Jump to content
hellanios

Landscape Texture Transition Fix (by JmV)

Recommended Posts

Anybody know if this is a retexture, a mesh fix or a plugin-based or other fix?

 

A retexture obviates it for STEP, and mesh might as well, because it will likely conflict with current and vital mods in STEP. However, if the fix is by some other mechanism, then it seems very applicable.

Share this post


Link to post
Share on other sites

The issue is fixed by painting the landscape which is a record.

Im kinda surprised that the unofficial patch guys haven't fixed this themselves.

Share this post


Link to post
Share on other sites

OK, I see it is a plugin ... but how does one 'paint' a record? I am assuming that this is an opacity setting?

 

EDIT: Examining in TesEdit shows "vertext height map" changes to "alpha layer" ... so seems to be adjusting opacity (but I do not pretend to understand how)

 

Looks like an essential fix that we need to use (the only conflicts seem to be skyrim.esm and update.esm)

 

Marked for testing

Share this post


Link to post
Share on other sites

OK, I see it is a plugin ... but how does one 'paint' a record? I am assuming that this is an opacity setting?

 

EDIT: Examining in TesEdit shows "vertext height map" changes to "alpha layer" ... so seems to be adjusting opacity (but I do not pretend to understand how)

 

Looks like an essential fix that we need to use (the only conflicts seem to be skyrim.esm and update.esm)

 

Marked for testing

It's done in the Creation Kit, by using the landscape tool to change the texture assigned to terrain (by painting it with said tool)

What it changes is the Landscape record of each cell.

Share this post


Link to post
Share on other sites

Ahh, I see. I am even less privy to the beastly CK (whom I hate so much but so desperately appreciate)

Share this post


Link to post
Share on other sites

This happens when the maximum texture limit is reached for each cell. I am betting you just very slightly erase or paint in between the problem cells and it corrects itself. Bethesda need to find a better solution or somehing as I don't  remember seeing it in other games ever.

Share this post


Link to post
Share on other sites

version 1.2 has been up for some time. jmv has posted a nice screenshot of the entire map indicating the covered locations.

Share this post


Link to post
Share on other sites

Strangely, I've never come across any of those ugly textures in-game, or I wasn't paying attention. I'll probably find them now, because of this awareness. So the red box is the area he's worked on so far? He's got a long way to go, but I wish him some patience to get it all done.

 

e7qdUM.jpg

Share this post


Link to post
Share on other sites

One concern with this mod is the fact that in order to make the edits to landscape records, the parent worldspace cell records have to be included, which is what any other mod with exterior worldspace edits (not necessarily to the landscape) will also have.

 

Not knowing what anyone might be using for other mods, the default for those parent worldspace records has to be vanilla plus any USKP fixes.

 

This means the mod's plugin needs to load as early / high up as possible so that changes made by other mods don't get reverted back to vanilla state.

 

For this reason, the author has included an .esm version of the plugin, which should presumably load just before Hearthfire.esm or maybe after the USKP .esm (not sure, and this would need to be checked).

 

Point being, load order is very important, and if included in STEP, whether to use the .esm or .esp verison is an important consideration.


Nico has mentioned it https://www.afkmods.com/index.php?/topic/3999-bug-fixes-recommended-in-addition-to-the-unofficial-patches/page-4&do=findComment&comment=155482

 

So it may get hoovered up by the UPP sometime in the future - Everyone is having a break from UPP playing Witcher 3 recently.

After that post, Arthmoor stated that landscape data edits are not something that will be considered for the UP, basically for the reasons I've outlined above.

Share this post


Link to post
Share on other sites

STEP would probably use the esm version and then we can forward anything that needs forwarding using the STEP Patches.

Share this post


Link to post
Share on other sites

Agree. It will need to be handled same way as the USPs. It doesn't make any sense that the USP team will not cover these edits, because a merge with USKP seems like the best place for these edits (so that other plugin creators tend to forward the changes in their own mods).

 

Maybe they think it is too much work or breaks some of the current USP changes?

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By mgregoryd75
      i have been having trouble with my skyrim mod list and the person helping me told me I should post my lootdebug log here.  I am not computer literate so I'm not very certain what this is for but was told to wait for an answer.  So thanks

    • By ButchDiavolo
      Discussion topic:
      Dragon Wall Wisdom - Readable Dragon Walls by morogoth35
      Wiki Link
      A cute little mod that translates the word walls, so you can actually read the lore written there. I have been using it for years and I find it very immersive. Just thought I'd put it out there.
    • By TechAngel85
      Discussion topic:
      Quiverless Bound Bow by Scourgebane
      Wiki Link
      Removes the quiver when summoning and using Bound Bow.
       
      Honestly, this just makes sense to me. It's a magic spell so what's with the quiver and arrows? It makes more sense the arrows would be summoned as needed with magic, just like the bow was.
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.