I don't really get how this works. If I install the texture requirement, it will just overwrite the vanilla texture with one of the new textures from the fomod, right? How do the other textures get into the game if it only installs the one? Do I need to install in a different way? SHould I be pasting the textures into your mods somehow?
The texture mod is not a replacer, it doesn't overwrite anything in the vanilla if you just install it without any modifications. So, just install it as it comes as a new mod without changing anything. Basically, skip step 2 in the instructions of the texture mod. Then this mod uses those textures for its meshes and replaces the flowers with the ones that is included in its esl flagged esp.
That uses a different mesh which makes nightshades not to look like each other. And I guess 11 variants is enough. I'd like to stick to cathedral meshes. If someone wants to combine the two, my mod is also open permission and it's not a hard job at all :)
Can't believe it took me so long to see this, I'm so glad you made an adaptation of these beautiful textures for BOS! Absolutely perfect, now I don't have to keep swapping them out lol
Does the ini include all possible variations? Or does it add on to the original retexture? For example, say I chose Bluewitch as the base retexture. Do I include it in the Base Object Swapper ini so it will show up randomly? I hope that makes sense...
I'm a bit confused. So the way that the mod works is that it uses the original DrJacopo textures as the base. Then you install the retextures as a normal mod without any changes. (You don't need any copy paste or renaming). Then my mod uses those textures, and distributes the flowers. I hope this answers your question.
The base game has 2 nightshade variants (small and large plant). What this mod does is tells the game to pick one of the variants for each reference of the base model. This is why there is the FExxx900 and FExxxA00 for a single variant.
The BOS line (if you look at the _BOS.ini) looks like this:
When the game loads - it chooses 1 of the 10 variants to display. You don't have to do anything. Just make sure you have the additional mod for the extra textures.
Sorry, I realize that was confusing. I guess what I meant was, do you have to choose a texture to name "nightshade" in the original diverse retexture mod. That way, the inventory models have one texture? And if so, does that texture also appear randomly with the Base Object Swapper distributed textures?
I see you have multiple questions and I try to answer them separately, hope that it's clear: You don't need to, and normally you shouldn't rename any of the files in the texture mod. The inventory will always use the nightshade.dds, which if you don't rename any of the files in the texture mod, would come directly from DrJacopop's file. As LordMithro also mentioned, the mod uses the original +10 extra textures from the texture mod. So nightshade.dds from DrJacopo would be one of the variants.
Now we get to a more advanced part: If you want to change the inventory one, you can potentially rename one of textures in the "deadly nightshades" to nightshade.dds. But if you do so, my mod would potentially miss a texture, so you need to rename the nightshade.dds from DrJacopo to the old name of the file that you renamed to nightshade.dds.
Good work on this and the Dragon Tongue BOS variations, but might I suggest you use a different word than "diverse"? It feels a bit like it's mimicking Dovahnique's Diverse Series.
I'm not suggesting you have any foul intent, just thought I would point it out.
No foul intent is involved, and I don't think the word diverse can be that problematic. After all, there are quite a few other mods, some long before Dovahniques', with the word diverse in their titles, and Dovahniques' mods have Dovahnique in their name. But if Dovahnique has any issues, they can send me a message and I have no problems renaming the mod.
Not necessarily just the use of the word, but the similarity in context is what I found mimicking; of course, this is from a slightly bias perspective- and again, I did not think there was any foul intent involved; as I said, just thought it was worth mentioning.
what even? while we're at it, let's find who first mimicked 'immersive' or 'realistic'... how dare you use an adjective in its proper context when someone else may have also used the same adjective before, probably
A bit unnecessarily harsh; the context is a little more precise than realistic or immersive, especially considering there are other words that can be used for the context- but alas, so sorry for stating my perspective and seeking solace in understanding the authors through civilized conversation over... Whatever that was
Either way, don't care; got what I wanted: Understanding
33 comments
Hope that was clear.
If someone wants to combine the two, my mod is also open permission and it's not a hard job at all :)
So the way that the mod works is that it uses the original DrJacopo textures as the base. Then you install the retextures as a normal mod without any changes. (You don't need any copy paste or renaming). Then my mod uses those textures, and distributes the flowers.
I hope this answers your question.
The base game has 2 nightshade variants (small and large plant). What this mod does is tells the game to pick one of the variants for each reference of the base model. This is why there is the FExxx900 and FExxxA00 for a single variant.
The BOS line (if you look at the _BOS.ini) looks like this:
0xC43B0~Skyrim.esm|0xC43B0~Skyrim.esm,0x900~DiverseNightShade.esp,0x901~DiverseNightShade.esp,0x902~DiverseNightShade.esp,0x903~DiverseNightShade.esp,0x904~DiverseNightShade.esp,0x905~DiverseNightShade.esp,0x906~DiverseNightShade.esp,0x907~DiverseNightShade.esp,0x908~DiverseNightShade.esp,0x909~DiverseNightShade.esp
When the game loads - it chooses 1 of the 10 variants to display. You don't have to do anything. Just make sure you have the additional mod for the extra textures.
You don't need to, and normally you shouldn't rename any of the files in the texture mod.
The inventory will always use the nightshade.dds, which if you don't rename any of the files in the texture mod, would come directly from DrJacopop's file.
As LordMithro also mentioned, the mod uses the original +10 extra textures from the texture mod. So nightshade.dds from DrJacopo would be one of the variants.
Now we get to a more advanced part:
If you want to change the inventory one, you can potentially rename one of textures in the "deadly nightshades" to nightshade.dds. But if you do so, my mod would potentially miss a texture, so you need to rename the nightshade.dds from DrJacopo to the old name of the file that you renamed to nightshade.dds.
I'm not suggesting you have any foul intent, just thought I would point it out.
But if Dovahnique has any issues, they can send me a message and I have no problems renaming the mod.
Thank you for taking the time to reply.
Either way, don't care; got what I wanted: Understanding