Here is the video about the problem, I'm testing in vanilla: https://www.youtube.com/watch?v=LIW3hZldLWU Turned out that this nif has 2 shapes indicating different parts (one for brown stone texture and one for snow white). You can see here and here: the brown shape is placed on top of the white one to create a complete snow covered obelisk so if the snow decal is applied, the z-fighting happens like in the video. I'm using SMIM but both SMIM and vanilla has this issue. Could you make a fix for this? wSkeever suggested that we should make a separate snowy version of the obelisks.
I observed the same phenomenon with the new Ver 1.4 seconda kiss. From a distance there is snow on the rocks, but as you get closer the snow disappears.
this mod made me remember a question i wanted to ask regarding snow in skyrim, so i wanted to know if a mod could be created using snow, to make the snow appear to be soft when the player walks through it, it would not be a texture mod per say, but it would also restrict movement speed of the player depending on how deep the snow was and also giving it a sort of powder effect from the ground, like maybe using some kind of small moving fog on the ground surface kind of thing that would move when the player walks through it like those plants that close up when you walk near them, idk, maybe this sounds stupid to you, but this has been an idea of mine since oldrim, i just didn't know if it could be implemented in any way.
i also thought it could be given a slippery slope kind of effect by using natural physics push of a waterfall but it's invisible to the player so it feels like you are slipping, and then a ragdoll effect as you slip and fall, just a cool idea i had, that i have no idea if it would even work.
Thank you for your efforts to make the snow cover mods even better :) I really like this kind of immersive modifications.
I took the liberty to look at the plugin (xEdit) and the SWAP ini. I'm not sure what's going on in there, but the SnowMaterial records for GiantObelisk01_MountainSlabsnow [STAT:FE000800] and GiantObelisk01_MountainSlabsnow [STAT:FE000802] are exactly the same.
Either you wanted to create 2 different snow cover variants for the static object "GiantObelisk01_MountainSlabsnow" (and somehow did not), or you duplicated the same snow material by accident.
The reference comment might shed some light, as dataset FE000800 was described as "GiantObelisk01snow" and FE000802 as "GiantObelisk01_MountainSlabsnow". But a quick check shows me that the vanilla reference to these datasets is always the same: "GiantObelisk01_MountainSlab [STAT:000C018F]".
So you could either clean up the plugin to use only one snow material per static object record to save an "unassay" dataset, or make a variant to Vanilla's STAT:000C018F snow cover (personly I'd like that).
BTW why are there no new snow materials for the static object GiantObelisk03_MountainSlab [STAT:000C4E7C] or GiantObelisk04_MountainSlab [STAT:0009D46D] (can't believe they are never used in snow regions, but I don't know for sure)?
Maybe you could also provide some pictures with vanilla textures. The modfyied red decals on the obeliks do not look very "immersive", at leas for me.
I will fix that double entry within tomorrow and add more snowy giant camps and objects too. This mod is still WIP. Right now only three camps are covered.
All giant camp stones are handpicked, so if you find something is worth to change, let me know the locations and I will add them in the next update.
If someone has a idea how to fix the paint on the snow, I would appreciate!
The mod description says, "'Vanilla / Simplicity of Snow / Better Dynamic Snow 3' version available." But there's only one download file. Are there supposed to be different plug-ins, or does the one you uploaded work with any of these? Thanks!
Hey buddy, it works with all snow mods that use the vanilla snow shader edits. BDS2 for example needs a custom shader type. Simplicity of Snow / Better Dynamic Snow 3 are using vanilla edits, so you are good to go.
21 comments
Red Road Pass
Stonehill Bluff
Blizzard Rest
Tumble Arch Pass
Giants Grove
Secunda's Kiss
Turned out that this nif has 2 shapes indicating different parts (one for brown stone texture and one for snow white). You can see here and here: the brown shape is placed on top of the white one to create a complete snow covered obelisk so if the snow decal is applied, the z-fighting happens like in the video.
I'm using SMIM but both SMIM and vanilla has this issue. Could you make a fix for this? wSkeever suggested that we should make a separate snowy version of the obelisks.
From a distance there is snow on the rocks, but as you get closer the snow disappears.
Edit: Looking more carefully at the screenshots, it looks as if, oddly, it sometimes is, and sometimes isn't?
I will take a look on this later and may provide a fix.
...and the texture is: giantpaint.dds
So, if you simply replace this with a 'blank' one (full black texture), you won't see any 'paintjob' on these obelisks.
i also thought it could be given a slippery slope kind of effect by using natural physics push of a waterfall but it's invisible to the player so it feels like you are slipping, and then a ragdoll effect as you slip and fall, just a cool idea i had, that i have no idea if it would even work.
Thank you for your efforts to make the snow cover mods even better :) I really like this kind of immersive modifications.
I took the liberty to look at the plugin (xEdit) and the SWAP ini. I'm not sure what's going on in there, but the SnowMaterial records for GiantObelisk01_MountainSlabsnow [STAT:FE000800] and GiantObelisk01_MountainSlabsnow [STAT:FE000802] are exactly the same.
Either you wanted to create 2 different snow cover variants for the static object "GiantObelisk01_MountainSlabsnow" (and somehow did not), or you duplicated the same snow material by accident.
The reference comment might shed some light, as dataset FE000800 was described as "GiantObelisk01snow" and FE000802 as "GiantObelisk01_MountainSlabsnow". But a quick check shows me that the vanilla reference to these datasets is always the same: "GiantObelisk01_MountainSlab [STAT:000C018F]".
So you could either clean up the plugin to use only one snow material per static object record to save an "unassay" dataset, or make a variant to Vanilla's STAT:000C018F snow cover (personly I'd like that).
BTW why are there no new snow materials for the static object GiantObelisk03_MountainSlab [STAT:000C4E7C] or GiantObelisk04_MountainSlab [STAT:0009D46D] (can't believe they are never used in snow regions, but I don't know for sure)?
Maybe you could also provide some pictures with vanilla textures. The modfyied red decals on the obeliks do not look very "immersive", at leas for me.
With kind regards
Spawnkiller
I will fix that double entry within tomorrow and add more snowy giant camps and objects too.
This mod is still WIP. Right now only three camps are covered.
All giant camp stones are handpicked, so if you find something is worth to change, let me know the locations and I will add them in the next update.
If someone has a idea how to fix the paint on the snow, I would appreciate!
The mod description says, "'Vanilla / Simplicity of Snow / Better Dynamic Snow 3' version available." But there's only one download file. Are there supposed to be different plug-ins, or does the one you uploaded work with any of these? Thanks!
BDS2 for example needs a custom shader type.
Simplicity of Snow / Better Dynamic Snow 3 are using vanilla edits, so you are good to go.
Thank you for this, endorsed.