这些纹理具有一定的软依赖性，因为它们被设计为与特定纹理很好地融合在一起。我建议安装SMIM（具有此mod重新构造的特殊污垢网格），然后由Pfuscher安装Skyrim 2020（2.7，然后由2.8覆盖），然后安装LH的土崖（您将覆盖其中的大部分），然后安装winedave的Septentrional Landscapes。基本上，目标是使用Septentrional的洞穴地面和雪纹理，Skyrim 2020的洞穴墙壁，LH的土崖根，并将它们正确地混合在一起，这并不是一件容易的事，但是假设您使用以下组合，此mod基本上可以实现mods或具有相似颜色的纹理。真的，只要您的洞穴墙壁上有一些苔藓，并且您不会覆盖此mod中包含的Cavebaseground02纹理，就应该比使用香草Alpha通道的香草纹理或任何其他重新构造显着改进（我见过的所有内容都可以，我想他们只是忘记了alpha）。
但是，洞穴纹理还存在其他问题，例如冰洞几乎在每个表面上都有冰或雪，但是地面纹理通常只是岩石。当然，在洞内没有雪是没有道理的，但是如果墙壁看起来全是冰冷的，那么除非地面看起来也冰冷或下雪，否则我们无法将它们与地面融合。所以我也改变了冰洞的质地。它们在Septentrional Landscapes上应该看起来不错（我也建议下载Hyperborean Snow，因为我的雪纹理将与这些纹理融为一体），并且我建议下载winedave的所有纹理，因为它们确实非常好，并且它们具有大多数其他版本的如此出色的alpha通道重塑。
我还制作了一个新的土崖面膜，以帮助融合LH的土崖纹理。这有助于确保他的纹理可以与您可能使用的任何风景纹理完美融合。如果您不使用我建议的改装，可能不太可能很好地融合在一起的是山崖。如果使用我的冰洞地面纹理，冰洞会融合得很好，但是如果您的洞壁没有苔藓，或者洞中的污垢比Septentrional Landscapes中的要明亮得多，那么绿色洞可能看起来很奇怪。在那里专门谈论Cavebaseground01.dds。因此，您可以仅从这些mod中获取单个纹理，而不要忘记法线贴图。 cavebasewall01-05是对应的墙。
更新：我还包括一个可选文件“ Vastly Superior Blended Cliff Skirts”，这是我个人除了纹理外使用的文件。原始的悬崖网格具有“裙边”，但仅启用了alpha测试，因此不允许平滑过渡。香草的UV贴图也很糟糕，因此在某些地方裙子实际上没有覆盖住陆地之间的接缝
可选文件中的网格大多仅在一个块上启用alpha混合。但是，一个文件“ dirtcliffs05.nif”实际上没有裙边。如果在SMIM存档中搜索“ dirtcliffs05moss.nif”，则可以看到SMIM如何处理。基本上，香草锉刀具有这种可怕的防污口罩，该防污口罩使用了普通的污垢纹理，并在其他百万个地方使用了这种污垢，因此大多数重塑纹理的人都指望它们的污垢纹理无法很好地用于此目的。甚至香草质地也不能很好地起作用。更糟糕的是，该网格也确实被UV映射严重。我能够解决此问题的唯一方法是彻底检修确实像泥石流之类的裙状物体。基本上，我修改了UV贴图并更改了纹理路径以使用正常的土崖纹理，然后启用了混合并将测试阈值降低为0。此外，我还添加了ZBuffer_Write着色器标志并删除了镜面着色器标志。例如，它看起来仍然不如dirtycliffs01.nif好，但是它看起来比vanilla文件好得多。让我知道此文件在游戏中的外观。无论有无ENB，它对我来说看起来都不错，但我知道有一些可用的着色器模块，因此我想知道它是否对您来说前后不一致。
These textures have some soft dependencies, since they are designed to blend well with particular textures. I would recommend installing SMIM (has special dirtcliff meshes which this mod retextures), then Skyrim 2020 (2.7 then overwrite with 2.8) by Pfuscher, then LH's dirt cliffs (you'll overwrite most of it), then Septentrional Landscapes by winedave. Basically the goal is to use Septentrional's cave ground and snow textures, Skyrim 2020's cave walls, LH's dirt cliff roots, and have them all blend together correctly, which is not a trivial thing but this mod basically achieves that, assuming you use that combination of mods, or textures with similar colors. Really as long as your cave walls have some amount of moss on them, and you don't overwrite the cavebaseground02 textures included in this mod, it should be a significant improvement over the vanilla textures or any other retexture which uses the vanilla alpha channel (all the ones I've seen do, I guess they just forgot about the alpha).
The vanilla alphas look pretty goofy and blocky so they couldn't blend well regardless of what kind of texture you put in the RGB channels. True for all types of dirt cliffs and cave surface edges really. You couldn't fix it with a smooth gradient either since all the meshes use alpha testing and no blending. So to make an alpha for a mask or some other texture intended to blend with others, and have it work well with testing, you can just dissolve the gradients into little solid particles. Like how comic books were printed back when a dot of ink could only have two strengths: 0% or 100%. Bethesda kinda did this on the upper surface of the cave roots but didn't do it on the lower surface so you get this really weird collar on the corner of every cliff. So I massively increased the number of 'particles'.
There are other problems with cave textures though, like ice caves have ice or snow on almost every surface but the ground textures are usually just rock. Of course it doesn't make sense for there to be snow inside a cave, but if the walls look all icy then we can't blend them with the ground unless the ground also looks icy or snowy. So I have changed the ice cave textures too. They should look good with Septentrional Landscapes (I also recommend downloading Hyperborean Snow since my snow textures are meant to blend with those) and I recommend downloading all of winedave's textures since they're just really good and they have such superior alpha channels to most other retextures.
The alphas are really a big part of making the landscape surfaces realistic, since no matter how good your photogrammetric textures are, it is so jarring when you run into a texture seam between 2 materials or even just a blending pattern that doesn't make sense for what you're seeing. Like say the grass has flowers and ivy and ferns ostensibly sticking up from it. Then the alpha which blends it into another texture should have the flowers, ivy, and ferns visible while the grass starts to disappear. But instead you often see just a generic dissolving applied to the whole thing, so you just see little flower particles everywhere as if someone ran a lawnmower over Skyrim's fields. Pfuscher's textures are also really good in that respect so that's why I based this mod on blending those textures together.
SMIM adds some cave meshes with their own texture paths. One is like a mossy version of cave roots and the other is the same thing but with snow on it. LH's mod is the only one I've seen that doesn't miss those. But the alphas cut off the little roots, and are too blurry with the big roots, causing black edges on everything since the alpha test threshold is so forgiving. So I made the alphas actually make sense for the new roots, then blended them way better and contracted the roots a bit to reduce the dark edges, which cause a cartoonish, borderlands-esque effect otherwise.
I also made a new dirt cliff mask to help blend LH's dirt cliff textures. This helps ensure his textures will blend well with any landscape textures you might use. The ones that might be less likely to blend well if you don't use the mods I suggested are the cave cliffs. The ice caves will blend fine if you use my ice cave ground texture, but the green caves might look pretty weird if you have cave walls with no moss, or cave dirt that's way brighter than the one in Septentrional Landscapes. Specifically talking about cavebaseground01.dds there. So you CAN just grab individual textures from those mods, just don't forget the normal maps. cavebasewall01-05 are the corresponding walls.
Update: I have also included an optional file "Vastly Superior Blended Cliff Skirts" which is what I personally use in addition to the textures. The vanilla cliff meshes have a "skirt" but it only has alpha testing enabled so it doesn't allow for a smooth transition. The vanilla UV mapping is also pretty bad so there are spots where the skirt doesn't actually cover the seam between the landscape texture and the cliff wall texture. Overall they just look hideous. By simply enabling alpha blending the cliffs look way, way better, completely eliminating the seam, especially with my new textures due to the new cliff roots alpha channel having a much wider skirt.
The meshes in the optional file mostly just enable alpha blending on one block. However, one file "dirtcliffs05.nif" doesn't actually have a skirt. You can see how SMIM dealt with this if you search "dirtcliffs05moss.nif" in the SMIM archive. Basically the vanilla file has this hideous dirt mask that uses a normal dirt texture which is used in a million other places, so most retextures aren't expecting their dirt texture to work well for this purpose. And even the vanilla textures don't work well. To make matters worse, this mesh is really badly UV mapped too. The only way I was able to fix it is by completely overhauling that skirt-like object which is really like a mudslide or something. Basically I modified the UV map and changed the texture paths to use the normal dirt cliff texture, then I enabled blending and dropped the test threshold to 0. Also I added the ZBuffer_Write shader flag and removed the Specular shader flag. It still doesn't look as good as dirtcliffs01.nif, for example, but it looks a lot better than the vanilla file. Let me know how this file looks for you in-game. It looks fine for me with or without ENB, but I understand there are some different shader mods available so I would like to know if it looks inconsistent for you.