"I'm gonna remake some textures" -ElSopa "okay what are you gonna do? some terrain textures could use some work and some other small quest items also need some help-"- The Nexus "i'm remaking the constellations"-ElSopa "wait what" -The Nexus Mod looks cool, thanks!
I use Ordinator, and they don't exactly match, but the trees in Ordinator didn't match vanilla, and the vanilla perks didn't exactly match the vanilla designs anyway; so I'm not really bothered by it.
This is a great mod! Have you ever thought of making a version that help fit it onto the Ordinator perks? It always irked me to see how they were out of pace when Ordinator was installed.
I've a query. The texture dimensions of both the 'Clean' and 'Nebulous' versions are 1033x538 instead of the Skyrim vanilla version of 1024x512. Could this be the reason of why some players are reporting problems with the positioning of the constellations for mods that change the perk trees?
I don't know how the game code works, but I assume the game has hard-coded positions where it expects the constellations to be within a texture. So, if a texture has additional padding on the sides/top/bottom, then when the game attempts to draw a constellation that is expected to be at a particular position within the texture, then it will be drawn incorrectly.
In fact, I have just spent a few minutes comparing your texture to the vanilla one, and I see a difference (I just overlayed one on top of the other). I think a potential fix is to crop your texture to 1024x512 by chopping of the relevant number of pixels from the sides and top/bottom. For example, it looks like you need to cut off 9 pixels from the left, 11 pixels from the top, and 15 pixels from the bottom (approximately. You will need to check this for yourself, to get the exact positions and crop requirements). This will reduce your texture to 1024x512, and position the constellations to be the same as vanilla. Maybe that will fix the problems people have reported.
Edit: I've just checked your other mod "Constellations Retextured: The DLC", and a couple of the textures have a height of 513 instead of 512. However, due to the nature of the DLC constellations (i.e. there is only 1 constellation within the tetxure) then this shouldn't be a problem, because the game will be displaying the entire texture as opposed to drawing individual sections of it, like this "Constellations Retextured" mod does. Problems will only arise in the case where the game uses offsets to find individual constellations which are stored as a group within a single texture (like this 'Constellations Retextured' does).
Wow I didnt know about the size difference, it's weird because I did it overlaying it with the original, maybe I pressed the wrong button at some point and never noticed it seems
Looks good but does not work for mods that change the way the perk trees look like ordinator. Some of them match up some are way off, as expected, not the authors fault. They look great if you're using the vanilla perk tree however. ElSopa, do you plan on making these for some of the bigger perk trees as well?
The drawings are very restricted to an area designed by an invisible 3d mesh, I dont think its possible to do without modifying that model, and I lack the skills to do that.
Looks awesome, they look more like old historical drawings taken straight from early astronomers and story books. Fits the old Nordic aesthetic very well.
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Nevermind I try this version on Ordinator. If wont works...then I wait for Ordinator version
"okay what are you gonna do? some terrain textures could use some work and some other small quest items also need some help-"- The Nexus
"i'm remaking the constellations"-ElSopa
"wait what" -The Nexus
Mod looks cool, thanks!
Im working on a new one that no one else did before, so stay alert
I like the gnarly witch hand for pickpocket.
I use Ordinator, and they don't exactly match, but the trees in Ordinator didn't match vanilla, and the vanilla perks didn't exactly match the vanilla designs anyway; so I'm not really bothered by it.
Edit: HEYY I SAW THAT ONE BEFORE LMAO
Might happen in the future, no plans at the moment
I don't know how the game code works, but I assume the game has hard-coded positions where it expects the constellations to be within a texture. So, if a texture has additional padding on the sides/top/bottom, then when the game attempts to draw a constellation that is expected to be at a particular position within the texture, then it will be drawn incorrectly.
In fact, I have just spent a few minutes comparing your texture to the vanilla one, and I see a difference (I just overlayed one on top of the other). I think a potential fix is to crop your texture to 1024x512 by chopping of the relevant number of pixels from the sides and top/bottom. For example, it looks like you need to cut off 9 pixels from the left, 11 pixels from the top, and 15 pixels from the bottom (approximately. You will need to check this for yourself, to get the exact positions and crop requirements). This will reduce your texture to 1024x512, and position the constellations to be the same as vanilla. Maybe that will fix the problems people have reported.
Edit: I've just checked your other mod "Constellations Retextured: The DLC", and a couple of the textures have a height of 513 instead of 512. However, due to the nature of the DLC constellations (i.e. there is only 1 constellation within the tetxure) then this shouldn't be a problem, because the game will be displaying the entire texture as opposed to drawing individual sections of it, like this "Constellations Retextured" mod does. Problems will only arise in the case where the game uses offsets to find individual constellations which are stored as a group within a single texture (like this 'Constellations Retextured' does).
Great job ^^