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MagnusMcMullet

Step 2.10.0 Some texture issues (Enchanting Table, Candles, Barrels...)

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Hello Forum,

 

I just finalized my STEP Core clean install. I think I've followed the Guide to the T, yet some minor issues remained with textures.

 

1. (Big one) The enchanting table texture isn't displayed correctly at the back section where the candles are placed on. I believe this is because of a compatibility issue between the SMIM 2.07 and RCI 2.9 textures and meshes for candles.

The fix I use is installing RCI2.9 sort of as a patch after the STEP compilation, with only the candle option in the FOMOD checked. Then hide everything else not candle related in the RCI mod's filetree (ESPECIALLY the meshes/furniture folder if you wanna use Enchanting Tables Improved, or it's changes will be reversed). This overwrites all the candle meshes and textures with compatible ones (Maybe the STEP Compilation needs to be updated there.)

 

2. Barrels. Step 2.10.0 uses the barrel textures from Skyrim Realistic Overhaul. While they do look really nice, the metal fittings don't quite line up with the mesh from Animated Clutter (barrel01.nif). There's a ridge at the top. I suggest using SMIM's mesh. It lines up perfectly. I didn't like those ropes on the lid anyway.

 

3. These might come down to personal taste. Amidian Born Whiterun textures look fantastic, but the first thing I noticed were those replacement textures for the carvings on the woodwork in Dragon's Reach (wrcastlecarvings.dds) which I personally find very hideous. They're distorted, stretched and only faintly reminiscent of wood carvings. I think the textures from SRO are much closer to vanilla and give the true "nordic" feel. They go well with all the other textures too.

The mouldy venison, cheese and rotten looking cabbage from High Quality Food and Ingredients... well I don't use those. Hi Res Vanilla looks better imho. Canopic jars and Urns, I find SRO is superior to RCI's textures contained in the STEP compilation. These are just my 2 cents on how to improve.

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1.  I have the same issue.  A simpler fix is to hide the following files in SMIM:
 
textures\dungeons\candles01.dds 
textures\dungeons\candles01_g.dds
textures\dungeons\candles01_n.dds
 
 
 
2. I'm not seeing how they don't line up - could you post a screenshot?
 
3. Couldn't agree more re AMidianBorn's wrcastlecarvings texture but I think the problem is that the Vanilla one is just drab and uninspiring and given how much the texture dominates the interior of Dragonsreach it's a prime candidate for replacement. SMIM Celtic is a far more attractive option but obviously exceeds the STEP mandate.  Of course, users can see thumbnail images at time of install and choose accordingly, but a more attractive form of the vanilla version would be welcome.
 
A minor note, AMidianBorn Whiterun isn't part of STEP: Core.
 
Not wanting to hijack your thread, but if I might add a few of my observations/annoyances:
 
4. Trees HD seems to tile the texture that belongs to one of the fallen trees and it bugs me no end.  Can anyone suggest a fix?
 
5.  More texture tiling on the house eaves in Whiterun.
 
6.  Whiterun fugliness - the corner stones look like they're glued over the top.  Once again, can anyone suggest a fix?
 
7.  The Whiterun house motifs have a blank space.  Yes I know that's nitpicky but I don't like it....  :rolleyes:

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Hello theblackman,

 

 

 

1.  I have the same issue.  A simpler fix is to hide the following files in SMIM:
 
textures\dungeons\candles01.dds 
textures\dungeons\candles01_g.dds
textures\dungeons\candles01_n.dds
 
D'oh. Now I feel stupid.
 

 

2. I'm not seeing how they don't line up - could you post a screenshot?


There you go.
 

I just wasted half an hour of my life trying to figure out how to take screenshots which don't look discolored. I've tried enboost, smaa, afterburner and in my despair even the games' feature. all resulting in the same discolored images. Until I was smart enough to open one of these in Photoshop. Appearantly the issue is with Irfanview ignoring color management. I feel even more stupid.
 

 

but a more attractive form of the vanilla version would be welcome.

To me that is exactly what the texture from SRO does. Like vanilla, but more realistic and prettier than the alternate options in SMIM. I think it would be a far more suitable choice in respect of the aim of STEP to value improval over change.

 

Not wanting to hijack your thread

No worries. This could be a general bitching thread for all I care.
 

 

Trees HD seems to tile the texture that belongs to one of the fallen trees and it bugs me no end.

I ended up not using SFO+TreesHD altogether. I have no idea why it is that STEP requires this ancient version of SFO. It has lots of issues, mainly the one that it's totally oversaturated and looks like crap with any enb or weather mod. You stand there in rainy weather with dark skies and the grass still glows like flooded with sunlight. Some of the tundra bushes are just large grasses. Means they don't have a proper mesh. This makes them disappear way too early when moving passed them. They just pop out of the screen in the corners. It makes me nauseous.  Even more noticable with FOV>65 or in 3rd person. I just can't live with that, it's very dominant when running through the tundra near Whiterun. Pop pop pop. I'll look into alternative solutions for vegetation, possibly Improved Vanilla Trees + Simply Bigger Trees + Verdant or Unique Groundcovers, whatever suits me better. I might be going with ELFX for Lightning and Vivid Weathers too. Lots of compatibility issues to figure out though. But so far STEP has been a good learning experience and gives a very good baseline to improve on. Some of the things would've taken me months to figure out, getting all the right patches and whatnot.
Edited by MagnusMcMullet

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I ended up not using SFO+TreesHD altogether. I have no idea why it is that STEP requires this ancient version of SFO. It has lots of issues, mainly the one that it's totally oversaturated and looks like crap with any enb or weather mod. You stand there in rainy weather with dark skies and the grass still glows like flooded with sunlight. Some of the tundra bushes are just large grasses. Means they don't have a proper mesh. This makes them disappear way too early when moving passed them. They just pop out of the screen in the corners. It makes me nauseous.  Even more noticable with FOV>65 or in 3rd person. I just can't live with that, it's very dominant when running through the tundra near Whiterun. Pop pop pop. I'll look into alternative solutions for vegetation, possibly Improved Vanilla Trees + Simply Bigger Trees + Verdant or Unique Groundcovers, whatever suits me better. I might be going with ELFX for Lightning and Vivid Weathers too. Lots of compatibility issues to figure out though. But so far STEP has been a good learning experience and gives a very good baseline to improve on. Some of the things would've taken me months to figure out, getting all the right patches and whatnot.

 

I think STEP still uses SFO v1.87 due to the custom billboards in the STEP Compilation.  If you use a later version of SFO, just run the updated billboards after the STEP Compilation. Source.

 

 

 

 

 

To me that is exactly what the texture from SRO does. Like vanilla, but more realistic and prettier than the alternate options in SMIM. I think it would be a far more suitable choice in respect of the aim of STEP to value improval over change.

I looked at the SRO version both ingame and with XnViewMP and I'm not seeing that much of a difference.  The texture still looks stretched around the pillar and the motif itself is bland.  Am I missing something here?  Here's a screenie.

 

 

Quote

2. I'm not seeing how they don't line up - could you post a screenshot?

There you go.

 

Holy Mother of Dread Sithis.  I've been blind all this time.  How could I have missed that?!  I thought you were referring to the top binding.  But yeah the ropes are a bit average.

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Hmm, that's not like what it looks like for me.

 

https://postimg.org/image/hvp1w0y51/

 

Granted it is still stretched, but I can't see how this would be fixed since this texture is used on different objects, so this looks like they chose the middle ground here (texture is distorted vertically on the pillars and horizontally on the wall panels). But your texture looks more like the SMIM replacement which is double. SMIM seems to edit the mesh to compensate for the stretching and put two textures over another, so both wall and pillar are the same. Because one important thing I forgot to mention is that I also chose the "vanilla" option for the carvings in SMIM. I still think it looks better than amidian WR or SMIM. I don't mind the stretch so much as I do the motif. I guess it all comes down to personal taste anyway. It's all a comprimise of sorts.

Meanwhile I've found some more offenders.

 

On a radiant dawnguard quest I found these textures in Bloodlet Throne.

https://postimg.org/image/cmu0y5fpx/

https://postimg.org/image/puter3d91/

https://postimg.org/image/xv7pfku6t/

https://postimg.org/image/6bothqehh/

https://postimg.org/image/8rqmvkwk5/

 

Ugly plasticky looking textures on the wood furniture. Not really the kind of furnishing style you'd expect in a Vampire's lair. Tried to find these somewhere in my data folder, but I guess I have to look again more closely. I don't have creation kit yet, it would make localizing these things much easier. If anyone knows if there is a proper replacement for those it'll be greatly appreciated.

Another thing, this is how the blue butterfly wing ingredient appears in the inventory (looks really nice):
https://postimg.org/image/6semhwrmd/

And here's the yellow Butterfly Wing. Bleh.
https://postimg.org/image/4mkbneo5x/


 

Edited by MagnusMcMullet

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Thanks for the heads-up. I had the same issue and had no idea what was wrong.

 

Odd that a perfectionist like Brumbek would miss that. 

 

1.  I have the same issue.  A simpler fix is to hide the following files in SMIM:
 
textures\dungeons\candles01.dds 
textures\dungeons\candles01_g.dds
textures\dungeons\candles01_n.dds
 

 

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