I like it, but it doesn't fit in with the remastered wider aesthetic unless maybe if use a reshade, on its own it just makes the ruins stand out way more visually than anything else in the rest of the world
Stellar work, the changes look just right. Thank you!
Now I hope someone will make similar edits to the Imperial City textures, at least for the structures that are of Ayleid origin. That's my personal pet peeve with the remaster. I doubt that the central palace is called White-Gold Tower for its boring grey look, haha. But I can only assume such a task will take way more time and effort.
I also tried to make a retexture like the one in this MOD, but when I extracted the contents of OblivionRemastered\Content\Art\Environment\dungeons\ayleidruins\exterior using FModel, I could only find what looked like normal maps and couldn't find the diffuse (stone-like) textures. I was a bit lost because of that. How did you manage to create this amazing MOD? I'd really appreciate it if you could briefly explain your process!
I did the same thing and ran into the exact same issue! Turns out the right texture is Content\Art\Environment\TilableTextures\T_Marble_RuinArchWallFloorPillar_01_D.png. It took some detective work to figure out what was going on. Actually, I still don't understand but here's what I did:
I found out what the right texture was by inspecting some of the Materials (files with MIC_ prefix) in Content\Art\Environment\dungeons\ayleidruins\exterior using Fmodel. Double-clicking on them brings up the 3D Viewer window, then there's a list of all the textures it uses in the bottom right corner. In this case one of the textures listed was T_Marble_RuinArchWallFloorPillar_01_NNR (for some reason it has a _NNR suffix here instead of _D like the actual file, I don't know why). Then I figured out its path by searching for it (Ctrl+F in the main window with the MIC_ file selected).
As I said, I don't really have any idea how this stuff works, so that's the best I can explain. Hope it helps!
Thank you for the explanation! It looks like I was definitely looking in the wrong directory. Since there’s a “Tilable” directory, I guess that’s where they put textures that are meant to be used for repeating patterns, like terrain and reusable materials. I’m also struggling a lot since there’s so much I don’t understand, but I’ll do my best to release something someday! Please keep up the great work on your end too—I’m cheering you on!!
Is it possible for the marble to still have some colour to it or even a shiny version (or shiny in certain parts). The white marble is beautiful, if it had clearer darker lines or even with blue (im colourblind is it blue?) streaks/cracks in it. Your version makes it mostly white/dark areas. The old one has many colours overlayed with the grey.
I seem to recall the white stone being a bit specular and shiny in the OG - I may be mistaken, however (can't get it to run currently to test). It definitely brought alabaster or marble to mind. This mod makes the colour look much better, but it is still too... stony. Nothing to do with the mod author ofc, it's the texture.
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Edit: Okay, can confirm that statues aren't covered. Not a big deal, but would be cool if they could get the same treatment too at some point.
Now I hope someone will make similar edits to the Imperial City textures, at least for the structures that are of Ayleid origin. That's my personal pet peeve with the remaster. I doubt that the central palace is called White-Gold Tower for its boring grey look, haha. But I can only assume such a task will take way more time and effort.
How did you manage to create this amazing MOD?
I'd really appreciate it if you could briefly explain your process!
I found out what the right texture was by inspecting some of the Materials (files with MIC_ prefix) in Content\Art\Environment\dungeons\ayleidruins\exterior using Fmodel. Double-clicking on them brings up the 3D Viewer window, then there's a list of all the textures it uses in the bottom right corner.
In this case one of the textures listed was T_Marble_RuinArchWallFloorPillar_01_NNR (for some reason it has a _NNR suffix here instead of _D like the actual file, I don't know why). Then I figured out its path by searching for it (Ctrl+F in the main window with the MIC_ file selected).
As I said, I don't really have any idea how this stuff works, so that's the best I can explain. Hope it helps!
Also, thanks for the comments everyone!
I’m also struggling a lot since there’s so much I don’t understand, but I’ll do my best to release something someday!
Please keep up the great work on your end too—I’m cheering you on!!
Now we just need those beige forts back...
Regardless, great mod.