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nicola89b

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nicola89b

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  1. nicola89b
    nicola89b
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    As a general rule, these meshes must override all other meshes. If you use special techniques (PBR), follow the instructions on the mod page. Nobody had ever improved the NIFs for Windhelm until now, and I have taken into account the (very few) fixes made by various other mods so let it overwrite.
  2. Kramn1k
    Kramn1k
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    this is awesome
  3. nextgenveki
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    Please do more cities after you finish this mod. I thank you for wonderful fixes!
  4. MoonDreamx
    MoonDreamx
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    More updates to come, or the mod is finished?
    1. nicola89b
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      Coming soon
    2. MoonDreamx
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      Can't wait to see what you've cooked 🔥
  5. MoonDreamx
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    Great updates. Would you consider fixing these https://imgur.com/a/UTgXzMy parts as well?
    1. nicola89b
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      you don't like it? I thought of it as a piece that broke off so it had to be sharp ^^
    2. MoonDreamx
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      I'd at least remove the 2d dead shrubs over there xd
    3. nicola89b
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      I can't, that isn't in the mesh, I would need a plugin or a BOS ini to do that.
  6. papageorgio
    papageorgio
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    I was pleasantly surprised with how much better this made Windhelm look.  Especially without any plugins! Cheers!
  7. vomitot
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    Thank you for the last update.
    Your whgrayquarter04.nif merged with the modifications of "A collection of mesh patches (Windhelm Fake Windows Fix - Assorted mesh fixes)" looks really well. :)
    1. AlreadyFree
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      How did you merge these?
    2. nicola89b
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      Using Nifskope
    3. Neutrall9
      Neutrall9
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      Will there be a patch? Permissions are open.
  8. Sunnyemi
    Sunnyemi
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    TY!
    1. nicola89b
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      You are welcome!
  9. Emprah40K
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    It's beautiful... finally another step towards making Windhelm bearable.
    1. nicola89b
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      You are welcome!
  10. ioveogre
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    Thank you for updating the mod.
    I am reporting that I found several unnatural looking places while walking through the town of Windhelm.
    I am a user of BDS3 and the shader upgrade feature of ParallaxGen.
    All images are after the mesh is generated by ParallaxGen.

    Spoiler:  
    Show

    We have confirmed that the mesh in whgrayquarter04.nif has an unnaturally distorted appearance.


    Windhelm Objects If SMIMed is not used...


    We have confirmed that the mesh in whprison01.nif has an unnaturally distorted appearance.

    Windhelm Objects If SMIMed is not used...

    We have confirmed that some texture cracks are visible in the mesh of whprison01.nif.

    Windhelm Objects If SMIMed is not used...

    1. nicola89b
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      What texture set are you using?
    2. ioveogre
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      Skyland AIO and Skyland Complex Material are used
    3. nicola89b
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      I need more info to replicate it, because this is happining for something caused by parallaxgen:
      1. what options you selected for parallaxgen?
      2. are you using pbr or enb?
    4. ioveogre
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      1. True PBR(CS Only) and Upgrade Parallax to Complex material are checked.
       (The same results were obtained by unchecking “True PBR(CS Only)”)
      2. ENB is used.
    5. nicola89b
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      Preblem here is complex material. I really don't know how to fix it. Consider complex material can have this kind of bugs also on some
      vanilla meshes. I'll try to figure out but I have really no idea at the moment.

      EDIT

      news, that happens also with the vanilla mesh. I can't do anything so about it, if you go near the door you can see the same effect in vanilla mesh. Probably not a big feature. Just let them be parallax is the solution.
    6. ioveogre
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      Thank you for your confirmation.
      Yes, strictly speaking, there are places where distortion can occur even in vanilla meshes.
      However, with Windhelm Objects SMIMed, distortion now occurs in more prominent locations.
      I am a BDS3 user.
      So I am using Complex Material to make parallax work on snow covered objects.
      It is possible to switch to _p.dds parallax if I use BDS2 or SOS, though,
      I did not choose to do this because it would cause another problem.
      So I guess I will have to give up.
    7. nicola89b
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      I'm working on that anyway, I'll put dedicated complex parallax meshes, that fix also vanilla problem!
  11. Ruper12345
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    Would I need split meshes if using CS and a lighting mod that affects exteriors or does CS solve incompatibility between this mod and for example lux Orbis?
    1. nicola89b
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      With CS no sense use splitted meshes!
    2. Ruper12345
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