roads involve all/most exterior roads (at 5k) + roads inside the imperial city (5k), is this correct?
So to install the complete vanilla DT 'collection' would be, and in sequence (superceeding the lesser number before, in event of any conflict):-
1. DT Beta II
2. DT for Shivering Isles
3. Imperial Roads
4. Bruma Cobblestones
5. DT Shader Patch (i'm not sure i suffer the blood decal effect, but wanting to be safe, i'd like to install this together. is this ok?)
If i performed only steps 1-5 above, means i would have skipped the HR Roads Mod. Would i be missing any particular location in the game world if i did so? i checked as far as Bruma exterior, outside the main gates, and it had effect.
I'm assuming whatever game location you covered in HR Roads, is included inside this present mod, Imperial Roads.
Looking at your install order it's as it should be. And yes, you can safely assume that IR will overwrite HR Roads. So choose which one you'd like to see in the end.
Happy modding :)
My computer can't use OR. As for Detailed Terrain, I use Mod Organizer 2 and for some reason it only comes packaged for OBMM.
Will these break if I install them without either of these other two mods?
By the way, in the comments for DT mod I posted a link that lets you download the DT shaders in a BAIN-friendly packaging format. I guess it can be installed with MO2 as well.
As for your question whether it looks better than vanilla, it's a matter of personal preference. With IR roads look different, but they are generally Tamriel-friendly (as in no tarmac or asphalt roads, no factory-made tiles, etc.). They look organic and were inspired by ancient Roman roads. That said, Kartoffels has released a mod (OUT) with greatly improved vanilla textures if you prefer the old look.
For some reason this doesn't work for me. Road textures appear very dark with a pitch black shade in between the stones (where I guess the diffuse texture is transparent). Strangest thing is that the road textures included in the DT package seem to work fine. Disabling OR's terrain shader doesn't help (using 7.1 fyi).
Any thoughts?
Edit: I'm just gonna go and assume that the normals are somehow broken for me. Thumbnails in explorer appear as solid black and when viewing them in paint.net they appear completely transparent. Downloaded this several times to no avail. Saving them as bc3 doesn't change a thing either. Shame because it looks really good on the screenshots.
Edit: I'm an idiot
So nice to see you do enjoy this texture set.
What did you use the Imperial City Door texture in the screenshot?