Great work, man! Are you actually drawing them by hand?
Mixing the right rock texture files from 4.6 with the ones in 5.0 also looks good, but the upcoming ones are obviously even better. What about the Sewer Bricks you have shown before? Vanilla ones suck, I tried to upscale them or replace them with some free textures found online (for personal use), but they either didn't fit or looked worse than vanilla...
There is also this nasty low-resolution generic MOSS decal that is applied to a bunch of textures that be awesome to replace. I think the moss-titled meshes in this directory use them "environment\architecture\human\skellige\common\stone_borders" and that moss completely obliterates the beauty of your stone border textures.
I completely understand that 99% of people who download your mod are clueless about cooking/uncookinig, but for your LOOSE file version, could you please do an EPIC HalkHogan-sized favor and attempt to use the following "Guide on uncookable cooking techniques, so that others can uncook the mod and merge it error-free without resorting to all kinds of tricks", please?
Guide:
- Separate epic-sized textures (such as Redania 4K texarray brick textures) from other textures into a separate mod package - prevents OUT OF MEMORY error that happens PER BUNDLE, thus separating textures into 2 packages prevents the error, allows for error-free uncooking and merging
- Separate mesh, mesh buffer, and FX files (w2p, w2mg, w2mi) from textures, pack-only into a separate mod package (and delete 0KB texture.cache file if one is created) - prevents mesh-related errors during uncooking (only needs unpacking anyway), although we can always unpack them ourselves.
- To make DDS Vegetation files uncookable error-free, they must be cooked with all SRT files and all remaining/non-modded/vanilla DDS files for whichever tree type (pinus, abies, etc.) - SRT files can go into either Uncooked or Cooked folder (makes no difference)
I had to resort to Ninja Ripper to extract that sweet set of pine textures. If you don't believe me, I can resend you the latest HDRP 5.0 file-for-file 1:1 in completely uncookable/merge-able format (only with permission of course!), but it's in 3 mod packages, a true LOOSE FILES version format
.
***Beneficial Tip***: You can actually reduce the number of reported non-issue merging "issues" by separating texture.cache into an entirely separate package without any other files what-so-ever (just texture.cache alone, no bundles, no metadata) - it will function AND will not be visible in Mod Merger, therefore 0 chance of merging, 0 chance of texture-related error, fewer bogus bug reports, fewer annoying replies like this one... The remaining bundles, in a separate mod folder, would not be uncooked without the texture.cache file and would simply be unpacked by Mod Merger. That would prevent all mesh-related errors and be 100% merge-friendly.
As always.., chances of getting a response on this is probably 0-3%...
P.S. You can go as high as 8K textures in W3, but you would have to include edited texturegroup.xml file with 4096 limit replaced by 8192 limit. If you would like I could create an actual Mod Menu XML file (HDRPRendering.XML/HalkRendering.XML) for your mod, where you can specify whichever options, their names, values, etc, and it would not be necessary to provide a custom Rendering.ini file. It would override in-game video options settings of course, but not the vanilla files.