This is an absolutely amazing tileset! Extremely versatile. I'll be using it for the Forest Temple in my mod Relics of Hyrule. I plan on releasing the update with the Forest Temple later in December.
im pretty new to making mods and just want to know if these work in sse or what i would have to do to make them work. please point me in the right direction at least if possible
There are a few meshes that appear black in the CK and ingame, with some funky colors here and there. It's because their vertex colors are messed up somehow. I fixed them in Nifskope. Feel free to update your resource with them:
--- EDIT --- I've done some more research on it. I've been wondering why the problematic meshes render fine in your screenshots. I am using them for a personal project in Skyrim SE. The meshes have vertex colors in their NiTriShapeData blocks, but the Vertex_Colors flag is not set in the BSLightingShaderProperty. So the faulty data is just ignored in Skyrim Classic. In SE however, that doesn't seem to be the case. Vertex colors affect the mesh regardless of the flag being set or not. This happens with your original meshes, as well as after converting them with SSE Nif Optimizer.
So it's not an urgent matter, but you should consider including the fixed meshes next time you update the resource.
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Also it turned out that I forgot to add the model and textures of the sword that was supposed to be in this mod. All missing files added to archive.
Akaviri dungeon tileset - fixed meshes.7z
https://mega.nz/#!EKRkzCCA!JsQQ01a5yExLxpP2xjlKtNYyi4369xzKCjhYUzd5Bcw
--- EDIT ---
I've done some more research on it. I've been wondering why the problematic meshes render fine in your screenshots. I am using them for a personal project in Skyrim SE. The meshes have vertex colors in their NiTriShapeData blocks, but the Vertex_Colors flag is not set in the BSLightingShaderProperty. So the faulty data is just ignored in Skyrim Classic. In SE however, that doesn't seem to be the case. Vertex colors affect the mesh regardless of the flag being set or not. This happens with your original meshes, as well as after converting them with SSE Nif Optimizer.
So it's not an urgent matter, but you should consider including the fixed meshes next time you update the resource.
Done.