This mod makes certain distant objects (cities, ruins, wayshrines, etc.) visible at all times, regardless of you LOD range. This version includes Texians Window Lighting System, so now the distant cities will be lit at night. An excellent mod, but a per
Oblivion offers many places of interest: towns, scattered villages, ruins, priories etc. But you can't see them from far away. At this point, AEVWD from iggey helps. Now I also use Texians Window Lightning System, what makes cities and villages very immersive at night. But as soon as you leave a city or get off a priory, the lights suddenly go off like magic. Let's put an end to this. My addition to AEVWD implements Texians Window Lightning System into the polygonreduced buildings of AEVWD and you can see the lights from a city, a village, a priory etc. from far away.
What has been done?
I have implemented Texians Window Lightning System into the polygonereduced buildings of AEVWD. To archive this the size of Texians window and glowmap textures has been reduce drastically (now they are exactly as large as the textures in AEVWD 2.6) and secondly the NiMaterialProperty of the AEVWD meshes were manipulated. For some buildings (Chorrol, Cheydinhal and the Inns) I completely redid the polygonreduced meshes.
At first install AEVWD. Without it my mod won't function properly! After that extract the textures and meshes folder into your Oblivion/Data folder and overwrite when asked. It's important to overwrite because otherwise my mod won't function!
I suggest creating an OMOD.
Uninstall AEVWD like it is stated in the readme. If you created an OMOD just deactivate and delete it.
It's possible to customize AEVWD (and thus this mod too) to your liking. Look into your meshes/architecture folder. There you'll find various subfolders with the building themes. For example: You don't want the priories and Anvil to be visible when distand: Just delete all *_far.nif's inside the corresponding folders (Priories and Anvil). But don't delete any of the datas in your textureslowres folder, because some buildings use textures of other ones in different folders! Most of the textures ar only 1KB in size and don't use up much space on your HDD.
AEVWD has a problem that the change from the polygonreduced to the full detailed building sometimes is very notable. That's up to your hardware. Furthermore there is a problem that buildings inside the city walls (excluding the cathedral) turn into the AEVWD meshes very late and into standard Oblivion LOD models when you come closer. That' problem is hardcoded.
This mod is compatible with everything AEVWD is compatible with.
Making this mod was a wish by myself for a long time now and I hope you enjoy it.
You can find me on the official forums at Link under the name Bomret or on the german forums of Link also Bomret.
Or send me an E-Mail under boomer_St@gmx.de
Thanks to iggey and texian for their permissions to use their content in this mod..
Credits also go out to the people that gave me feedback, some propably you :)
Have fun :)