Not sure I agree. Some parts look fine, some can be ignored (greenery sticking out of the house's wall, what's not to love), but the topiary looks out of place w/Beter Cities Full and ens up blocking the horse cart in a weird way.
I don't know this mod, but according to its description its new shop is located just left of the south gate, while my mod covers the area starting after the short wall next to Seed-Neus's shop, so I think they can be compatible. Anyway, I'll try them together in the next few days, so I'll be able to be more precise in my answer.
- trellis01a.nif has too complex a collision (made up of boxes on separate nodes = why such pain?)) For static collisions, it is better to use an array; it does not load the engine (only in version 4 of the 3dsMax nif plugin)
- In your screenshots, the actors are sitting with unique animations (on the benches_ = Are these your animations?)
I choose the trellis mesh just for its looks, I hope it doesn't impact on your game's performance! I know nothing about meshes creation.
The sitting animations (they're actually poses) come from these mods: https://www.nexusmods.com/oblivion/mods/18437 https://www.nexusmods.com/oblivion/mods/22582
Hello gardener!The mod is worthy, it’s a pity that houses there are from my another mod. I’ll load both in the constructor, and maybe I’ll be able to pull the objects apart without disturbing the composition.
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Anyway, I'll try them together in the next few days, so I'll be able to be more precise in my answer.
!::! Fred
For static collisions, it is better to use an array; it does not load the engine (only in version 4 of the 3dsMax nif plugin)
- In your screenshots, the actors are sitting with unique animations (on the benches_ = Are these your animations?)
The sitting animations (they're actually poses) come from these mods:
https://www.nexusmods.com/oblivion/mods/18437
https://www.nexusmods.com/oblivion/mods/22582