Great Mod Mate, here is something at Markarth on Nepos House window border. The window border are visible from almost anywhere in Markarth (except building interior). But if we are on Markarth City exterior, it'll be visible from literally anywhere, it's even visible from my character.
Here is the pictures on the link since I can't post any picture here, I don't know why.
I am pretty sure the problem is not caused by this mod. But I don't know what can cause such things. Looks like those window borders are following you around. I have encountered similar situation when I wear a helmet, the mesh file of which is broken.
Actually that issue isn't caused by Mrf's Markarth, that mod only makes it more obvious. Markarth buildings UVs are just bad to start with, metal parts are only worse.
I believe he's referring to the floating windows in the picture he linked to. EDIT: Or rather, they are not floating but the draw order is wrong - probably due to a bad flag.
Flickering Mesh Fix v1.7 did newly include two conflicting meshes: meshes\dungeons\dwemer\clutter\dwefarm01ext.nif meshes\dungeons\dwemer\clutter\dwefarm02ext.nif After I opened the .nif files, I found that actually FMF had already incorporated the changes of this mod into these two meshes, althogh it is not stated on FMF's description. Therefore, the ones in FMF are better and you should let FMF overwrite this mod instead.
It can be seen on Markarth Wizard's Balcony, near the entrance to Calcelmo's Tower. An easy way to access this place is by using the console command "coc MarkarthWizardsQuarters03" and going outside.
All of your meshes are replaced with the DVLaSS Skyrim Underside patch meshes. I think they added the double sided tag to most mountain meshes so that sun isn't passing through. So carrying your changes over this meshes or adding DVLaSS changes to yours would help I guess. ^ ^
Did you ever think about making dungeon meshes more reflective too, I don't know if they have env maps but they're damn matt.
I believe you guys are referring to the mountain Meshes in Markarth -- A Mountainous Experience, but I'll give an answer here anyway. The newest version of DVLaSS does not require meshes to be tagged as double sided, but instead includes 1 general underside mesh.
As for some of the dungeon meshes not being reflective, could you point me to either some Dungeons, FormIDs or Mesh paths? I know that most interior building meshes should already be env-mapped, but it would definitely help to know which ones are not.
Lastly, great work on Lux! I've been using it lately, and really enjoy the mod.
Subtle, but very nice! Thanks for the work, and also thank you for providing before/after shots - I really appreciate those. There are a LOT mods on here which are designed to change the way the game looks that only provide "after" pics. Even though I've spent countless hours playing the game over the years, I don't have every detail of every square inch memorized. Thanks again!
Totally agree! There should be a "tips for modders" list somewhere about the importance of before and after shots. As well as (not this mod) but posting their mod (such as a player home) visible on a map so people can immediately tell if it will conflict with other locations.
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Here is the pictures on the link since I can't post any picture here, I don't know why.
Nepos House
But I don't know what can cause such things. Looks like those window borders are following you around.
I have encountered similar situation when I wear a helmet, the mesh file of which is broken.
EDIT: Or rather, they are not floating but the draw order is wrong - probably due to a bad flag.
EDIT: Nevermind, I checked the files of that mod. There is no conflicting files at the moment. These two mods can use together.
For now I've just let this mod override that one.
meshes\dungeons\dwemer\clutter\dwefarm01ext.nif
meshes\dungeons\dwemer\clutter\dwefarm02ext.nif
After I opened the .nif files, I found that actually FMF had already incorporated the changes of this mod into these two meshes, althogh it is not stated on FMF's description.
Therefore, the ones in FMF are better and you should let FMF overwrite this mod instead.
It can be seen on Markarth Wizard's Balcony, near the entrance to Calcelmo's Tower. An easy way to access this place is by using the console command "coc MarkarthWizardsQuarters03" and going outside.
Sorry if this was already asked, but does this work fine with ELFX?
Did you ever think about making dungeon meshes more reflective too, I don't know if they have env maps but they're damn matt.
As for some of the dungeon meshes not being reflective, could you point me to either some Dungeons, FormIDs or Mesh paths? I know that most interior building meshes should already be env-mapped, but it would definitely help to know which ones are not.
Lastly, great work on Lux! I've been using it lately, and really enjoy the mod.