honestly dont even use LAWF. it gad 100s of out of scope, and downrighr erroneous edits that dont actually do anything and cause unecessary conflict surface bloat.
Would be great if you could incorporate missing specular flags into your fixes. There's a script called itaddsspecular out there. So just a few clicks.
This is just a random question for anyone who might know: the mesh mrktemplecrag01 is the giant mountain in the middle of Markarth and is, IMO, a horrible abomination of a mesh - but is that because the mesh is flawed or simply because it is WAY too low-poly for the enormous object that it is attempting to model (which is sadly true for many/most Markarth meshes, at least IMO)?
Since it's not present in this mesh pack or in Markarth Fixed AF, etc. I would assume that it's simply low-poly for the size but I just wanted to make sure. Because it scalds my eyes every time I walk up the stairs to the Markarth watch tower and see those mangled textures, haha.
"Q: This conflicts with some other mod A: Just pick whatever mod's mesh you want to win. SMIM changes are already included, so put this after that."
So if I had to guess, it'd go something like this.
Static Mesh Improvement Mod (if you have it, strongly recommended.) Assorted Mesh Fixes Skyland AIO Skyland Bits and Bobs - A Clutter Overhaul High Poly Project, then Embers XD etc...
Think of SMIM and Assorted Mesh fixes as just main mesh replacers (fixes nearly all items in the game) and anything else you like after that will overwrite these two mods (Skyland AIO for example.) Whatever they miss, SMIM and Assorted Mesh Fixes will take care of.
@SherlockCones @ElRuti as a general rule : If you are unsure if the used Retex mod like Mrf , Skyland , CleverCharrff and so on fixes these problems then i would place Assorted Mesh Fixes after it. Assorted Mesh Fixes however is not supposed to overwrite your Visual Effects mods like EmbersXD , or your 3D model mods like Smooth Wells , Glorious Doors or High Poly Project. In case of High Poly Project you really want to add Xtudos Fixes for it. If you are a ENB user and rely on Split Meshes you also dont want Assorted Mesh fixes to overwrite ELFX / ELFX Shadows or LUX Meshes. But if you use CS LLF you can safely place Assorted Mesh Fixes after those.
If you're using Vortex I suppose one other advice I'd give on this is to separate Meshes and Textures in two separate archives and add them manually to Vortex, that way you can have a bit more control on load order (so meshes win, but textures lose if you're using AIO texture mods), but less hassle compared to individually making rules for each file (as Vortex allows that).
EDIT: Also, based on my own observation and opinion by looking at some of the models in nifskope, you should let this mod's meshes overwrite: SMIM - Improvement Mod SMIM - Quality Addon
One thing that I haven't yet determined the load order on is Riften Architectural Details and Skyrim 3D Docks and Boardwalks. Actually removed both, went with just 3D Riften Docks instead, overwriting this mod.
Conflicts with ELFX, Blended roads, Flickering meshes fix, Realistic outdoor lights, Embers xd, Happy little trees, Skyrim 202x (PFuscher). Not sure which to overwrite and which not.
Any idea if this conflicts with Relighting Skyrim (standard version, not Window Shadows)?
From a quick inspection, Blended Roads and Assorted Mesh Fixes only share a single file (sbridge01.nif), so presumably I can just download the latter manually, extract the folders, remove the conflicting file, re-zip them and install via Vortex, correct?
As not using DynDOLOD or SMIM, is it safe to remove all of these files/folders as well?
Really looking forward to the fixes; the alpha/sorting issues for the broken trees in Solstheim and the Reach moss have been driving me nuts!
Thanks a lot for the mod!
Edit: did as described above (including removal of DynDOLOD and SMIM) and so far, so good.
Looks like there's an errant SMIM chain used for the brazier above and to the right of the Silver-Blood Inn entrance (the one on the left is fine/vanilla).
In my adjusted version of the mod (DynDOLOD and SMIM removed) it's missing its texture, but presumably the mesh itself is incorrect (should be vanilla)?
Removing the markarth folder (meshes\architecture\markarth) fixes the issue, but obviously removes a number of other fixes at the same time.
The problem is that the meshes are inconsistent: the right chain/brazier is high detail (SMIM) whereas the left one and others on the main gate (and I presume/hope elsewhere also) are vanilla.
I don't personally use SMIM and nor do I want to, hence why I removed the SMIM folders included in this mod (perhaps this will cause some other errors, such as the newly textured metal rings etc missing their textures; if so, I'll either reenable it or remove those meshes). Even with the SMIM texture folder enabled however, without the separate SMIM mod installed the mesh inconsistency would remain, only now the single SMIM chain would be textured this time.
While I don't know how the Markarth file was setup, it looks as though the right chain/brazier was accidentally set to reference the SMIM mesh rather than the vanilla one. If helpful, I can take another look and tell you the exact .nif file producing the error?
Thanks again!
(Edited to include the brazier as an issue along with the chain, which I didn't spot at first; presumably they're both part of the same model anyway, but just in case!)
Just had a quick run around Markarth (without going into any of the buildings), and whilst not 100%, it looks like the only chain/brazier issue is the aforementioned one, to the right of the Silver-Blood Inn entrance; all the others are correctly using the vanilla models and textures, however this one appears to use the SMIM model for both brazier and chain (I didn't notice the brazier at first as presumably while the mesh is higher detail, it likely uses vanilla textures).
Just wondering if there's any chance of removing the sole SMIM brazier model from Markarth (Silver-Blood Inn entrance, as described earlier in this thread)?
By using the default meshes/textures anyone who has SMIM installed will have such objects replaced automatically, while those of us who don't want to use SMIM can still benefit from your fixes, but with the vanilla assets.
606 comments
Skyrim Landscape and Water Fixe and Simplicity of Snow
what LO?
There's a script called itaddsspecular out there. So just a few clicks.
Is the file path correct?
meshes\architecture\farmhouse\farmhouseanimdoor01.nif
Thanks for your support.
Since it's not present in this mesh pack or in Markarth Fixed AF, etc. I would assume that it's simply low-poly for the size but I just wanted to make sure. Because it scalds my eyes every time I walk up the stairs to the Markarth watch tower and see those mangled textures, haha.
Thanks man, this is awesome work !
But shouldn't you override mods like cathedral landscape?
A: Just pick whatever mod's mesh you want to win. SMIM changes are already included, so put this after that."
So if I had to guess, it'd go something like this.
Static Mesh Improvement Mod (if you have it, strongly recommended.)
Assorted Mesh Fixes
Skyland AIO
Skyland Bits and Bobs - A Clutter Overhaul
High Poly Project, then Embers XD etc...
Think of SMIM and Assorted Mesh fixes as just main mesh replacers (fixes nearly all items in the game) and anything else you like after that will overwrite these two mods (Skyland AIO for example.) Whatever they miss, SMIM and Assorted Mesh Fixes will take care of.
The rest of the mods may or may not have the bugs fixed.
If you are unsure if the used Retex mod like Mrf , Skyland , CleverCharrff and so on fixes these problems then i would place Assorted Mesh Fixes after it.
Assorted Mesh Fixes however is not supposed to overwrite your Visual Effects mods like EmbersXD , or your 3D model mods like Smooth Wells , Glorious Doors or High Poly Project. In case of High Poly Project you really want to add Xtudos Fixes for it.
If you are a ENB user and rely on Split Meshes you also dont want Assorted Mesh fixes to overwrite ELFX / ELFX Shadows or LUX Meshes.
But if you use CS LLF you can safely place Assorted Mesh Fixes after those.
EDIT: Also, based on my own observation and opinion by looking at some of the models in nifskope, you should let this mod's meshes overwrite:
SMIM - Improvement Mod
SMIM - Quality Addon
One thing that I haven't yet determined the load order on is Riften Architectural Details and Skyrim 3D Docks and Boardwalks.Actually removed both, went with just 3D Riften Docks instead, overwriting this mod.From a quick inspection, Blended Roads and Assorted Mesh Fixes only share a single file (sbridge01.nif), so presumably I can just download the latter manually, extract the folders, remove the conflicting file, re-zip them and install via Vortex, correct?
As not using DynDOLOD or SMIM, is it safe to remove all of these files/folders as well?
Really looking forward to the fixes; the alpha/sorting issues for the broken trees in Solstheim and the Reach moss have been driving me nuts!
Thanks a lot for the mod!
Edit: did as described above (including removal of DynDOLOD and SMIM) and so far, so good.
In my adjusted version of the mod (DynDOLOD and SMIM removed) it's missing its texture, but presumably the mesh itself is incorrect (should be vanilla)?
Removing the markarth folder (meshes\architecture\markarth) fixes the issue, but obviously removes a number of other fixes at the same time.
Any chance of a fix?
what exactly are you missing
The problem is that the meshes are inconsistent: the right chain/brazier is high detail (SMIM) whereas the left one and others on the main gate (and I presume/hope elsewhere also) are vanilla.
I don't personally use SMIM and nor do I want to, hence why I removed the SMIM folders included in this mod (perhaps this will cause some other errors, such as the newly textured metal rings etc missing their textures; if so, I'll either reenable it or remove those meshes). Even with the SMIM texture folder enabled however, without the separate SMIM mod installed the mesh inconsistency would remain, only now the single SMIM chain would be textured this time.
While I don't know how the Markarth file was setup, it looks as though the right chain/brazier was accidentally set to reference the SMIM mesh rather than the vanilla one. If helpful, I can take another look and tell you the exact .nif file producing the error?
Thanks again!
(Edited to include the brazier as an issue along with the chain, which I didn't spot at first; presumably they're both part of the same model anyway, but just in case!)
By using the default meshes/textures anyone who has SMIM installed will have such objects replaced automatically, while those of us who don't want to use SMIM can still benefit from your fixes, but with the vanilla assets.
Cheers!