These are amazing, ty so much, can you please, please, pretty please, for the love of all things Holy do swordferncluster06, this one from Skyrim 3D Trees and Plants is so flat and bleh, I hate it so much lol
I know this is just a texture mod but could this mod in any way be involved in some crashes I've been having? In the crash logs I keep on seeing ''textures\Plants\SwordFernDrJ.dds" being mentioned.
Here's one such crash log: https://pastebin.com/gTZWDVHy
Amazing! I did as you said, using Photoshop I changed only alpha layer > black and saved again as BC7 linear generating new minimaps. Thank you and I love your flora mods.
Thank you very much. I have been looking for nice ferns, less shiny. Many of my plants are already DrJacopo/Cathedral so these will fit in really well!
hello great mod as usual with your cathedral serie , i have only 2 issues for the TreeSwordFern06 & the TreeSwordFernCluster06, seems like they are still using the vanilla textures, does that mod is supposed to change them ?
yeah I looked at the tundra scrub... it's bad.. I just don't know how to replace it since it's placed over cobblestone, can't have stems growing up through the rock. Not sure how to go about it.
I'd suggest cutting out the stem altogether and make it so dense that it covers whats beneath it just like in vanilla. It doesnt even need to be fully 3d just needs to look not bad. the tundra scrub replacers here on nexus aren't any good in my opinion and you're an only modder who overhauls little but significant stuff like this to a more than satisfactory degree.
i think the reason a lot of mod authors dont overhaul the static plants is because a lot of people just remove them all and generate bigger plants with grass mods so they can use enb complex grass on them. but what you said about how the tundra scrub is placed on cobblestone is the exact reason i get the high quality replacers, they are placed in spots that grass usually doesnt generate.
Are these ferns select-able in-game with More Informative Console or when you delete some of them in the console? I know I had one mod at some point that basically put a bunch of clovers or something right in front of my Elysium Estate front entrance and I could not select them to delete them. They didn't cause any collision either so I could walk through them... they were just an annoyance for me and a bit immersion breaking...I think it may have been CG4's mod... These look much better than my current ferns, so I'm hoping the magic you used to create them does not render them "invisible" to my console commands, etc...
Overall they blend well with Cathedral, but maybe too well. A bit of extra extra saturation may help but could be oversaturated without ENB...balance may be hard.
The animation is very, very strange. It's like the plant is underwater. The plant looks alive, like a sea anemone or something with tentacles.
I remember seeing this issue with another replacer. Do you know of a fix? Will an adjustment made through an ESP to reduce animation speed be enough, or is such a fix possible through the mesh itself?
I found it. I believe it's controlled via plugin, since it's using "leafanim" like trees. Here's an example. I think that tweaking these values can help alleviate the "underwater" wiggling look. Not sure where to start yet. EDIT: If you want, can you test this and let me know if it looks better for you? I've significantly reduced the Leaf Amplitude for all the main sword ferns (fall ferns are untouched by this mod, so I also didn't touch them).
1. Thank you! I went desaturated because half the ENBs have LUTs that really bring out greens and oranges and I didn't want to listen to all their complaints about it being oversaturated.
2. The vertex animation is controlled by the alpha brightness of each vertex. I went darker than vanilla so it should be less animated than vanilla. You probably weren't spending a lot of time looking at the vanilla sword ferns, but that is what they do. If there is another way to decrease the animation in the nif that would be preferred because going back and darkening all the vertices and then having to export and create all the nif architecture over again would be hours of very, infuriatingly tedious work. The export process is horrible.
If BadDogSkyrim can simplify this process for me I will gladly go back and darken the alphas some more, though this will likely completely remove the animation.
@DrJacopo doing the whole process again shouldn't be necessary! Just editing the values I showed in a plugin will already reduce them significantly. And yes the vanilla ones always looked weird too: your more detailed ferns just made that vanilla issue more evident haha.
I may release my ESP as a separate mod as an optional file for people using your mod, so it reduces the movement (as seen in my GIF) without you having to change anything about your own meshes. Alternatively, I think the optional esl here can also do the trick. https://www.nexusmods.com/skyrimspecialedition/mods/72888?tab=files
108 comments
Here's one such crash log:
https://pastebin.com/gTZWDVHy
Fern
I tried to edit some effects, but just deactivating ENB to eliminate.
I decrease the gloss in the nif, but it didn't solve.
Fern Dark
Can you please add an Optional File without the shine??? Please!!
These look much better than my current ferns, so I'm hoping the magic you used to create them does not render them "invisible" to my console commands, etc...
I took some shots with the Step Guide (Cathedral Landscapes) and Step ENB (made for Cathedral Weathers):
https://stepmodifications.org/forum/topic/18383-cathedral-3d-sword-ferns-by-dr-jacopo/
EDIT: If you want, can you test this and let me know if it looks better for you? I've significantly reduced the Leaf Amplitude for all the main sword ferns (fall ferns are untouched by this mod, so I also didn't touch them).
2. The vertex animation is controlled by the alpha brightness of each vertex. I went darker than vanilla so it should be less animated than vanilla. You probably weren't spending a lot of time looking at the vanilla sword ferns, but that is what they do. If there is another way to decrease the animation in the nif that would be preferred because going back and darkening all the vertices and then having to export and create all the nif architecture over again would be hours of very, infuriatingly tedious work. The export process is horrible.
If BadDogSkyrim can simplify this process for me I will gladly go back and darken the alphas some more, though this will likely completely remove the animation.
https://github.com/BadDogSkyrim/PyNifly/issues/135
I may release my ESP as a separate mod as an optional file for people using your mod, so it reduces the movement (as seen in my GIF) without you having to change anything about your own meshes. Alternatively, I think the optional esl here can also do the trick. https://www.nexusmods.com/skyrimspecialedition/mods/72888?tab=files