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Disaster! Flora glows like FEV Chemical Spill


RangerTeamEcho

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When something glows like that, it is usually that the normals are not loaded or are is missing, the dds files that ends with _n.dds. Is it original flora or a texture replacer? If it is a texture replacer, do you use SkyBSA?

 

Otherwise it do look like a very nice bright summer day.... :wink:

 

Missing normals can also have the opposite effect, turning an object black. I did had a problem with a painting that I had to fix by adding a normals to it as it was black.

 

How much light an object reflect, is calculated from many factors, both by the type of normals and its transparency and also by the object itself. Landscape is not objects that can be edited with NifSkope though, only by the type of textures used...

Edited by Pellape
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no no, i had no error or crash before. it's because i lay on too many overhauls. some do not replace, they completely add new shrubs or another layer under existing cover. too much

 

i was hoping for more replacements, than additions. evidently this was not so. it's ok i will uninstall and reinstall from fresh.

 

i post this pic here because i never seen a result so disgusting lol

 

ps. the radioactive green comes from the grass, it's not reflected sunlight ha-ha... :s

Edited by RangerTeamEcho
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Well if you ask me, the only Overhauls you need is MOO and WAC and be careful with the "better" mods or something will break sooner or later. For textures, I do use Qarl's, nothing else.

 

Oblivion is not that stable to mix around with to much really as it is very easy to break it. Morrowind was better in that way, as you could fool around a lot with it and it would still run, no matter what. ;)

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yeh too many is overkill. in case u interested to know 'How to make FEV Grass', i used :-

 

x4 Upscaled Textures + Qarls + Tree Overhaul + Grass Overhaul + Improved Trees Flora 1+2 + Natural Environment 2.1.3 + Detailed Terrain Beta II + DT SI + HR Roads + Imperial Roads + Bruma cobblestones , but not sure which sequence (i tested a few). anyway i had to test to find out.

 

***

 

This is just my opinion, but the only actual culprit for my case (up to this present time, but my modding is not finished) is the addition of the 2 overhauls (tree and grass). No, there's nothing wrong with them, but they are pretty extensive overhauls and this plus the Flora + NE + DT resulted in too much green

 

i would advise either A) Flora + NE + DT OR B) Trees and Flora Overhaul only (if u want NE, only for other unrelated effects like eg. water/masser & secunda or DT just do the roads)

 

for this round of oblivion i choose A above, but there r 6 possible combinations : tonight i will revert oblivion 6 times taking photos across cyrodil start, marketplace, bruma and then choosing the best overwrite:-

 

Flora + NE + DT

Flora + DT + NE

NE + Flora + DT

NE + DT + Flora

DT + Flora + NE

DT + NE + Flora

 

weird, what a coincidence. these 3 more or less compliment each other perfectly, in terms of landscape, environment, terrain cover, trees, other natural elements. results were basically the same no matter which order u installed/overwrote them (and i suspect they more so overwrote QTP3, not each other).

 

more specifically,

 

- it would appear, in my installation anyway, NE + DT = do not conflict with each other in any way.

- only visible additional effect of installing Flora onto (NE + DT) is the Canopy Shadow Effect afforded by Flora. I really love that, worth it for me to install just the shadow (inversely, installing NE + DT onto Flora, yields exactly same overall result. weird! no diff)

Edited by RangerTeamEcho
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