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The Grotto, accessed from the training room in the basement, is the lowest level of the Castle. The hidden entrance to the Grotto Battlehorn Castle Grotto Another cluster of clams can be found behind a rock further along in the pond. To the left of the dock is a Nirnroot and underwater beneath the boat is a treasure chest and a cluster of clams. Just outside the gates, Southeast along the road, is a pond with a boat dock and a wooden boat. The west portion of flat roof is accessible via the Secret Vault in the private bedroom area next to the library. Each of the towers has storage space inside. The four towers on the corners of the courtyard are accessible, as are the gatehouse towers. The stone walls are accessible via two sets of staircases opposite each other. A fully optimized and functional VWD mesh will have only the NiMaterialProperty, NiTexturingProperty, and NiTriShapeData/NiTriStripsData branches left in its NiTriShape/NiTriStrips branches, and will have only NiTriStrips or NiTriShape branches attached to the scene root.Ĭompared with all of the other VWD options available, this is the most optimized, game friendly set of VWD objects there is.Just inside the entrance of the castle is the Castle courtyard, which features stables to the east, and a smithy with the blacksmith's house to the west. The typical VWD mesh comes out the other end of this process losing up to 75% of the data it was carrying with no loss of function. This will help some with VRAM, and eliminate issues with sparkly objects. In addition to mesh work, all VWD normal maps have had their alpha channels removed since it serves no purpose. Optimization using PyFFI after the above has been done.These lead to some cases of black VWD objects. All NiVertexColorProperty blocks removed.If this is left on a mesh that does not require it, visual anomalies can result. If the mesh required it for transparency, it was kept. Nearly all NiAlphaProperty blocks removed.All meshes have been assigned lowres textures instead of hires ones.The distances involved make this useless anyway. This data is not required for VWD meshes and helps tremendously in reducing memory usage. All NiBinaryExtraData blocks (tangent/normal spaces) removed.Leaving these in place causes visual anomalies, most notably the "every VWD turned yellow" issue. All NiSpecularProperty blocks removed.
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These are nearly always used for collision and animation. These are nearly always associated with collision. All NiStringsExtraData blocks removed.If a mesh had these, they've been removed, as they are only useful in animation. It is impossible to animate a VWD object, so this data is bloat. It's impossible to collide with a VWD object. If actual collision grids were still present, the branches have been deleted entirely. This package has brought the VRAM usage under control and has had a huge impact on overall lag and stuttering.Īll of the meshes have been checked and had the following done: The VRAM usage is causing large amounts of stuttering when trying to swap out the memory and not even Streamline 3.1 can keep up.
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This all stems from my realization that even with a high end graphics card, full detail VWD meshes and textures are simply out of the question. The overall goal is to provide enhanced VWD visuals while also trying to preserve performance as much as possible. UOP corrected versions were used for the reductions wherever possible. Me: Machine regenerated all architecture, Ayleid ruin, and Imperial fort meshes for better quality and lower polygon counts. UOMP: Battlehorn Castle (requires the official DLC to be activated).īrumbek: VWD illuminated windows, optimized lowres texture pack, optional QTP3 lowres texture pack, as well as several mesh and texture fixes. In order to address these issues, I've decided to compile into one source as many useful VWD objects as can be reasonably applied to the game from the following sources: None of the available packages has been fully optimized, usually with large amounts of unnecessary data still attached. For the rest of us, myself included, we'd just like to enhance the visual experience without crippling the game. One isn't even designed to be played and will cripple anything currently on the market today. Some are geared specifically toward super-high end machines. You're all familiar with the various VWD packages, right? Some provide more than others. A modest approach to distant viewable objects, aka VWD.