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Everything posted by Kelmych
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I don't see it either after using the BCF on the wiki. I see many choices but none using those words.
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I'd like to see more details about the alternatives, especially if Neo if going to maintain SCR
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In terms of TES lore, however, there was a lot of high quality wood furniture in TES4 (Oblivion). Is it reasonable that little of this makes it's way to Skyrim? Of course, there are probably some that felt Oblivion went too far in items like this.
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I noticed that also. At full resolution it seemed very similar, with the similarity decreasing at lower mip levels. I'm still surprised it caused a purple texture since the normal map remained fairly reasonable if not exactly similar. I wonder if the DDSopt recalculation of the mipmaps uses a different algorithm for normal maps than for ordinary textures. Of course, as you suggested, it could be the steepness parameter. I'm not exactly certain what that parameter does. How (larger or smaller) would we need to change it so it handles the texture properly?
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I added this to the Alpha Custom exception list in DDSopt.ini on the wiki. I looked at the optimized version with Compressonator's compare function and found it is very similar but not identical to the unoptimized version in Skyrim - textures.
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ACCEPTED Enhanced Distant Terrain (by SparrowPrince)
Kelmych replied to z929669's topic in Skyrim LE Mods
I prefer 8 (DTTL- EDT2) a little over 7 (EDT earth EDT2). #8 seems to have a bit less "noise" and as a result the landscape vegetation looks more 3Dish in the middle areas. The transition in the look of the vegetation from foreground (the part below the guard tower) to the part between the tower and Whiterun is a bit more abrupt than in #7, and the landscape vegetation in #7 with higher "noise" looks a bit more realistic in the far distance before the ocean. -
Mod was updated on Nexus
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DROPPED More Village Animals (by Michele Angelo)
Kelmych replied to stoppingby4now's topic in Skyrim LE Mods
bye-bye. -
I currently use Mod Organizer and Wrye Bash to merge esps. It could be some corruption with this file after the optimization because i tried twice and got the same as result. You could check yourself if this appears or not to be sure that isn't a particular case. I am referring more to your weird textures and LODs. However, Kelmych said that he corrected an error in the BAT, so that likely resolves the missing texture issue.The error in the batch file didn't affect the texture files in Vanilla Optimized. The error was in not deleting a file in HRDLC2 that was also in STD; I expect DDSopt ignored the 2nd one since it was already present in the output. The texture error is still an issue. I suppose taht your DDSopt settings could cause some strange distant textures if you have the Behave options way off. The guide suggests the best options though.
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I'll add a list in the DDSopt guide of how many texture files and folders are in each of the optimized BSA folders (folders in "Vanilla Optimized") so you can determine whether there are any missing optimized textures. As z mentioned, it could be a problem with another mod replacing a vanilla texture.
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ACCEPTED Smooth Blade Draw and Sheathe (by Vanaran)
Kelmych replied to stoppingby4now's topic in Skyrim LE Mods
I agree silencing the sneak attack sound is the most important capability of Silent Skyrim, but it also silences some other other sounds that IMO should have never been in the game. -
ACCEPTED Superior Lore-Friendly Hair - HD textures (by skyrimaguas)
Kelmych replied to FCqt's topic in Skyrim LE Mods
Makes sense to me -
There is no file banner.dds in Dawnguard.bsa or the HRDLC2 BSA. When I uploaded v2.2 a spelling error crept into 1_HRDLC_Clean.bat in the list of files to delete from HRDLC2 since they are the same as existing files in Dawnguard. The error changed dbanner01.dds to banner01.dds. This is fixed in v2.3. The only effect of the error is that dbanner01.dds was left in HRDLC2; it is also in the extracted textures from Dawnguard. The optimized version from HRDLC2 replaced the one from the extracted textures from Dawnguard.bsa There is, of course, only one copy in the Data\textures folder so this doesn't affect the game at all. I don't know the name of the purple texture in the picture, but it isn't dbanner01.dds . I wonder if it is an LOD texture or perhaps a cloud texture.
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DROPPED Unique Region Names (by Thingy Person)
Kelmych replied to blacksol's topic in Skyrim LE Mods
I use version 5, but I had to do a fair amount of work in TES5Edit to create patch records for some regions. Making a patch to cover just the problem with Hearthfires is easy (3 records), but there are also a lot of Dawnguard location name and region name additions that are overwritten by this mod (and some other mods like Birds HF Clean and the SOS Civilization mod). I doubt most people will want to use version 5 because of this. Version 3 isn't as accurate, but creates fewer problems. -
The numbers I have for the Vanilla Extracted folder files/folders are very close to what you have, but I have a few less folders. I also changed a test in the HRDLC_Clean_Start batch, fixed a small error in the pre-optimization batch that could otherwise affect some users, and made some small text file name changes in the batch file that removes these from HRDLC3. I'm uploading a new version (2.2) of the archive.
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I optimized all the vanilla textures including the textures in the 3 DLC BSAs. I have 39,964 files and 1,185 folders in Vanilla Optimized. The 3 DLC BSAs need to be active. I don't use MO myself so I don't know how this is done. In the SR guide Neovalen mentions that the 3 HRDLC and Skyrim- textures BSAs should be deactivated.
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ACCEPTED Enhanced Blood Textures (by dDefinder)
Kelmych replied to frihyland's topic in Skyrim LE Mods
+1 I've often had problems (primarily CTDs) with effects mods like these whenever I'm in a location with high VRAM use and I'm in combat. I've even had similar problems with effects mods in other Bethesda games like Fallout NV. We might want to edit the notes section of the STEP guide, or have a note elsewhere in the guide, to be more specific about the problems than the current warning. Effects mods like this add noticeable short-term VRAM use and high short-term intensive script use, and on systems/game configurations (e.g., mods being used) without sufficient reserve VRAM, RAM, and CPU capacity CTDs will be fairly common when game events cause one or more of these mods to be active. -
Bashed patch error, "FiniteUse on script SoundTrap"
Kelmych replied to thisisbleep's question in General Skyrim LE Support
The bashed patch has a red checkmark indicating that at least one of the files used in creating the bashed patch are missing. When this happens you can't use the bashed patch. If you have a mod that you think may be causing problems in the bashed patch, uncheck it before creating the bashed patch then redo the checkmark after creating the bashed patch. That way the bashed patch ignores the mod, but you can still use that mod. To explore the problem in detail you would need to use TES5Edit to examine the records in the bashed patch. There aren't that many in the Skyrim bashed patch. -
This readme was created for the TES4 (Oblivion) version of Wrye Bash, and unfortunately many of the extra capabilities of the TES4 WB aren't available in the TES5 (Skyrim) version. As mentioned on the Wrye Bash Nexus page, the WB team has limited Python programmer support so porting the TES4 features to TES5 is taking a long time.
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The new version of the batch files used with the DDSopt guide are available, and the corresponding text in the guide has been modified. The batch files have some tests added to try and ensure that the directory structure is what is expected by the batch files.
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Oops. Since I'm making some other small changes I'll fix the batch file for 7z-in-folder so it expects 7z.exe in the working directory. I'll upload a new version of several of the batch files with some small changes. There was also some editing of the guide to simplify the discussion of the process.
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I added more tests to the batch file to make sure it is running in the correct place and that the directory structure is what it expects. Try the new version of the the batch files. I also edited the guide discussion to make try to make the process clearer.
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I'll change and expand the text in the Quickstart and DDSopt Optimization tabs to make it clearer that the batch files are in the Working Directory. I'll add some steps in the batch file to check for some of the correct folders, writing the results to the command window and a pause after these is printed. I haven't personally deleted the temporary directories yet, but once the user has verified that the optimized textures are working properly in game these three directories can safely be removed. They contain extracted textures, and the Vanilla Extracted directory already contains un-archived versions of all these textures.
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Look at the 1_HRDLC_Clean.bat file as a text file. Each line has the name of a texture or directory that is deleted.

