This mod does not guarantee you will gain FPS, it is dependent on many variables. You can quickly test on a new save with Alternate Start -> choose to start as a member of the college, close the gate once, and measure your FPS (I am using the OSD from SSE Display Tweaks in my screenshots).
I am willing to listen to requests & problems with the mod, but please be respectful! Thanks!
Version 1.1 - This update simply adds a new record and assigns the door mesh to it. Prevents my door mesh from replacing ALL instances of the winterhold gate (e.g. in the hall of elements/other mods). Thank you to Blackread for pointing this out!
Please keep in mind you will also need to re-download the no-glow optional file if you use that.
I like this mod, but the gates don't seem to have the same player detection as the mods or even vanilla. They close way too fast if you're walking (not running/sprinting) through, whereas the normal versions know you're still in the area and stay open until you've passed.
what about making something similar in whiterun and close the door from market to the gildergreen tree? can't we avoid having collisions so the NPC can pass through it ? (we can imagine them and us opening and closing the door, no need to see them doing that) I bet a lot of FPS would be saved for the market little square
Just out of curiosity, why do you want a patch for it? My mod basically offers the same functionality built-in.
I suppose the difference is that my gate does not auto open for NPCs? It will still close automatically after they go through it though so the behavior is very similar. Is that what you prefer or am I missing something?
Hmm I would assume it does, if you're using a patch that combines JK's & Obscure's, then you should use the obscure version (I assume that the patch you're using still requires OCW to be enabled). Really though, you would have to go see for yourself. If it's acting strange or doesn't seem to be working, link me the patch you're using and I will make a version that supports it.
Some general feedback: At least the gate mesh that comes with the obscure version uses a glow shader, but the vanilla gate mesh does not. I don't know what warranted this change (and I certainly don't want my college gate to have a glowy eye), feels like scope creep. Couldn't find any mention about this in the mod description. The same gate mesh is used at least in Hall of the Elements where it doesn't have to be fully opaque. Would be nice if the modified gate model was only used for the college entrance (i.e. a separate object) so other places in the college could still retain the seethrough version.
Otherwise the mod is working nicely and helped me bring the draw calls in the college courtyard down from 18k to 11k, which is much more manageable. A decent compromise since fixing the draw calls for TGC Winterhold would require some pretty heavy reworking.
Fair enough, that was my own personal change to explain the auto-open/close to make it more "magical." The glowmap is actually a vanilla asset, they just didn't set the correct shader on the mesh. I'll upload a misc file that removes the glow & another with the source.
EDIT: As far as the hall of elements gate, I was gonna say I don't wanna override the record, but this is probably not too bad to do, I'll look into it.
Oh yeah, duh, easily changed. I'm gonna wait a few days and see if anyone else notices anything, and then I will update it with that change & anything else that people spot. Might also add a partitioned mesh optional DL so that the snow can be removed from the indoor windowsill.
I dream for such mods for every city and town of game. And also dreaming for fog that occludes and gains fps if I can't see the things behind the fog (actually makes me mad that fps are not jumping up when you can't see much...)
if you want to make it perfect, better to remove the snow from the now closed windows I think
Anyway after some minutes around there I'm capped at 75 fps in (almost, anyway 69-75) any direction (my monitor is 75hz). Maybe it takes some minutes for the changes to get digested on an old save. Sorry I didn't make the try on new save
Yeah, originally I actually replaced the meshes and added windows to them, but the problem with that is that there are several mods that replace the meshes. Stuff like lighting mods, and some texture/UV fix mods want to replace all of those meshes. I decided it was best to not have that compatibility issue and just let the player use whatever they have already. But yes, that does come with the downside of there being snow on the inside. Maybe I will come up with a better method of dealing with that at some point.
(no worries on the screenshot stuff, I am glad it's working well for you though!)
27 comments
This mod does not guarantee you will gain FPS, it is dependent on many variables. You can quickly test on a new save with Alternate Start -> choose to start as a member of the college, close the gate once, and measure your FPS (I am using the OSD from SSE Display Tweaks in my screenshots).
I am willing to listen to requests & problems with the mod, but please be respectful! Thanks!
Version 1.1
- This update simply adds a new record and assigns the door mesh to it. Prevents my door mesh from replacing ALL instances of the winterhold gate (e.g. in the hall of elements/other mods). Thank you to Blackread for pointing this out!
Please keep in mind you will also need to re-download the no-glow optional file if you use that.
Good job!
I like that it also adds to the feeling that the college is closed off from the outside world
can't we avoid having collisions so the NPC can pass through it ? (we can imagine them and us opening and closing the door, no need to see them doing that)
I bet a lot of FPS would be saved for the market little square
Regardless, essential mod.
I suppose the difference is that my gate does not auto open for NPCs? It will still close automatically after they go through it though so the behavior is very similar. Is that what you prefer or am I missing something?
i take it thx !
At least the main purpose function was working fine.
Thank you again for making such a great mod!
At least the gate mesh that comes with the obscure version uses a glow shader, but the vanilla gate mesh does not. I don't know what warranted this change (and I certainly don't want my college gate to have a glowy eye), feels like scope creep. Couldn't find any mention about this in the mod description.
The same gate mesh is used at least in Hall of the Elements where it doesn't have to be fully opaque. Would be nice if the modified gate model was only used for the college entrance (i.e. a separate object) so other places in the college could still retain the seethrough version.
Otherwise the mod is working nicely and helped me bring the draw calls in the college courtyard down from 18k to 11k, which is much more manageable. A decent compromise since fixing the draw calls for TGC Winterhold would require some pretty heavy reworking.
As far as the hall of elements gate, I was gonna say I don't wanna override the record, but this is probably not too bad to do, I'll look into it.
I'm gonna wait a few days and see if anyone else notices anything, and then I will update it with that change & anything else that people spot. Might also add a partitioned mesh optional DL so that the snow can be removed from the indoor windowsill.
Thanks for your input!
Anyway after some minutes around there I'm capped at 75 fps in (almost, anyway 69-75) any direction (my monitor is 75hz). Maybe it takes some minutes for the changes to get digested on an old save. Sorry I didn't make the try on new save
(no worries on the screenshot stuff, I am glad it's working well for you though!)