To clear up some misunderstandings here: The esp is necessary to give the orc houses their own textures, if you do not enable it, the new textures will not load.
What was done: - reworked meshes with NifOptimizer - saved the plugin in the new CK - Landscape entries from Update.esm integrated - Position entries from USSEP integrated - Fomod restored. Parallax and ETaC patch removed. (Let me know if the patch is needed in SSE, I play without ETaC)
Meaning, very small (tiny) models (3D or 2D) of any object (trees, rocks, buildings, farmhouse, towers, etc) that are been loaded in dinstance to see far away the correct model of that object. So, everytime you using a NEW mod that changing something in the landscape (trees, buildings, statues, etc), then you need NEW "LODs" for those new models, because you'll have the "pop-up bug"; you'll see in the far distance OTHER KIND of a model (lets say some new trees) and when you approaching to those trees then they will "pop-up" the REAL (new) actual model of the new trees!
Therefore, any serious mod author of those kind of mods, he MUST publishing LODs too with his new models. And then, after you install them too, you need to run DynDOLOD (or other "LODs" Creating tool) and re-generate the entire game's LODs.
If anyone is wondering, it's really easy to replace the roof textures of this mod by renaming whatever .dds files you want from any other Orc mods (as long as they're not heavily editing the meshes) and put them back into the zip folder replacing this mod's dds files and boom, you have whatever you want. Like Clevercharff's textures for the roof and stone brick walls. I like it because it makes the orcs feel as advanced as their weaponry.
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The esp is necessary to give the orc houses their own textures, if you do not enable it, the new textures will not load.
What was done:
- reworked meshes with NifOptimizer
- saved the plugin in the new CK
- Landscape entries from Update.esm integrated
- Position entries from USSEP integrated
- Fomod restored. Parallax and ETaC patch removed. (Let me know if the patch is needed in SSE, I play without ETaC)
The patch from that page will get you CTD at kynesgrove's dragon mound.
Meaning, very small (tiny) models (3D or 2D) of any object (trees, rocks, buildings, farmhouse, towers, etc) that are been loaded in dinstance to see far away the correct model of that object. So, everytime you using a NEW mod that changing something in the landscape (trees, buildings, statues, etc), then you need NEW "LODs" for those new models, because you'll have the "pop-up bug"; you'll see in the far distance OTHER KIND of a model (lets say some new trees) and when you approaching to those trees then they will "pop-up" the REAL (new) actual model of the new trees!
Therefore, any serious mod author of those kind of mods, he MUST publishing LODs too with his new models.
And then, after you install them too, you need to run DynDOLOD (or other "LODs" Creating tool) and re-generate the entire game's LODs.
endorsed!
If anyone is wondering, it's really easy to replace the roof textures of this mod by renaming whatever .dds files you want from any other Orc mods (as long as they're not heavily editing the meshes) and put them back into the zip folder replacing this mod's dds files and boom, you have whatever you want. Like Clevercharff's textures for the roof and stone brick walls. I like it because it makes the orcs feel as advanced as their weaponry.