Shouldn't conflict with other ember mods (Embers HD, Embers XD, ect.). These are different embers. And although the folder structure suggest that it's only affecting Helgen, it's actually affecting the whole game. These resources are used everywhere. For example: next to the Western Watchtower (after initial dragon attack), Hall of the Vigilant (after it's burnt down) and many more.
Means he just goes around and asks for ESL versions of mods without knowing how these mods actually work. If you could only look at files you downloaded, maybe even explore them before you download them...
some say they are a mythical being with minimal intellect on a legendary quest to ask the most pointless question in the world so they dont need to do any work themselves. for as long as new mods are made their quest will be unending.
Hello, I am a Mod Author for Skyrim on Xbox and I was wondering If I could include this mod into a mod pack that i'm working on. Including this into a mod pack helps console players negate the 150/150 mod limit. I will give credit and link back to your nexus profile page as well. I hope this message finds you well! :)
I like the idea and have used it since release. However, with Embers XD's newest update I can't load it before or after that mod without a conflict. Any progress on a patch? I didn't see any notes for Embers that said it had incorporated animations like yours, but maybe I missed something?
Oh, the mod IS finished, just has conflicts with another mod. (Using the same assets in game). And that's perfectly normal that many mods use the same assets and therefore have conflicts.
Both these mods work if you load Animated Embers after the Embers XD. (They're just using different texture set.)
Patch needs permission from the author of the other mod first.
OK, I'll do that then. I believe his mod only touches the embers in Helgen and I use QuickStart to get beyond that to the end of the cave anyway, so... no harm, no foul. I'll have to check to make sure. And Mindflux is a very nice and reasonable person. I've never had anything but pleasant interactions with him. I know how some mod makers can get "touchy" about their creations but my inane questions have never bothered him. Yet. I have no doubts that he would allow a patch if you ask him. Hell, half the time he will create one if you catch him at the right time and he is not super busy.
Certainly, it's just animation sequence that's added to the meshes. But adding this to the other mods requires permissions, or better yet if the authors of these mods do this themselves.
Just letting you know, Meshes/Clutter/Helgen/burntrubblecart01.nif conflicts with SMIM. Though it's minor in the grand scheme of things, you might want to release a version that uses the SMIM version of the cart mesh
Like I explained a few posts ago - in each of the mesh file (nif) there is only one BSTriShape for embers. And since these meshes are big (all the burned logs in one mesh are actually one shape) - then sometimes it's just one mesh per location used and that's why it's in the same sequence. But in bigger locations (Hall of the Vigilant or Helgen for example) - there are several meshes used together and that's where the embers won't animate in same sequence anymore.
The only way to make the glow animation more random, would be cutting the shapes in meshes. And that needs 3D programs, I'm not familiar with. If someone would like to mess with this, let me know, but it won't be easy. For example, this is all just one shape:
Cutting it into smaller parts is a huge work, not to mention that after cutting it, each part would need a separate animation controller and that would make the total amount of animations per mesh insane. No idea how much it would decrease the performance...
Or another method would be to copy the mesh files to different filenames and change them to different sync values, then use a plugin to change worldspace records to point to the various new meshes. Downside would be compatibility.
you could also try to handle the uv map in nifskope (or try to change the textures used), so as not to be uniform, without having to always retouch the animation controller. for such a thing it still takes time, I made a similar use in addition to finding a textures useful for the purpose, on my bustersword materia mod, and it took me about 3 weeks for a decent result
67 comments
Thank you mate!
But it will come some day.
Both these mods work if you load Animated Embers after the Embers XD. (They're just using different texture set.)
Patch needs permission from the author of the other mod first.
And Mindflux is a very nice and reasonable person. I've never had anything but pleasant interactions with him. I know how some mod makers can get "touchy" about their creations but my inane questions have never bothered him. Yet. I have no doubts that he would allow a patch if you ask him. Hell, half the time he will create one if you catch him at the right time and he is not super busy.
Btw - these Helgen embers are used everywhere in game. In various places.
The only way to make the glow animation more random, would be cutting the shapes in meshes. And that needs 3D programs, I'm not familiar with. If someone would like to mess with this, let me know, but it won't be easy. For example, this is all just one shape:
Cutting it into smaller parts is a huge work, not to mention that after cutting it, each part would need a separate animation controller and that would make the total amount of animations per mesh insane. No idea how much it would decrease the performance...