[RELz] Static Mesh Improvement Mod (SMIM)

Post » Thu May 24, 2012 4:18 pm

Loving the mod, version 1.09 had some very nice improvements.
Unfortunately version 1.10 appears to be non-functional through Nexus Mod Manager (a number of comments of that on the Nexus page, and you can add my name to that list as well.) So will have to wait for that to be fixed to comment on the changes made there, which sound rather good as well. :wink:
Ah, I figured it was just a fluke for me, I didn't consider it might be something else keeping me from installing it. Manual installation isn't that hard for this mod, though, I suggest doing that.

Also, since you've fixed the Whiterun bridge chain, and the hanging signs chains, maybe you can replace the pull-chain-activation-switch chains, too. I never noticed how bad they looked before until you started putting real chains in the game.

the newly added 1.11 still crashes at the end of the installer for me..
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Jason Wolf
 
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Post » Thu May 24, 2012 6:44 pm

This mod needs to ditch the smim texture folder and make use from Skyrim HD texture replacer or make the textures use textures in the texture folder not smim.
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Yonah
 
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Post » Thu May 24, 2012 4:32 pm

Don't mind me, just reading through 140+ posts.


I really hope Brumbek makes this one huge overhaul (that's his plan, right?). The changes in the architecture are so much better. The rounded-offness of tables and posts is delicious.
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Erich Lendermon
 
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Post » Thu May 24, 2012 9:30 pm

Here are two examples of Windhelm's http://cloud.steampowered.com/ugc/487751204036691413/87D664F9045024A5C9E8E9929AFD5DB15F34FACA/ http://cloud.steampowered.com/ugc/487751204036692512/9A4AED012F2ED9A193D79E13D202BC77BE3A411B/ that are visible as soon as you enter the front gates.
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xx_Jess_xx
 
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Post » Thu May 24, 2012 8:02 pm

Here are two examples of Windhelm's http://cloud.steampowered.com/ugc/487751204036691413/87D664F9045024A5C9E8E9929AFD5DB15F34FACA/ http://cloud.steampowered.com/ugc/487751204036692512/9A4AED012F2ED9A193D79E13D202BC77BE3A411B/ that are visible as soon as you enter the front gates.
Fixed for you :tongue:

Winterhold doesn't have "front gate" so to speak.
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Undisclosed Desires
 
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Post » Fri May 25, 2012 1:14 am

Fixed for you :tongue:

Winterhold doesn't have "front gate" so to speak.

I've heard it both ways :ermm: :tongue:
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Hearts
 
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Post » Thu May 24, 2012 1:08 pm

Version 1.11a is out. Hopefully it installs correctly now with the new .esp I added.

http://static.skyrim.nexusmods.com/downloads/images/8655-2-1330380662.jpg.

Version 1.11 February 27, 2012
  • I realize all my mesh edits since mid-February (most farmhouses, archery target, all whiterun) had normal maps disabled due to 3DS Max exporter issues. All recent meshes fixes and now look way nicer.
  • New screenshots uploaded to Nexus to show off the true appearance of my farmhouse, archery target, and whiterun improvements.
  • Fixed broken installation script since I forgot the new .esp file. Sorry everyone!
  • Deleted extra wrdrawbridge.nif mesh that was in the "00 Core" folder accidentally.
Version 1.10 February 26, 2012
  • Added SMIM_Fixes.esp to fix 5 farmhouse interiors that had flickering issues due to Bethesda's mistakes. Make sure to enable this .esp!
  • Added all 30 of the farmhouse interior basemant meshes with UV fixes to eliminate the blurry wood beams, plus vertex color fixes and other random fixes. Done in 8 hours of work, not too shabby.
  • Fixed UV stretching and texture misalignment on Whiterun Temple of Kynareth exterior on the stone base.
  • Fixed numbers UV issues on Whiterun scaffolding meshes.
  • Redid the Whiterun spike wood pieces to be better UV mapped with a new texture.
  • Smoothed out the two Whiterun scaffold fence meshes to be curved instead of entirely made of boxes.
  • Fixed UV errors on the Whiterun center circle mesh around the tree. Changed one part to be a different stone texture to match the rest of the mesh.
  • Fixed loading screen 3D sign so it displays correctly, my mistake. Thanks to JohnGreenArt for pointing out it wasn't working right.
Here are two examples of Winterhold's http://cloud.steampowered.com/ugc/487751204036691413/87D664F9045024A5C9E8E9929AFD5DB15F34FACA/ http://cloud.steampowered.com/ugc/487751204036692512/9A4AED012F2ED9A193D79E13D202BC77BE3A411B/ that are visible as soon as you enter the front gates.
Thanks. Yes, lining up textures properly was a REALLY low priority for the artists. Very unfortunate. Especially when I played games like Deus Ex or KoA: Reckoning, which have such great art assets, so why do we have to accept such poor quality?
Makes me wonder if Windhelm is suffering from improperly UV'd meshes rather than just being low-res textures.
Yes. This and other issues. So many issues...
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Erin S
 
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Post » Thu May 24, 2012 4:17 pm

Dur, version 1.10 and 1.11 did cause a CTD due to one mesh I messed up. Bad me! Sorry, to make it up to you here is some http://static.skyrim.nexusmods.com/downloads/images/8655-1-1330407072.gif http://static.skyrim.nexusmods.com/downloads/images/8655-1-1330409493.jpg!

Version 1.12 February 27, 2012
  • Solved CTD caused by farmbtrapdoor02.nif. I accidentally removed the door part of the mesh. Apologies, and BIG thanks to Ijahman for finding the mesh causing the issue.
  • Added farmhouse interior firepit with UV fixes, which I missed first time around.
  • Added all three bread meshes, now with much higher polygon counts so they are smooth and wonderful. Plus this fixes the perfectly cut bread to make it realistic.
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Catherine Harte
 
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Post » Thu May 24, 2012 12:22 pm

For me, still says mod was not activated when using NMM to install 1.12
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Alexandra Louise Taylor
 
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Post » Thu May 24, 2012 5:51 pm

Worked fine for me.
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Darren Chandler
 
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Post » Thu May 24, 2012 12:43 pm

Worked fine for me.
On the first window, did you pick the default option or the custom option for installing?
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Glu Glu
 
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Post » Fri May 25, 2012 1:37 am

Custom.
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gandalf
 
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Post » Thu May 24, 2012 11:55 pm

With http://img.photobucket.com/albums/v519/claudekennilol/smimchoices.png exact options or different options? 'Cause with using these options I've had to install it manually for 1.10-12 since NMM apparently doesn't like those options.. Either that or I'm just unlucky somehow.
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Jeneene Hunte
 
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Post » Thu May 24, 2012 1:28 pm

Only difference was that texture size was "half". What makes you think that it is not installing?
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Marguerite Dabrin
 
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Post » Thu May 24, 2012 10:07 pm

Only difference was that texture size was "half". What makes you think that it is not installing?
The fact that it says "mod was not activated" in an error popup titled 'failure' and stops installing. And it apparently plays a generic windows error sound, too. I'm going to try it with half sized textures instead of full and see if that makes a difference.

tried that, same thing.. Maybe this is a problem for Dark0ne to handle about the NMM and not a problem with the install script..
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Shae Munro
 
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Post » Thu May 24, 2012 9:18 pm

There is a 1.12a version on the Nexus that sounds like he fixed your problem.
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Samantha Wood
 
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Post » Thu May 24, 2012 11:51 pm

Same thing.. I'll just stick to manually installing it
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Dylan Markese
 
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Post » Thu May 24, 2012 10:45 am

Same thing.. I'll just stick to manually installing it
Ok, here is what you need to do, go into wherever you have NMM download mods to. There will be an "Install Info" folder. Go into it. Now delete the entire "overwrites" folder. Now download 1.12a of SMIM if you haven't. Activate it. It will work now (hopefully). It is just that NMM is VERY picky, so if one thing goes wrong, it breaks really badly. Hopefully new versions will improve this.
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Anne marie
 
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Post » Thu May 24, 2012 1:39 pm

:facepalm: Nowhere in my post did I attack your UV skills if anything you're doing a really good job with them. What I was referring to was the actual mesh. The edges of the wood I have seen are more rounded than they should really be. Like you chamfered the edges more than they really needed to be. I don't really know how else to explain it. Natural wood when cut has a sharp edge and is then reduced through aging. The edges may round a bit but the cut face will stay flat. Yours do not do this. ugh Idk. I would really have to get into this with pictures and what not.. My major field is modeling so I thought I would just try to help out.

Personally, I just pretend that whoever crafted the tables of Skyrim was a meticulous artisan and sanded all the edges for aesthetic purposes. A true, proud craftsman!
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Milagros Osorio
 
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Post » Fri May 25, 2012 1:25 am

So what has been the performance impact for mid-range users so far?

Specs
Win7 64 Bit
Intel i7CPU Q720 @1.60GHz (8CPUs)
8129 MB RAM or 8GB of RAM
ATI Mobility Radeon HD 5730

Not recommended?
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Kayla Keizer
 
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Post » Thu May 24, 2012 6:15 pm

Ok, here is what you need to do...
...install with BAIN without a single hicup? eva

Bread looks good, shame I'm low carbing at the mo
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Sheila Esmailka
 
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Post » Thu May 24, 2012 10:03 am

So what has been the performance impact for mid-range users so far?

Specs
Win7 64 Bit
Intel i7CPU Q720 @1.60GHz (8CPUs)
8129 MB RAM or 8GB of RAM
ATI Mobility Radeon HD 5730

Not recommended?

That depends on what you want from the mod. Do you want the whole package, or just the UV corrections, or something in-between? There are several installation options and if you know a little bit about mesh and texture replacers, you can also do a couple of things manually. The most basic version of this mod simply corrects various UV issues and doesn't come with any performance loss while improving the game a lot already. The full package comes with hugely improved food items, which however aren't too important for many people (like me).

About your specs: As far as I know, the most important info is missing - the graphical memory of your GPU. My computer has a GPU with 1 GB VRAM (I'm probably saying this wrong) and I consider it mid range (it cost about 600 $ one and a half years ago).
So I don't know. I'd say, just try it, and if you experience stuttering or crashes or whatever, try taking away features that aren't too important to you.
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Noraima Vega
 
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Post » Thu May 24, 2012 2:05 pm

I have a GTX 560ti w/ 1 gig vram. No issues here.
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Cagla Cali
 
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Post » Thu May 24, 2012 11:14 pm

That depends on what you want from the mod. Do you want the whole package, or just the UV corrections, or something in-between? There are several installation options and if you know a little bit about mesh and texture replacers, you can also do a couple of things manually. The most basic version of this mod simply corrects various UV issues and doesn't come with any performance loss while improving the game a lot already. The full package comes with hugely improved food items, which however aren't too important for many people (like me).

About your specs: As far as I know, the most important info is missing - the graphical memory of your GPU. My computer has a GPU with 1 GB VRAM (I'm probably saying this wrong) and I consider it mid range (it cost about 600 $ one and a half years ago).
So I don't know. I'd say, just try it, and if you experience stuttering or crashes or whatever, try taking away features that aren't too important to you.
\
Hangs head in shame. How do I figure out what my VRAM is? I think it is about 1GB maybe a little less or a little more.
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Daniel Brown
 
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Post » Thu May 24, 2012 3:06 pm

\
Hangs head in shame. How do I figure out what my VRAM is? I think it is about 1GB maybe a little less or a little more.

http://www.gpureview.com/GeForce-GTX-560-Ti-card-641.html VRAM is published as Framebuffer in the Details section.
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Amber Hubbard
 
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