About this mod

A texture mod that makes use of Community Shaders' PBR feature and covers large parts of the game.

Requirements
Permissions and credits
Changelogs
This mod uses PBR rendering. PBR stands for physics based rendering (the PBR metallic workflow in this case), which is used by most games from the last 10 years. It's most obvious on metals and glass, but the materials react to light more realistically in general. Community Shaders are required - this does not work with ENB at all.
For rough nonmetallic surfaces, the difference to Skyrim's rendering can be subtle on screenshots or in pure ambient light, but the dynamic AO and the better specular lighting are more obvious in scenes with dynamic lighting.


The files:
Main file:
Faultier's Skyrim AIO 4k - everything in one massive file
Faultier's Skyrim AIO 2k - textures above 2k downscaled by factor 2, height maps above 0.5k downscaled by factor 2.
Faultier's Skyrim AIO 1k - All textures (except for some creatures that were already at vanilla res) were downscaled by factor 2 compared to the 2k version. Min res for height maps is 128² and for everything else it's 512².
Faultier's PBR Landscapes 4k - not included in the AIO; mountains are 8k
Faultier's PBR Landscapes 2k - not included in the AIO; textures above 2k downscaled by factor 2, height maps above 0.5k downscaled by factor 2. Mountains still 8k.
Faultier's PBR Landscapes 1k - all textures downscaled by factor 2 compared to the 2k version.
The landscapes have native support for Nordic Stonewalls and Nordic Stonewall Terraces. If you have them installed, a new texture will be applied to them.


Separate files that are included in the AIO:
Faultier's PBR Clutter - clutter, furniture, creatures, misc stuff (a lot of it)
Faultier's PBR Nordic Ruins
- also includes ruins clutter
Faultier's PBR Dwemer Ruins & Markarth
- also includes dwemer ruins clutter
Faultier's PBR Solitude
Faultier's PBR College of Winterhold
Faultier's PBR Ships
Faultier's PBR Shacks, Stockades, Mines
Faultier's PBR DLC01 architecture - fort Dawnguard, snow elf ruins, vampire castle
Faultier's PBR DLC02 architecture - Ravenrock, Thirsk, Tel Mithryn, Apocrypha
Faultier's PBR High Hrothgar
Faultier's PBR orc architecture - reuses farmhouse & nordic ruins textures in vanilla. I gave them unique ones. I recommend to use Vanilla Plus Orc Furniture by Pieter82 alongside it - it's optional though.
Faultier's PBR Skyhaven
Faultier's PBR Soul Cairn
- includes the landscape textures for that place, and added some new cliff meshes & textures with added glow.
Faultier's PBR Sovngarde
Faultier's PBR Windhelm - made a big & non-repeating 500wall texture with all known companion names on it (which is like 70 or something). Also remade all door meshes and made new unique textures for them, and added an opening animation to the grey quarter door. Includes native support for Windhelm Bridge Reforged (if you have it installed, new textures will be applied to its meshes).



Optional files:
German text in ESPs and textures - only contains the textures with text in them. Load this after the AIO. Contains translated textures & ESPs of the clutter, nordic ruins (ESP only), and Windhelm.
Faultier's PBR Dwemer Pipework Reworked Patch - textures and a json file for patching Dwemer Pipework Reworked (made for version 5)


Requirements AIO:

Community Shaders - this mod will not work without it, and it does not work with ENB either
SMIM
- required for the meshes. Vanilla textures that are fully replaced by SMIM are not covered by this mod.
PG Patcher (aka ParallaxGen) - you will need to run this to patch your meshes, so that they use the texture parts and shader flags that are needed for PBR. The patching happens based on json files that I included in the mod.


Requirements Landscape:
Community Shaders - this mod will not work without it, and it does not work with ENB either
Blended Roads - you only need the ESP. The meshes (really blended version, with the 3D stones) are included. Ignore if you use Simplest Roads or Northern Roads.
PG Patcher (aka ParallaxGen) - you will need to run this to patch your meshes, so that they use the texture parts and shader flags that are needed for PBR. The patching happens based on json files that I included in the mod.

Recommended for the landscapes:
ERM
BDS3 - use the brightest option
Do not use double pass snow or ash mods like Simplicity of Snow, BDS2, or Better Dynamic Ash* together with my landscape. They look wrong with PBR.
*If you still want the world space edits of it, you can technically use Better Dynamic Ash with my landscapes as long as my landscape's ESP loads after Better Dynamic Ash's ESP.
If you use mods that use the regular parallax shader alongside my landscapes, run the PG Patcher with the "upgrade shaders" option to convert them to complex material. This makes them compatible with single pass projected snow (BDS3 or vanilla).
Northern Roads compatibility: will probably work. You don't need the Blended Roads ESP if you use Northern Roads. Get a PBR mod for Northern Roads, otherwise you'll get wrongly rendered terrain (CS can't properly render PBR and non-PBR terrain at the same time).
Falskaar compatiblity: get the Falskaar - Landscape Texture Fix. It redirects the landscape entries back to the vanilla texture set records, making it compatible with PBR landscape mods.


NOT COMPATIBLE WITH Terrain Parallax Blending Fix and Majestic Landscapes. They change the texture paths in ways that break my mod. The good part is that they're not needed, because PBR does not break blending in the first place. (Parallax uses its own texture slot for PBR, so the alpha channel of the diffuse map can be used for transparency - just like in vanilla).
Also don't use the experimental option of Auto Parallax with any PBR mod. That one switches the shader type, which breaks the rendering in horrible ways. If you run the PG Patcher, you don't need that option anyway.
Windhelm is incompatible with Icy Windhelm and Snowy AF Windhelm - both use landscape snow diffuse maps together with architecture normal maps. Any PBR mod will probably patch this wrong. If you want more snow in Windhelm, use projected snow.
The rugs (clutter & AIO) are incompatible with RUGNAROK or Detailed Rugs.


Installation order:
- Any non PBR mods that you want to use as the base
- Any mesh fixes mods, like Assorted Mesh Fixes or Solitude Interior Mesh Fixes, or any of Yuril's Fyx mods
- Lighting mods with split meshes like Lux, if you use one
- Any PBR mods, like mine here
- Any mesh mod that should overwrite the meshes I have included in my mod
- Bodyslide output (relevant if you have PBR mods installed that touch armor and clothes, which this one does not)
- PG Patcher Output (run the PG Patcher at this point and install it here, overwriting everything else installed so far)
- Texgen/xLODgen/Dyndolod outputs, if you use them. Run it with all the previous things installed.

The ESPs don't make any critical changes, so this mod can be safely added and removed at any time.


Performance:
The PBR shaders are a bit slower than the vanilla ones, and I used parallax on a lot of things, but the performance impact should be on the low side for most people. What's more relevant is VRAM load and memory bandwidth, because PBR uses more textures than vanilla rendering. That's why I used the optimal compression techniques for each texture type (more about that in the wiki).
For the 4k version, I kept the base colour and normal map at full res, RMAOS at half res, parallax at quarter res, and subsurface at very low res. I also tried to use appropriate texture resolutions for the size of the objects they're used on, so 4k textures for architecture and much of the furniture, but 1k or 0.5k for smaller clutter items, like ingredients and food (they're so small that they'll still look higher res than the architecture).
The 2k version of the AIO has all textures above 2k downscaled by factor 2, and all parallax maps above 0.5k downscaled by factor 2. The architecture might look lower res, but the clutter should be mostly unchanged.
The 1k versions has almost everything downscaled by factor 2 compared to the 2k version. Architecture will mostly be at vanilla res and landscape will be at 2x vanilla.


Notes:
For the meshes I did include in the mod, they're based on SMIM, USSEP, and Assorted mesh fixes (the latter two are not required).


Other PBR mods you can try:
(none of these are covered by my mod)
Exist's Caves
Exist's Imperial Forts
Exist's Farmhouses
Exist's Riften
Tomato's PBR Whiterun
Tomato's PBR Farmhouses
Realistic PBR Footprints

Special thanks to Jonahex for developing the PBR shaders! You did awesome work!
Also thanks to RealExist for creating meshes for me, for creating the initial nif patcher that I used extensively, for testing my mods, and for being good company on the Community Shaders Discord server!
And thanks to hakasapl for developing the PG Patcher and dealing with all the complaints!
And of course a huge 'thank you' to everyone whose work I relied on (a full list is in the credit section)!

I used InstaMat for some of the textures (like the bookwall in Apocrypha or some Windhelm walls): https://instamaterial.com