does this work better with complex material than shaders of solstheim? i recently switched to bds3 for complex material and am wondering if this is a similar case. i cant find info on either mod using single or multi pass shaders...
I think they are both single pass. I'm not likely to actually play the game, again, so I really don't care about this complex material craze that is happening. Nor do I know anything about complex materials. Does it need single or multi pass?
single pass works better with complex material. this also allows parallax to display on the snowy/ashy mesh which previously was only possible with multi pass shaders
BDA is multi, but i patched it to single pass on my PBR and CM mods. Unlike normal parallax, CM and PBR parallax works with single pass and they dont float.
I would say use one or the other; not both. However if you use both, just let BDA be overwritten. BDA could be redundant with both installed, but I haven't checked.
It looks like 3 ropes were left unsupported at DLC2BrodirGroveExterior01. Their supports weren't added back or they were meant to be disabled?
edit - hmm looking through the plugins, the corresponding items do seem to be replaced. Not sure why I have floating ropes. SSEEdit doesn't show any other conflicts. Can anyone else confirm?
Missing shadowmark on Glover Mallory house (dlc2rrbuilding03.nif):
I'm not writing on the bug report section since this may require some additional verifies on my end i'm not willing to do but here's my problem;
I'm using this mod primarily to bypass the shaders' "white meshes" problem when applied on parallaxed meshes and/or parallax textures (not really sure how the shader/nif/texture works) and, as soon i noticed the shadowmark decal was missing, i thought the culprit was the parallax so i've removed the parallax texture and the relative Mesh, using the vanilla one; But the Shadowmark was still missing.
The only way i was able to fix it and restore the shadowmark was to edit the static mesh on xedit (dlc2rrbuilding03) and apply a vanilla untouched version of the AshMaterialSolstheimLight1P material object to it. This led me to believe the culprit was this mod indipendently of parallax mods.
Quick question: why do you disable refs in .esm and then place copies in .esp, when you can just place all problematic large refs in .esm? Like it was done in BDS 3.5?
If they were all placed in the ESM it would be far too easy for...well, any mod to overwrite them. They're disabled in ESM in case any are large refs to prevent large ref bugs. Then added to the ESP for better load order placement; since users can move the ESP around and not the ESM.
Before updating the older version of Better Dynamic Ash to this version, I was using Ashbound. A prerequisite for that mod was the old Better Dynamic Ash. Since this "overhauled" version makes a lot of changes, is it recommended to scrap that mod? I looked in xedit and it seems like Ashbound overwrites disabled references made by this mod's ESM. Would keeping both possibly result in duplicate static objects?
It is recommended. Ashbound is not compatible with the newer versions of BDA. You would, indeed, end up with duplicate static objects that would likely z-flicker as they're holding the same space. Ashbound covers some things that BDA doesn't and will never. That's because Ashbound switches out lootable objects and furniture for non-working versions in order to make them have ash. These useable objects can't have a material shader such as ash or snow, which is a limitation of the game/official tools.
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edit - hmm looking through the plugins, the corresponding items do seem to be replaced. Not sure why I have floating ropes. SSEEdit doesn't show any other conflicts. Can anyone else confirm?
I'm not writing on the bug report section since this may require some additional verifies on my end i'm not willing to do but here's my problem;
I'm using this mod primarily to bypass the shaders' "white meshes" problem when applied on parallaxed meshes and/or parallax textures (not really sure how the shader/nif/texture works) and, as soon i noticed the shadowmark decal was missing, i thought the culprit was the parallax so i've removed the parallax texture and the relative Mesh, using the vanilla one; But the Shadowmark was still missing.
The only way i was able to fix it and restore the shadowmark was to edit the static mesh on xedit (dlc2rrbuilding03) and apply a vanilla untouched version of the AshMaterialSolstheimLight1P material object to it. This led me to believe the culprit was this mod indipendently of parallax mods.
My shadowmark texture are also all vanilla ones.
Thanks for your work.