Floraswampfungalpod02.nif is not used in the game (I double and triple checked). And no, sorry, I will not be making a Mari's compatible version, it wouldn't look as I intended.
If you would ever be willing to patch it for Mari's flora, that would be an amazing combination. Either that or if you have a recommended texture replacer.
I respect the decision not to patch for Mari, while also lamenting it. Mari's Fungal Pod is such a dramatic improvement over vanilla that it would be hard to sacrifice even for this interesting animation.
Thank you very much for another miracle. I really like your mods, favorites in my game. They add such pleasant nuances that bring the game to life aesthetically. I also imagined this plant smoking. You did such a great job of making it a reality.
But I also want to ask for compatibility with Mari's Flora textures, in particular with her glow map. I really like your smoke and luminous veins. Their combination would be wonderful. Although it can be in a different color scheme for better compatibility. It would also be great to see Fungal Pod a more rounded, high poly ball shape of this plant.
For people wanting a Mari compatible version, turning on the glowmaps is super easy in Nifscope.
- open the mesh floraswampfungalpod01.nif in Nifscope - click Block list tab - click drop down (arrow) next to > 0 BSFadeNode - click drop down( arrow) next to > 2 NiSwitchNode - click drop down (arrow) next to > 3 NiNode - click drop down (arrow) next to > 29 BSTriSahape - click on 30 BSLightingShaderProperty - double click in Shader Type Box - use the drop down v (arrow) and click on Glow Shader - double click in Shader Flag 2 Box - use the drop down v (arrow) and click Glow Map (box checked) - double click in Emissive Color Box (not the color wheel) - change R value to 1.000 - change G value to 0.750 - Double click Emissive Multiple box - change it to 3 (ENTER to save) - click Block list tab again - click drop down on 30 BSLightingShaderProperty - click on 31 BSShaderTextureSet - double click on the 3rd box under textures\plants\SwampFungalPods01_n.dds - type textures\plants\SwampFungalPods01_g.dds in the box (enter to save) - click File (at the top) and save
- open swampfungalpod01.nif - click Block list tab - click drop down (arrow) next to > 0 BSFadeNode - click drop down (arrow) next to > 6 BSTriSahape - click on 7 BSLightingShaderProperty - double click in Shader Type Box - use the drop down v (arrow) and click on Glow Shader - double click in Shader Flag 2 Box - use the drop down v (arrow) and click Glow Map (box checked) - double click in Emissive Color Box (not the color wheel) - change R value to 1.000 - change G value to 0.750 - Double click Emissive Multiple box - change it to 3 (ENTER to save) - click Block list tab again - click drop down on 7 BSLightingShaderProperty - click on 8 BSShaderTextureSet - double click on the 3rd box under textures\plants\SwampFungalPods01_n.dds - type textures\plants\SwampFungalPods01_g.dds in the box (enter to save) - click File (at the top) and save
That should work in game but I haven't had time to test it yet ingame. Since it is just a mesh swap there is no fear of breaking anything. To test just go to where a swamp fungal pod is and make a save. Follow the steps above to make the meshes "Mari Compatible", than load the save. If the game won't load or crashes just reinstall the original mod. If everything goes right it will load and you will have Mari's glowing textures with mist plumes.
@BKCXb I don't suppose you could do a quick little tutorial on how to add the enb light from "ENB Light for Swamp fungal pod retexture by Mari" I've never been able to find as good a nifskope tutorial as the one you posted here.
I don't use enb lights. I just enabled the glow maps on the mesh to match Mari's.
I saw a link on one of the ENB lights mod authors pages, on how to add the node to your meshes. - basically you just copy the node from a mess that has it, and paste in into your mesh. - adjust its size, position, and color to suit your needs.
There's no need for BOS since this is just a mesh replacer. BOS is only needed when otherwise making worldspace edits using an esp. This mod has no esp.
EDIT: Thank you Hanaisse for clogging up my MO2 ;) all your mods are great!
23 comments
And no, sorry, I will not be making a Mari's compatible version, it wouldn't look as I intended.
no worries,I can enable the glow maps myself.
But I also want to ask for compatibility with Mari's Flora textures, in particular with her glow map. I really like your smoke and luminous veins. Their combination would be wonderful. Although it can be in a different color scheme for better compatibility. It would also be great to see Fungal Pod a more rounded, high poly ball shape of this plant.
- open the mesh floraswampfungalpod01.nif in Nifscope
- click Block list tab
- click drop down (arrow) next to > 0 BSFadeNode
- click drop down( arrow) next to > 2 NiSwitchNode
- click drop down (arrow) next to > 3 NiNode
- click drop down (arrow) next to > 29 BSTriSahape
- click on 30 BSLightingShaderProperty
- double click in Shader Type Box
- use the drop down v (arrow) and click on Glow Shader
- double click in Shader Flag 2 Box
- use the drop down v (arrow) and click Glow Map (box checked)
- double click in Emissive Color Box (not the color wheel)
- change R value to 1.000
- change G value to 0.750
- Double click Emissive Multiple box
- change it to 3 (ENTER to save)
- click Block list tab again
- click drop down on 30 BSLightingShaderProperty
- click on 31 BSShaderTextureSet
- double click on the 3rd box under textures\plants\SwampFungalPods01_n.dds
- type textures\plants\SwampFungalPods01_g.dds in the box (enter to save)
- click File (at the top) and save
- open swampfungalpod01.nif
- click Block list tab
- click drop down (arrow) next to > 0 BSFadeNode
- click drop down (arrow) next to > 6 BSTriSahape
- click on 7 BSLightingShaderProperty
- double click in Shader Type Box
- use the drop down v (arrow) and click on Glow Shader
- double click in Shader Flag 2 Box
- use the drop down v (arrow) and click Glow Map (box checked)
- double click in Emissive Color Box (not the color wheel)
- change R value to 1.000
- change G value to 0.750
- Double click Emissive Multiple box
- change it to 3 (ENTER to save)
- click Block list tab again
- click drop down on 7 BSLightingShaderProperty
- click on 8 BSShaderTextureSet
- double click on the 3rd box under textures\plants\SwampFungalPods01_n.dds
- type textures\plants\SwampFungalPods01_g.dds in the box (enter to save)
- click File (at the top) and save
That should work in game but I haven't had time to test it yet ingame. Since it is just a mesh swap there is no fear of breaking anything. To test just go to where a swamp fungal pod is and make a save. Follow the steps above to make the meshes "Mari Compatible", than load the save. If the game won't load or crashes just reinstall the original mod. If everything goes right it will load and you will have Mari's glowing textures with mist plumes.
I've never been able to find as good a nifskope tutorial as the one you posted here.
I saw a link on one of the ENB lights mod authors pages, on how to add the node to your meshes.
- basically you just copy the node from a mess that has it, and paste in into your mesh.
- adjust its size, position, and color to suit your needs.
look at the spoiler section of this mod.
https://www.nexusmods.com/skyrimspecialedition/mods/68843
Be remiss if I did not mention if there was one mesh in the game that could seriously use a subdivide and smoothing, this would be it. Thrice even.
Seriously though, it looks very nice, thanks
EDIT: Thank you Hanaisse for clogging up my MO2 ;) all your mods are great!
And you're welcome, syclonix