Skyrim Special Edition

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Hasphat Antobolis

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HasphatAntobolis

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12 comments

  1. HasphatAntobolis
    HasphatAntobolis
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    Sticky
    Update 1.0 is out today. This fixes all the broken parallax that I can find. If you run into anything that is not working, upload a screenshot, so I can fix it in future updates. For now, I am going to be adding more parallax to make things complete.
    Update 2.0 is out now. Just parallax everything. Way more meshes and new P files. Reply to this sticky with anything not working, so I can get you an update.  I likely already fixed it in my game, or got the mesh with Parallax Mesh Patch Collection.
  2. HasphatAntobolis
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    Whoa. If you're one of the 10 people who got the 3/8/2024 update. So sorry about that huge ice cube.  I got that fixed in the 3/9/2024 update.  It was a bug fix that created a new bug. mainly I just forgot to set the new ice cube mesh to 0.01 size. That's done now, and finally a permanent fix for the greyed out leaks. I am pretty sure it is done, but if anyone sees anything they want to spruce up, just leave a message here in the posts. 
  3. TheBatcan56
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    Do you not accept donations? There's no donation button. And thanks for the optional file. 
    1. HasphatAntobolis
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      Nah, I don't really take donations. Nexus gives me a free month of premium with every 3000 downloads on my mods though. 
  4. deleted168798848
    deleted168798848
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    I can confirm this works in SE 1.6.x
    1. HasphatAntobolis
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      Cool. Yeah, I made it for VR, but I made it in SE creation kit, so it should definitely work with both
  5. mushroomguru
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    This is working great for me.  Thanks for this.  If you were interested in further things, the textures used around  the smelter in the safe house are abysmal.
    1. HasphatAntobolis
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      So, yeah, no worries. Is it the smelter itself? I put in a new mesh for whiterun dungeon archwall grate that bumps the main part around the grating, but leaves some other parts flat, because the UV doesn't line up, and that creates really weird seams on corners. Post a pic of what you want changed, and I'm happy to change it. Just get a screen shot, draw a red circle around the texture, and upload the image. One thing to keep in mind is that most of those textures around the smelter use textures from other places. The wall itself is from Whiterun, and the floor is solitude wall 2. I'm using Pfuscher 202X, so I get some good textures there. I'm also using this mod https://www.nexusmods.com/skyrimspecialedition/mods/92687 generally for forges, but that should have nothing to do with the smelter wall. 
  6. Jayombie
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    Its released !

    Don't need this ATM, but sure enough when I get LOTD back in some time I be right over ...

    1. HasphatAntobolis
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      I already am working on a big update that simply defines the heightmaps that LotD uses. It will all be in the plugin, so I won't need any more custom meshes.  I am going to keep the ones I already added, because that is easier than reverting them, plus they look a little better IMO.  I got the pedestals, the outside fountain, and the wall trim fixed today, along with the secret safehouse entrance, and some miscellaneous trim in the safehouse. 
    2. Jayombie
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      OOhhhhh any chance to give us option maybe between plugin and meshes only, only that as you know plugins are a pain in VR ass and add up considerably. I try to personally keep mine below 155.
    3. HasphatAntobolis
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      It will not work with just the meshes. The inverted parallax is caused by having parallax meshes for Solitude, Dawnguard, Windhelm, and Riften. The meshes used for DBM use those common meshes but change the texture in the CK. There are 3 ways to fix this and they all need a plugin, and I make use of all three ways. Way one, tell it to stop changing the texture. This fixes the parallax, but the texture becomes its usual texture (I did this in the secret passage between outside and the safehouse fireplace). Way 2, create new meshes that use the right texture and have a plugin that changes which mesh gets called for. This fixes the parallax and uses the textures that DBM is supposed to have (I did this for the Guildhall to change the bottom of the walls from farmhouse stone to farmhouse wood). Way 3. I figured out yesterday how to define the height map for the custom textures used in LotD and it fixes all sorts of stuff. The third way is the best, fastest, easiest way, and required no custom meshes, though I will throw in some height maps for good measure. This will all be in the update (I did this for everything else). Finally, there is one mesh that is just bad, and I am replacing it. It is the museumextstairs.nif. The current mesh has incorrect normal values, so the parallax shifts on the plane, e.g moves incorrectly to give depth). Looks crazy, but I made a new model. It is the only thing that will work without the plugin, because it already works, just incorrectly, but it is a really big piece and is the entrance to the museum.