Thanks a lot for making this! Another mod I didn't know I need XD
But I also find some issues with the parallax meshes: screenshot. The cross-sections (hopefully this is the correct word) are stretching too much that it pulled the other parts of the diffuse map over when looking sideways.
The riftenlogdetails01_p.dds I use is from Skurkbro's Retexture Project and I haven't found another texture pack with this _p.dds yet, so I removed their parallax shader properties in the nifs as a temporary fix.
I don't like speaking badly of colleagues, but neither in vanilla nor in many other texture mods have I ever seen this strech, it would be worth seeing how that author did the textures...
Wow, thanks, this is looking good and I am switching to this texture for Riften.
But now I am kind of confused: When I see visual errors related to parallax I usually check if I have the _p textures listed in the BSShaderTextureSet. This time there is no RiftenLogDetails01_p.dds in the WiZkiD's textures while there is one listed in the BSShaderTextureSet in your meshes, and it works without any problem.
If you have Auto Parallax, a missing _p file in textures is fine; it just means that the texture won't have parallax (unless it's using Complex Materials).
Nicola89b I've been hating those hexagonal logs in Riften since Oldrim, so I was quick to download and install your mod. I placed it in my load order together with my other mesh & texture replacement mods (which are all relatively early in my load order) and continued with my game. On next visiting Riften I was surprised to find --- hexagonal logs. I have dozens of mesh and texture mods and this was the first that didn't work straight away. A quick investigation revealed that your meshes were negated in some way by DynDOLOD Resources SE 3.00, which appears toward the end of my load order. The solution has been to relocate your mod to a position after the DynDOLOD Resource and associated mods. I now have logs the shape you intended. Joy. Regards
Hi and thank you to download my mod! As you already understood you need to override DynDOLOD resources and everything else except FMX that has a mesh patch for this mod. Enjoy ;)
I have the same problem, moving the mod after DynDOLOD it works, but some windows appear with the purple texture, at the moment i couldn't solve the problem :(
Thanks a lot for this great improvement of the Riften city meshes, I love texture/mesh-only fixes and improvements!
Besides one file conflict with Major Cities Mesh Overhaul (from the preceeding discussion on this seems I'll let this mod override), I have lots of conflicts with SMIM and Particle Patch for ENB, and a few with Assorted mesh fixes.
Since you credited SMIM/Particle Patch in the description I assume you already include their fixes/changes (you already mentioned it for Particle Patch). But I'm not sure about Assorted mesh fixes:
Would be awesome if you listed all of these in the Compatibility section, something like: - SMIM: this mod has already included the changes made by SMIM, let my mod override - Particle Patch for ENB: I included these changes, let my mod override - Major Cities Overhaul: only one mesh conflict (blacksmith mesh), let my mod override(?) - Assorted mesh fixes: ...
It's not, this mod only affects the exteriors while ELFX is for the interiors. If you are having purple textures in the interiors it can't be this mod. If you selected the patch for "Skyrim 202X by Pfuscher" or "ELFX Exteriors" so be sure to use one of them or you will have the purple texture for sure.
150 comments
Windhelm Bridge Reforged - The Citadel of Snow
These and other beautiful changes on the Mod page
But I also find some issues with the parallax meshes: screenshot.
The cross-sections (hopefully this is the correct word) are stretching too much that it pulled the other parts of the diffuse map over when looking sideways.
The riftenlogdetails01_p.dds I use is from Skurkbro's Retexture Project and I haven't found another texture pack with this _p.dds yet, so I removed their parallax shader properties in the nifs as a temporary fix.
If you want my opinion on best mod at the moment for riften with parallax --> https://www.nexusmods.com/skyrimspecialedition/mods/53179
But now I am kind of confused: When I see visual errors related to parallax I usually check if I have the _p textures listed in the BSShaderTextureSet. This time there is no RiftenLogDetails01_p.dds in the WiZkiD's textures while there is one listed in the BSShaderTextureSet in your meshes, and it works without any problem.
https://ibb.co/3d7P8tL
I've been hating those hexagonal logs in Riften since Oldrim, so I was quick to download and install your mod. I placed it in my load order together with my other mesh & texture replacement mods (which are all relatively early in my load order) and continued with my game. On next visiting Riften I was surprised to find --- hexagonal logs. I have dozens of mesh and texture mods and this was the first that didn't work straight away.
A quick investigation revealed that your meshes were negated in some way by DynDOLOD Resources SE 3.00, which appears toward the end of my load order. The solution has been to relocate your mod to a position after the DynDOLOD Resource and associated mods. I now have logs the shape you intended. Joy.
Regards
https://ibb.co/DbT6y8H
Besides one file conflict with Major Cities Mesh Overhaul (from the preceeding discussion on this seems I'll let this mod override), I have lots of conflicts with SMIM and Particle Patch for ENB, and a few with Assorted mesh fixes.
Since you credited SMIM/Particle Patch in the description I assume you already include their fixes/changes (you already mentioned it for Particle Patch). But I'm not sure about Assorted mesh fixes:
Would be awesome if you listed all of these in the Compatibility section, something like:
- SMIM: this mod has already included the changes made by SMIM, let my mod override
- Particle Patch for ENB: I included these changes, let my mod override
- Major Cities Overhaul: only one mesh conflict (blacksmith mesh), let my mod override(?)
- Assorted mesh fixes: ...
Thanks!