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Pieter82

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Pieter82

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36 comments

  1. Jayombie
    Jayombie
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    Possible to have Embers XD compatibility ?
    1. Pieter82
      Pieter82
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      It is compatible right out the box. I'm using Embers XD in the screenshots ;)  
    2. Jayombie
      Jayombie
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      I've got to check my mods then as some have the embers not flush and you can see a gap.
    3. Pieter82
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      It sounds like another one of your mods has moved either the placement of the lamp or the fire asset, most likely in the Creation Kit level editor. My mod only smooth's out the bowl and rope, no edits were made to the size or position of the mesh. Have you checked if the issue is present without my mod installed i.e. using the vanilla mesh?
    4. robbybaby1962
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      I noticed that Embers were clipping through one of the cave lamps in the Helgen cave
    5. Pieter82
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      Is this what you are referring to? - Screenshot 
      This is all clipping I could find in the Helgen cave (embers protruding slightly on the outside of the lamp), but as you can see, it is also present with the vanilla mesh. Keep in mind that the embers are a separate asset from the lamp, so when putting a level together the level editor needs to manually place the embers inside the lamp. If they did not align it perfectly in the Creation Kit you will get these clipping issues. Unfortunately, there is nothing I can do about that with only a mesh replacer. To fix it you would require a plugin that moves the embers to align it with the lamp model.
      Hope this makes sense.
    6. robbybaby1962
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      Yep, that's what I was refering too. Thanks for the reply
  2. mooit
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    Hello,

    So anything with the words High Poly grabs my attention! LOL

    Forgive my ignorance, I have been modding this game more than playing it. Two" vanilla cave lamp assets, I don't understand the meaning here, as in there are only two of these in the game, or two styles through out the game?

    How many of these cave lamps are in the game?

    THANKS
    1. Pieter82
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      There are only "two styles" through out the game.
      Or in other words, there is only two "cave lamp" assets / meshes (cavelamp_01 and cavelamp_02) in the game files. These are the only ones used throughout the game world, with probably hundreds of these assets placed in game via the level editor.
      By replacing these two "base" meshes in the game files, it alters every single one of the hundreds of assets placed in the game world. 
    2. mooit
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      Ok, great...

      The screen shots look really nice! Like I said High Poly grabs my attention! LOL

      THANKS for making this, keep up the great work!
  3. DemonMergon
    DemonMergon
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    love this
    1. Pieter82
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  4. tim457
    tim457
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    Nice work!
    1. Pieter82
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      Thank you.
  5. RemmyKun
    RemmyKun
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    I was asking for this mod since ages ago xD
    Thanks a bunch for taking down another eyesore <3
    1. Pieter82
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      My pleasure Remmy :D
  6. Yuril
    Yuril
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    Look nice!

    Just one thing, on the 5th screenshot the UV map of the edge of the bowl looks broken. ;)
    1. Pieter82
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      Thanks Yuril, I never noticed.

      Now I'll have to FYX that ;)
  7. quabityassuance
    quabityassuance
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    I'm impressed with how much better these look than the ones from Ruins Clutter Improved

    Edit: Anyone know what textures these use?

    Edit 2: In case anyone else wants to know, it's textures\clutter\caves\caves_lamp01.dds
    1. vomitot
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      and rope01 in farmhouse folder ;)
    2. Pieter82
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      Hi, thanks for the support. 

      Yes those are the two texture files used by this mesh. 
      I'm making use of Skyland AIO in my in-game screenshots and vanilla textures in the wireframe NifSkope screenshots. 
  8. HamsterSensei12
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    Hi Pieter.

    This is great! But in the spirit of constructive criticism, I think there might be room for tweaking cavelamp01... :)
    1) The poly count on it is very high. Some of that is unavoidable, because you're going for a smoother, round bowl shape. But I wonder whether the ropes could not be optimised some? In particular, I think some of the curves on the rope, where it bends inwards, instead of being stretched straight between two contact points, could probably be eliminated, which might decrease vertices and improve the look.
    2) The RCI version has what is meant to be one end of the rope tucked above and away around the rest. Your mesh has kind of a thinning out, that looks like that rope end was glued onto the rest.
    Spoiler:  
    Show
    Is there any way of doing something more like the RCI "tucked away" thing?
    3) If you do any rework on the ropes, I think they might also benefit from being somewhat "fatter". They look a bit flat upon close inspection.

    Mind you, these are all really nitpicky things. I should reiterate that the results are already lovely :)
    1. Pieter82
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      Hey Sensei.
      Constructive criticism is always welcome. I appreciate getting your input, it makes me look at the mesh from a fresh angle and I actually agree with you. The rope could use some reworking and optimizing.
      Definitely something I'll keep in mind for the first update.
      Thanks for your support and advice. 
  9. stalkermonk
    stalkermonk
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    Hooray, new models! Thank you!

    Now let's wait for improved oil lamp traps, Potema's summoning altar and other cave-themed :)
    1. Blackread
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    2. stalkermonk
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      Yes, these models are better than vanilla ones. But still they are not rounded enough.
      The quality of your models is higher.
    3. Pieter82
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      Now those are some good suggestions Stalkermonk, thanks. I'll add them to my to do list ;)
    4. Pieter82
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      Thanks for the links Blackread, they make for good references.
  10. FrankBlack
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    Looks great! Thanks, my friend!
    1. Pieter82
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      Thank you Frank :D