ABOUT CONFLICTS
This is a complete revision of the game. Changes original textures and meshes in the data files folder. Use the same nomenclature than the original ones for textures and meshes overriding the Bethesda ones. Also adds dozens of new references using the same form of nomenclator (Tx_wall_adobe_10, then Tx_wall_adobe_20, then Tx_wall_adobe_30...etc). This means that in my modified meshes I altered some references to the new ones adding more details to the game, the most fun factor of modding. This Compendium its created like an entity, changing completely the approach for new graphical improvements. A lot of my work can have an automatic use for new mods cause adds better maps in a myriad of game meshes. This improvements can be on help for everyone. But in some parts need a check from the modder to see how the things work. For old mods you need to check if the new maps work correctly.
Remember, this mod dont made use of any .esm or .esp. Changes the original game content then no new meshes references can be added, only a original modified ones.
Conclusion: This can work with all the content mods out there since make use of original meshes/textures references.
The problem appear if you want to modify the graphical look of some parts of the game using my mod. You will need to check the meshes.
This is only a partially problem, all the landscape textures for example are out of any kind of conflict. The worse come on miscellanea objects and little things that i reworked a lot. The weapons for example.
Example:
A entire weapon is mapped with only a texture. I changed the texture and redo the UVmap of the mesh taking in consideration the new texture. A new mod that wants to change the look of this weapon need:
- Delete my mesh or install on top the original game mesh and then install the new texture (a common situation for old mods), or
- Create an .esp with a new mesh reference ( the most common out there right now), or
- Create the new texture using my improved mesh and taking in consideration my weapon texture to know how the maps work on the new mesh.
Another example for architecture and new references:
I added a few new adobe wall references to the velothi culture to add visual variations to the architecture. If you want to change the velothi look to another more suited to your tastes not only need to change the texture also need:
- delete the velothi meshes that include the new wall references, or
- create new textures with the new look desired using the new texture references making use of the better maps.
This is easy for every modder out there but can be a pain for people without this knowledge. Well, my mod brings a complete graphical experience, if you need to change a lot of things to another direction then my mod its not for you. I never talk about quality, im talking about art direction and global tastes.
Its dificult for me try to explain such a things with my english, i hope to bring some light with this.
P.D.: About the scope of my mod. Yes change all the entire game with some exception, the faces and the silverware, for obvious reasons. The first cause needs a few more months of work (no way). The second because exist the silverware enhancer mod that is an astounding technical and art work i love. It is possible that other parts will be out of the release like some weapons, armors and clothing. I need to start to think in a release date.
ADDENDUMS
Another confirmed improvement for the mod; Staff of Magnus and Keening meshes with rotating textures from Arcimaestro Antares. I tested this artifacts ingame and looks wonderful and powerful. Also i received confirmation to include some Earth Wyrm references for Bitter Coast. His hanging moss and a plant.
Added to the Nich's trees and rock meshes with corrected UVmaps, Oriphier Fang and Fork artifacts and Ashland textures like a base ones from Chris Mike.
More to come.