For those who have not been following along in the Show us what you are working on threads, I have started a project for fixing some issues with some of the Redoran interior tiles such as ceiling height mismatches, UV fixes, and alternate tiles to get rid of that center column spot on the ceiling to make the tiles match up better with the large center tiles and others.
Couple pictures for those who had not been following along:
http://www.tesvskyrim.com/screenshot-1969-1
http://www.tesvskyrim.com/screenshot-1987-1
http://www.tesvskyrim.com/screenshot-1989-1
http://www.tesvskyrim.com/screenshot-2024-1
This is the status of the project currently:
Things to fix:
in_r_s_int_lcenter_06
in_r_s_int_lentrance_02
in_r_s_int_lentrance_05
Review all the completed tiles (UVs mostly) to make sure I fixed/improved everything I can.
Make the esp (CS esp in progress)
Release
Things fixed:
in_r_l_int_arches_01a
in_r_l_int_entrance_02a
in_r_l_int_lcenter_04a
in_r_l_int_lentrance_02a
in_r_s_int_center_05 (Fixed pluginless replacer) Various small UV fixes here and ceiling height mismatch fixes.
in_r_s_int_center_05a
in_r_s_int_center_06 (Fixed pluginless replacer) Various small UV fixes here and ceiling height mismatch fixes.
in_r_s_int_center_06a
in_r_s_int_entrance_02 (Fixed pluginless replacer) Various small UV fixes here.
in_r_s_int_entrance_02a Changed from original to remove that center column spot to match up with the large center tiles (and others) better.
in_r_s_int_larches_01 (Fixed pluginless replacer) Various small UV fixes here.
in_r_s_int_larches_01a Changed from original to remove that center column spot to match up with the large center tiles (and others) better.
in_r_s_int_lcenter_03a
in_r_s_int_lentrance_06a
in_r_s_int_wall_01 (retexture one column spot)...what appears to be happening...Tri In_R_S_int_wall_01 2 is set to Tx_Redoran_tile_01.tga, while Tri In_R_S_int_wall_01 3 is set to Tx_Redoran_tile_03.tga. In vanilla Morrowind this is not a huge problem as both textures are basically the same. Looking in Morrowind.bsa...Tx_Redoran_tile_01.dds is a 256x256 version of Tx_Redoran_tile_03.dds (which itself is 64x64). Now let us throw in a texture replacer. Depending on your texture replacer...those 2 textures may no longer look like each other (mine do not). I do plan on including this tile which I have fixed to both of those pieces being set to the same texture, Tx_Redoran_tile_03.dds, so that it matches up correctly with all the other pieces. I have checked all 36 of the places it is used, and so this one mesh is a good candidate for pluginless replacer and will be included as such.
What I would like to know currently is what people think about just releasing the alt tiles as a pluginless replacer? People may have used the tiles in mods and taken those column spots on the ceiling into account in their mod and so the alt tiles would then look odd for those people. I need to check all those tile locations in the vanilla game and make sure that pluginless would indeed be a viable option. If not then I will most likely release the alt tiles as a replacer with an esp along with them being a modder's resource (which was my main intent)
Comments, critisicms, ideas welcome.