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Static Mesh Improvement Mod - SMIM (by Brumbek)


z929669

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If I'm reading the changelog for 1.63 correctly, we no longer need Jewels of the Nord.

Version 1.63-SMIM'd the entire Gold and Silver ring set (goldring and silverring meshes) to make the rings actually round. Thanks to pfaffendrill for letting me modify his texture from his great Jewels of the Nord mod.-Ring meshes for Complete Crafting Overhaul Remade or Jewelcraft mods also included as an install option.-SMIM'd the most common dead tundra tree used in over 800 places (tundradriftwood01.nif). This fixes the horrible UV mapping on the roots and uses a new texture.-Edited both Hagraven load screen meshes to fix the feathers clipping through the legs and minor UV improvements to cloak (loadscreenhagraven01.nif, loadscreenhagraven02.nif).-Slightly enlarged the cave_lamp01.nif bowl to remove clipping from the fire mesh placed in many of them. This is a vanilla issue I fixed.-Updated some meshes with new USKP 2.0.1 fixes detailed below.-Cast shadows flags added for mountaincliff03.nif, mountaincliffsm01.nif, mountainridge01.nif, mountaintrim01wet.nif, and mountaintrim01.nif.-Fixed collision for commontablelow02.nif.-Thanks to Arthmoor and the USKP team for the fixes.

 

Sounds like you're right.
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Seems I'm already using 1.63.

 

There are only 4 files that are not conflicting between these two mods, which are the four texture files: genericamulets.dds, genericamulets_n.dds, genericrings.dds, genericrings_n.dds. SMIM uses it's own file structure to provide the textures ( textuessmimarmoramuletsandrings ) and I'm not entirely sure how these textures may be conflicting because I'm not entirely sure how these custom file structures interact with the game. I would assume via ESP (which we disable?).

 

We could simply have users hide the mesh folder for Jewels of the Nords since SMIM is now covering all of those. As for the textures...like I said, I don't know how these are handled in the game. We may be need to hind the genericrings texures and that would be that; however, at that point we'd only be using the mod for two of its textures. Really only one and its normal. So still unsure if that is worth keeping the mod for.

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We should move Jewels of the Nord to the top of Conflicting Graphics to let SMIM override the meshes.

The only two files Jewels of the Nord will have in-game will be the genericamulets.dds and genericamulets_n.dds amulets texture and normal.

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  • 1 month later...

Version 1.65

-Fixed the flickering snow skirts SMIM added on the green cliffs dungeons meshes (enabled Blending on alpha properties). -Restored proper roots texture for minecliffs01.nif, minecliffs02.nif, minecliffs03.nif, minecliffscornerin01.nif, minecliffscornerin01ns.nif, minecliffsisland01.nif, minecliffsisland01ns.nif. The original meshes applied the rock wall texture to the roots in error. -Fixed some UV mapping errors on the dungeons cliffs skirts for all types (green, mine, ice). This fixes some ugly seams and lines. -Added a new install option to improve the snow dungeon cliffs skirts by making them use a snow texture. An .esp is required since the Skyrim engine can't render materials on alpha blended textures.

Looks like there is a new SMIM plugin in this update, need to see what that looks like in game. I may have to add it to the patches. :(

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This is what the new plugin does:

Posted ImagePosted Image

Pretty much adds in some snow to the cliffs to cover up the seems so they don't blend so weird. I like it and if others like it I see no reason it can't be merged with the STEP Patches for avoid using another plugin. There are other areas it affects, but I think they are all kinda the same thing where snow is added to cave rocks to cover seems.

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There are only 4 files that are not conflicting between these two mods, which are the four texture files: genericamulets.dds, genericamulets_n.dds, genericrings.dds, genericrings_n.dds. SMIM uses it's own file structure to provide the textures ( textuessmimarmoramuletsandrings ) and I'm not entirely sure how these textures may be conflicting because I'm not entirely sure how these custom file structures interact with the game. I would assume via ESP (which we disable?).

 

The way almost all of SMIM's custom textures are used is that they are referenced directoly in the corresponding mesh file.

 

This allows Brumbek (and other mod authors) to make vanilla mesh replacements, but avoid replacing the textures used by the meshes, in case they're used by other meshes.

 

So, for example, the SMIM- supplied meshesarmorgoldring_1.nif refers to a couple of textures in textuessmimarmoramuletsandrings (smim_my_precious.dds & smim_my_precious_n.dds), as seen here:

 

Posted Image

 

I'm not sure which of SMIM's meshes refer to the genericamulets.dds, genericamulets_n.dds, and genericrings.dds textures, though. That would take opening up each one and checking one by one.

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The new patch is easily merged to any other plugin if you want to do it yourself. I've added it to the working 2.2.9 patches since we are done with 2.2.8 pretty much.

 

I don't think I've given the working patches out publicly yet, but if you know my github site then you can have em.

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  • 2 weeks later...

Looks like Brumbek is putting in some serious time. There more plugins in this one which means I have to look into it.

 

Boooooooooo..... work.Version 1.67

-SMIM'd the Shack Roof meshes to make them 3D instead of the very horrible 2D flat surfaces. Collision hasn't been updated since the developers intend the roofs to be impassable regardless of appearance. -Included a new .esp and Dragonborn .esp to fix numerous Shack mesh placement errors and duplicate placements. -Included a new .esp for Better Dynamic Snow users since now the Shack roofs can use the real BDS snow texture since the roofs don't use alpha channels anymore. -Edited the UV mapping on every Shack wood beam to greatly improve the UV mapping and eliminate major texture stretching. -Edited most Shack wood beams to have proper caps instead of the ugly skewed wood appearance. -Edited many Shack wall meshes to improve UV mapping so the wood slats texture matches better.

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I'm going to go ahead and say we are adding the new shack textures and fixes. 

Posted ImageThey go from 2D to 3D and there are some misplaced which Brumbek corrected.

 

Obviously, we will not need the new plugin or the DB add on plugin since I'm going to take of those for STEP users. (actually already have).

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