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Feedback for Grassias Fixas - Whiterun


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I'm posting this here for SparrowPrince. Please give your feedback on the mod: likes, dislikes, critique, discuss...

 

3D Grass File: https://drive.google.com/file/d/0B1_Nlyy2ueu0OG9RakNraENiWXM/view?usp=sharing

No 3D Grass File: https://drive.google.com/file/d/0B1_Nlyy2ueu0N1JnZFlDOFE4MXM/view?usp=sharing
 
This is a new mod that will become part of The Ruffled Feather.
 
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ReadMe with list of all changes:

 

 

OVERVIEW

- Lots and lots of fixes that were never included in USKP or SMIM.
- 3D-looking grass. The grass has 6 new layers that stack up and add a wild-look to the terrain. Performance friendly.
- Brand new textures that are made from scratch, in double the resolution. The textures are also very close to Bethesda's original design (shapes were hand-traced before the detail was added in).
- The top 'trims' of the stone walls have had the grass section nearly cut off to eliminate the bad texture stretches. I feel Bethesda should have taken this approach originally.

 

Texture sizes:

Grass = 1k (was 512).
Road = 2k (was 1k).
Wall and Wall Trim = 2k x 1k (was 1k x 512).

Normal maps are uncompressed half-resolution versions of the above.

 

Compatibility:

SMIM users and similar must NOT overwrite this mod. Using other texture packs is fine as long as you DO NOT overwrite the included textures in this mod. If you want to ask your favourite texture pack author to make their textures fully compatible with this mod, they need to do two things:

  1. Create a 3D grass texture from their base grass texture (wrfieldgrass01.dds). Please refer them to look at 'wrfieldgrass01_3d.dds' for what needs to be done.
  2. Update 'wrstonebase01.dds' so the grass extends out over the stone wall trim a bit more.

 

BUG FIXES [uSKP/VANILLA MESHES]

[wrarcadiabase.nif]

- Fixed texture stretching on the largest grass section.

 

[wrbanneredmarebase01.nif]

- Improved wall texture stretching in many places.
- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrblacksmithbase.nif]

- Fixed two cases of bad texture stretching on wall sections.
- Scaled a wall section so it no longer looks squashed.
- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrbreezbase.nif]

- Fixed bad texture stretching on the end of a wall.
- Corrected the grass decal that overlays the road edges as it was flipped in a strange direction, so it never took form around the cobbles properly.
- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrcarlottaplatform01.nif]

- Fixed a few small wall UV texture stretches.
- Removed a transparency enabler on the wall trim as it was not needed at all. This was also causing a see-through bug in this instance.
- Added some black mesh paint to the lower tunnel so the black plane fades out better.It is still not perfect, as Bethesda did not shove the plane far enough back (like the one on the blacksmith mesh).
- Fixed a grass line on the stone wall trim top. This was caused by the UV texture coordinates overlapping the edge of the texture.
- Fixed quite a large hole in the grass near a wall.
- Corrected the grass decal that overlays the road edges as it was flipped in a strange direction, so it never took form around the cobbles properly.

 

[wrcommonhouseplatform01.nif]

- Improved wall texture stretching in many places.
- Fixed two instances on the edge of walls where the texture was not matching up properly.
- The rocks in this area now have been fixed to remove bad texture stretching.
- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrcompanionbase01.dds]

- Fixed really poor texture positions and stretching on many stair slabs.

 

[wrdrunkenhuntsmanbase.nif]

- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrdrygoodsbase.nif]

- Improved wall texture stretching in many places.
- Removed a transparency enabler on the wall trim as it was not needed at all.
- Fixed a whopping hole in the grass by some rocks.

 

[wrgreathouseplatform01.nif]

- Fixed the mesh normals on one part of the grass. They were bad which was causing a dark area on the surface.
- Fixed a small hole in the same area as the above error.
- Improved wall texture stretching in a few places.
- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrgreathouseplatform02.nif]

- Fixed or corrected UV texture errors on these parts:

  • Fence rectangle wood.
  • Fence end caps.
  • Fence Metal.

- Removed lots (around 55) useless polygons that were hidden inside the fence wood.
- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrgreymanebase.nif]

- Fixed really poor texture placement on one of the walls.
- Fixed a small hole in the grass.
- Removed a roof tile triangle that somehow got exported by Bethesda into this mesh.
- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrhallofdeadplatform01.nif]

- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrmainroadmarket.nif]

- Fixed or corrected UV texture errors on these parts of the well:

  • Wood plank.
  • Wood plank end cap.
  • Stone Bricks.
  • Metal.
  • Well and ground-level stone rings.

- Added a few more polygons to the rope and removed some pointless end caps.
- Painted the bottom of the rope in a gradual black mesh colouring. This means the rope will look like it is catching more and more shadow as it goes deeper into the well hole.
- Added a new custom texture for the well and ground-level stone rings. The new texture (sp_wrstone.dds) is 1k in size. I felt this was needed as the original texture did not have enough space to gain any kind of real detail.
-Beveled the edges of the well stone ring.

 

[wrmainroadplains.nif]

- Removed a extra arch under the bridge that was stuck inside the mesh.
- Fixed lots of texture loops on the stone wall edge trim, causing grass to show through.
- Connected the base water flume bricks so they are one consistent piece.
- Smoothed normals on the water flume.
- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrshacksbase01.nif] and [wrshacksbase02.nif]

- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrstairsplatform01.nif]

-Some slight wall UV texture positioning for the better.
- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrtercloud01.nif] and [wrtercloud02.nif]

- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrtercloud03.nif]

- Added to the road, a grass decal overlay, like every other bit of road has. It was strangly missing here.
- Improved wall texture stretching in many places.
- Removed a transparency enabler on the wall trim as it was not needed at all.

 

[wrtreecircle01.nif]

- Fixed or corrected UV texture errors on these parts:

  • Bridge wood.
  • Bridge stone stairs.
  • Bridge stone wall.
  • Waterway stone trim
  • Waterway base stone.

 

[wrulfberhplatform01]

-Some slight wall UV texture positioning for the better.
- Removed a transparency enabler on the wall trim as it was not needed at all.

 

 

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Thanks Tech. I want to know mainly what people think of the 3d grass. Tech suggested an optional without the grass, which sounds good. Feedback on the bug fixes and textures are also welcome. Do you prefer them over other packs ect.? If not I can make other popular packs compatible.

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If anyone wants the link to check it out, I am sure we would not be adverse to that. Is there a system where only people who are logged in can see the link?

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I really like the road changes.

What is compatibility with other textures that have a different style like?

 

If its going to be some time before release, is it possible to upload a test archive so people can see it ingame?

EDIT: sparrow beat me to it

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Fully compatible, bar the textures you see changed. It may get a release very soon if people like it as it is. I cannot change too much on the textures, bar hues. I worked hard to match those up to vanilla designs.

Edit link:
 

Link to file in OP.

Edited by Guest
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It really is amazing what people can achieve with just a phone nowadays. :rofl:

 

So is this just Whiterun? I don't think any other city except maybe Solitude would have much use for those type of fixes.

 

EDIT: Tech may be the one that likes wine, but I like wine, beer, vodka, tequile, run, gin, bourbon, scotch, and just about everything else. Well, except those terrible European liquors like Campari.

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My phone is from the future.

 

Just Whiterun, yeah. Solitude would be too easy, it only has like 4 terrain meshes. Lol. Nah, I only expected to add the grass, but it turned into this huge mod. My OCD is hard to avoid.

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You didn't overwrite the included textures did you? You can't at the moment. It is just how the terrain works.

 

Edit: Gin n Juice Ess. Gangsta drink.

Edited by Guest
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