I will not be granting permission for this mod to be included in Bendr. I don't believe that exaggerated normal maps make things look better both from a technical perspective and for respecting the original mod creator's vision.
Hi! I really like your textures. Is this mod compatible with BDS3? I'm trying to use it with BDS3, but I'm running into some color mismatch issues. I tried using the BDS patch, but it didn’t work; the result was even worse. I tested it with SoS and the colors looked perfect, but I'd like to use it with complex parallax materials, so I'm trying to make it work with BDS3.
SoS still works "ok" on complex parallax. What do you mean that it looked worse? The colors should be set properly if the BDS patch is active, but BDS can have visual issues depending on if bEnableProjectedNormals is on or off.
What I meant to say is that the snow on top of the rocks and the blended roads have a more bluish tone compared to the landscape colors when I use the BDS patch (without the patch, the colors are much closer to matching).
I did some testing with the .ini setting bEnableProjectedUVDiffuseNormals=0, and the colors looked much better. However, the BDS mod page recommends setting bEnableProjectedUVDiffuseNormals=1, so I'm not sure what the correct configuration is.
By the way, I'm using Community Shaders (pre-PBR update) and Azurite Weathers III.
The BDS patch should merge the singlepass change with setting the RGB color to 165/165/170 which is the closest color to match the snow landscape. I don't know if CS is doing something else with processing of it.
Projected Normals will give you more detail on the surface but mostly by making the snow slightly translucent, causing it to not be full brightness and also causes streaks down walls based on the vector of the Material Object being applied. This is fixed by turning off projected normals but then it becomes white paint. Using decal shaders (simplicity of snow) paints the exact texture over but doesn't really take details from the surface and causes z-buffer issues with the shapes when you move further away from them (eg. surface clips through things it should be behind). It's a real Todd choice.
Thanks for all the explanations! In the end, I decided to keep bEnableProjectedUVDiffuseNormals=0 because I found your snow to be the best fit for my modlist. I didn’t notice any significant benefits from other mods that require this setting to be enabled, and I definitely prefer the aesthetics of your mod. Thanks again!
Hello ... on the subject of those lod and sos fixes you offer. Is it correct to assume that they are not needed if using CShaders. I don't see any difference with them and the new CS have it's own lod brightness slider-based fix so basically i blend with them and not additional plugins. I'm using your snow mod but I was wondering if I even need those fixes.
You absolutely want the SoS shader edits or you will have mismatched snow colors up close when using any "_original" snow material. If you don't see a difference with the lod plugin and it looks fine to you, then don't use it. I don't know how the CS modules change things.
This has been my snow mod since it was released (loved Glacies too) but I've been thinking of trying Terrain Helper ( https://www.nexusmods.com/skyrimspecialedition/mods/143149?tab=description ). Just wanted to see before I start compiling my mod list if you were considering a version which supports this.
It's on my to-do list to do a FOMOD with some of the stuff I've been working on. There's no opacity map option so it's not useful just for this mod but I can at least give the option for it not to break if you add _p paths for all landscape.
Sweet! I'm still a couple of weeks from actually putting anything together but will check back here for updates. It's amazing how much of a difference good snow makes to the aesthetic of the game.
fantastic mod. *Endorsed*** Best snow mod on nexus. Will report, not sure if it was optional to if we had said issue or not....but the Snoblind - Snow01AltA Tex for fx snow update file actually messed up my snowdrifts. Was very confused and was down to just toggling that mod off. Toggling off that update fixed the snowdrifts and there is no seem and the lod is flawless
yes this is pertaining to the flat snowdrift decal, with patch ((Snoblind - Snow01AltA Tex for fx snow update)) they looked crazy and had a different color tinted seam/border and LOD was also messed up. Without patch they blended completely perfect in LOD and in field of view. I can replicate it if you would like.
That's really strange because it looks fine for me in nifskope. Without the patch they should have been using the vanilla snow texture which wouldn't match at all. At the worst case the blending is a bit blockier because it's using the heightmap alpha and not an opacity one.
The flat snowdrift fx also shouldn't be showing up as lod at all.. I'm going to need some screenshots.
Added LOD Snow Color patch (Update files) and BDS patch (Optional files). BDS includes LOD so you don't need both. I'll do a FOMOD at some point in the future to handle all this.
Can someone please tell me how to fix the color difference between the distant road and the snow next to it? I understand it's not a problem with this mod, but I cannot find any solutions. I use Snoblind and Simplicity of Snow.
That said, lighting can affect the Landscape and meshes very differently. You will probably get the best results with a good ENB preset to even it out.
Distant LOD will mismatch unless you set the colors. I need to do an update with a plugin for that and also for BDS3 now that I'm using it.
I realize you probably don't have time, but just seconding the request for a non-Community Shader/ENB/Parallax version. Your textures are GORGEOUS....just actually blinding for those of us without the hardware to run the computationally intensive stuff. XD
This is the work of a true master, thank you for the great mod bro, but I guess there is something wrong with my game, after installing the mod, while walking around the map I can't look up from the terrain, I keep looking at the ground, I guess your mod fixed the game but broke me lol
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I did some testing with the .ini setting bEnableProjectedUVDiffuseNormals=0, and the colors looked much better. However, the BDS mod page recommends setting bEnableProjectedUVDiffuseNormals=1, so I'm not sure what the correct configuration is.
By the way, I'm using Community Shaders (pre-PBR update) and Azurite Weathers III.
Projected Normals will give you more detail on the surface but mostly by making the snow slightly translucent, causing it to not be full brightness and also causes streaks down walls based on the vector of the Material Object being applied. This is fixed by turning off projected normals but then it becomes white paint. Using decal shaders (simplicity of snow) paints the exact texture over but doesn't really take details from the surface and causes z-buffer issues with the shapes when you move further away from them (eg. surface clips through things it should be behind). It's a real Todd choice.
Also, any plans to support CS PBR? Totally cool if not, since I can keep using this while having PBR elsewhere :)
Best snow mod on nexus. Will report, not sure if it was optional to if we had said issue or not....but the Snoblind - Snow01AltA Tex for fx snow update file actually messed up my snowdrifts. Was very confused and was down to just toggling that mod off. Toggling off that update fixed the snowdrifts and there is no seem and the lod is flawless
It's possible that version of the texture expects a particular alpha value or something else weird.
The flat snowdrift fx also shouldn't be showing up as lod at all.. I'm going to need some screenshots.
I use Snoblind and Simplicity of Snow.
https://imgur.com/a/7tC6KFJ
That said, lighting can affect the Landscape and meshes very differently. You will probably get the best results with a good ENB preset to even it out.
Distant LOD will mismatch unless you set the colors. I need to do an update with a plugin for that and also for BDS3 now that I'm using it.
Thanks
Edit : my bad, had to update an other mod, everything looks correct now