Is the mesh order for alternate texture sets still correct for the latest ver of EmbersXD? I'm getting the rocks turning into dirt/snow/etc for campfire01landburning.nif and possibly others. https://imgur.com/a/TRX258R edit: nvm, is likely an issue with PGPatcher
What changes were made to the charredskeever mesh? It conflicts with this mod and I'm trying to figure out how to combine them in nifskope or if the mesh from that mod can just overwrite this one.
Obviously everything is placed in a NiSwitchNode. This is used by Skyrim so that the object can be harvested, like plants. Without that the skeever doesn't disappear... I guess.
I have the same question and this answers What/Why the changes are but not whether it's something I need to worry about and try to resolve. Is it safe to just use this mods meshes without breaking the other mod or is it a matter of choosing one or the other?
Idk if it's new option or not, embers xd fomod has an option to keep vanilla campfire stones/texture paths, which match vanilla paths for mountain/rock textures. will it be possible to make such version? =) thanks! also looks some meshes in Embers got updated with extra logs, but I know how often it updates and breaks stuff...
Not compatible with the Embers HD option in Embers XD?
Edit: Here's a screenshot of what happens with FYX - Campfire Reacts to the Wind when choosing Embers HD flames in Embers XD FOMOD; https://imgur.com/a/RiPoxsq
When using this mod and Modern Lighting Overhaul (MLO) with the patch everything looks fine, but after running ParallaxGen the giant camp fire logs becomes super bright.
I've tried many overwriting orders and nothing worked. Eventually I deleted two texture paths in the generated "giantcampfire01burning.nif" by ParallaxGen, and it works.
Its at the last big part of the fomod - Giant Campfires
A compatibility patch for Giant Campfires Cast Shadows, Lux and other similar mods that add shadow casting lightsources inside giant campfires, resulting in twitchy lighting and shadows with vanilla campfires. Note that this will cause the logs to become semi-transparent when particle light from ENBSeries is rendered on top of them so you need to pick your poison.
Hello! I think there's a small problem with the mod. It changes 3D index of Dirt in campfire model from 7 to 3, which breaks all textures applied trough "Alternate Texture" and results in campfires having no blending with the ground/landscape texture. The change is also the case for giant campfires.
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- Fix Node number to match original mod. Which fixes texture assignment.
V1.0.2.1
- Fix ultra bright log on campfire01landburning.nif.
New Optional Files
- Giant Campfire No Cast Shadows. For those who use LUX, EVE and other mods that add lights that cast shadows.
V1.0.2
- Now all sparks of the Giant Campfire react to the "FIRE" setting of your ENB.
V1.0.1
- Remove a non-working Spark Node in the Giant Campfire.
https://imgur.com/a/TRX258R
edit: nvm, is likely an issue with PGPatcher
This is used by Skyrim so that the object can be harvested, like plants.
Without that the skeever doesn't disappear... I guess.
also looks some meshes in Embers got updated with extra logs, but I know how often it updates and breaks stuff...
Edit: Here's a screenshot of what happens with FYX - Campfire Reacts to the Wind when choosing Embers HD flames in Embers XD FOMOD; https://imgur.com/a/RiPoxsq
Eventually I deleted two texture paths in the generated "giantcampfire01burning.nif" by ParallaxGen, and it works.
Do you have this FYX with no conflict below in the left pane of MO2?
It's like you have two Campfires in the same place, weird.
A compatibility patch for Giant Campfires Cast Shadows, Lux and other similar mods that add shadow casting lightsources inside giant campfires, resulting in twitchy lighting and shadows with vanilla campfires. Note that this will cause the logs to become semi-transparent when particle light from ENBSeries is rendered on top of them so you need to pick your poison.
I think there's a small problem with the mod. It changes 3D index of Dirt in campfire model from 7 to 3, which breaks all textures applied trough "Alternate Texture" and results in campfires having no blending with the ground/landscape texture.
The change is also the case for giant campfires.
Normally this is fixed in V1.0.3 ;)