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Kelmych

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Everything posted by Kelmych

  1. One of the steps in the 2_Pre-optimization.bat file copies all the extracted Skyrim - textures .png files to the output folder so they should be there; were there any errors in the log.txt file?. Look in STD\textures\interface\books in the "Vanilla Optimized" directory. There should be a number of .png files and 7 folders which also contain .png files.
  2. One of the problems with batch file processing in Windows is that it usually works fine, but when it doesn't it can be a PITA to find all-too-often esoteric problem that caused the issue. The two lines at the top used to ensure that the %cd% command gets the correct path is an example of this. I don't understand how there could be a network path error when all the processing is on a single computer unless you are using drive substitution somewhere in the path, so I don't understand this message. The last time you posted logs the 1_HRDLC_Clean.log showed the del and rd commands with the correct directories in the batch line. Was that true this time? Did you check whether the deletions were made anyway?
  3. The command line version of 7zip isn't as fast as the GUI version, at least for me, even through it is also set for non-solid LZMA2 with multiple cores.
  4. I'd be interested in how fast these processes run on your computer.
  5. I'm not sure about Demon Stone and Dragonshard but I have all the rest from when they were originally released.
  6. It has always done this once in a while (rarely) as I mentioned previously, but the other day it did it repeatedly. I had restarted Chrome multiple times and it kept doing this. Today I haven't had any problems.
  7. When I run the pre-optimization batch file it takes 15-20 minutes, by the way. The DDSopt runs themself take a lot longer (at least the one that optimizes Vanilla Textures), but you can go away and do something else. The batch file that creates the archive files is one you would want to start up and then go away for hours. If your CPU and storage device are faster than mine then, of course, it won't take as long as I mentioned.
  8. Hmmm. The lines with "del ..." in your HRDLC_Clean.log look correct, so the deletions and changes are likely completed. You can spot check a few to make sure. When I run it I don't get the "Vanilla Extracted" in initial directory name, but all that actually matters is the structure of the del and rd commands and they seem fine.
  9. From your logs it looks like you might have run the batch file in Vanilla Extracted vs. the "To Be Optimized" working directory. The batch files need to be in the working directory. The first line in 1_HRDLC_Clean.log should be: D:\Optimization\To Be Optimized>REM This file is for the updated version of Skyrim HRDLC repair that does not use drive substitution All the 1_HRDLC_Clean-START file does is to start 1_HRDLC_Clean and configure it to log status and errors; you don't actually need it and you can just run 1_HRDLC_Clean if you don't want the logs. If you already ran 1_HRDLC_Clean and it ran successfully there will be errors in the new log file if you then use 1_HRDLC_Clean-START since all the deletions and changes have already been done.If you want to run the START file again make sure the 1_HRDLC_Clean-START file looks like the one here (https://wiki.step-project.com/Guide:DDSopt/Batch_Files#tab=1_HRDLC_Clean-START). However, if you successfully created log files then the batch file is OK.
  10. Some of the url references in the DDSopt guide for the archive file with all the batch files pointed to the wrong place. The one in the header for each page in the guide is the correct url. I fixed the ones that pointed to the wrong url, so now all the references point to the correct one. The batch files are intended to reduce the user interaction needed to optimize the vanilla textures, so ideally the video would be simpler. With the batch files there is no need to use DDSopt filters to select the right files; lots of people including me were making mistakes when doing this.
  11. The first step in the Skyrim Revisited guide is to extract textures from Skyrim - textures.bsa . For that processing the [Don't process any of the known file types] is checked in DDSopt (this is also described in the DDSopt guide ; step 5 in Extracting Textures says the same thing.). When you are optimizing textures, the Skyrim Revisited guide mentions that you uncheck this option. The DDSopt guide has more detailed instructions since many users haven't used the tool previously; it includes screenshots of the DDSopt parameters and the reminder to download and install the most recent update of DDSopt.ini from the wiki. It also includes a few additional steps not explicitly mentioned in the Skyrim Revisited guide. If you are already quite familiar with DDSopt you might prefer a different process to optimize the textures.
  12. Not currently, but I was thinking we should add instructions for this somewhere on the wiki. Region name and Location fields are in the cell subrecords that include many of the characteristics of a cell. A number of mods (other than Unique Region Names) make changes to cell properties for a small set of cells, and when they do they this they overwrite the cell definitions for all the earlier loading plugins. There are many conflicts in cell definition records; not all them cause problems but some do. It's unfortunate that Hearthfires relies on a field in a record that can easily be overwritten (and needs to be in order for some mods to provide their functionality). Open [i]TES5Edit[/i] Click [i]OK[/i], thus selecting all active mods Expand "Worldspace" under Unique Region Names.esp and then expand the "0000003C" node. Expand Block -1,-1 then expand sub-block -1, -3 and select the node named <-3,-18> Ideally Unique Region Names will be in the rightmost column; the changes need to be made in the mod in the rightmost column Drag the EDID - Editor ID value from Hearthfires.esm to Unique Region Names.esp Drag the XLCN - Location value from Hearthfires.esm to Unique Region Names.esp Repeat this dragging of two fields from Hearthfires.esm to Unique Region Names.esp for Block -1,0 Subblock -1,2 node name <-6,23> Repeat this dragging of two fields from Hearthfires.esm to Unique Region Names.esp for Block 0,0 Subblock -0,1 node name <7,8> If you use Wrye Bash for mod management, Click the [X] in the upper right hand corner, make sure "Backup plugins" is checked, and click [OK]. This saves the revised version of Unique Region Names.esp If you use Mod Organizer (note that I don't use MO and I took this from the Skyrim Revisited page) Click the [X] in the upper right hand corner, uncheck "Backup plugins", and click [OK].
  13. It would sure be nice if I could use the backspace key and delete key when editing posts; or maybe it is just me. Today almost every time I use them the browser (Chrome) says the page crashed.
  14. The problem with Unique Region Names (and a number of other mods that affected the region names) is that it wasn't built for Hearthfires and doesn't include the region names added by Hearthfires. They are very easy to add; I added them to my game a long time ago.
  15. Scripts are resources, and scripts with the same name follow the usual rule that the last one loaded wins (overrides). Scripts are built in the Creation Kit and TES5Edit can't edit them (it can edit some conditions, but not the actual script). There can certainly be bad scripts (remember the fiasco with Sounds of Skyrim - Civilization a year ago).
  16. When I looked at the forum posts elsewhere reporting this problem, they said the problem is that the quest isn't being properly updated and that once this happens the only way to fix it is to go back to a previous save and to find some way to eliminate/fix whatever mods are causing it before proceeding with building a house. They mention some mods that affect the region name of the area with the house (e.g., Birds and Flocks, Unique region names), but they are not sure this is the problem.You can certainly look with TES5Edit and find the mods that affect this; you could even create a small patch with the correct region name and have it load last. The posts that said they fixed it didn't describe exactly how they fixed it; many tried a lot of things and repeated them several times before it was fixed.
  17. I've been able to use 2K outdoor textures along with 1K compressed normal maps with 2Gb VRAM on my card. We've also been looking at the best way to handle uncompressed normal map textures when they are for outdoors; there aren't very many of these.
  18. Those are in the areas in Windhelm that always look crummy to me.
  19. Have you seen it in the game, and if so where in Windhelm was it? We might be able to figure out what texture it is if we know where it is located. Windhelm has probably the highest VRAM loading of any city, but when I look at the walls and ground the textures never appear to be high resolution.
  20. At some point you might need to look at combing some of the esp plugins so you don't exceed the 255 limit. It requires some familiarity with TES5Edit, but there are often a few plugins that can be combined where it isn't extremely difficult.
  21. Based on other times I've looked at the bashed patch results in TES5Edit, I not sure the logic for the bashed patch in Wrye Bash is smart enough to handle what you want, namely that the DELEV and RELEV are always handled serially vs. at the end. I've seen the bashed patch make some choices that I feel are strange (e.g., choosing a text name in a subrecord from Skyrim.esm even though multiple later loading mods changed this name). You will probably need to write a compatibility patch, or possibly have a merged version of the two (which would also eliminate an esp :D). I've had to make some post-bashed-patch patches in a few cases.
  22. Although this thread is marked as solved, we need to change the note in the guide to indicate that if the full version of the mod is used the MCM menu is needed.
  23. I don't have this problem and noone else on these forums has reported it. I tried a google search and found that a number of people have this problem; try a search and then see if you can find someone with a similar problem. Most people seem to report not be able to see any of the houses vs. not being able to see only one, although some seem to have problems that might be similar to yours.
  24. phazer11 is planning on making a video on optimization and recently asked about the status of the DDSopt guide. z, feel free to comment or edit this. Over the past year much of the discussion has been on optimizing normal maps, with some of the recent discussion focused on uncompressed tangent space and model space normal maps. The recent STEP environment build by z for the vanilla textures uses: size reduction for the large compressed tangent space normal maps, reducing texture file size by a factor of 4, andformat change from R8G8B8 to R5G6B5 for the uncompressed tangent space and model space normal maps, reducing these texture file sizes roughly by a factor of 2.Since there were a number of comments from new users that the optimization process was very difficult to follow, I created some batch files to simplify the user interactions needed for this. The batch files currently seem to work properly, and z is doing some tests on the graphic quality and performance impact of his new approach to optimizing vanilla textures. The HRDLC repair batch file runs quickly, but the other steps including the pre-optimization batch file, manually running DDSopt on three different sets of textures, and the batch file for archiving the resulting textures take a fairly long time. I expect a video on this would go through setting up DDSopt and other initial steps, and for the steps that take a long time the video would probably show the startup and conclusion of each step.
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