A small edit which makes a big difference. Thank you.

Imperial Fort Battlements
Started by
Site Bot
, Apr 20 2022 06:33 PM
126 replies to this topic
#31
Posted 20 April 2022 - 11:12 PM

#32
Posted 21 April 2022 - 01:07 AM

Then you know what you should do. Add MATCHICOLATIO-O-O-O-O-O-O-ONS!!!1
#33
Posted 21 April 2022 - 02:55 AM

Looks fantastic man. So much better than vanilla looking at them side by side. Will have to get some pics tomorrow. Currently running KG's Forts. I'll have to double check to be sure, dont remember if they included any meshes for the forts I that one or not.
(Not in the non-parallax version I'm using anyways. Nice.)
Great stuff man, keep it up. ;)
(Not in the non-parallax version I'm using anyways. Nice.)
Great stuff man, keep it up. ;)
Edited by Lexifer452, 21 April 2022 - 02:59 AM.
#34
Posted 21 April 2022 - 04:44 AM

Wow! This is a fantastic addition. Such a tiny change with an outsized impact. Thank you.
I'd installed it last night, redid my DynDOLOD, and had forgotten about it by the time I had a chance to load up Skyrim today. I happened to pass Fort Greymoor on the way to Rorikstead and stopped in my tracks when I suddenly noticed the crenellations and had to screenshot it (shared as a user image).
I never consciously knew they were missing until they were suddenly there and a tiny niggle at the back of my mind I'd never noticed was suddenly silenced. Now the battlements look proper.
Amazing. Endorsed.
I'd installed it last night, redid my DynDOLOD, and had forgotten about it by the time I had a chance to load up Skyrim today. I happened to pass Fort Greymoor on the way to Rorikstead and stopped in my tracks when I suddenly noticed the crenellations and had to screenshot it (shared as a user image).
I never consciously knew they were missing until they were suddenly there and a tiny niggle at the back of my mind I'd never noticed was suddenly silenced. Now the battlements look proper.
Amazing. Endorsed.
Edited by DeterministicFreeWill, 21 April 2022 - 05:57 AM.
#35
Posted 21 April 2022 - 05:08 AM

YES Machicolations next!
Also while I'm here, I'm guessing this mod will play well with mesh replacers (like SMIM and High Poly Project) and texture replacers since (from what I can tell) it just adds new objects to the world? And in that case it wouldn't really work well with mods that modify the layout of forts like these (not that I'm using any), right?
Also while I'm here, I'm guessing this mod will play well with mesh replacers (like SMIM and High Poly Project) and texture replacers since (from what I can tell) it just adds new objects to the world? And in that case it wouldn't really work well with mods that modify the layout of forts like these (not that I'm using any), right?
#36
Posted 21 April 2022 - 07:13 AM

ok will do..
#37
Posted 21 April 2022 - 07:25 AM

is this compatible ? with Skyland - Imperial Forts and Dungeons :)
#38
Posted 21 April 2022 - 09:34 AM

This will be a nice addition to my load order, thank you! Also what is that grass you're using for the tundra ?
#39
Posted 21 April 2022 - 10:15 AM

Will use Textures from Skyland you have installed, this is a mesh replacer just let it overwrite any meshes also Skyland is none parallax (single pass) so your good to go . : )
Edited by Garymmorris5976, 21 April 2022 - 10:32 AM.
#40
Posted 21 April 2022 - 12:08 PM

Yep, Gary is correct. This is just meshes that follow the vanilla texture pathing, so all retextures work perfectly. Thanks! :)
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