Skyrim Special Edition

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markuskarttunen1

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markuskarttunen1

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49 comments

  1. Rusey
    Rusey
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    I discovered that at least using Wizkid + patch, I needed to select the vanilla wood textures or some of the totems were missing textures. I didn't text extensively or read back to see if it had already been reported, but there it is in case it helps someone else. :P

    As a tent aficionado, I really like the hagraven shelter design. :)
    1. hadaev
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      Same here without wizkid patch.
    2. markuskarttunen1
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      Ah sorry forgot to respond to this back in the day.

      But yeah, I can't reproduce and honestly really hard to pinpoint the problem since I don't really know what to look for. Any pictures or mesh names would help out since everything seems to work on my end from what I've seen in different install configs.
    3. hadaev
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    4. markuskarttunen1
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      Huh. That shouldn't happen. Mind installing this https://easyupload.io/g3x6lr, just install the .rar as any other mod and make sure it overwrites my original mod and report back if it works? It only has that SprigganPole01.nif so all other objects should still look ass.

      Thanks mate!
    5. hadaev
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      With this mesh its fine.
    6. hadaev
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      Kind of brighter, if you think about it
    7. markuskarttunen1
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      Okay great, thank you for testing it out! Uploaded a fix now, please let me know if something comes up again.

      Can I also ask if you have some sort of an "abnormal" parallax setup? The bug was caused by vertex colors not present on the mesh (hence the brightness as on the fixed version the color defaults to white) which is required by the old nif format for parallax to work, but the new file format seems to bug out under really specific circumstances. The parallax version was downloaded over 10k times and I only got these two bug reports for this bug and like I said I couldn't reproduce it on my end. It would be interesting to know more of the underlying conditions.
    8. hadaev
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      Nothing abnormal i can think of, parallax from community shaders.
  2. Kabunouveau
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    Love this mod and all the improvements it brings :) Wanted to drop by and add you may be interested in incorporating the meshes from Slightly Better Small Antlers into some of the hagraven objects, if the author allowed it, they would go great with the changes you've already made.
    1. markuskarttunen1
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      Thanks! Ive actuslly commented on that mod about the collision materials I fixed here
  3. vomitot
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    Hi,

    Don't know if it has already asked but what is this textures\dungeons\LeatherHide01.dds ?

    thank you :)
    1. markuskarttunen1
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      Its a texture that's in this context used for the surface of the houses and fences but it's not included in this mod
    2. vomitot
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      OK !

      For information, I cut/croped the TreeAspenRaw01 (512x512) and resize HagravenWood01 ( /4 so 512*2048). Now, the tipe of the peaks looks more natural (the size of the ribs seems more consistent) and the wood seems to look sharper (but I don't understand why, should be the opposite result...) !

      before (orginal) :
      https://i.goopics.net/8v24k8.jpg
      https://i.goopics.net/49xfix.jpg

      after (tweaked) :
      https://i.goopics.net/irdfxg.jpg
      https://i.goopics.net/ko4g4k.jpg

      Better visual and saved vram ;)
    3. markuskarttunen1
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      The AspenRaw is quite simple, by cropping it you also cropped the UV with the same ratio. I'm glad you like the outcome but my thought was to make the tips seem as if they've been carefully sliced with a knife or something.

      The second pic though peeks my interest. What program did you use to resize and to what compression? It does look better though it shouldn't. Also did you touch the normals or parallax files associated with it?
    4. vomitot
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      OK ;)

      For the second point : no parallax version. I used "cathedral assets optimizer" for the resize (ratio 4 & BC7_UNORM) for both diffuse & normal map.

      Edit : Even in paint.net, the rezized diffuse looks better with no zoom (default zoom 100% for 512*2048). With x2 zoom your original diffuse looks better. But in game, we are never so close to this object to appreciate details !
    5. markuskarttunen1
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      Redid the diffuse with those steps yet the downscaled version looks as expected, couldn't reproduce. Can I bother you so much as to upload your .dds into something like https://easyupload.io and sending the link over please so I can have a closer look.
    6. vomitot
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      https://easyupload.io/m/u5e6gu

      Edit : cathedral assets optimizer (5.3.14) settings :
      https://i.goopics.net/gqa3ha.jpg

      Edit2: Could the result depend of the 3D card (RX5700 XT here) ? Because I believe that the GPU is working during resizing.
    7. markuskarttunen1
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      Thanks a ton! Right off the bat I cant see anything out of ordinary there, Imma investigate further tomorrow. Thank you! :)
    8. markuskarttunen1
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      Hello again, unfortunately I couldn't reproduce it.

      Pic with the .dds you sent me
      ?
      Without?

      The texture does get a bit scruffier with the normal map being smaller res but the only way I could have the texture smooth the way you had was if I took the screenshot with Camera Noise enabled, see here?, mid noise.
    9. vomitot
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      In your first picture, I find the texture sharper (subjective). This seems consistent with what I had observed. :/
  4. bdip
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    Hey, can you tell me which flags to enable to give the "glow" effect?

    I actually like it (can't please everyone, right? lol), as without, you can't see the vein-y texture at all no matter time of day, weather, etc. At least with my ENB/textures.

    Thanks, I enjoy this series of mods you've made.
    1. markuskarttunen1
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      Step 1 - Open the .nif you want to edit in nifskope and click on the shape you want to glow and open its tree
      Spoiler:  
      Show


      Step 2 - Click the BSLightingShader and doubleclick on the Shader Flags 2 and scroll down to toggle Back_Lighting
      Spoiler:  
      Show


      Step 3 - Open the TextureSet under it and add "textures\clutter\HagravenVeins01.dds" on the 8th texture slot.
      Spoiler:  
      Show


      Step 4 - Save and enjoy the glow

      I could of course release a weirdo-version of the mod but that would risk saturating the flies and confusing people. You're not the first one to approach me on how they like the glowyness so something like that might come anyway :D
    2. bdip
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      I totally get that. Instead of making requests I prefer to make tweaks myself if I can so the author doesn't need to bother with another version just to suit my tastes, ya know? Appreciate the detailed instructions. Was simple as pie & looks good. :)
  5. Tkohr
    Tkohr
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    This looks great, Ninja update, it looks awesome great, ninja update, dam, it looks epic ^^
  6. shocefire
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    My hagraven houses still "glow" with enb using with both vanilla and custom textures :x
    1. markuskarttunen1
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      Can you grab a picture and send it my way please?
    2. shocefire
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      With vanilla textures at Karthspires look very aesthetic at night xDD
    3. markuskarttunen1
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      Alright! I think I know whats the issue, updating that off soon. Thank you for the report!
    4. markuskarttunen1
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      Can you test this again with 1.1 please?
    5. shocefire
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      New update solved the weird light thank you and properly get lit if a light source is present too Some other images
    6. markuskarttunen1
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      Right'o that's closer to the intended look! Glad its working now
  7. DarkFOX555
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    Hello. What are these models for?

    dtahagraventusks01
    dtahagraventusks02
    dtahagraventusks03
    dtahagraventusks04
    1. markuskarttunen1
      markuskarttunen1
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      All DTA-prefixes are Dynamic Things Alternative meshes. If you don't use DTA you can just ignore them, they wont be referenced.
    2. DarkFOX555
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      Thank you so much Спасибо большое
  8. bientje
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    Can we get a version of your texture that looks like vanilla, or a mesh texture file path that referebces the vanilla texture (or another vanilla wood texture, maybe mining scaffold or farm house wood?) You mention consistency is a problem, but then change it into a completely unique texture which has 0 consistency in the Skyrim world ;)

    Also, best before-after pics on Nexus haha
    1. markuskarttunen1
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      Hehe, got me there! Yeah its a tough one since IMO the vanilla TundraDriftWoodBark texture which these models use natively looks absolutely awful and just might be one of those textures so bad it motivated me to start modding in the first place. If you look at my recent mods you'll see I'm actually an undercover TundraDriftWoodBark remover. I even started my treemod with reachtrees and driftwoods to get rid of that texture faster. The texture I used here - while not referred to anywhere else - I think suits the models well, trees that are alive should look alive and huts made of weathered and old logs should look old, mossy and licheny. It's all personal preference anyway.

      I could of course have a version put up that has a vanilla path (and UV ratio that goes from 4:1 to 1:1, hello tiling) for those who'd want it, or a path to some other texture you mentioned and probably will, I have a similar approach in my Bandit Poles mod. But then marketing the mod becomes more difficult as your mileage may vary depending on your texture sets but you know, thats modding I guess.

      Thanks mate for your thoughts and look out for updates in the not-so-distant future :)
    2. bientje
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      Thanks for vanilla file!
  9. HamsterSensei12
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    Did you by any chance you look at the way High Poly Project have approached the hagravne bowl and tusk meshes? They look quite similar to yours, so I wonder whether you have any thoughts about differences and pros/cons of each?

    Also: another great mod! Thanks. :)
    1. markuskarttunen1
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      Hey! Yep HPP is on my modlist. On my mod I only fixed some materials on the bowls and did the slightest UV tweak on the bloodbowl (see below). Tusks are similar, in which I only fixed materials for the meshes, but the geometry stems from SMIMIM. At the end of the day it depends on user preference, if you like the extra polys HPP adds and don't mind some material inconsistensies, let HPP overwrite.

      Left side - HPP model on the top, SMIMIM model on the bottom with the added material fix, slight difference in looks and polycount.

      Right side - HPP model on the top with vanilla UV leftovers, my model on the bottom with vanilla bowl but smoothed out UV. My UV tweak is legit too small to take a screenshot of in game (I tried :D) so it's one of those fixes that help me sleep at night but don't have any realistic effect on anyones gameplay experience.

      I was debating whether or not to subdivide+smooth the bowl model, it's sliiiightly jagged on the outer edges but really 50/50 if smoothing it out is worth the added polys. I'll of course revisit the idea if there's demand for it. I noted WiZkiD also had a higher poly bowl included in his mod as well so it must bug people out.

      I'll most likely be coming out with a patch for WiZkiDs' mod so either way a higher poly bowl is probably coming out one way or another.
    2. HamsterSensei12
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      That's a very helpful explanation. Thanks! :)
  10. CatOfEvilGenius
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    Very nice. Thanks for your attention to detail.
    1. markuskarttunen1
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      Thank you! :)