They won't do anything with Lux lighting in and of themselves, but they allow for more lights to be placed without flicker, if the lux patches for COTN are built with them in mind :)
So the problem with the COTN Winterhold buildings is that their footprint (ie, their external size) is significantly larger than the vanilla houses - any "combine the city" patches have a lot of work to do surrounding that. I did a post detailing my attempt with TGC Winterhold over here so you can get an idea of what you're in for.
Ultimately, I decided it wasn't worth the effort because the "mood" rarely matches what either city mod is going for, and the work involved results in something which feels lesser than either one individually. You're welcome to take a shot, of course, but it's going to be a lot of work.
from what i remember you have to make each part of the house its own individual mesh. so the interior ceiling would have to be its own mesh as well as the floor/poles/walls etc. lights count the mesh and not the partitions as i wouldn't have to separate my custom meshes otherwise or even deal with vanilla meshes.
now what you are doing is good regarding textures etc. but it doesn't work for lights. what you need to do since you have already separated into partitions is to:
open 1 mesh and delete all but 1 partition, so open it and delete all partitions except the floor (keep the collision) then save as and name it (building_floor). then do the same for each piece like (building_Beams) and delete the collisions (only one mesh needs the collision)
you should end up with a few meshes with floor/wall/ceiling/beams/ etc. so when you drag all of them into the CK they will line up and replace singular building mesh (for more intricate meshes they need more partitions).
throughout my mod making years i have never heard the more partitions helps with lighting since the lights count the entire mesh only.
EDIT: yea ELFX adds more partitions/shapes to a single mesh so ONLY that partition will darken and not the entire mesh. it only helps a little whereas what i mentioned removes light problems entirely however it is still limited to the size of an object so big things should be cut in half.
No problem. While tedious in implementation, this has been something that's frustrated me for a LONG time, and I'm glad I got to understand another part of how things work "under the hood" so to speak :)
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Is it possible to make a patch for COTN: Winterhold that ONLY applies the unique building meshes to existing buildings?
I'm trying to use it with Winterhold Restored, but the clipping is too much.
Ultimately, I decided it wasn't worth the effort because the "mood" rarely matches what either city mod is going for, and the work involved results in something which feels lesser than either one individually. You're welcome to take a shot, of course, but it's going to be a lot of work.
now what you are doing is good regarding textures etc. but it doesn't work for lights. what you need to do since you have already separated into partitions is to:
open 1 mesh and delete all but 1 partition, so open it and delete all partitions except the floor (keep the collision) then save as and name it (building_floor). then do the same for each piece like (building_Beams) and delete the collisions (only one mesh needs the collision)
you should end up with a few meshes with floor/wall/ceiling/beams/ etc. so when you drag all of them into the CK they will line up and replace singular building mesh (for more intricate meshes they need more partitions).
throughout my mod making years i have never heard the more partitions helps with lighting since the lights count the entire mesh only.
EDIT: yea ELFX adds more partitions/shapes to a single mesh so ONLY that partition will darken and not the entire mesh. it only helps a little whereas what i mentioned removes light problems entirely however it is still limited to the size of an object so big things should be cut in half.