* Adding an elevated central building, tax collector/grannary/whatevermodderwouldlikeittobe. Initially inspired by some historical medieval buildings, from Britain I think, like this:* Adding an elevated central building, tax collector/grannary/whatevermodderwouldlikeittobe. Initially inspired by some historical medieval buildings, from Britain I think, like this:* Adding an elevated central building, tax collector/grannary/whatevermodderwouldlikeittobe. Initially inspired by some historical medieval buildings, from Britain I think, like this:
Spoiler:
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But I've done my best to give it a more Nord/Whiterun style, and hopefully make it more intersting looking. Here's a 90% done version of my WIP:
Spoiler:
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and from a belowish angle:
Spoiler:
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And yep, this did take some time, more than the waterstair gate, but I've now fine tuned my workflow to fit the engine's peculiarities, so I'm starting to get my cruise speed.
* I also progressed in doing a bit more impressive looking waterstair gate option (the promised second one), well, its tower at least, with a rebuilt top. I want to finalize a beta (exported) version first, but I'll post some pics in a week or so I think.
* Reorganizing and expanding the modders ressource file. Some of you may have notice that it's overdue for a update, and was kinda forgotten in the last one.
* I do have the beginning of... something different for the main access to the marketplace, coming from Whiterun main entrance (just before where Sigurd chops wood). With an arch and some partially ruined wall, and pushing back Pelagia's bank wall. This will obviously implies a bit more deviation from vanilla Whiterun, and as such I'll have to adjust the navmesh, but in a manner as careful and mods compatible as possible (let's be positive!), as with most of my work, I'd dare say. To give credit where it's due, I got the idea from another modder's work: Chris' Whiterun Overhaul, in particular, this pic shows the concept pretty well.
* I'll show here, sometime soon, greyboxing concept(s) of the new Banneredmare inn, and hopefully get feedback to help me decide which one I'll pick for a definitive modeling.
* Lastly, I've been working with a couple of other modders, modeling new meshes or variations for them, so some of my other moddest assets may sneak in their own upcoming updates :wink:
These all look fantastic. Thank you for all your work! Are there any plans to release the other new meshes you've posted pictures of? They look great and I'd love to have the waterstair gate with the stairs.
since you seem to have stopped at the gate. i wish you would do a tutorial on how you did it so i could do some stuff myself. im having trouble getting models back into nif format using blender.
First of all, I want to thank you for this great meshes, a great work. Especially your wrwalltotem.nif are a real feast for the eyes.
For all those who want to use the meshes in the SE, I proceeded: Download file manually Unpack the file Drag Nif Optimizer Tool (https://www.nexusmods.com/skyrimspecialedition/mods/4089) into the folder and let it run. Remove Nif Optimizer from the folder and re-pack it into an archive. Load re-packed archive with manager to the SE. Benefit. Come back here and leave an endorsement here for Ambershore.
I've used your meshes pretty much since they came out, and made the switch to SE just a couple days ago and hoped they were/would be ported as they're fantastic.
Thank you, HookerHeels, I'm glad that you like my modest, if time consuming, work
The SE port is coming, no worries. I'm just back from a long and hot summer partly away from modding. If you can't wait though, taking a look at EvilEyedKyo really great mod, EEKS Beautiful Whiterun might sate your appetite in the meantime, since he already converted and embellished my meshes (with permissions) to great effect in his own work (as you can see from the fith image page of his mod page)
I'm currently finishing the interior mesh and cell for the elevated granary. here's a preview pic:
I'm also finishing the larger model, outside AND inside (this time) for the more impressive/less damaged waterstair gate version. Diverting a bit more from the vanilla model. No loading screen, and direct access to the walls (revamped a bit, with machicolations and crenelations).
Yes, I'm pretty sure it's my vertex colors, as I suspected and planned to adjust. Vertex information at the mesh/nif level. With an ENB that accentuate contrast and saturation (compared to vanilla) that's even worse than I feared. I was just about to upload an update (market stands, redone) but I've made a correction to this one, covered version, I'll recheck and probably adjust the other variation tonight as it probably need it too. It should correct this, and a few other places of the mesh where it was also a bit too dark. Also I took the liberty to adjust the vertex colors of the tiled roof - I hope I didn't orverdo things in the other direction (too bright), so please don't hesitate to report any other oddities or even things not to your tastes and I'll adjust it again quickly.
Waiting for an SE port ^.^ I've used your meshes pretty much since they came out, and made the switch to SE just a couple days ago and hoped they were/would be ported as they're fantastic.
50 comments
* Adding an elevated central building, tax collector/grannary/whatevermodderwouldlikeittobe. Initially inspired by some historical medieval buildings, from Britain I think, like this:* Adding an elevated central building, tax collector/grannary/whatevermodderwouldlikeittobe. Initially inspired by some historical medieval buildings, from Britain I think, like this:* Adding an elevated central building, tax collector/grannary/whatevermodderwouldlikeittobe. Initially inspired by some historical medieval buildings, from Britain I think, like this:
But I've done my best to give it a more Nord/Whiterun style, and hopefully make it more intersting looking. Here's a 90% done version of my WIP:
and from a belowish angle:
* I also progressed in doing a bit more impressive looking waterstair gate option (the promised second one), well, its tower at least, with a rebuilt top. I want to finalize a beta (exported) version first, but I'll post some pics in a week or so I think.
* Reorganizing and expanding the modders ressource file. Some of you may have notice that it's overdue for a update, and was kinda forgotten in the last one.
* I do have the beginning of... something different for the main access to the marketplace, coming from Whiterun main entrance (just before where Sigurd chops wood). With an arch and some partially ruined wall, and pushing back Pelagia's bank wall. This will obviously implies a bit more deviation from vanilla Whiterun, and as such I'll have to adjust the navmesh, but in a manner as careful and mods compatible as possible (let's be positive!), as with most of my work, I'd dare say. To give credit where it's due, I got the idea from another modder's work: Chris' Whiterun Overhaul, in particular, this pic shows the concept pretty well.
* I'll show here, sometime soon, greyboxing concept(s) of the new Banneredmare inn, and hopefully get feedback to help me decide which one I'll pick for a definitive modeling.
* Lastly, I've been working with a couple of other modders, modeling new meshes or variations for them, so some of my other moddest assets may sneak in their own upcoming updates :wink:
- Amber.
Are there any plans to release the other new meshes you've posted pictures of? They look great and I'd love to have the waterstair gate with the stairs.
the new gate is almost done, just a few decals to tweak. Here's a vanilla vs new mesh comparison:
https://media.giphy.com/media/ZxnjxdlZwmnPmj25tt/giphy.gif
(anim gif, so give it a couple of sec to load fully)
It will be in the next update, along with a few corrections (you guys are used to it, now) of some of the previously released stuff. And a changelog.
My, my it looks good tho! :o Just make sure you add more images for new lookin' gateway.
Eh, thank you for correctly editing my links, pal. Kudos given!
thank you for work
Great meshes
Could you combine the following 2 meshes to get the big circle
AmberWRmarketCOVERED + AmberWRmarketNEWWell
Thank
For all those who want to use the meshes in the SE, I proceeded:
Download file manually
Unpack the file
Drag Nif Optimizer Tool (https://www.nexusmods.com/skyrimspecialedition/mods/4089) into the folder and let it run.
Remove Nif Optimizer from the folder and re-pack it into an archive.
Load re-packed archive with manager to the SE.
Benefit.
Come back here and leave an endorsement here for Ambershore.
Thank you, HookerHeels, I'm glad that you like my modest, if time consuming, work
The SE port is coming, no worries. I'm just back from a long and hot summer partly away from modding. If you can't wait though, taking a look at EvilEyedKyo really great mod, EEKS Beautiful Whiterun might sate your appetite in the meantime, since he already converted and embellished my meshes (with permissions) to great effect in his own work (as you can see from the fith image page of his mod page)
I'm currently finishing the interior mesh and cell for the elevated granary.
here's a preview pic:
I'm also finishing the larger model, outside AND inside (this time) for the more impressive/less damaged waterstair gate version. Diverting a bit more from the vanilla model. No loading screen, and direct access to the walls (revamped a bit, with machicolations and crenelations).
https://imgur.com/4vwVlUs
https://imgur.com/bugQG8A
In the meantime, I figured out it was super simple to convert the meshes to SSE, so I did them myself lol
do you have an idea why the edge of the well is so dark ? Happens with all your Well versions.
https://imgur.com/kw5VyrX
It's not the texture, it's normal with Vanilla.
https://imgur.com/o37Btpm
Yes, I'm pretty sure it's my vertex colors, as I suspected and planned to adjust. Vertex information at the mesh/nif level. With an ENB that accentuate contrast and saturation (compared to vanilla) that's even worse than I feared. I was just about to upload an update (market stands, redone) but I've made a correction to this one, covered version, I'll recheck and probably adjust the other variation tonight as it probably need it too. It should correct this, and a few other places of the mesh where it was also a bit too dark. Also I took the liberty to adjust the vertex colors of the tiled roof - I hope I didn't orverdo things in the other direction (too bright), so please don't hesitate to report any other oddities or even things not to your tastes and I'll adjust it again quickly.
Give me a couple of min to upload this... ;)
https://imgur.com/DRjGabF
I've used your meshes pretty much since they came out, and made the switch to SE just a couple days ago and hoped they were/would be ported as they're fantastic.