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更新Markarth的外观

作者:JNMatas
发布:LUOHUISHU98
发布日期:2019-07-17 01:37:28
更新时间:2019-07-17 01:37:28
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上古卷轴5:重置版
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简要总结:


Markarth(REM)的Renewed Exterior在Markarth Entrance附近提供了几次装修。人们非常重视友善和人类居住的有机后果。这包括:对景观和道路基础设施的美学和功能改进,两套新的楼梯,用于改善城市外观,促进更直接的往返入口,以及全新的Salvius农场。该模型还包括对附近区域的道路和巨石的草坪修复,以及周围区域的一些修复。添加了十几个新的遮挡平面以优化性能。此mod不会修改Markarth市内的任何内容,也不会修改周围建筑物的任何内部。


REM已在CK中正确导航并已使用SSEEdit进行清理。


提供了几个补丁,并且将根据需要添加更多补丁。几乎每个Patch都被标记为ESL,这意味着它们将像任何其他mod一样遵循加载顺序,但不会对您的255插件限制做出贡献。


如果您想了解更多详情,请继续阅读。如果您对此感到惊讶,请跳至兼容性和加载顺序以获取重要信息,并确保同时查看我的Mod建议。


虽然我为自己的个人使用创建了几十个mod,但这是我在Nexus Mods上分享的第一个。请告诉我您对Markarth Renewed Exterior的看法,如果您喜欢,一定要认可!



冷漠之前:


在Vanilla Skyrim,穿越Markarth Pass时,您会遇到一个不那么风景如画的城市景观。道路破旧或缺失,桥后的主要交叉路口覆盖着笨拙的树叶,阻碍了自然流动的运动和

在现实世界中,车厢很快就会被切断。接下来是一个非常陡峭和颠簸的城市斜坡,一个实际上并没有种植小麦的杂草小麦农场,其无能的居住者很可能被愤怒的Jarl和一个饥饿的城市驱逐。 - 然后,当一个人终于蜿蜒前行并到达入口时,他们遇到了不适合猪的杂乱的马厩和狭窄的摇摇欲坠的台阶,这些台阶由一个死亡的孤零零的灌木分开。这看起来对你来说真实吗?



需要更新:


园林绿化:

我做的第一个改变是扩大两座山之间的开口,以便从Markarth Pass向城市提供更令人印象深刻的视线。整个景观建筑进行了大修。倾斜更加优雅,河流在以前非常狭窄的地方变宽,巨石被移动,地方性的Reach植物被添加,并且许多草地变化以防止在我的mod中放置物品而且还要纠正那些香草天际,景观修复草Mods似乎没有解决。这包括Markarth Pass,Salvius Farm到Kolskeggr Mine之间的公路,以及从Kolskeggr Mine回到Markarth Pass的公路。在The Reach中没有其他道路被改变,因为这可能是我的mod的预期目的的巨大超越,但我也认为Jarl会更少关心维持远离城市的区域。


基础设施:

移动并塑造了附近的相关道路,以适应交通的自然流动。坑洞被填满,铺路石和路段中的大间隙相互连接。这种维护自然逐渐远离城市,以适应先前的香草道路的不协调。通过将新的农场入口处的小桥与左手矿井对齐,也简化了路径。前往或离开城市的行人现在可以通过中央平台中间的一组新的Dwemer楼梯绕过车厢使用的弯曲道路。这样就形成了一条通向入口的直道,其中还有另一套匹配的楼梯,我仔细地贴在旧的丑陋台阶上,这些台阶是不可拆卸的。这创造了一个集中的,更宏伟的上升。

萨尔维斯农场:

最引人注目的变化来自萨利乌斯农场(Salvius Farm),这是一个以前未充分利用的房产,拥有无用的小麦厂,只有几只鸡和马铃薯植物。在右侧移动了小山后,前农场也被转移,以适应改善通往城市的通道。它也向东扩展到悬崖边缘和北方以便对称。农场现在被墙壁完全封闭,园林绿化,清除草和杂草,实际上是根据游戏中的名称种植小麦。其他几种蔬菜品种被添加以更好地满足城市的需求,同时增加家畜以吃掉本来浪费的谷壳。还种植了两个小花园,像Vigdis Salvius这样的老太太喜欢种植。这些可以根据您的需求进行收获,也许也是Hag's Cure获得其中一些成分的地方。


守望台风车:

Nchuand-Zel,现在名为Markarth,是一个Dwemer城市,在其前任居住者消失之后被Reachmen和Nords重新调整。除了仅仅居住在房间外,最好的证明是Dwemer齿轮与城市内Markarth Forge的基本木制水车的整合。在这种独创性的风格中,我展示了Salvius农场的了望塔风车,这是城市景观的配套建筑。


虽然这座城市具有很高的防御性,但是在山上隐藏起来并不能为即将到来的威胁提供清晰的视线,无论是从河流到北方,还是在向东方的马卡斯山口上行。在现实世界中,这将需要一个适当放置的军事前哨,其警惕和预警将允许进行城市的高级防御动员。这座前哨以其了望塔作为城市的灯塔,现在已经存在,仅仅几个世纪之后,萨利乌斯农场就坐落在它上面。在某些时候,了望塔的上层被粗暴地围起来,天花板上空了,还增加了一个风车,因为它的高度很大,可以充分利用The Reach的风。


优化:

Vanilla Skyrim的这个小区域已经因为大量的物体和NPC需要在少数几个细胞中进行渲染而只有两个遮挡平面有助于补偿:一个位于萨利乌斯农场后面的山中,在城墙内。即使您无法看到,其他所有内容都会在100%的时间内呈现。我的mod通过添加许多新的遮挡平面来纠正这个问题。主要包括:

Salvius Farm周围的所有墙壁都拥有真正的墙壁。直到您经过入口或处于足够高的有利位置才能看到,在另一侧没有任何东西渲染。事实上,它们足够高,你可以站在它们旁边,并且知道没有任何动物或庄稼存在。同样,在农场内,所有树叶,道路组件和左手矿的大部分也不会被渲染。

在Left Hand Mine和Markarth之间左边的另一座山,在右侧给出了匹配的遮挡平面,就像它的配合一样。这意味着如果你在山的西侧,大部分左手矿区将不会被渲染,而在东部,大部分的Markarth入口区域将不会被渲染。


小型遮挡飞机被包括在中心的所有四个较小的结构/塔楼内,第一个瀑布的大型岩石露头,以及马厩后部和通道之间的小山丘


纹理放置也进行了优化。隐藏的草在地下深处的巨石和其他物体之下不必要地渲染

已被默认的Reach污垢所取代。



兼容性和加载顺序:


不兼容:

城市入口大修 - 马卡斯:

但结帐JPSteel2的城市入口大修 -  Windhelm。我认为这是必须的。

开放城市天际:

需要在入口附近有冲突的NavMeshes补丁。这是我的首要任务,我可能需要帮助。


与加载顺序兼容:

Grass Mods的景观修复:

之后加载REM。

如果您因任何原因无法在之后加载REM,则可以使用可选补丁。


与补丁兼容:

更好的城市入口

重视天际

skyBirds

天空之城 - 马卡斯崛起

在REM之前加载。

天际桥:

在REM之前加载。

BOTH mods后加载补丁。

城市中的树木


完全兼容:

运输和渡轮旅行大修

切割室地板

天际灯笼:

有两个可选的补丁,但不是必需的。

选项1仅用于REM。

选项2适用于Skyrim Bridges,强烈推荐。


此列表将更新,因为更多冲突/兼容的mod会引起我的注意,相关的补丁将在

如果可能的话。


有关修补程序说明,请参阅文件选项卡

Mod建议:


首先,我强烈推荐使用bjs_336的Skyrim Bridges,它在前后图像中均有特色。毫无疑问,这是我最喜欢的Skyrim mod。在我制作REM时总是需要考虑,我觉得它很完美。下载并认可它!一定要在两个mod之后安装可用的补丁,如果使用Skyrim的Lanterns,我强烈建议同时下载该补丁的选项2。


如果您像我一样使用Skyrim Flora大修(SFO),您可能会注意到Reach Grass中的随机块状松树灌木。这些不是我的意思;它们直接整合到SFO制作的草纹和网眼中。如果你想覆盖它,我推荐一个草模。当我开始制作mod时,我正在调整用于Verdant的景观,但后来我改用了Northern Grass SE,因为我喜欢对苔藓纹理的侵入性较小的变化。无论哪种方式,首先加载SFO,然后加载任何草模型,包括Landscape Modes For Grass Mods,然后加载我的mod。


所提供图像中的Mod包括,如我所说,Skyrim Bridges,来自Desords of the Nords,Fences of Skyrim,Ethereal Clouds&Ethereal Cosmos by Gamwich的横幅,以及来自Noble Skyrim,Skyland  - 景观纹理大修的混合纹理, SFO,Northern Grass SE和混合道路,以超越顺序。



未来的计划:


出于所有意图和目的,Markarth的Renewed Exterior已经完成,而不是正在进行的需要重大添加的工作。未来的更新

将重点关注:

必要时进行小的调整和更正。

可能会增加一个农场NPC来帮助Rogatus和Vigdis。当然会提供Facegen数据,我会选择一个剃光头的男性,以免与NPC大修改变冲突,将每个人的头发改为Apachii或KS。

在一些小的地方更新了LOD。这几乎无处不在,但我希望Markarth内部的观点反映出外面的变化。我不完全确定这是如何完成的。我可能需要在Nifskope重建Watchtower Windmill来创建它。社区的任何援助都将受到赞赏并得到充分的信任。

提供额外的补丁以增加此mod与其他人的兼容性。



请让我知道你在想什么!欢迎提供有关其他补丁的赞誉,问题和建议,并且会理解并更正任何错误的通知。我希望你试试Markarth的Renewed Exterior,如果你喜欢的话一定要坚持!

————————————————————————————————————————————————

Brief Summary:

Renewed Exterior of Markarth (REM) provides several renovations within the vicinity of the Markarth Entrance. Great consideration was given to lore-friendliness and the organic consequences of human habitation. This includes: aesthetic and functional improvements to the landscape and roadway infrastructure, two new sets of stairs for improving the city façade and for facilitating a more direct approach to and from the entrance by foot, and a brand new Salvius Farm. This mod also includes grass fixes for roadways and boulders in the immediate area, as well as a modicum of the surrounding area as well. More than a dozen new occlusion planes have been added to optimize performance. This mod does NOT modify anything within the city of Markarth nor any of the interiors of the surrounding buildings.

REM has been properly NavMeshed in CK and has been cleaned with SSEEdit.

Several Patches are provided, and more will be added as needed. Almost every Patch is flagged as an ESL, which means they will follow load order like any other mod, but will not contribute to your 255 Plug-in Limit.

If you’d like more details, keep reading. If you’d like to be surprised, skip down to Compatibility & Load Order for important information, and be sure to check out my Mod Recommendations as well.

While I’ve created dozens of mods for my own personal use, this is the first one that I’ve ever shared on Nexus Mods. Please let me know what you think of Renewed Exterior of Markarth and be sure to Endorse if you like it!


The Apathetic Before:

In Vanilla Skyrim, when traversing the Markarth Pass, you’re met with a less than picturesque vista of the city. The roadways are dilapidated or missing, and the main intersection after the bridge is covered with awkward foliage that impedes the natural flow of movement that boots and
carriages would have cut across long before in the real world. This is followed by a very steep and bumpy incline toward the city, a weedy wheat farm that doesn’t actually grow wheat, and whose inept occupants would have likely been evicted by an angry Jarl with a hungry city. –And then, when one finally winds their way around and reaches the entrance, they’re met with messy horse stalls not fit for pigs and narrow crumbling steps that are bifurcated by a dead solitary shrub enshrined between. Does this seem realistic to you?


The Needed Renewal:

Landscaping:
The first change I made was widening the opening between the two mountains to provide a more impressive line of sight to the city from the Markarth Pass. The entire landscape architecture was overhauled. Inclines are more graceful, the river was widened in places where it was unnaturally narrow before, boulders were moved, endemic Reach plants were added, and many grass changes were made to prevent clipping with things placed in both my mod but also to correct those in Vanilla Skyrim that Landscape Fixes For Grass Mods didn’t seem to address. This includes the Markarth Pass, the road between Salvius Farm to Kolskeggr Mine, and the road from Kolskeggr Mine back to the Markarth Pass. No other roads were changed in The Reach, as that would have been a vast overreach from the intended purpose of my mod, but I also figured the Jarl would care less about maintaining areas farther away from the city.

Infrastructure:
Relevant roads in the immediate vicinity were moved and shaped to accommodate the natural flow of traffic. Potholes were filled in, and large gaps in paving stones and segments were connected. This maintenance is naturally tapered off farther from the city to match the incongruity of the preëxisting Vanilla roads. Pathing was also simplified by aligning the small bridge to Left Hand Mine with the new farm entrance. Pedestrians traveling to or from the city can now bypass the curvy roadway used by carriages via a new set of Dwemer stairs in the middle of the central platform. This creates a straight path toward the entrance, which features another set of matching stairs, which I carefully veneered over the old ugly steps, which were non-removable. This creates a centralized and far more grandiose ascent to the top.

Salvius Farm:
The most dramatic change comes to Salvius Farm, a previously underutilized property with a useless wheat mill and nothing more than a few chickens and potato plants. Having shifted the small mountain on the right, the anterior farm was also shifted to accommodate the improved thoroughfare toward the city. It was also expanded East toward the edge of the cliff and Northward for symmetry. The farm is now fully enclosed by walls, landscaped for farming, cleared of grass and weeds, and actually grows wheat, as per its designation in the game. Several other vegetable varieties were added to better serve the city’s needs, along with added domestic livestock to eat the otherwise wasted chaff. Two small flower gardens were also planted, which old ladies like Vigdis Salvius love to grow. These can be harvested for your needs and are perhaps where The Hag's Cure gets some of its ingredients as well.

The Watchtower Windmill:
Nchuand-Zel, now named Markarth, is a Dwemer city that was repurposed by the Reachmen and the Nords following the disappearance of its previous occupants. Aside from merely inhabiting the rooms, this is best evidenced by the integration of Dwemer gears with the rudimentary wooden waterwheel at the Markarth Forge within the city. In this vein of ingenuity, I present the Watchtower Windmill of Salvius Farm, a matching architectural addition to the cityscape.

While the city is highly defensible, being recessed in the mountain doesn’t afford a clear line of sight for oncoming threats either down the river to the North or up the Markath Pass to the East. In the real world, this would necessitate an appropriately placed military outpost whose vigilance and forewarning would allow advanced defensive mobilization of the city. That outpost, with its watchtower serving as the city’s beacon, now exists, only centuries later, Salvius Farm sits upon it. At some point, the upper story of the watchtower was crudely walled up, the ceiling boarded over, and a windmill was added, as its great height gave ample access to the winds of The Reach.

Optimization:
This small area of Vanilla Skyrim was already taxing on performance due to the large number of objects and NPCs that needed to be rendered within a handful of cells and only two Occlusion Planes to help compensate: one within the mountain to the right behind Salvius Farm, and one within the city wall. Everything else is being rendered 100% of the time, even if you can’t see it. This is corrected by my mod with the addition of many new Occlusion Planes. Major ones include:

All the walls surrounding Salvius Farm, whichare true walls. Nothing renders on the other side until you either pass by the entrance or are at a high enough vantage point to look over. In fact, they are just tall enough that you can literally stand right next to them and know that none of the animals or crops are in existence beyond. Likewise, while within the farm, all the foliage, roadway components, and most of Left Hand Mine will not be rendered as well.

The other mountain to the left, between Left Hand Mine and Markarth, was given a matching Occlusion Plane like its mate on the right. This means if you’re on the West side of the mountain, most of the Left Hand Mine area will not be rendered, and to the East, most of the Markarth Entrance area will not be rendered.


Minor Occlusion Planes were included inside all four of the smaller structures/towers in the center, the large rocky outcrop by the first waterfall, and the small hill between the rear of the stables and the thoroughfare

Texture placement was also optimized. Hidden grass that was rendering unnecessarily beneath boulders and other objects deep underground
have been replaced with default Reach dirt.


Compatibility& Load Order:

Not Compatible:
City Entrances Overhaul - Markarth:
But checkout JPSteel2’s City Entrances Overhaul - Windhelm. I consider it a must have.
Open Cities Skyrim:
Requires a patch for conflicting NavMeshes near the entrance. This is a top priority, which I may need assistance with.

Compatible with Load Order:
Landscape Fixes For Grass Mods:
Load REM after.
Optional Patch is available if you can't, for whatever reason, load REM after.

Compatible with Patch:
Better City Entrances
Relighting Skyrim
skyBirds 
Sky City - Markarth Rising
Load before REM.
Skyrim Bridges:
Load before REM.
Load Patch after BOTH mods.
Trees in Cities

Fully Compatible:
Carriage and Ferry Travel Overhaul
Cutting Room Floor
Lanterns of Skyrim:
Two optional patches are available, but not required.
Option 1 is for use with just REM.
Option 2 is for use with Skyrim Bridges and is Strongly Recommended.

This list will be updated as more conflicting/compatible mods are brought to my attention, and relevant patches will be made available in the
future if possible.

For Patch des criptions, see Files Tab.


Mod Recommendations:

First and foremost, I highly recommend Skyrim Bridges by bjs_336, which is featured in both the before and after images. It is, without a doubt, my all-time favorite mod for Skyrim. It was always a consideration while I was making REM, and I feel it pairs perfectly. Download and endorse it! Be sure to install the available patch after both mods, and if using Lanterns of Skyrim, I strongly recommend downloading Option 2 of that patch as well.

If you are using Skyrim Flora Overhaul (SFO), as I do, you may notice random blocky pine shrubs among the Reach Grass. These are not my doing; they are integrated directly into the grass textures and meshes made by SFO. If you want to override this, I recommend a grass mod. When I started making the mod I was tweaking the landscape for use with Verdant, however I later switched to Northern Grass SE because I liked the less invasive changes to moss textures. Either way, load SFO first, followed by any grass mods, including Landscape Fixes For Grass Mods, and THEN load my mod after.

Mods featured in the provided images include, as I said, Skyrim Bridges, banners from Designs of the Nords, Fences of Skyrim, Ethereal Clouds & Ethereal Cosmos by Gamwich, and a mix of textures from Noble Skyrim, Skyland - A Landscape Texture Overhaul, SFO, Northern Grass SE, and Blended Roads, in that override order. 


Future Plans:

For all intents and purposes, Renewed Exterior of Markarth is finished, and not a work in progress requiring major additions. Future updates
will focus on:

Small tweaks and corrections if necessary.

The possible addition of a farmhand NPC to help Rogatus and Vigdis. Facegen data would be provided, of course, and I would select a male with a shaved head so as not to clash with NPC overhaul mods that change everyone’s hair to Apachii or KS.

Updated LOD in a few minor places. It’s unnecessary almost everywhere, but I would like the view from the interior of Markarth to reflect the changes outside. I’m not entirely sure how this is accomplished. I may need to rebuild the Watchtower Windmill in Nifskope to create it. Any assistance from the community would be appreciated and fully credited.

Providing additional patches to increase this mod’s compatibility with others.



Please let me know what you think! Praise, questions, and suggestions for additional patches are welcome, and notification of any errors will be appreciated and corrected. I hope you give Renewed Exterior of Markarth a try, and be sure to Endorse if you like it!


原贴地址
1.版本号: 1.0   更新时间: 2019-07-17 01:55:05

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更新Markarth的外观


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