Skyrim Special Edition
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todor

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todor0v

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63 comments

  1. ChildofDragons
    ChildofDragons
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    [x]
    1. Rjgerminal
      Rjgerminal
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      Underrated. Thank you for this!
  2. 103Sakamoto
    103Sakamoto
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    Wow thank you so much! I wanted something like this for a long time and it finally happened! Now would you consider do the same to ropes in SMIM? I do like 3d ropes with round posts, but still think that 20k poly counts for a rope might be too much
    1. anaonns
      anaonns
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      not by this author but you might like simplicity of ropes :)
    2. 103Sakamoto
      103Sakamoto
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      Wow, didn't know this exists, will try out!
    3. strauler
      strauler
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      That's way different than SMIM tho.
    4. todor0v
      todor0v
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      I'll give it a try. But I don't think I can reduce the polycount by much if we want to preserve the roundness of the ropes.
      I will post an image tomorrow so you guys can judge if it's worth it or not.
    5. todor0v
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      I've reduced the tris to 35% of the original for the ropes on one farmhouse model.
      The total original polycount for the ropes on that farmhouse is 41.544 tris, the lower poly model has 14.070 tris.

      They are more blocky and when viewed up close you can notice some UV errors. It is possible to fix those by hand but it takes a crazy amount of time and I don't think I have the patience to do it for all the ropes.
      See screenshots here, the UV issue is visible in the last image.

      So, what do you think?
      I'll post an image to the main page, please share your opinion there.
    6. 103Sakamoto
      103Sakamoto
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      It seems really nice and I personally can't notice the said UV problem unless it's a side by side comparison, so really good work!
    7. Vylain
      Vylain
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      Would love to see optimized ropes =D
  3. Muroj
    Muroj
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    hello mod author. for this mod i think you should receive 50,000 dollars daily from your government
  4. CurvingFyr3
    CurvingFyr3
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    Any chance you could add a version that includes the textures for the chain? Kid you not, I literally cannot find them. Not even by looking through every file in a manual download of smim, with multiple versions. Not even by using smim lite. It's like someone deleted them from the internet.
    1. todor0v
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      yes, I can do that, after I updated the fabled aspens ablaze mod I will work on this and rudy's candles.
  5. NeedsMoreBirds
    NeedsMoreBirds
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    I was just looking at the chain meshes the other day - they did look a bit too polygon-heavy. I'm glad to see you've optimised them!
  6. Mur4s4me
    Mur4s4me
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    I think that riftenrwdoorspecial01.nif is in the wrong folder. It should be in meshes >dungeons >riften >ratwayhall
    1. todor0v
      todor0v
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      oopsie, thank you!
    2. Daemonjax
      Daemonjax
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      Yeps, thanks.
  7. Daemonjax
    Daemonjax
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    These are awesome!  So easy to copy these chains into other nifs to update them, too (Markath Fixed AF, and Rudy Candles Expanded comes to mind).  I appreciate the environment mapping as well.

    Thanks for the mod!
  8. promitroy
    promitroy
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    Has a single file conflict with Majestic Mountains. Which one should overwrite or is a patch necessary?
    1. todor0v
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      Hi, the file in question is a part of markarth, it's the same file that conflicts with assorted mesh fixes.
      The version from majestic mountains has the vanilla chains so overwrite with my file.
    2. promitroy
      promitroy
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      Thanks. Also should this mod overwrite SMIM Quality addon mod?
    3. todor0v
      todor0v
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      yes, I've added a similar fix for the metallic materials
    4. promitroy
      promitroy
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      Thanks again. Pardon for all the questions, should this overwrite material fixes mod as well?
    5. todor0v
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      If you want the models with less triangles then yes, my mod should overwrite the material fixes since that mod uses the original SMIM models.
      If you want correct material collisions then overwrite my mod with the material fixes.
      Good find, I forgot about that mod, I will have to forward the changes from it in the next update.
      Thank you
    6. promitroy
      promitroy
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      Glad to be of help. Looking forward to the update. 
  9. Vorono
    Vorono
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    What is the documented performance increase by reducing the polycount of static meshes?
    1. todor0v
      todor0v
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      here is an example on a PC with an i3 3rd gen, 8gb of ram and a gt 730 :))
      of course, the result varies depending on how powerful your pc is, what overhauls do you use, how many of the meshes are being displayed at once, lighting and shader effects etc
      if by "documented" you request a research paper I am sorry to disappoint you but I don't have one

    2. Vorono
      Vorono
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      This is a very nice demonstration of the importance of the polycount optimization. It clearly affects lower end systems (like you just shown),  however I wonder where the falloff might be with different computer specs. 

      Now I don't doubt you, but where is that area you're in? In those images, are the left/right ones with/without your mod (or is it the entire SMIM mod?)

      I am simply curious and want to test it on my rig, to see what I might get (for semiscience).
    3. todor0v
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      Hi,
      sorry for the late reply.
      Here are two examples on my PC, i5 10th gen, 16gb of ram, gtx 1070ti.
      The first area is the dragonsreach kitchen using jk's dragonsreach mod,
      the second one is in fort greymoor.
  10. todor0v
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    Thank you all for your interest and support!
    The mod made it to the front page for a brief time :)

    Please feel free to write more suggestions that could be implemented or issues that I need to fix in the next update.