There are many mods that use assets from my resources/conversions and where the mod author has enabled the donation button. As long as they are not used in PAID mods and credit is given (in case of conversions to the original author too), everything is o. k. for me.
These are the Weeping willows by GKB? I already tried to improve them two years ago (they found their way into a big mod). The NiAlphaProperty threshold of the leaf meshes is set too low (80). I set it to 180 and I think they look a lot better with this: https://www.dropbox.com/s/6nq777zze0ikaf1/Weeping Willow.jpg?dl=0 Here are some of the corrected files: https://www.dropbox.com/s/ro36tv76a6wja9k/Weeping Willows.7z?dl=0
Snow shader: Someone asked me on the Nexus site of the Manor resource: "Can you make a version with snow of it?" This was my answer: "You do this in the CK ... Make a duplicate of the building in the CK and choose directional material snow (there are many different sorts of snow, you have to try out). Have a look at the vanilla snow buildings in the CK." https://picasaweb.google.com/lh/photo/mR7gzqL41MNaYJK8CP2B1hCFLCnzsD7qR454jiW1kGM?feat=directlink
Well, I am a bit familiar with that Stroti resource Maybe I can help you. I don't know about your abilities with a 3D software, mine are limited to remove vertices in Blender. So I loaded the original Oblivion nif in Blender and removed the parts of the collision that you do no longer need. Then I converted it with ChunkMerge. As there is a big hole in mesh and collision where the rock is gone, you need a new collision for the floor. I removed the collision from the floor too and from the pit in the corner too and I added a new collision for the floor in a separate NiNode. If you don't need this additional collision for some reason, simply remove the NiNode. I have seen in your screenshot that you have added a new floor to cover the hole, maybe without it's own collision, so you can use the one I made. https://www.dropbox.com/s/xs745qm8tey75vr/millInt01NEW_COLL.nif?dl=0
https://www.dropbox.com/s/u810kkcr1ioipxc/BSMshrineofboethiah_NEW_Coll.nif?dl=0 I removed several redundant blocks from the nif. And you might have a look at the remaining blocks if they all are still needed, for instance the NiControllerManager (is the statue animated?)
I don't know of Nifskope tutorials, sorry. A friend told me about the basics 8 years ago and then I gathered together what I know now by reading forum posts and by trial and error. And I cannot help you with the other issue, CK work is not my field of expertise. (And to be honest, I can hardly understand your video, English is not my native language ).
I downloaded the nif too and while Math answered, I typed my own answer ---- I noticed several issues with your nif: NiTriShapeData: BS Num UV Sets: is 1 in your nif, should be 4097 for Skyrim BSLightingShaderProperty: UV Scale is X and Y= 0 in your nif, should be X and Y = 1 Texture Clamp Mode is CLAMP_S_CLAMP_T in your nif, Skyrim nifs use WRAP_S_WRAP_T Has no Alpha Property! Skyrim Shader Type is set to Default in your nif, should be "Environment Map" as such a map is included The texture paths in your nif are absolute (c:\program files (x86)\steam\steamapps\common\skyrim\data\textures\clutter\potions\nightshadeextract.dds), should always start with "textures\..." like this: textures\clutter\potions\nightshadeextract.dds. (Not everyone has Skyrim installed where you have, I have Steam and Skyrim on drive F: for instance.) Well, I simply copied the complete BSLightingShaderProperty from the Skooma that you used as base nif and replaced the texture paths. Now everything worked. Finetuning: Right click on the NiTriShape - >Mesh - > face normals; then right click again -> update tangent space and you will notice a significant improvement. Another right click and -> smooth normals makes it even better. And while I was at it, I made a better fitting collision for the bottle. https://www.dropbox.com/s/o7gh81bn23er1sd/NEW_NightshadeExtract.nif?dl=0
@ 2. Camlorn Set (a.k.a. the Castle Seaview Set) I am not quite sure if I understand this topic but the Castle Seaview Kit has been converted by me by your request already one year ago http://www.nexusmods.com/skyrim/mods/53461/? I replaced the textures that used Oblivion content like the stone walls, mostly with 1K textures. Or is it something else that you are talking about?
Or if you don't want to wait for Markus, you can use Phitt's ship in the meantime https://picasaweb.google.com/lh/photo/7HtqtxsnCcMu35-glu0CILdEOS_gFSygD8JM3VOk-pw?feat=directlink https://picasaweb.google.com/lh/photo/6Z3W972zC-tspc8qk_Djj7dEOS_gFSygD8JM3VOk-pw?feat=directlink
Just for your information: There is a similar oil lamp already available: https://picasaweb.google.com/lh/photo/Yd7AMrKwEqIXJXnHFby_RtMTjNZETYmyPJy0liipFm0?feat=directlink https://picasaweb.google.com/lh/photo/aVy7TlDSJL13fOhGZooSZdMTjNZETYmyPJy0liipFm0?feat=directlink In this resource pack: http://www.nexusmods.com/skyrim/mods/62787/?
Maybe this is not the right place to post but I could not find another. In the "old" DC, with the members' title one could see who are Project Leaders and Project Members and of which project(s). Now we only have a star, one with member+ and one with member++. I'd like to see the old member titles reinstated, they were much more informative.