I will release new version in first. And there will be no dwemer automatons in new version - these will be only in Dwemer Automatons Glowmapped. (Which will also be updated)
So, after the update THIS mod won't need a patch for the Savage Skyrim
This one seems to conflict/have overlap with your other mods which add glowmapping to the autonamons etc but this one includes some items not covered in the others like levers and door etc - should I install this and let the others overwrite this in order to get the extra few bits and pieces?
This mod has an update coming (as most of my other mods as well), but to answer you - install this one first and then the other glowmapped mods, overwriting this one.
Automatons in this mod do not have interactive glow and the glow maps are much simpler. Automatons Glowmapped is far superior.
I hope it'll remain in the more subdued style Tech Glowmapped has - Weapons and Armor and Automatons are great in their own right, but can be a bit excessive
For example, I really love the way the Sphere Warrior is glowmapped in this - only some parts light up, like the eyes and the two symbols on its orb, while automatons glowmapped gives more of a sleek scifi tron look with glowing wires across the entire chassis.
Yeah, it's hard to decide which parts glow - logic dictates that all the parts that are similar, should glow if one of them glows. In the next update of the tech there will be some more glowing stuff for sure, but no more automatons in it. The automatons will remain as separate mod. Although the amount of the glowing parts will be a bit less.
It is also possible to adjust the glow yourself by simply opening the glowmap textures (the ones with _g.dds at the end) with some picture editing program and paint the parts you don't want to glow, black. You'll need to compare the shapes on the glowmap texture with the main texture and/or an automaton in game (take a screenshot or open the mesh in NifSkope) to determine which parts to paint black.
It's hard to suggest anything specific. You just have to download several of the dwemer texture mods and check out what looks the best for you in the game. I'm using many textures that I've mixed together and edited, but can't release these, because I don't remember which original textures I used and therefore can't ask any permissions.
I can only suggest what I have done - use search words "dwemer" and "dwarven" for both - Skyrim SE and old Skyrim and check out what you find. There are many texture mods.
I'm trying to figure out how to add a glow map to a non dwemer nif. Could you tell me how you went about making this? Can it be done entirely in NifSkope and gimp or do you need blender as well?
I'd love patches for dwemer centric mods to add glow maps to them such as Project AHO or the standalone Snippy mod or maybe even M.H.A.R.P.H.I.N (I mean I think the mods I mentioned the authors may not like people altering (except maybe AHO I've seen various mods that add or alter certain things) but you know what i mean)
It should work. I can't check, don't have VR. (There might be some black textures because VR engine fixes is not as advanced as SSE Engine Fixes. Yet.)
It works? Someone previously mentioned they got the black texture bug even with Engine Fixes VR, but you've played enough Dwemer stuff to be sure its compatible?
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> If anyone gets black textures - install SSE Engine Fixes - https://www.nexusmods.com/skyrimspecialedition/mods/17230 <
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\Dwemer Tech Glowmapped\textures\actors\New folder\dwarvenspidercenturion
\Dwemer Tech Glowmapped\meshes\actors\New folder\dwarvenspider
I placed them into a New folder, as this prevents them from being used, should I need to restore them later in my playthrough.
So, after the update THIS mod won't need a patch for the Savage Skyrim
Automatons in this mod do not have interactive glow and the glow maps are much simpler. Automatons Glowmapped is far superior.
Do you plan to make more dwemer stuff glowy? :o
For example, I really love the way the Sphere Warrior is glowmapped in this - only some parts light up, like the eyes and the two symbols on its orb, while automatons glowmapped gives more of a sleek scifi tron look with glowing wires across the entire chassis.
It is also possible to adjust the glow yourself by simply opening the glowmap textures (the ones with _g.dds at the end) with some picture editing program and paint the parts you don't want to glow, black. You'll need to compare the shapes on the glowmap texture with the main texture and/or an automaton in game (take a screenshot or open the mesh in NifSkope) to determine which parts to paint black.
I'm using many textures that I've mixed together and edited, but can't release these, because I don't remember which original textures I used and therefore can't ask any permissions.
Best way to learn is to open some nif with glowmap in the NifSkope and see how it's done.
Install glowmapped mod first, then install Dwarven Ebony, but overwrite the textures only, not meshes.