I'm sure it would be a lot of work but is there any chance in the future of getting PBR conversions of your retextures? I refuse to play without your mods but i also am in love with the new PBR features CS has implemented. Anyways thanks for all of your amazing work!
Hey PraedythXVI, there's no dstonewall02.dds included, is it actually not used by the game ? Asking because it is included in Dawnguard Fortress Improved by raiserfx.
Hi, it could be a texture included and used by that mod only, i know the mod "the great city of winterhold" does that. Edit: just checked real quick in the vanilla bsa's and dstonewall02.dds isn't there so it's not a vanilla texture.
I see you're using V2, i only added CPM for V3, i don't plan on adding CPM to V1 and V2. And in V3 both Stonewall01 and DCeiling have parallax so maybe your meshes aren't patched properly, parallaxgen isn't perfect so you might want to check the meshes.
Is the big rock texture supposed to look like this with CPM?https://imgur.com/a/3FHp2qO I have the Complex Parallax enabled in my ENB and i ran ParallaxGen to give it depth but the big stone one doesnt work like the other texture on the right
The 1st photo seems to have a stronger parallax effect compared to the one ingame. Is that from an older version? Having 2 diff depths make it look wrong personally, its almost non existant tbh
Oh wow, you're right xD i may change that, whether i'll make the parallax on the right less intense or the one on the left more intense i'm not sure but i'll take a look at some point.
I just checked both _em textures and the gray values are similar so depth should be near identical.. perhaps it's the same problem the doors had and needed to use the face normals feature in nifskope to fix the parallax but checking every mesh where it looks flat in vanilla then in location overhauls would just be too much.
Edit : or perhaps, because it looks almost as if it is disabled in your last screenshot, you might want to check that nif to see if parallaxgen or whatever tool you used, properly patched that nif.
I recommend using ParallaxGen then check the output meshes one by one, in my case there were alot of meshes which shouldn't have been patched or were patched incorrectly.
Meshes need to have shader type Environment map, environment map strength set to 1 and also check that they are actually using the _em textures from this mod in the 6th slot.
Thanks for your great work! What other texture pack (main cities, landscapes etc.) would you recommand that could pair well with your art style? Personally I'd want a consistent visual style across the game.
That could pair well with my art style i'm not sure (been a while since i actually played the game) but in terms of quality i recommend anything by Winedave, AgentW and Fadingsignal. Following the Skyrim Unification Project should help, ra2 knows his stuff and works on making everything consistent within SUP along with the others working on it.
Thank you for this amazing retexture, it's been a staple in my load order for years!
If I understand CPM correctly, Praedy's Fort Dawnguard Parallax by Kulharin is no longer necessary when using ENB and your CPM textures, right?
Also, if you have the time, could you edit the FOMod to make the main textures optional, so we can install the SOS patch independently? I'd be happy to edit the FOMod code myself and send it your way if that helps!
Oh, my mistake! The FOMod and SOS patch I mentioned are actually from your Castle Volkihar retexture, not Fort Dawnguard. I got the two mixed up. Both look absolutely amazing!
Ah.. if by "install the SOS patch independently" you meant as an optional file i won't be doing that since i want everything under one archive, if i misunderstood then feel free to edit the fomod code and send it :)
Edit: If using complex parallax / materials, the old school parallax patches are no longer necessary.
Thank you so much for your mods. I like it so much. But after update your nice doors don'r work any more (esp and espfe too).
P.S. Sorry, I find problem. Your mod is OK. It's Immersive Interactions-47670-1-67, when I returned to 1-66 the doors are working again. I leave this information in case someone has the same bug.
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Edit: just checked real quick in the vanilla bsa's and dstonewall02.dds isn't there so it's not a vanilla texture.
And in V3 both Stonewall01 and DCeiling have parallax so maybe your meshes aren't patched properly, parallaxgen isn't perfect so you might want to check the meshes.
I have the Complex Parallax enabled in my ENB and i ran ParallaxGen to give it depth but the big stone one doesnt work like the other texture on the right
Having 2 diff depths make it look wrong personally, its almost non existant tbh
i may change that, whether i'll make the parallax on the right less intense or the one on the left more intense i'm not sure but i'll take a look at some point.
Edit : or perhaps, because it looks almost as if it is disabled in your last screenshot, you might want to check that nif to see if parallaxgen or whatever tool you used, properly patched that nif.
Following the Skyrim Unification Project should help, ra2 knows his stuff and works on making everything consistent within SUP along with the others working on it.
If I understand CPM correctly, Praedy's Fort Dawnguard Parallax by Kulharin is no longer necessary when using ENB and your CPM textures, right?
Also, if you have the time, could you edit the FOMod to make the main textures optional, so we can install the SOS patch independently? I'd be happy to edit the FOMod code myself and send it your way if that helps!
I can make this change in the fomod sure but what is the SOS patch you're talking about ?
Edit:
If using complex parallax / materials, the old school parallax patches are no longer necessary.
But after update your nice doors don'r work any more (esp and espfe too).
P.S. Sorry, I find problem. Your mod is OK. It's Immersive Interactions-47670-1-67, when I returned to 1-66 the doors are working again.
I leave this information in case someone has the same bug.