I absolutely LOVE this mod, and all the other seasonal mods, but to my deepest regret (Chris500 has mentioned this as well), a specific type of vegetation around Skingrad and the ENTIRE West Weald is white, possibly an accidental import from the winter mod. This makes going to either Skingrad and Kvatch very irritating. The Gold Coast then also automatically becomes unreachable for me, because I do not wish to travel across the West Weald xD. I mean, I could always go past the border with Hammerfell to reach Anvil, but I don't want to do all that effort.
Does anyone know a way to fix this problem? Perhaps a way to replace the textures with the original ones? Or perhaps the amazing maker of this mod, Elbethien, may be able to fix it? I am not counting on it (since the last update was in 2016), though that would be absolutely splendid!
I've just started to look into this issue a moment ago. I unpacked the BSA file with BSA Extractor and looked at the various texture files, and there are multiple ultra snow-covered textures in the 'textures\plants\grassreplacer' folder. They are:
The corresponding meshes - e.g. wwsagegrass01.nif - in 'meshes\plants\grassreplacer' can be edited in NifSkope to point towards different DDS texture files, so that the snow textures aren't used. There are loads of textures to choose from (groundcover, grass, ferns) within this mod, so the fix is going to be down to personal choice.
A guide to changing the texture paths:
1) Extract the BSA file to a folder with BSA Extractor. Call it something like 'Betty Autumn Fix'.
2) Open the relevant meshes (noted above) in NifSkope.
3) In NifSkope, there is a 'block list' on the left side. Open layers 0, 1, and 7, then click layer 8 (NiSourceTexture).
4) Let's use in 'wwsagegrass01.nif' as our example. The 'file name' entry will contain the following path: textures\plants\grassreplacer\WWSageGrass01.dds
5) Change this to a non-snow texture contained within the 'textures\plants\grassreplacer' folder in your 'Betty Autumn Fix' folder, such as: textures\plants\grassreplacer\brmediumgrassyellow01.dds
6) A question you will likely be asking is 'how do I know which texture to choose?'. Well, in NifSkope, if you click the cog to the left of the texture path, you can go to your local 'Betty Autumn Fix' folder and select a relevant grass texture. You can now preview all of the available textures within NifSkope.
7) Let's say you've decided that the 'groundcoverheatherblue01.dds' texture looks good. You will notice that the texture path now includes a local path, such as: c:\files\mods\betty autumn fix\textures\plants\grassreplacer\groundcoverheatherblue01.dds
It is crucial that you remove all of the local elements, so that the path begins with the 'textures' folder: textures\plants\grassreplacer\groundcoverheatherblue01.dds
8) Save the mesh, then repeat as necessary for the other affected meshes.
9) For the final step, I took the existing 'BettysGoldenTime.esp' file and added it to my 'Betty Autumn Fix' folder. So, within this folder, you will have the ESP and three folders (meshes, textures, trees). I then removed the existing mod and installed this as a new mod.
This is a good base for the next logical step also you must gained a lot experience from all your installations. So my question is could we make a season system out of it?
i love this mod!! could you add a few of those firey red autumn trees and some bright orange? for just a pop of extra vivid color here and there :D Great mod tho i love love it
Your season mods look amazing! A question: if they only use vanilla textures, and we use a texture replacer, then your season mods will use the new replaced textures, correct?
Can you make a mod that replaces the trees with pines and aspens like in skyrim? I don't want the swamp trees changed, just every other tree. I would really love to see Cameron Paradise with a ton of fall aspens and the imperial city with nothing but pine trees. I would really appreciate a mod like that.
With the billboards sorted out, this looks brilliant. And in case you might be interested in adding automation to your seasons some time, I have already produced some working code, got about 19 types of tree flipping around - early days. In any case, I'm thinking about adding this technique to my own seasonal mod - using just vanilla meshes and textures, plus whatever I can make myself, of course. But very grateful for the renewed inspiration from your fine work (I had tried to get these methods to work in the past and gave up). Dynamically altering *statics* on this scale is scary powerful...
Not really an expert at the CK, but, if it's mainly textures that you're changing during the season wouldn't it be possible to use a change texture script?
Well, it is in fact partly a change texture script, using SetTexturePath - that's how you do it. But that only redirects the close-up textures. Yes, that could have been used for _far VWD files too, but trees/shrubs are not .nifs, they're .spts, so they rely on billboard .dds files, which sort of magically match the .spt (weird game engine thing) if they have a parallel filepath.
You can't dynamically decouple the billboard .dds files from the .spts, so using SetModelPath to redirect to alternate .spts is needed. And I did not, until looking into this just this week, know that this command worked with .spts, I had enough trouble trying it out with nifs a way back...
FINAL UPDATE: I'm kind of running with this, though it's pretty weird stuff. You have to reset all the foliage every time a savegame loads, which adds a small delay. That's not too bad, but it does not work if the save is in an external cell. (OTOH I think I can fix the latter by moving the player to an internal cell and back while the meshes/textures are reset). In any case, I now think it's overkill for Betty's seasonal mods, which are kind of setpieces, and very fine ones at that. But I'm now thinking more in terms of smaller monthly ambient changes - if I can get that to work, of course. Anyway, I'm leaving it there, not to clutter up these comments any further with stuff...
Another peculiarity with this mod: the grass around the Grateful Pass Stables is white. I've uninstalled this mod and the grass reverted back to green.
I think you may have accidentally added some bits of your winter overhaul into this mod by mistake.
32 comments
Does anyone know a way to fix this problem? Perhaps a way to replace the textures with the original ones? Or perhaps the amazing maker of this mod, Elbethien, may be able to fix it? I am not counting on it (since the last update was in 2016), though that would be absolutely splendid!
wwsagegrass01.dds
wwsagegrasspurple01.dds
wwsagegrasspurple02.dds
wwsagegrassred01.dds
The corresponding meshes - e.g. wwsagegrass01.nif - in 'meshes\plants\grassreplacer' can be edited in NifSkope to point towards different DDS texture files, so that the snow textures aren't used. There are loads of textures to choose from (groundcover, grass, ferns) within this mod, so the fix is going to be down to personal choice.
A guide to changing the texture paths:
1) Extract the BSA file to a folder with BSA Extractor. Call it something like 'Betty Autumn Fix'.
2) Open the relevant meshes (noted above) in NifSkope.
3) In NifSkope, there is a 'block list' on the left side. Open layers 0, 1, and 7, then click layer 8 (NiSourceTexture).
4) Let's use in 'wwsagegrass01.nif' as our example. The 'file name' entry will contain the following path:
textures\plants\grassreplacer\WWSageGrass01.dds
5) Change this to a non-snow texture contained within the 'textures\plants\grassreplacer' folder in your 'Betty Autumn Fix' folder, such as:
textures\plants\grassreplacer\brmediumgrassyellow01.dds
6) A question you will likely be asking is 'how do I know which texture to choose?'. Well, in NifSkope, if you click the cog to the left of the texture path, you can go to your local 'Betty Autumn Fix' folder and select a relevant grass texture. You can now preview all of the available textures within NifSkope.
7) Let's say you've decided that the 'groundcoverheatherblue01.dds' texture looks good. You will notice that the texture path now includes a local path, such as:
c:\files\mods\betty autumn fix\textures\plants\grassreplacer\groundcoverheatherblue01.dds
It is crucial that you remove all of the local elements, so that the path begins with the 'textures' folder:
textures\plants\grassreplacer\groundcoverheatherblue01.dds
8) Save the mesh, then repeat as necessary for the other affected meshes.
9) For the final step, I took the existing 'BettysGoldenTime.esp' file and added it to my 'Betty Autumn Fix' folder. So, within this folder, you will have the ESP and three folders (meshes, textures, trees). I then removed the existing mod and installed this as a new mod.
All the best!
http://www.mediafire.com/file/kvogkzz94lzxyvj/Betty%27s_Autumn_Overhaul_-_Fixed_White_Grass.7z/file
And here's what the area to the west of Skingrad now looks like (without an ENB). I used green, red and yellow grasses:
Great mod tho i love love it
You can't dynamically decouple the billboard .dds files from the .spts, so using SetModelPath to redirect to alternate .spts is needed. And I did not, until looking into this just this week, know that this command worked with .spts, I had enough trouble trying it out with nifs a way back...
thanks for sharing with us
maybe someday there is modder that create Harvest Moon or Rune Factory mod something like that LOL
I think you may have accidentally added some bits of your winter overhaul into this mod by mistake.