RECOMMENDED - Read the Mod Description for Details
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
If you want use this nif for make a patch for your mod you need to ask me before.
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 2.1
- SOLITUDE Updated solitudebade.nif for a missed (vanilla) vertex color. Thanks to WiZkiD for the correct nif) Updated scastle.nif for horrible (unfixed in any mods) UV map on windows. Thanks to WiZkiD for the correct nif.
Version 2.0
-WINDHELM - Updated Icy Windhelm meshes as the new update: - whstonequarter2.nif - whcenter.nif - whmarket01_terrain.nif
- RIFTEN - updated the meshes from Riften Architectural Details - rtbeebarb01.nif - rthaelgasbunkhouse01.nif
ADDED MESHES: - RIFTEN - Added support for Pfuscher SKYRIM 202X and ELFX Exteriors. - rtsnowshodhouse01.nif (corrected a horrible UV MAP on the roof).
Version 1.9
Keep in mind if you are updating to not just overwrite the old version but to delete and reinstall this.
REMOVED: - Dyndolod option has been removed. The reason is you don't need it. Consider to remove previus installation as mentioned above. - Removed markarthwaterfallcliff03.nif because seems I can't fix it without break it :-(
BUG FIXES: - Fixed a little bug with farmhouse05.nif - Fixed a little bug with scastle.nif
- Added support for Riften Architectural Details (https://www.nexusmods.com/skyrimspecialedition/mods/70854/)
Version 1.8
BUG FIXES: Solitude city: - solitudebase.nif --> Corrected a hole near the graveyard. - solitudebasemarket.nif (only parallax) --> Corrected a parallax value on moss that couldn't be read by parallax engine.
Windhelm city: - whcenter.nif --> Correct a big hole when you use "Icy Windhelm" mod.
ADDED MESHES: - Compatibility patch for DynDOLOD. In this release meshes are about Riften City. In this case also other no splitted meshes has been included. It makes more compatibility during the generation of fake lights, and allow you to keep parallax or no parallax meshes. You can consider all riften mods don't have this fix.
MODIFIED MESHES: - Optional Round Farmhouse Posts (https://www.nexusmods.com/skyrimspecialedition/mods/23432) has been partially integrated into Flickering Meshes Fix as default. I also made by myself the missing meshes for the destroyed farmhouses. It will be completed on next versions (just 3 meshes missed). You still need the original ones as base if you want use the other meshes from that mod.
- The same fix about this mod ( https://www.nexusmods.com/skyrimspecialedition/mods/45401 ) has been applied by default to the same meshes that Flickering Meshes Fix changes (markarthcliff02.nif, markarthcliff03.nif, markarthcliff04.nif). That has been applied too in the Majestic Mountains patch (that is just about markarthcliff04.nif) and Mountains Experience patch (markarthcliff02.nif, markarthcliff03.nif, markarthcliff04.nif) if used. The original mods are required as always.
Version 1.7b
Just re-upload fomod for a mistake about folder path.
Version 1.7
Modified meshes:
All "no parallax" meshes now have the default flag, before there were a main parallax flug but you would have not notice any difference because parallax to be activated need 2 flags plus _p path file. No visual difference, just a more correct standard format.
Added meshes: Added splitted farmhouses for Solitude and Markarth: - dwefarm01ext.nif - dwefarm02ext.nif - sfarmhouse01.nif - sfarmhouse02.nif - sfarmhouse03.nif
WINDHELM: - whcenter.nif (fixed the parallax collision mesh)
New support for the FARMHOUSES: - farmhouse01.nif - farmhouse02.nif - farmhouse03.nif - farmhouse04.nif - farmhouse05.nif - farmhouse05destroyed01.nif - farmhouse05destroyed02.nif - farmhouse06.nif - farmhouse06destroyed01.nif - farmhouse06destroyed02.nif - farmlonghouse01.nif - inn01.nif - inndestroyed01.nif - inndestroyed02.nif - lumbermill01.nif - smith01.nif
Version 1.5b
Just re-upload fomod that fix a problem installing the patch for ICY WINDHELM (AGAIN).
Version 1.5a
Just re-upload fomod that fix a problem installing the patch for ICY WINDHELM.
Version 1.5
Modified Meshes:
SOLITUDE: - sblacksmith.nif (added SLWF corrections, BIG THANKS to WizKid that provided this modified meshes) - sevette san house.nif (Applied changes from SLWF, BIG THANKS to WizKid) WINDHELM: - whcenter.nif (fixed a hole)
- Added support for ICY WINDHELM
Version 1.4b
Just re-upload fomod (now it works)
Version 1.4a
Just re-upload fomod (failed)
Version 1.4
Added support for Bright Waterfall Fix for ENB Added support for Majestic Mountains Added support for Skyrim - A Mountainous Experience
Version 1.3
Riften city nif modified: - corrected a hole into rtblackbriarmanor01.nif
This is a WIP project. The goal of this mod is to try to get around a problem due to a limitation of the game engine. The problem is that the game follows these rules about lights:
no more than 6 lights for each mesh
no more than 4 shadowcasting lights for each cell
Even though there are no possibility to fix the second point (unless someone want to make reverse enginneering), for the first one there is something that can be done: split the main BSTriShape in more little BSTriShape. So the light will be count on each BSTriShape instead just one.
an example: usually a single building hasjust 3-4 BSTriShape that continue for all 4 faces. Than mean if more of 4 lights reflect on the surface bulding, so the whole house start to flicker. If you can for example just split the BSTriShape in 1 part per each faces in order not to have continuity, you can have 4 light for each face (6*4=24 light total) so the problem is reduced a lot. Image doing it for more splits and you will have no more problem :-).
We are using this setup to have maxinum critical lights possible (they are not required, we used thats just for test, this meshes work with everything)
This is compatible with almost everything and based on all fixed mesh existing,as Assorted Mesh Fixes, Dlizzio's Mesh Fixes, Skyrim Landscape and Water Fixes, Solitude Mesh Fixes and so on. Look on Credits to know what I used. Let this overwrite them when required, and also let is overwrite Cities meshes if they are base on vanilla meshes (99% of the cities mod use vanilla meshes). Parallax meshes are supported too.
Two kind of mesh are provided with this mod: with or without parallax flag activated. You need to have parallax texture if you want see that effect. These are just meshes, so you won't have any esp.