I ran in to the same exact problem and found the culprit. You're likely using the lite option for SMIM like I am which will give missing textures for the riften and solitude ropes if using this mod. The textures show up correctly only if using the full version of SMIM. The lite version includes a plugin that states no riften and solitude ropes so now it makes sense as to why purple meshes for ropes with no textures were showing up.
Great job! Been waiting a long time for someone to improve this in SMIM. Thank you. But, if you don't mind, here's a little note: the lamp hangers on lightpost01.nif hang in the air by themselves. There are also some "thin" poles - the ropes do not wrap tightly around them.
No critique, just advice. Could use a bit of optimization on the posts. Quite a few unnecessary vert's which could be decimated and won't affect the smoothness at all. I'd coalesce those vertices down the length vertically to a single triangle pair per side as denoted by the black points here. Do not select both the first and last, do the middle only and move that one post merge to the top or the bottom per row only to merge to. Careful about the alignment. See spoiler for this, and more.
Spoiler:
Show
Use the scaling tool on the ropes to draw them in tight. X & Y axis only, which will flatten the ropes out on the horizontal plane somewhat, which is realistic as real ropes do the same when wrapped tightly. Minor clipping will never be seen here and works to your advantage because it appears the inner diameter is flattened as it would be irl.
Unless you want to be pedantic and actually flatten the inner diameter... XD
Also, you also could put all those freed verts to use and 2x subdivide the top, or even the entire post and smooth again and still be on the upside of performance. But, you'll have to repeat the lengthwise coalescing again to a minor extent, and a bit on the center top as the flat area on top will suddenly have far to many tri's for a flat surface. I'd mask the center of the top if you go this route to minimize the cleanup.
Now, why? This issue does not affect lightly modded games much, but heavy load orders with > 10,000 to 18,000 draw calls going on, it will hurt performance noticeably, and every little bit helps because there are jerks like I running thousands of mods (Srs, my MO2 folder is... Well, I'll post a screen to show you current count, because otherwise no one will believe).
This engine is particularly weak at processing draw calls, and this is the real root of the problem. That and the antiquated manner in which it uses occlusion to this day, helps not at all. Camera attached occlusion found in even semi-modern engines is far better than the plane & cube method we are relegated to because it occludes (temporarily disables from being rendered in this sphere of subject) everything beyond your line of sight. Method used by this engine is like holding your hand in front of your face at arms length mostly which doesn't occlude much, unless your standing right in front of the plane or cube.
Except for grass and LOD, it doesn't occlude them at all, whereas modern engines do. Which is why drawing grass all the way to the end of the world space hurts performance so much. That's all, class dismissed. For the moment.
?
SSE only MO2 mod folder. 1 playable profile. Not smol
Could you imagine the b!tching at offering this as a WJ modlist or Collection here? 0.0 Lulz.
Spoiler:
Show
Maybe. Had to push everything to a new 980 Pro 2Tb nvme last week due to running out of room, since then I'm suddenly using 3-5Gb more vram (avg 12ishGb used before the transfer) for an unknown reason in both interior or exterior cells, maxing out my 16Gb vram gpu. And I know that can't be true in interior cells, still, it's doing it anyway. Consequently getting some things not rendering (invisible), and a few black face npcs. Perhaps because my Gammix S70 was a bit faster on read/write by a half a Gb/s, but it should've roughly equaled out with the 890 Pro having 3x IOPS performance.
Sammy's on a pci-e slot with adapter, so bandwidth is surely not the issue, and testing shows full spec performance while gpu is fully loaded under stress test even while conducting the same test on my other Gen4 nvme. So that's not it. Did a secure copy >> write which hashed every single file to ensure integrity, then re-verified a second time, so I know it's a 1:1 duplicate of the original MO2 folder. Only unknown is the game reinstall to move the game, and the downgrader used to revert back to 1.5.9.7. Even redeployed my highly optimized game .bsa's, and nothing changed.
1st world problems right? XD Quite a lot of these voice packs need to be archived and converted to WXM beforehand. Uncompressed wave files take up loads of space otherwise.
if you have a 779gb mo2 file i suggest you stop overwriting or hiding your meshes and start merging your mods, you almost certainly have multiple copies of the same meshes and textures and if you consolidate them it should more than half your used space. also unpack your bsa's so you can consolidate further thing's like ussep have copies of meshes that your probably overwriting as well, after you do all that you can repack your bsa's by simply naming them with the exact same name as an esp to get them back in the game(or just right down or save the name of the bsas you've unpacked) not only will all this save a bunch of space but it will also make your game load faster
If you improve the mod, then please pay attention to the byohfishdock01.nif model. These are platforms at the purchased estate Windstad Manor. https://static.wikia.nocookie.net/elderscrolls/images/3/3c/Winstadhatcheryhorkers.jpg/revision/latest?cb=20200811191059
The ropes are floating in the air and sometimes not actually touching the round posts - I think (very vry) slightly increasing the size of the round posts should fix the problem.
These are nice but they cover mostly the same meshes as Skyrim 3D Docks and Boardwalks. From a few quick preview comparisons, they seem to do roughly the same types of modifications to the meshes too. The lamp-post is new, and a good improvement on SMIM, though.
Skyrim 3D mod uses its own texture path while this mod does not. So you can use whatever texture mod with this. Also I included some clipping/position fixes for the planks.
Hmm. Vanilla looks preferable to me, judging by the second and fifth screenshots. It has fewer polygons, but it looks smoother and therefore less artificial. In any case, thanks for the mod, your fixes I'll definitely use. :)
I don't know honestly. This is my first big project so far I'm not still expert on such titles Just tried to prepare something suitable. Feel free to improve or fix it.
35 comments
Deactivate your all mods except SMIM and my mod, then try it again.
But, if you don't mind, here's a little note: the lamp hangers on lightpost01.nif hang in the air by themselves. There are also some "thin" poles - the ropes do not wrap tightly around them.
I'll take a look at them when I'm free.
No critique, just advice. Could use a bit of optimization on the posts. Quite a few unnecessary vert's which could be decimated and won't affect the smoothness at all. I'd coalesce those vertices down the length vertically to a single triangle pair per side as denoted by the black points here. Do not select both the first and last, do the middle only and move that one post merge to the top or the bottom per row only to merge to. Careful about the alignment. See spoiler for this, and more.
Use the scaling tool on the ropes to draw them in tight. X & Y axis only, which will flatten the ropes out on the horizontal plane somewhat, which is realistic as real ropes do the same when wrapped tightly. Minor clipping will never be seen here and works to your advantage because it appears the inner diameter is flattened as it would be irl.
Unless you want to be pedantic and actually flatten the inner diameter... XD
Also, you also could put all those freed verts to use and 2x subdivide the top, or even the entire post and smooth again and still be on the upside of performance. But, you'll have to repeat the lengthwise coalescing again to a minor extent, and a bit on the center top as the flat area on top will suddenly have far to many tri's for a flat surface. I'd mask the center of the top if you go this route to minimize the cleanup.
Now, why? This issue does not affect lightly modded games much, but heavy load orders with > 10,000 to 18,000 draw calls going on, it will hurt performance noticeably, and every little bit helps because there are jerks like I running thousands of mods (Srs, my MO2 folder is... Well, I'll post a screen to show you current count, because otherwise no one will believe).
This engine is particularly weak at processing draw calls, and this is the real root of the problem. That and the antiquated manner in which it uses occlusion to this day, helps not at all. Camera attached occlusion found in even semi-modern engines is far better than the plane & cube method we are relegated to because it occludes (temporarily disables from being rendered in this sphere of subject) everything beyond your line of sight. Method used by this engine is like holding your hand in front of your face at arms length mostly which doesn't occlude much, unless your standing right in front of the plane or cube.
Except for grass and LOD, it doesn't occlude them at all, whereas modern engines do. Which is why drawing grass all the way to the end of the world space hurts performance so much. That's all, class dismissed. For the moment.
SSE only MO2 mod folder. 1 playable profile. Not smol
I bow in the presence of greatness!
Certainly, glad to be of service if that was useful. ;)
@HamsterSensei12
Could you imagine the b!tching at offering this as a WJ modlist or Collection here? 0.0 Lulz.
Maybe. Had to push everything to a new 980 Pro 2Tb nvme last week due to running out of room, since then I'm suddenly using 3-5Gb more vram (avg 12ishGb used before the transfer) for an unknown reason in both interior or exterior cells, maxing out my 16Gb vram gpu. And I know that can't be true in interior cells, still, it's doing it anyway. Consequently getting some things not rendering (invisible), and a few black face npcs. Perhaps because my Gammix S70 was a bit faster on read/write by a half a Gb/s, but it should've roughly equaled out with the 890 Pro having 3x IOPS performance.
Sammy's on a pci-e slot with adapter, so bandwidth is surely not the issue, and testing shows full spec performance while gpu is fully loaded under stress test even while conducting the same test on my other Gen4 nvme. So that's not it. Did a secure copy >> write which hashed every single file to ensure integrity, then re-verified a second time, so I know it's a 1:1 duplicate of the original MO2 folder. Only unknown is the game reinstall to move the game, and the downgrader used to revert back to 1.5.9.7. Even redeployed my highly optimized game .bsa's, and nothing changed.
1st world problems right? XD Quite a lot of these voice packs need to be archived and converted to WXM beforehand. Uncompressed wave files take up loads of space otherwise.
These are platforms at the purchased estate Windstad Manor.
https://static.wikia.nocookie.net/elderscrolls/images/3/3c/Winstadhatcheryhorkers.jpg/revision/latest?cb=20200811191059
Fixing the plank positions is a nice additional touch.
Keep it up.
Don't forget to add vertex color under the stair ropes. ;)
Except that it's already done?
And thank you
In any case, thanks for the mod, your fixes I'll definitely use. :)
Thank you btw