Transparent Windows - Immersive Interiors successor

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JP193

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Not the prettiest screenshot but just throwing it out for people who may be intrigued by the title. I'll have better soon, I'm just doing OG textures and making the outside atmosphere nicer, then I'll show more off up close.

Essentially I'm making a mod where windows are actually transparent and in major locations (e.g. Breezehome and taverns) you can see the outside world.
Even in locations I haven't detailed the outside of, the time of day filters through the window making the cell less claustrophobic.

If you want more of an idea, here's the Oblivion version I'm inspired by.

12 comments

  1. dodgeboy121
    dodgeboy121
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    im guessing this idea is DOA?
    1. JP193
      JP193
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      Good question, not really 'DOA' as it is neither dead nor arrived, I put it on hold for a long time for personal/economic reasons shall we say, but it has recently become somewhat revived since Community Shaders has a light fix that means I'd do less mesh work, for more beauty. I also lent the meshes to other modders. But yeah good question, thanks for coming across this, not dead just not active.
    2. dodgeboy121
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      i said " idea " the idea certainly arrived -.o

      I am glad to hear this project may become easier for you... ive always been heavily interested in mods that made the interior and exteriors somewhat connected... thanks for getting back to me i too am coming back to skyrim after a long long long time. cant believe we dont have TES6 yet <.< 14 YEARS. lol

      never the less i am very interested in this mod idea, and i encourage you! hope life is treating you better these days.
    3. JP193
      JP193
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      lol true, got me there. I guess the idea is alive and well, it's the mod itself that has to be gutted to be reborn. I'm gonna keep yapping, feel free to read or don't depending on just how curious you are.

      To explain better, I hit a crossroads with deciding how light or heavy I want the mod to be, back when I started modding I made a lot more dirty edits and "nobody asked for this, author's choice" changes. So the mod has stuff like adding windows to the inside, adding a skylight to Riften Orphanage, stuff like that, but I reckon I'll snip most of it out with xedit except a few things if I return.

      There were a number of *mostly* harmless compatibilities and considerations:
      1. Drengin's (and prob. others') building mods that change the exterior to match the interior, only for me to change the interior to match the exterior.
      2. Do I use Base Object Swapper or edit vanilla? Latter is easier, former has better compatibility with mods.
      2a. There was also a thing where I physically altered palace windows and such but that shouldn't be a consideration once I trim back feature bloat.
      3. Lighting change mods often touch window meshes to cast shadows with, or place little objects around the floor or outside.
      4. There are mods that change the window placement, e.g. in Riften, but again probably sorted since I'll reduce my feature bloat.

      But yeah after this discussion with you I'm ready to take another crack at it starting with dialing back feature bloat as I said. In terms of my mental state it's complicated, though thank you for the well-wishes. I am better at working through it but I juggle several hobbies (and keep forgetting how to mod Skyrim) which is why this one mod is so slow. ;)
    4. dodgeboy121
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      i can understand it being difficult when there are so many mods changing things... i use Jk skyrim atm... actually ive been trying out vortex for the first time... ive always built my mod lists mod by mod... but not too crazy about vortex its kinda a pain lol

      i can understand juggling different hobbies and coming back and trying to relearn everything... kinda a sucky thing about being a human i wish things just stayed in the ole noggin hahah
  2. BrendonofKells
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    It does look like a fascinating mod, though I have to wonder how much difficulty you're going to have with all of the various mods out there changing cities and getting the exterior to match up visually with interior views. I suppose it goes without saying that is incompatible with rustic windows? It's not a big deal honestly. just curious.
    1. JP193
      JP193
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      Thanks. I've actually thought about mod compatibility, so it's entirely fine that you ask, and good questions.

      This'll definitely look like a textwall but I want to be informative and also answer unspoken questions, plus I can refer back here in future.

      So the way I'm *mostly* doing it currently is altering the meshes to have alpha (transparency) on the window sections, and that method has full texture mod compatibility. The current best fit is the Riften set where the glass panes are seperate so I can just change the alpha, so you'll see your exact textures but the window will be see-through.
      The second method I've used when that doesn't look right is with a new texture for the glass, but it has its own name so any texture mods stay installed. Untouched models like house exteriors use your chosen texture like before. I saw some visual oddities in aforementioned Riften so *might* have to use this method more often.

      I'm actually using Rustic Windows myself I think. The only cosmetic hard incompatibility seems to be Extravagant Interiors - Solitude because it changes meshes, but you can salvage the textures out of it.

      City overhauls are another matter, but mostly I don't think you'll notice much as long as the layout looks the same, my outside views are much plainer than the real thing, so you can easily drop stuff like market stalls, banners e.t.c. that city mods add. I could go really accurate but I think it has diminishing returns of effort versus beauty, and my idea is to just to have a nice background view rather than standing right up to a window looking out.
      I'll likely do patches for major mods like JK's Skyrim and my favourite Whiterun mod "Capital Whiterun" where any landmarks you'd notice missing are seen outside, and their added buildings have my features.

      There are only two compatibility issues I will openly admit I'm worried about:
      1 - Interior light and atmosphere changes (like ELFX). I enable visible sky indoors often so I'm concerned that touching that may overwrite the level settings that affects fog, light level e.t.c. but I hope not and I'll test it. Patches or merging the mods could fix it.
      2 - Extensive building mods like palace, player home and tavern revamps. I'm keeping redecorating to a minimum but sometimes I say, place a wall to cover windows facing the inside of an object, which would then just look like a floating wall if another mod made the room wider. Also if a mod adds a basement or additional room it may clip through something because the building isn't floating in a void any more.

      Again sorry for textwall but I wanted to be pretty open and answer both what was asked, and what anyone coming here later might have commented about.
    2. BrendonofKells
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      Actually, I'm one of those weirdos who love the long and detailed explanations  Sorry I haven't responded before, I misplaced the link and these pictures don't stay up on the nexus that long. It looks very promising, and hopefully we'll see more of these sort of mods in the future from you and possibly other creative modder like yourself.
  3. BlueGunk
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    I remember the Oblivion mod (I downloaded it in 2011!!). It felt amazing to see it in game at the time. Well done for taking this up, and good luck with the project!
    1. JP193
      JP193
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      Appreciated! I only recently got the Oblivion mod and it makes interiors feel much more cosy and believable, so knew I wanted it for Skyrim.
  4. jennjenn2222
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    This would be amazing!  I hope you follow through with it <3.
    1. JP193
      JP193
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      Thanks! It's definitely happening, I'll upload an early, achievable scope version first and worry about advanced stuff like rain later on.