If I want to use this and a replacer (gecko's ayleid with parallax) can I just install this first and let overwrite? Or should I just go with the no parallax version and avoid using meshes from two mods? In that other mod page on the parallax version there's talk about "holes" that seem to be caused by some mistake on the arbridge*.nif files (which this doesn't touch) with instructions to just use the UOP ones. I assume that means those didn't need to be further fixed, right? Thanks in advance
If you want parallax, then you'll need to use gecko's meshes, as a flag has to be set in the NIF file to support parallax. If you're happy to lose parallax on some objects, then install my files on top of gecko's - anything I don't include here will have parallax in your game, the rest will lose parallax since the flag is not set in my meshes. Alternatively, you could set the flag in my meshes using NifSkope. On each NiSourceTexture node within a NIF, expand Format Prefs and change Use MipMaps from MIP_FMT_DEFAULT to MIP_FMT_YES
The arbridge*.nif files did not need to be included here, as there is already an "end" mesh available for modders to use, so they aren't likely to be using the middle pieces of the bridge and leaving massive open ends visible. From the comments on gecko's mod page, it seems there is an issue with his arbridge meshes, in which case, again if you are happy to give up parallax for those objects in-game, you should overwrite gecko's with those from UOP.
All right, seems easy enough to do that in NifSkope. Hope I don't mess it up. (If I do is it obvious? Going to any exterior ayleid ruin on the rumare will let me test it?) Just to be extra clear, I have to do that in every mesh provided here that overwrites one of Gecko's and not the others, right? The textures for the other will look wrong no? Also, can you tell me if, since I can do this method with your meshes, would it work if I did the same with the ones from UOP? Since the textures seem similar to vanilla I suppose the UV mapping is about the same.
As far as I am aware, using meshes which haven't been flagged this way along with parallaxed textures will still look fine in-game - it's just that they look better if the meshes have been flagged.
You can set this flag on any mesh at all which uses textures that have been replaced with parallaxed versions, including vanilla or UOP.
I also assume (but don't know for sure) that you can safely use a mesh with the flag set to allow parallax, along with textures which are not parallaxed, and they should look the same as if the mesh had not been flagged. That however is an assumption and should be checked with someone like gecko.
What would really be handy though would be a (probably OBSE DLL) mod which changes the default. Since you can see that the flag to be changed in the mesh is being changed from "DEFAULT" to "YES" that means that the game's default is "NO". If only a mod could change the game's default to "YES" then parallax texture replacers wouldn't even need to replace meshes too, they'd simply work with all vanilla meshes and all mod-added meshes which use the replaced textures. Of course, that would depend on whether my earlier assumption is correct - if it's not, then this would be a bad idea as not all textures would be parallaxed.
oh yes, that'd be dandy but that'd be a task for someone who actually knows what he's doing (ergo, not me) I spent the last hour (maybe more?) doing patches for OCO and Better cities, UL, et cetera, with the tes4edit script and hope I haven't bitten more than I can chew. I'm not even sure I needed to but I did, slapped the bash tags from other such patches on and let's see how it turns out
Edit: UOP's meshes were already flagged, so I guess what you said about meshes with flag + non parallaxed textures looking fine must be true.
Never knew there was an issue until I read your mod description. Once I knew then I started seeing it all over the place. Thanks for the patch. It works.
I don't think you're blaming the right asset. Your screenshot shows cloudy weather, I believe that if you were to look up again and use console command "fw 44f58" (SI clear weather) you won't see those lines/bars in the sky, but the sky itself will look very nice.
SI Cloudy weather uses texture sestellarcluster01.dds. The alpha channel for this DDS texture does show a couple straight bands running across on the left side from top to bottom, I think this is what you're seeing. If you want this fixed, you'll need to find someone who knows what they're doing with DDS alpha channels.
oh boy I have creativity withouth ends... only if I had the computing power and resource creation know how... XD but for my next in dev version the more flexible usage of these bits will don wonders (cracked towers, ruined stairs etc. etc.)
While I make no promises now, if there's an Ayleid Ruin mesh which I have missed (either by mistake or because I felt the location of the open side didn't need closing) and you need the open side closing, make the request here, and I may be able to oblige.
IMO you have done evrything on the surface... (besides if I wanted anything really it would be to learn modeling so I could make the WH Iron work from the interiours fit into exterior arches...but I feel scummy begging for it like every modder has a life etc.)
Would that be ARWHallIronWork01 fitted into ARArch01?
EDIT Try the file I just uploaded in the Optional section, I think it might be what you wanted. If it isn't, well maybe now you do want it, or maybe someone else does?
34 comments
In that other mod page on the parallax version there's talk about "holes" that seem to be caused by some mistake on the arbridge*.nif files (which this doesn't touch) with instructions to just use the UOP ones. I assume that means those didn't need to be further fixed, right?
Thanks in advance
Alternatively, you could set the flag in my meshes using NifSkope. On each NiSourceTexture node within a NIF, expand Format Prefs and change Use MipMaps from MIP_FMT_DEFAULT to MIP_FMT_YES
The arbridge*.nif files did not need to be included here, as there is already an "end" mesh available for modders to use, so they aren't likely to be using the middle pieces of the bridge and leaving massive open ends visible. From the comments on gecko's mod page, it seems there is an issue with his arbridge meshes, in which case, again if you are happy to give up parallax for those objects in-game, you should overwrite gecko's with those from UOP.
Just to be extra clear, I have to do that in every mesh provided here that overwrites one of Gecko's and not the others, right? The textures for the other will look wrong no?
Also, can you tell me if, since I can do this method with your meshes, would it work if I did the same with the ones from UOP? Since the textures seem similar to vanilla I suppose the UV mapping is about the same.
You can set this flag on any mesh at all which uses textures that have been replaced with parallaxed versions, including vanilla or UOP.
I also assume (but don't know for sure) that you can safely use a mesh with the flag set to allow parallax, along with textures which are not parallaxed, and they should look the same as if the mesh had not been flagged. That however is an assumption and should be checked with someone like gecko.
What would really be handy though would be a (probably OBSE DLL) mod which changes the default. Since you can see that the flag to be changed in the mesh is being changed from "DEFAULT" to "YES" that means that the game's default is "NO". If only a mod could change the game's default to "YES" then parallax texture replacers wouldn't even need to replace meshes too, they'd simply work with all vanilla meshes and all mod-added meshes which use the replaced textures. Of course, that would depend on whether my earlier assumption is correct - if it's not, then this would be a bad idea as not all textures would be parallaxed.
I spent the last hour (maybe more?) doing patches for OCO and Better cities, UL, et cetera, with the tes4edit script and hope I haven't bitten more than I can chew. I'm not even sure I needed to but I did, slapped the bash tags from other such patches on and let's see how it turns out
Edit: UOP's meshes were already flagged, so I guess what you said about meshes with flag + non parallaxed textures looking fine must be true.
Good job! Thanks!
(oftop) How about sky mesh vanilla bug:
---> sestars.nif (shivering isles bsa)
I don't think you're blaming the right asset. Your screenshot shows cloudy weather, I believe that if you were to look up again and use console command "fw 44f58" (SI clear weather) you won't see those lines/bars in the sky, but the sky itself will look very nice.
SI Cloudy weather uses texture sestellarcluster01.dds. The alpha channel for this DDS texture does show a couple straight bands running across on the left side from top to bottom, I think this is what you're seeing. If you want this fixed, you'll need to find someone who knows what they're doing with DDS alpha channels.
My mistake...I think that was mesh issue. I just didn't notice it before : )
Sorry.
My textrures:
4x textures (F3- NV-TTW vanilla remaster) at Fallout New Vegas - mods and community (nexusmods.com)
4x textures (vanilla remastered) at Oblivion Nexus - mods and community
v2.1.0 (2007-05-31)
The intent of the UOP wasn't to redesign tilesets, that's better suited to a modder's resource like this instead.
but for my next in dev version the more flexible usage of these bits will don wonders (cracked towers, ruined stairs etc. etc.)
EDIT
Try the file I just uploaded in the Optional section, I think it might be what you wanted. If it isn't, well maybe now you do want it, or maybe someone else does?