Update 1.3 fixes the mipmaps on the HoneyNut01.dds texture that was causing blurriness for some users. This issue doesn't seem to affect ENB users so much. A big thank you to golivie who spotted and fixed the issue. Please give them some kudos for helping out!
Don't just ignore this issue. Why do these still look NOTHING like the screenshots & then you delete the bug report about it instead of giving any reason?
This isnt a bug. There's nothing wrong with the mod. Out of over 60k downloads and eight hundred endorsements, you're the first to report this problem. Don't you think someone might've mentioned it before now? Don't be rude. And please use spoiler tags when posting images.
Here's a pic of this mod, freshly installed into my game today:
Type TFC 1 (that'll give you the free cam) Type FOV 40 (that'll set your FOV to be much closer to the treat) Next type SUCSM 1 (that'll slow your camera down so it doesn't shoot off when you're trying to look at the treat. Head in for a closer look and let me know if it still doesn't look right.
Sorry if these are all console commands you already know, but they're the best way to get a look at the treat.
Update: Thanks for adding the spoiler tags to your image.
That's not much better if it only has visible detail in freecam up close. AND on top of that, within the user images on this mod's page, there's uploads showing two different results from the player's point of view. With one clearly being smudgy like my image. So it's not just me.
No, that image is blurry because of the depth of field. Look, I'm not sure what to tell you. Aside from uninstalling and reinstalling the mod, there's not a lot more I can recommend. The mod works fine for almost everyone who's downloaded it (it's just a mesh and textures), and I'm not sure what you're expecting from a distance. Maybe this mod just isn't for you.
It's clearly not from the blur. I'm really trying not to be rude about this but you're being purposefully difficult with denying the obvious in front of you.
I believe this is an "issue" related to the mipmaps of the diffuse, which won't be really noticeable with an ENB and when doing screenarchery. If using MO2, it can be noticeable if you preview the DDS as it will look blurry, but if you open the same image on an external image viewer, then it will look normal.
A solution would be to resave the diffuse with an app of your choice with the same format (E.g. Photoshop + NVIDIA's DDS tool). Here's a comparison after resaving, which is directly from the inventory when zooming in on an item with your mouse wheel.
Thanks. This is so odd though, as I did save the diffuse using Photoshop and the Nvidia DDS tool. I've produced a lot of textures this way and have never had this happen before. Can you message me your resaved file and I'll take a look at it? I don't get this issue but then I do use an ENB. If I can narrow down the issue, I'll upload a fixed version of the texture for people who use CS or no ENB.
I'm glad to see that your latest update resolved the annoyingness of rolling treats, but I was wondering if you'd perhaps consider touching the collision mesh once again to lower the treats a bit closer to the ground. As it stands currently, your improved meshes sit rather high compared to the object they are resting upon, as you can see here. If you'd be able to take a crack at resolving this, that'd be highly appreciated.
Loving all of your "slightly" (more like majorly) improved meshes thus far! Thanks for all of your hard work!
I took another look at the mesh and have reduced the radius of the collision box a bit. That should fix any floating :) Unfortunately, with collision, it relies on the surface you're placing the object on too. Lots of surfaces in Skyrim have collision that is too large (or sometimes just bad) which will also cause the floaty behaviour. Either way, I hope the update helps and thanks so much for your kind words about my mods :)
But would you consider reworking collision on a mesh? It is not this mod problem by any means, model seems to just use vanilla collision mesh and it very roll-y. If anything touch one of these threats, they just roll off the table, and not getting settled down even if put back on a plate.
60 comments
Update 1.3 fixes the mipmaps on the HoneyNut01.dds texture that was causing blurriness for some users. This issue doesn't seem to affect ENB users so much. A big thank you to golivie who spotted and fixed the issue. Please give them some kudos for helping out!
Here's a pic of this mod, freshly installed into my game today:
It looks like the mod images to me.
Type TFC 1 (that'll give you the free cam)
Type FOV 40 (that'll set your FOV to be much closer to the treat)
Next type SUCSM 1 (that'll slow your camera down so it doesn't shoot off when you're trying to look at the treat.
Head in for a closer look and let me know if it still doesn't look right.
Sorry if these are all console commands you already know, but they're the best way to get a look at the treat.
Update: Thanks for adding the spoiler tags to your image.
If using MO2, it can be noticeable if you preview the DDS as it will look blurry, but if you open the same image on an external image viewer, then it will look normal.
A solution would be to resave the diffuse with an app of your choice with the same format (E.g. Photoshop + NVIDIA's DDS tool). Here's a comparison after resaving, which is directly from the inventory when zooming in on an item with your mouse wheel.
I'm glad to see that your latest update resolved the annoyingness of rolling treats, but I was wondering if you'd perhaps consider touching the collision mesh once again to lower the treats a bit closer to the ground. As it stands currently, your improved meshes sit rather high compared to the object they are resting upon, as you can see here. If you'd be able to take a crack at resolving this, that'd be highly appreciated.
Loving all of your "slightly" (more like majorly) improved meshes thus far! Thanks for all of your hard work!
I took another look at the mesh and have reduced the radius of the collision box a bit. That should fix any floating :) Unfortunately, with collision, it relies on the surface you're placing the object on too. Lots of surfaces in Skyrim have collision that is too large (or sometimes just bad) which will also cause the floaty behaviour. Either way, I hope the update helps and thanks so much for your kind words about my mods :)
I look forward to more of your awesome work! :)
Would love to see you take on something like Grilled Leeks.
n u t
But would you consider reworking collision on a mesh? It is not this mod problem by any means, model seems to just use vanilla collision mesh and it very roll-y. If anything touch one of these threats, they just roll off the table, and not getting settled down even if put back on a plate.