Mountains and rocks (set by mountainslab01 and mountainslab02 textures):
Northfires mountains - you only need mountainslab01 and 02.dds with mountainslab01 and 2_n.dds files, you don't need meshes or other textures. AmidianBorn landscape - a very good landscape mod, has amazing groundcovers, roads and good mountain and rock textures.
You can also use mountainslab01 from one mod and mountainslab02 from another mod
Forts:
AmidianBorn Forts - 2k is more than enough with ETD, unless you have a 4k monitor. I also prefer his optional vanilla forts exterior. Fully compatible with SSE.
Noble Skyrim - 2k textures, work well, but his stairs textures have a small pattern so they are prone to tiling: textures\dungeons\imperial\ImpWall05.dds can be replaced to fix this.
Farmhouses:
I still use original Bethesda 1k textures for the most part, I also use stonewall01.dds from AmidianBorn farmhouses and farmhouse01.dds is a farmhouse door texture which isn't scaled by ETD, so you should grab it from any mod really.
Windhelm:
Bethesda textures are more than adequate here and it's hard to find flaws with them.
If you want something different - 2k textures from Noble Skyrim works pretty good.
Ratways:
Still using Original Bethesda textures for everything, can't really fault them. ETD scales Ratways pretty aggressively, so Bethesda 1k textures are going to be scaled to comparable quality of 6-8k textures without ETD, so you shouldn't really find yourself lacking any texture quality even with 1k textures.
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Don't take any of these textures as a gospel, feel free to look for and use your own. Keep in mind that original Bethesda textures were used as a measuring stick for scaling during development of this mod, so If something doesn't look right, you can just reset back to original textures, scaling that this mod provides is more than enough to make even 1k original textures extremely adequate.
Q&A
Spoiler:
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Can I use this mod with xxxxx Texture pack ?
There is no single texture pack that benefits from this mod for all its textures straight out of the box, there will always be some textures that you won't like the look of. But do you ever like absolutely all the textures from a texture pack ? This mod adds a new kind of unpredictability in texture selection: Some textures that looked terrible before, might actually look pretty darn nice with this mod installed, but at the same time the textures that you liked before, could actually look much worse.
So this mod will complicate the process of texture selection because it adds another layer of unpredictability, not only do you have to like how the author drawn the texture, but with ETD installed it should also look good when it's scaled. If you are the kind of person who simply enjoys premade stuff and doesn't have any desire to experiment, then this mod might not be worth the trouble for you.
The idea behind this mod is to increase resolution without any performance cost, not to make all your textures beautiful. This method is not flawless, but it does what it says on the tin: i.e increase your texture resolution and not cost you any performance and it allows people with low-end rigs to have have their 1k textures upscaled to ~4k textures with no performance issues. And if you don't care about nonsense such as Vram usage (lucky sob), you might still benefit from this mod, because this mod reduces stretching on objects with terrible UV-maps and where even 4k textures weren't enough, with this mod those 4k textures can be of comparable quality to 8k/16k/32k depending on the object and the amount of stretch reduced/repetition introduced and you simply can't have this kid of texture quality without this mod. But then the question becomes this - is this increase in close-up quality really worth all the extra time that you'll have to spend on looking for perfect textures ?
It's worth it for me, and that's why I made this mod and that's why I use it, but it really isn't for everyone. Although there is absolutely no harm in trying it anyway, even if picking textures out isn't your thing, there's still a chance that you'll like how this mod makes your existing textures look without any extra steps and if it doesn't look good then all you have to do is uninstall it with no ill-effects.
How are my textures affected by this mod ?
Take a look at these images to help you visualise it
The image is repeated and the pattern is made smaller, but you gain precious resolution and close-up texture quality with absolutely no performance cost. In the example above, one texture is applied 4 times for the same image space, so if you started with a 1024x1024 resolution image, your end result on these walls will be 4096x4096, and because your Vram doesn't increase at all due to this manipulation, you can enjoy this 4k resolution on your laptop. The image is also slightly relocated to try and hide the repeated pattern.
Keep in mind that It's not how this mod works for all objects. There are many objects edited where we don't repeat the image at all, but simply correct how the mesh use it's assigned texture as original mesh was simply using too little of that texture.
We didn't change the texture or texture resolution (which would barely have any impact on this problem), we simply tweaked the UV-map to use a larger area of the texture and it turns this ugly blob into a proper image. On a lot of objects, the problem is less extreme than it is on the above example, but the UV-maps are simply not allowing the texture to be used optimally and by doing very simple UV-tweaking we can increase texture quality.
How do I find which texture is used on an object so I can change it ?
When in game and you are at the object that you want to hunt down, press ~ to open console, then click on this object with your mouse. Your console will show you a number, write this number down
Download and open SSEdit, load Skyrim.esm and Update.esm and when SSEedit loads, enter this number in FORMID field in the top left corner and press enter.
After your Nifskope has been set up, you can now locate your mesh in skyrim/data/meshes folder and open it. Now just follow this picture guide to find the name of the texture:
Keep in mind that a mesh can have multiple parts which use different textures, you can click on different parts in preview window and view texture paths for each NiTriShape.
There you go, now you can easily find which objects use which textures and this will allow you to change specific textures only.
Can I use this mod with SMIM and how does it compare ?
Both SMIM and ETD edit a lot of meshes, so you will be asked for quite a few overwrite requests when installing both mods and even though it may seem like a lot, ETD conflicts with SMIM on only about 100 meshes out of 1100, which is about 10%.
The first thing you need to know is that there are NO problems if you overwrite one file and don't overwrite another both mods will still work perfectly fine if you mix them together.
The second thing you need to know is ETD and SMIM are trying to do different things, even though sometimes our paths do cross.
ETD is a very performance oriented mod, the aim of which is to increase texture resolution and have close to 0 performance impact.
SMIM is a quality oriented mod, which is aimed at increasing mesh quality (less edges on, better shape) by increasing mesh complexity which comes with a performance cost. Brumbek (Author of SMIM) is aware of UV-editing, but his use of this tool is extremely limited and the only one object in all conflicting files that ETD and SMIM both UV-scale, are the woodposts on Farmhouses.
So do I recommend using SMIM together with ETD ? Yes I do, both mods compliment each other very well. I personally use SMIM as a base and I install ETD over SMIM allowing ETD to overwrite everything from SMIM, but you can just as easily let SMIM overwrite everything from ETD.
Link to SSE version: http://www.nexusmods.com/skyrimspecialedition/mods/992/?
Looks really great other than the more noticeable tiling in a few areas, but whenever I install it removes the sails from windmills for some reason. Does anyone know why this would happen? Perhaps an option in the fomod affects this?
You deserve an award for this. Everyone started adding trees and flowers and causing ctds to spruce up their game. You did this wizardry and make EVERYONES game look better, no matter the texture pack they use, or if they even use one. If you don't like what this mod does for a texture, overwrite it with the one you prefer and bam, easy peasy. Thanks for sharing this with us plebs +1
At first I should say that I very appreciate your work and so much time you spent! I want to install this mod and all of its parts including description are very cool. Except fomod. I found it very unclear and even misbehaved sometimes. And moduleconfig.xml formatting is kinda messy.
One example of misbehavior: Tick "Install SMIM Conflicting Files" > Next > Next > Next > Next We on the "extra option for 2d farmhouses page", before was "Optional files (full)" page Now: Back > Next. "Optional Files (smim)" page we doesn't seen when browsed previously now magically appears between "(full)" and "extra option" !
Two examples of unclear: 1. Page "Segmented SMIM". We have two areas: "Segmented Installer (SMIM)" [call it S] and "All of em (for SMIM) [call it A]. What would be if we tick only Whiterun in S and I want it all! in A? If we tick all in S and No stonewalls in A? I'm not sure. Totally not.
2. We tick "Install SMIM Conflicting Files" on 1st page. Next two pages are "Segmented SMIM" [s] and "Full installer" [F]. So what now? Should I tick something on S or should skip it and only choose on F? What if I tick Whiterun on S and not tick it on F? [tl;dr] You totally can skip S page and only choose on F because all files in F options already have files from S +have No Smim files. But to figure it out you should read moduleconfig.xml (600+ lines of messy formatting) with knowledge about fomods, its structure and language (which I fortunately have cause kinda modder myself).
Tested with MO 1.2.18 on two different machines.
I apologize if I could seem aggressive to you, I didn’t have such intentions, besides, English is not my native, which also has an impact. If you would have intention and time to improve your fomod maybe this guide and this tool will help (if you doesn't used it when creating fomod).
451 comments
Mountains and rocks (set by mountainslab01 and mountainslab02 textures):
Northfires mountains - you only need mountainslab01 and 02.dds with mountainslab01 and 2_n.dds files, you don't need meshes or other textures.
AmidianBorn landscape - a very good landscape mod, has amazing groundcovers, roads and good mountain and rock textures.
You can also use mountainslab01 from one mod and mountainslab02 from another mod
Forts:
AmidianBorn Forts - 2k is more than enough with ETD, unless you have a 4k monitor. I also prefer his optional vanilla forts exterior. Fully compatible with SSE.
Noble Skyrim - 2k textures, work well, but his stairs textures have a small pattern so they are prone to tiling: textures\dungeons\imperial\ImpWall05.dds can be replaced to fix this.
Farmhouses:
I still use original Bethesda 1k textures for the most part, I also use stonewall01.dds from AmidianBorn farmhouses and farmhouse01.dds is a farmhouse door texture which isn't scaled by ETD, so you should grab it from any mod really.
Windhelm:
Bethesda textures are more than adequate here and it's hard to find flaws with them.
If you want something different - 2k textures from Noble Skyrim works pretty good.
Ratways:
Still using Original Bethesda textures for everything, can't really fault them. ETD scales Ratways pretty aggressively, so Bethesda 1k textures are going to be scaled to comparable quality of 6-8k textures without ETD, so you shouldn't really find yourself lacking any texture quality even with 1k textures.
-----------------------------
Don't take any of these textures as a gospel, feel free to look for and use your own. Keep in mind that original Bethesda textures were used as a measuring stick for scaling during development of this mod, so If something doesn't look right, you can just reset back to original textures, scaling that this mod provides is more than enough to make even 1k original textures extremely adequate.
Q&A
Can I use this mod with xxxxx Texture pack ?
How are my textures affected by this mod ?
How do I find which texture is used on an object so I can change it ?
Can I use this mod with SMIM and how does it compare ?
Link to SSE version: http://www.nexusmods.com/skyrimspecialedition/mods/992/?
https://staticdelivery.nexusmods.com/images/110/26598704-1581260741.jpg
\meshes\architecture\windhelm\whstonequarter.nif
Do you fix this?
Except fomod. I found it very unclear and even misbehaved sometimes. And moduleconfig.xml formatting is kinda messy.
One example of misbehavior:
Tick "Install SMIM Conflicting Files" > Next > Next > Next > Next
We on the "extra option for 2d farmhouses page", before was "Optional files (full)" page
Now: Back > Next. "Optional Files (smim)" page we doesn't seen when browsed previously now magically appears between "(full)" and "extra option" !
Two examples of unclear:
1. Page "Segmented SMIM". We have two areas: "Segmented Installer (SMIM)" [call it S] and "All of em (for SMIM) [call it A].
What would be if we tick only Whiterun in S and I want it all! in A?
If we tick all in S and No stonewalls in A?
I'm not sure. Totally not.
2. We tick "Install SMIM Conflicting Files" on 1st page. Next two pages are "Segmented SMIM" [s] and "Full installer" [F].
So what now? Should I tick something on S or should skip it and only choose on F? What if I tick Whiterun on S and not tick it on F?
[tl;dr] You totally can skip S page and only choose on F because all files in F options already have files from S +have No Smim files. But to figure it out you should read moduleconfig.xml (600+ lines of messy formatting) with knowledge about fomods, its structure and language (which I fortunately have cause kinda modder myself).
Tested with MO 1.2.18 on two different machines.
I apologize if I could seem aggressive to you, I didn’t have such intentions, besides, English is not my native, which also has an impact. If you would have intention and time to improve your fomod maybe this guide and this tool will help (if you doesn't used it when creating fomod).
EDIT:typo
Because all of the links are dead.
Thank you in advance.