I just wanted to check about the GDPR patches. If I want to get the Improved Dwemer Glass combo patch, do I need to get the first GDPR patch first for the textures? Also, would I need the glowmapped file if I am wanting ENB lights?
WOW Johnskyrim. I leave modding Skyrim for about 8 months I come back to see you have redesigned all the parts of the game I really like.
Thank you very much for all your beautiful work. I consider this art. I used all your files before now I have another 890 beautiful retextures of yours to add to my game. I'll download them all and endorse them. Thank you much!
I really wish I still drew, I would love to add one of my creations to the game like this.
Looks lovely but when the Lexicon is placed on the pedestal and opened then it's got a purple missing texture inside. Using the glowmaps as well. Any idea on how to fix?
Redownloaded and tested without the two mods that were affecting some of the same files in MO2 (Skurkbro Retextures, SMIMM, JS Dwemer Tech with ENB Light) always have this loading after but no difference - pink texture still there unfortunately. IMAGE
When you said purple missing texture, I thought you meant an actual purple missing texture, which wouldn't be reported just now after 500,000 downloads :P
It's actually not a missing texture at all but rather the vanilla emissive color on that specific part. It's hex color #FF005A
#FF005A is a pink color and because your glow settings are set high, it makes it more intense. If you want to change it, you'll have to go into the nif itself and change the color.
Thank you for another great addition, John! Got a few things
1. Will you ever consider doing a workaround for the glow in the runed lexicon to be actual glow maps? As far as I know, one of the mods who was able to achieve both glow maps + environmental map is the rune axe and hammer here. IIRC, FrankFamily used a copy of the mesh with alpha glow maps superposed on it.
2. There's a loading screen called Loadscreenrunedstand01, which you've missed replacing.
3. Not sure if you're interested, but since you've made LotD patches before, there's static version of the lexicons (runed and blank) used in the museum. They're located in meshes\dbm resources, and are called lexiconstat.nif & lexiconbluestat.nif respectively, should you want to replace them with your version too.
Numerous other mods of mine already utilize the combination of environment and glow maps, I am more than familiar with its implementation. That being said, I chose not to do it for this because there would have been a lack of consistency between the clutter item and the stand. The stands animation is controlled via behaviors and not keyframes contained within the nif. It's very easy to break. If you are fine with a glow mapped version that does not affect the stand, then that can be added later on.
I have not missed loading screens. I have said multiple times that I think it's a waste of time to load high resolution textures into memory just for a loading screen when the game is already trying to load the next cell.
LOTD patches I can add. If anything, I'll mess with it at the weekend since I'm already on a different project now.
1. Understandable considering the animation. I didn't know that intricacy. I think leaving it as is is fine for me then, but I wouldn't mind an optional file for it even if it doesn't affect the stands.
2. I don't read all your replies and comments, and unless I missed it, I don't see it in the FAQ section of your description, so I wasn't aware that you said it multiple times. Some mods (including LotD) use loading screen models for some decorations in the museum, but avoiding increase loading memory, more reasonable. I'll just patch it on my side for personal use then.
3. I already patched it on my side, so I can just send the files to you if you want (see screenshots I uploaded). They're just copy of the same meshes with the static collision boxes for display, and since your mod uses the same mesh as vanilla, it was an easy copy-paste.
Yeah, there was no reason to update the vanilla collision on these, but yeah sure, if you want to send the LOTD files, I can add them and give you credit. Saves me from having to do it
93 comments
As always, if something is broken let me know. If you like it, show the love! and definitely feel free to upload your own screenshots!
Version 1.01
- Fixed Incorrect Path for Attunement Sphere
LE: Click Here
SE: Click Here
Thank you very much for all your beautiful work. I consider this art. I used all your files before now I have another 890 beautiful retextures of yours to add to my game. I'll download them all and endorse them. Thank you much!
I really wish I still drew, I would love to add one of my creations to the game like this.
It's actually not a missing texture at all but rather the vanilla emissive color on that specific part. It's hex color #FF005A
#FF005A is a pink color and because your glow settings are set high, it makes it more intense. If you want to change it, you'll have to go into the nif itself and change the color.
I'm changing my Religion to JohnSkyrim, and I will pray for more mods!
1. Will you ever consider doing a workaround for the glow in the runed lexicon to be actual glow maps? As far as I know, one of the mods who was able to achieve both glow maps + environmental map is the rune axe and hammer here. IIRC, FrankFamily used a copy of the mesh with alpha glow maps superposed on it.
2. There's a loading screen called Loadscreenrunedstand01, which you've missed replacing.
3. Not sure if you're interested, but since you've made LotD patches before, there's static version of the lexicons (runed and blank) used in the museum. They're located in meshes\dbm resources, and are called lexiconstat.nif & lexiconbluestat.nif respectively, should you want to replace them with your version too.
I have not missed loading screens. I have said multiple times that I think it's a waste of time to load high resolution textures into memory just for a loading screen when the game is already trying to load the next cell.
LOTD patches I can add. If anything, I'll mess with it at the weekend since I'm already on a different project now.
2. I don't read all your replies and comments, and unless I missed it, I don't see it in the FAQ section of your description, so I wasn't aware that you said it multiple times. Some mods (including LotD) use loading screen models for some decorations in the museum, but avoiding increase loading memory, more reasonable. I'll just patch it on my side for personal use then.
3. I already patched it on my side, so I can just send the files to you if you want (see screenshots I uploaded). They're just copy of the same meshes with the static collision boxes for display, and since your mod uses the same mesh as vanilla, it was an easy copy-paste.