Hi! Testing your new additions to the mod, and in a few test locations the dragon mounds look better with your meshes. For some, it is extremely subtle, for others more of an improvement. But nothing as dramatic as your 2 comparison images. IF you know off the top of your head where that one is located, could you let me know? No need to research if you don't remember.
Now... off to find some spiders and trees to compare in my game.
I tend to use cases where the issue is very clearly visible. How apparent it is depends on a lot of factors like ENB preset, weather, time of day, and viewing angle. In this case its a specular flag, otherwise used for wet stones in rivers for example. The presets I use (Kwanon, Patrician) probably make issues like that stand out even more. I always compare how the object is rendered with a vanilla profile and without ENB to check how its intended to look.
The dragon mound in the screenshot is the one on the hill near Tel Mithryn.
Thanks! The difference on that dragon mound is more noticeable in my game too, although still not as dramatic as in yours. I do understand how your tweak works, and how many factors including the textures in play will change things. And no worries on showing the more dramatic differences, that only makes sense!
I also tested the new trees, and they look way better! Something that always bugged me, but never had the time to look into. And now I don't have to. Thanks!
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At least on smaller tweak mods like this, I usually do a binary compare between the new mesh and my old one to size up how big the change is, and where. Then I use NifSkope to see what actually changed. So when it is a simple tweak like these, I can see what the modder did. And the fact that the tweaks are simple doesn't minimize their value... simple tweaks are the best and much less likely to cause issues with other things.
What you did for the trees made me laugh at myself a bit, because at first glance, I was thinking what good would changing the Emissive Multiple do, since the emissive color looked black. That is, until I clicked on the color and saw that it DID in fact have a bit of color! Surprising that it made those trees look as weird as it did. Very nice catch by you on that one, I think that might have snuck by me completely if/when I had researched those goofy trees! Thanks again.
On the dragon mounds tweak, I swear I have seen similar issues in other places in my game. Again, not a huge problem, but something that bugged me and was on my list of things to look into someday. I may run across the Tundra later today to see if your specular tweak will take care of those as well. Which, of course, is why I always dig into what a modder does, so I can keep learning and tweaking my game.
Can't say for sure if the issue even exists in SSE, as I don't actively use it. You may have to run the meshes through SSE NIF Optimizer. Some work without conversion but just to be on the safe side.
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Now... off to find some spiders and trees to compare in my game.
The dragon mound in the screenshot is the one on the hill near Tel Mithryn.
I also tested the new trees, and they look way better! Something that always bugged me, but never had the time to look into. And now I don't have to. Thanks!
What you did for the trees made me laugh at myself a bit, because at first glance, I was thinking what good would changing the Emissive Multiple do, since the emissive color looked black. That is, until I clicked on the color and saw that it DID in fact have a bit of color!
On the dragon mounds tweak, I swear I have seen similar issues in other places in my game. Again, not a huge problem, but something that bugged me and was on my list of things to look into someday. I may run across the Tundra later today to see if your specular tweak will take care of those as well. Which, of course, is why I always dig into what a modder does, so I can keep learning and tweaking my game.