(optional) only if you install the adjustments for this mod
Permissions and credits
Author's instructions
Free to reuse as long as you share your mod with the same permissions
Please do not include in mod compilations without discussing with me first.
No console ports
File credits
BadDogSkyrim/PyNifly for the blender plugin, and all those on discord who helped me learn how to use blender, as well as provide feedback (especially SkyKing, Entrench, WineDave).
Donation Points system
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Changelogs
Version 2.0
Added more branches around the base of the plant to make it look more wild and unkempt.
Fixed incompatibility with Hearthfire DLC. Now the plantable version will use the model from v1.3, which looked more manicured
Version 1.3
Changed Soft Lighting Shader 1 value for plant object to 0.3
Changed Soft Lighting Shader 1 value for ingredient object to 2.0
Changed direction of all normal vectors to point directly to the sky for plant object, so that the underside of the plant is shadowed, and to prevent weird shadowing within the flower head
Changed direction of normal vectors of the ingredient object to point outwards
Increased brightness of the flower head
Added more fibers to the flower head to make it fuller and reduce patterns
Adjusted the color of the flower base to blend with the stalk/stem
Adjusted flowerhead brightness to account for new normal vectors and new soft lighting shader 1 values
brought the flower head closer to the stems/stalks to eliminate gaps between the flower head and stem. This was done by adding more fibers to the base of the flower
Description This is a hybridization of the vanilla tundra cotton (which is loosely based on the commercial cotton plant) and real-world tundra cotton (which is entirely unrelated and actually a grass). Essentially, the model of the stems is vanilla, the leafy bits are retextured (using a photograph of a cotton leaf) and remodeled (to be 3D), and the flower-head is made from photos of grass with similar flowers to IRL tundra cotton grass. No, this plant doesn't exist in real life, but neither does Nirn, nor does cotton grow in the arctic tundra.
Performance Vanilla model: 936 triangles and lots of overdraw Cathedral 3D-model v1.x: 740 triangles and minimal overdraw Cathedral 3D-model v2.x: 1060 triangles and minimal overdraw
For perspective, on testing with a laptop, no FPS loss appreciated until triangle counts exceed 200,000-500,000 (lower or higher depending on vertex count)
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