Skyrim

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StarShowMaster

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StarShowMaster

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About this mod

Just closed some gaps and reduced texture-clipping at the entry, when using ext and int meshes together as exterior shack.

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The Dwemer Farmhouse in Blackreach is somewhat unique in Skyrim, because the inside (interior mesh) actually fits into the outside (exterior
mesh).
Just the quality was clearly not made in Germany, as there are some gaps and overlaps in those meshes. They were never ment to be used
by characters with wings or capable of levitation. Don't step on the
roof of that building or You'll see a big gap behind that ornament above
the entry,
Don't use the interior in bright places, or light will shine in through a gap below the left beam of the roof. (Okay, i'ts just
a tiny seam.)

And never ever combine ext and int to one exterior shack, or You will get texture-flickering around the entry, where both
structures overlap to fit the load-doors.

No more!

I tortured those vile vanilla meshes in NifSkope, pushed their vertices
around until almost everyof these mentioned sloppinesses were cured.
Yes, there is still a beam of the ext mesh visible on the inside above the
door, but it looks quite natural and does not cause texture clipping, so
I left it in there.

Was ment for use as exterior shack, but I still have to figure out how not getting everything wet-textured inside that thing, when it's raining. (Iffy ENB!)
Anyways, gaps and flickering are gone.

Happy modding!

P.S.: Platform used in pictures is from Duathfel Resource Pack - SE.

P.P.S.: Just discovered another open seam on the roof. This one was not visible
until I retextured the mesh with light grey plaster texture.
So Version 1.1 is only for people (with better eyes than me) who are bothered by this.

P.P.P.S.: Another messup by Team Beth: Triangle missing at upper back of exterior. Patched.

Backported with NIF Optimizer.

Last updating: Added DweFarm02, which hosts similar bugs. Optimized the missing-triangle-patch on both meshes, to make them blend in as good
as possible.
Works near perfekt on DweFarm02 now.

Micro-Tutorial how to fix such annoyances in non-skinned meshes:
Click on BSTriShape You want to manipulate, make sure you got the Block Details.
Open (expand) Vertex Data and scroll down until the vertex you want is highlighted.
Expand that one and change values until it fits.
Patching that triangle worked similar:
Get any square interior ground mesh and copy that BSTriShape into the mesh you want.
Search for the vertices surrounding the hole and copy their values to the vertices of that ground mesh.
If you have an surplus triangle just fold it in by giving the vertex the same x-y-z as one of its neighbours.
Adapt Bounding Shere, to make sure it is visible from same angles as patched BSTriShape and paste over BSShaderTextureSet.
Hope I could help.