Oblivion

File information

Last updated

Original upload

Created by

Vorians

Uploaded by

Vorians

Virus scan

Safe to use

Tags for this mod

34 comments

  1. CaptainHeroSeven
    CaptainHeroSeven
    • member
    • 16 kudos
    F******* phenomenal. I must say that this is EXACTLY what I was looking for. These block meshes in particular are very handy.
  2. ColinLovesBobo
    ColinLovesBobo
    • member
    • 6 kudos
    Essential mod. Thanks!
  3. whateverisfree
    whateverisfree
    • member
    • 0 kudos
    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
    1. Vorians
      Vorians
      • premium
      • 369 kudos
      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.
    2. whateverisfree
      whateverisfree
      • member
      • 0 kudos
      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.
    3. Vorians
      Vorians
      • premium
      • 369 kudos
      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.
    4. whateverisfree
      whateverisfree
      • member
      • 0 kudos
      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.
  4. macole
    macole
    • member
    • 6 kudos
    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.
  5. ultraviolentboy
    ultraviolentboy
    • member
    • 0 kudos
    thanks, your work is always great.
  6. Kuzja80
    Kuzja80
    • BANNED
    • 103 kudos
    Hi,
    Good job! Thanks! 
    (oftop) How about sky mesh vanilla bug:
    Spoiler:  
    Show



    ---> sestars.nif  (shivering isles bsa)
    1. Vorians
      Vorians
      • premium
      • 369 kudos
      This is no wishing well!

      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.
    2. Kuzja80
      Kuzja80
      • BANNED
      • 103 kudos
      I checked it - it is vanilla texture issue (not mesh)
      Spoiler:  
      Show

      Vanilla seskynebula01.dds

    3. Vorians
      Vorians
      • premium
      • 369 kudos
      I can't help with that, see if you can find someone who is good with texture editing and ask them if they'd fix it.
    4. Kuzja80
      Kuzja80
      • BANNED
      • 103 kudos
      Thx, i'll make it self, I'm know how work with it.
      My mistake...I think that was mesh issue. I just didn't notice it before : )
      Sorry.
  7. MasterAub
    MasterAub
    • supporter
    • 23 kudos
    Bravo...Should be part of the unofficial patch. Great job really!
    1. Vorians
      Vorians
      • premium
      • 369 kudos
      Thanks, they can include it if they wish.
    2. drewbster
      drewbster
      • supporter
      • 6 kudos
      They readjusted the pieces back in 2007:

      v2.1.0 (2007-05-31)

      • Aligned misaligned columns at Atatar, Sardavar Leed and Varondo that were causing the exposed sections of the tops to be transparent.

      The intent of the UOP wasn't to redesign tilesets, that's better suited to a modder's resource like this instead.
  8. NoMonogamers
    NoMonogamers
    • member
    • 4 kudos
    Endorsed and voted.
  9. Slartibart
    Slartibart
    • supporter
    • 22 kudos
    Awesome resource! I've been making models like this for my projects for years piecemeal, now I will have to no longer! Thanks!
  10. FlexXGopnik
    FlexXGopnik
    • member
    • 19 kudos
    Oh boi, I knew I was waiting for a good reason... gonna install this as soon as I can and include it in all of the uodates to my ARO...
    1. Vorians
      Vorians
      • premium
      • 369 kudos
      I hope this lets you be even more creative with ARO!
    2. FlexXGopnik
      FlexXGopnik
      • member
      • 19 kudos
      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.)
    3. Vorians
      Vorians
      • premium
      • 369 kudos
      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.
    4. FlexXGopnik
      FlexXGopnik
      • member
      • 19 kudos
      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.) 
    5. Vorians
      Vorians
      • premium
      • 369 kudos
      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?
    6. FlexXGopnik
      FlexXGopnik
      • member
      • 19 kudos
      BROOO you've done it. I can't thank you enough. I'll get it right in the mod after school and your name in the credits.
    7. Vorians
      Vorians
      • premium
      • 369 kudos
      Oh good, I hoped that was what you were describing!