Show



This mod mostly contains vanilla meshes with changed UV-maps.



This mod will enhance texture detail of modified objects (through installation of supplied meshes) by letting the mesh faces use larger area of the loaded texture and allowing the mesh itself to use more samples of the same texture to effectively multiply the resolution.



Before this mod, to get a higher clarity image, you'd need to upgrade your texture resolution, which came at the cost of more Vram. And on some objects, even having 4k textures wasn't making them look as good as you'd expect, this can happen if the face of any particular mesh is using too small an area of the texture relative to it's size. When we edit the UV-map, we can make mesh faces use a larger area of any texture that's loaded for it, or by letting the mesh use more samples of the same texture where needed, and all at the cost of 0 extra Vram or GPU utilization. While this mod mostly benefits people who use low resolution textures to save Vram, it will still work even if you use 4k textures, although unless you play on a 4k monitor, it's positive effects will be somewhat limited to meshes which had terrible UV-maps to begin with.



However, because we are now letting each mesh face use a much large area of the same texture, the repetitive pattern may become obvious when used in conjunction with particular textures that aren't well suited.



So, keeping all this in mind, there are 3 possible drawbacks (i like to think of them as trade-offs) that you should be prepared to encounter:



1) Because we are now letting each mesh face use a much larger area of the same texture, you may sometimes notice that the texture on a distant object looks repetitive, this happens if the texture you use, uses a very distinctive pattern and when you look at this object from a distance, it becomes obvious that the same texture is being applied more than once. In 70% of the cases, this can be solved by using a different texture that doesn't have distinct patterns that you can easily tell apart. On my end, to hide repetition, I do use reduced scaling where the objects are in the open space and are often viewed from the distance and I try to move the texture patterns around where seams are not an issue, but to get extra resolution with no performance impact this mod depends on texture repetition, so on certain objects it's just not possible to do anything about it and this should be expected.



2) For outside objects like Forts, the transition from distant object (LOD) to a real model will become much more obvious, as the texture pattern on the real model is much smaller than it was on the LOD model. I personally used DynDoLod to give Fort LODs a smaller texture pattern, but without DynDoLod i'm not sure how to address this yet. Don't select Forts (exterior) option during installation if this bothers you.



3) Depending on the texture you use, you may notice seams at the locations where the textures are being connected.

This happens because the texture imagespace only used a single stretched texture, and when we increase the amount of textures for that same imagespace, If the textures are not seamless, a seam may appear at the connection points of these textures. This issue however, is pretty rare.



Spoiler: