-New snowy shrub tree for the jerall mountain region, and fixed up the associated texture
-New treequakingaspenyoungfa .spt
-Fixed a stray branch on top of one the willow oak series and gave the tree a bit better shape
-Fixes UV cutoffs on textures for treewhitepineforestfa, treeasthemlock, and treeeasthemlockfa -Includes a cypress bark texture since the ITF series missed that one
Water Settings Update
I updated the water settings in the description to add a new, clearer water since I really hadn't considered the fish mods and suchlike the first go-round. It's not quite to my tastes just yet, but it's probably a better base of settings for me to work from in the future anyways.
2/19 Update
Initial upload of Caves.
2/25 Update
Forgot to include the diffuse for cavefungus01 in the initial caves upload, fixed in the updated caves file
3/29 Update
Initial upload of Farmhouses for vanilla and AWLS. Note that I am 'Doing Some Things' with the stable to alleviate the situation w the roof on the vanilla model; it's not perfect yet, but it is better at least. Otherwise, the UVs were a heinous tangle to work with and I don't want to think about them anymore. Now I understand why no one was jumping to remake the farmhouses over the years. I have room to downscale some textures, but I wasn't noticing a big performance tax so I'm going to start off here.
For reference, in the screenshots I'm using the vanilla HDR (no bloom) and NAO (just the base mod, not the ENB).
Please share screenshots if you have the time! And if you like wares, Khajit likes endorsement : )
I believe the grasses module is causing a crash whenever I fast travel to cheydinhall stables or bravil stables. Haven't totally tested it but so far removing that texture pack gets rid of the crash. Message log mod outputs as follows:
[008A5B6F] [WARNING] .\bhkRigidBody.cpp:538: Warning : File Meshes\Clutter\StonePedastelLarge01.NIF contains an old bhkRigidBody! mcarofano re-export I am playing with a metric shitload of mods, so im sure thats a factor lol. sorry if this isnt very helpful...
I tested this in the starter cave. Basically, they're just a load of free high res textures put into a blender. While the images are high res, there is barely any detail and they're far from vanilla. The cave walls were white, removing the dark aesthetic from the vanilla caves. Qarls tp was lower in resolution, but that's because it doesn't do much for caves and there are other cave texture mods which you can combine with QARLs.
Simply put, there is a reason why this mod has just 2400 endorsements with 900k+ downloads
It looks horrible in game, ground textures are real life photos of dirt, they are highly detailed and clear separately, by combined in game - art style completely broken, color tones are tasteless. With this textures game looks like made by amateur with random assets slapped together without much thinking.
Hi! Love your texture mods. They are some of my favourite textures for oblivion. I am currently replaying all of oblivion and are doing shivering isles now. I noticed there is very little shivering isles mods. When are you done with your retexture of shivering isles? I neeeeeeeeeeeeeeeeeeeeeeeeeed it.
You need some form of bsa redirection; otherwise Oblivion will always prefer vanilla files in vanilla BSAs. I recommend SkyBSA, which requires OBSE. Installing mods with Wrye Bash will also effect bsa redirection by default. Install mods with a mod manager is highly recommended for many reasons, but you could also install mods manually.
I'm also curious how this works. I downloaded SkyBSA. But when you download one of the files from this mod, they all contain a folder called "textures". Where do all of these go without them replacing each other?
I really love this mod. It's amazing that you can get this game to look this good. Do you have any recommendations for mods to replace building/dungeon textures? My cities and buildings look really out of place, and I'm not sure what a good mod is to run with this one.
Improved Bravil & Improved Chorrol cover both their cities very well, as do all the VKVII mods, so I can at least recommend those to get you started. Just install them before this mod, since VKVII provides some landscape textures with theirs. Edit: for Ayleid Ruins I've been using CC's, which was hidden yesterday but is now back up
Ok... second attempt to add a comment. As I was saying, these textures are amazing and they have turned Oblivion into something really special for me. Thank you! Endorsed. Have some kudos too!
When I'm deep in the weeds fussing over some moss or stone it's easy to forget why I started doing it in the first place...thanks very much for the reminder : )
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2/4-2/5 Update: New Series of Releases
2/7 Update:
Trees and Shrubs updated to v2.1
-Fixed the .spt for treescotchpineforestsnow
-New snowy shrub tree for the jerall mountain region, and fixed up the associated texture
-New treequakingaspenyoungfa .spt
-Fixed a stray branch on top of one the willow oak series and gave the tree a bit better shape
-Fixes UV cutoffs on textures for treewhitepineforestfa, treeasthemlock, and treeeasthemlockfa
-Includes a cypress bark texture since the ITF series missed that one
Water Settings Update
I updated the water settings in the description to add a new, clearer water since I really hadn't considered the fish mods and suchlike the first go-round. It's not quite to my tastes just yet, but it's probably a better base of settings for me to work from in the future anyways.
2/19 Update
Initial upload of Caves.
2/25 Update
Forgot to include the diffuse for cavefungus01 in the initial caves upload, fixed in the updated caves file
3/29 Update
Initial upload of Farmhouses for vanilla and AWLS. Note that I am 'Doing Some Things' with the stable to alleviate the situation w the roof on the vanilla model; it's not perfect yet, but it is better at least. Otherwise, the UVs were a heinous tangle to work with and I don't want to think about them anymore. Now I understand why no one was jumping to remake the farmhouses over the years. I have room to downscale some textures, but I wasn't noticing a big performance tax so I'm going to start off here.
For reference, in the screenshots I'm using the vanilla HDR (no bloom) and NAO (just the base mod, not the ENB).
Please share screenshots if you have the time! And if you like wares, Khajit likes endorsement : )
[008A5B6F] [WARNING] .\bhkRigidBody.cpp:538: Warning : File Meshes\Clutter\StonePedastelLarge01.NIF contains an old bhkRigidBody! mcarofano re-export
I am playing with a metric shitload of mods, so im sure thats a factor lol.
sorry if this isnt very helpful...
Simply put, there is a reason why this mod has just 2400 endorsements with 900k+ downloads
I am currently replaying all of oblivion and are doing shivering isles now. I noticed there is very little shivering isles mods. When are you done with your retexture of shivering isles? I neeeeeeeeeeeeeeeeeeeeeeeeeed it.
how can i install this mod.
is it simple like just drag it at data or do i need to install it from some mod install engines?
need help
Improved Bravil & Improved Chorrol cover both their cities very well, as do all the VKVII mods, so I can at least recommend those to get you started. Just install them before this mod, since VKVII provides some landscape textures with theirs. Edit: for Ayleid Ruins I've been using CC's, which was hidden yesterday but is now back up