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Author notes
In simple terms, you can do whatever you want, as long as you keep open perms. For textures based on vanilla normals/height you shouldn't convert to other games.
Licensed under: CC BY-SA 4.0 This license requires that reusers give credit to the creator. It allows reusers to distribute, remix, adapt, and build upon the material in any medium or format, even for commercial purposes. If others remix, adapt, or build upon the material, they must license the modified material under identical terms.
File credits
Textures based on AmbientCG, Polyhaven, Quixel Mixer sample packs, and vanilla Skyrim.
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A simple retexture of nordic ruins/dungeons. Uses a combination of red, yellow, and gray rock with green and blue moss. Metallic dragon statues and doors are iron with red rust. The materials are realistic, but the colors are rather fantastical. Not much else to say, check the pics to see if you like it. It looked very different in older versions outside Nexus, but I finally got to replacing mainly the exterior textures that I wasn't satisfied with, and ended up with this. A very old version is included, but the new one is much better in my opinion.
Made for PBR, but quick CPM conversion added.
The textures covered are:
textures/dungeons/*
textures/dungeons/nordic/*
textures/clutter/birthsign* and scrollworktrim
Not included are other clutter textures often used in dungeons (candles, dark tables, caskets), I recommend Faultier's AIO for those.
PBR version: Community Shaders are required for PBR support, PG Patcher (Parallaxgen) is required to patch your meshes. Any mesh fix and improvement mods are recommended, they will work as long as they work with normal retextures (meaning they don't change texture paths and don't use totally different uvs).
CPM version: No requirements, but PG Patcher (Parallaxgen) recommended. Without it, you won't have dynamic cubemaps and parallax, and will keep arbitrary specular multipliers set in the nifs. Even with PG the glossiness multipliers stay arbitrary, which is why random materials can look good or very glossy. It is good enough, I'm not going to edit all textures to fit the arbitrary values, or edit all the meshes.