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Kelmych

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Everything posted by Kelmych

  1. What is the difference between the UHRP provided with this mod and the version on the UHRP page?
  2. I did look into merging patches by the way. I made a Patch merge of 10 or so of the smaller esps, reducing my esp count by 10 (which is a big deal since it was approaching 255 rapidly). Some conclusions: TES5Edit can combine esps and the esp can then be removed, but only if the esp doesn't own the Form Id of any of the objects in records it affectsTES5Edit is great at manual editing of esps and creating a Merged Patch automatically, but it then takes a lot of editing to make any merged patch be correctIf the esp has a large number of records it is too tedious to use TES5Edit to combine it into a patch merge; there were multiple esps that I could have merged with TES5Edit but didn't (yet) because it takes so longCreation Kit can merge esps, but it is all done manually; there is no automated support for this. It can handle merging esps that own Form IDs. It is even more tedious to use for esp merging than TES5Edit and less forgiving of any mistakes.I guess we wait until the TES5Gecko team has time again to work on it again :facepalm:
  3. I also use AMD
  4. The mesh used by the puddle is a vanilla one from Skyrim - meshes. Is that mesh adequate, or is it contributing to the problems? If it isn't we could always add it to the list of meshes on the Unofficial Skyrim Patch bug tracker.
  5. That post was correct as of early last week when it was incorporated into the DDSopt guide. Then within less than a week span Dragonborn came out, the new HRDLC was released, and the long-rumored UHRP became a reality. We quickly changed the guide to what you see now. The post you reference is indeed no longer relevant, as you suggest. The batch file that it referenced has been edited and now provides only the removal of duplicates; the new version is available on the guide. At this point the only reliable source on processing the HRDLC is the DDSopt guide along with posts on the forum in the last few days.
  6. I'll try using this with the SIG DLC section since it is fairly short; we can then get an idea how effective it is. I'm assuming instructions would be in the body of the text with some extra explanations in the sidebar, probably on the right. If that isn't the best way to do it let me know.
  7. Gotcha. Thanks for the quick reply. Will need to reactivate that one then and let BOSS mess with the load order. By the way, this is addressed in the DLC section of the Skyrim Installation guide (which includes multiple options that use combinations of Vano's mod and some other optimization techniques) and in the HRDLC section of the DDSopt and Texture Overhaul guide (which discusses repairs to the HRDLC including the Unofficial High Resolution Patch as well as the use of Vano's mod).I looked in the DLC section, and unfortunately, at least to me, this was not clear -- there really is very little about the new UHRP in this section (no links to the download page on Nexus yet, either). Not surprising considering it came out only a few days ago. I had checked the wiki on Sunday or Monday and at that point I didn't see anything about it at all. Suggestion: A "tab" for the Unofficial Patches might not be a bad thing to add to the Skyrim Installation page of the wiki. They might be mods, but they are in a class of their own, so to speak. It would be an easy place to locate all the information regarding all 5 UPs. Unfortunately the DDSopt guide and procedures are a bit over my head and not something that I'm using. I try to stay out of that section of the wiki as it tends to confuse me more than anything else. I'm already using 3 new utilities to re-mod my game, and that's already pushing my skills, lol. Please remember that there are going to be folks with different levels of computer knowledge using this site. Not everyone is going to feel comfortable delving that deep into things. That being said, I always look in multiple locations before taking the time to ask a question on any forum. So, if I'm asking, it means that I have exhausted searching and still haven't found an answer to my question. Apologies if you felt I was wasting people's time. My comment was intended to let you know where there might be some additional information that helps you in case you hadn't already seen it. I'm glad you had already found these. It looks like the link I put on the DLC page to the UHRP was accidentally removed; I added it back in.  I agree the DDSopt guide isn't something that everyone will want to use in its current form. Running DDSopt is fairly straightforward, but deciding when to use it and when to not use it is the hard part. For all the guides here there are questions of how much detail should be in each guide. Some prefer keeping guides short, in which case they contain all the instructions on what to do but not as much about why, while others want enough detail so users can make informed choices. We are looking at finding a way to allow users to take a more direct path through a guide without reading all of the additional material, but having that material there when you want to read it. The combination of the UHRP and the textures in the STEP mods do make the previous Fix and Tweak mods unnecessary as all the textures they add would be replaced.
  8. I checked the textures replaced by the UHRP 1.1.0 and made sure that these textures were not deleted by the batch file, in case the UHRP was applied before the batch file. You will see annotations in the batch file that mention this; there are some deletions in the old version of the batch file that now have REM at the beginning of the line for this reason.
  9. I have Dragonborn installed, and when I startup I get a page or so of errors from dlc2 related items and scripts similar to the initial portions of the logs shown, but I don't have any repeating errors at all. I don't have any of the DLC2 script errors that torminator shows. I have all the STEP mods and almost all the Skyrim Revisited mods plus some other mods.
  10. Gotcha. Thanks for the quick reply. Will need to reactivate that one then and let BOSS mess with the load order. By the way, this is addressed in the DLC section of the Skyrim Installation guide (which includes multiple options that use combinations of Vano's mod and some other optimization techniques) and in the HRDLC section of the DDSopt and Texture Overhaul guide (which discusses repairs to the HRDLC including the Unofficial High Resolution Patch as well as the use of Vano's mod).
  11. I did most the recent editing on the DLC section of SIG and the DDSopt and Texture Overhauls guide and a lot of the recent additions (last two sections) to the BSA Extraction and Optimization guide. It sounds like you are suggesting that we use a different format indicator of some sort to indicate decision points or specific actions to take (and sometimes these may be the same content); I'm not quite sure which of these (or both) you suggest should be highlighted in a different way. Are you suggesting an indicator that one or both of these is being covered, or that the content of the decision point and/or actions should be in a box much like a notice? If we do this here to help readers of this section of the SIG guide we might also want to do think about how this might be done in other guides and sections if it makes it easier for readers to understand. The BSA Extraction and Optimization guide is general information, much like the last 4 tabs of the SIG (as you mentioned), and could be included in the SIG or moved to the DDSopt and Texture Overhauls guide since it is also somewhat related to the topics covered there. I think the The BSA Extraction and Optimization guide could be part of some larger guide, or we can have a lot of small independent guides that are referenced by a few larger guides, or some combination. At the moment there are only a few pointers that ever lead someone to this guide, so the current situation probably isn't the right one for this guide. In doing these additions and edits I wanted to provided a layered approach. Texture optimization as discussed in the DDSopt and Texture Overhauls guide is fairly complicated, and not something which should be given to all STEP users as the recommended initial approach. I wanted to try to have a path for users that didn't involve using DDSopt, but yet provide some steps that lead to some improvements. Ideally the users who didn't use DDSopt the first time could come back later and do so. Unfortunately there are some common steps that are used for both the path using DDSopt and the path that doesn't. There are major recent changes in the approach to dealing with the HRDLC. For this section, I concentrated on getting a useful revised set of options at the bottom of the DLC section. One problem that remained was then how to provide the right information in the rest of SIG DLC section (how much detail, how much reference to other guides, inline steps vs. reference to other sections/guides with the steps, ...) As is there could be confusion that results form the way we cross-link the guides, especially for some of the actual steps that a user would do. If we feel this isn't a problem since the steps are optional then we can leave this, but it still needs a little cleanup (e.g., use of bullets that describe the optional steps vs. everything inline) It would probably be good to move the HRDLC recommendations to the bottom of page as explanation vs. having it before the options list. Some of the material in that section (and in portions of the DDSopt and Texture Overhauls guide) is a candidate for a sidebar once we have a mechanism to do so fairly easily while editing.
  12. I described in this post how to determine which mesh is used for an object; we might want to put the details from that post in one of the guides since it is a common question. Using this I found that the mesh used for the puddle is architecture\Windhelm\WHmarket01.nif . Determining which textures this mesh uses requires the nifscope tool, but you already know at least one of the relevant textures. My game uses the default vanilla mesh; none of the mods I use including the STEP mods, Unofficial Skyrim patches, Skyrim Revisited mods, and any other mods I use replace this mesh. "No stretching" has no architecture meshes, by the way. You might want to check the other puddles that are OK to see which textures and mesh they use. If the high resolution SRO textures don't fix the problem then you probably need find some way to get the mesh edited.
  13. I started a new game and happened to go into the Kynareth temple in Whiterun and looked at the shrine. It uses textures from Psychosteve's Golden God Shrines which are optimized by DDSopt. The textures are 1024x1024, and DDSopt changes almost all of them from DXT5 to DXT3. There isn't much if any information in the alpha channel of almost all the textures. The shrine didn't look quite right in the game (it looked like a lower resolution version of the shrine), so I compared the original vs optimized textures using the Preview mode viewer in DDSopt. Ideally the difference image would be black, but in this case there it showed noticeable differences, and the optimized textures(s) didn't look nearly as good as the original texture(s). The shrine in Kynareth, for example, had jagged lines in the primary channel texture where the original image had straight lines in that part of the primary channel texture.
  14. This. Totally right. DG change should go to DG plugin... typo... sorry guys. Will fix (makes sense considering the lines above) Edit: typo fixed in guide. But there is another problem remaining. More Interactive Items [Dawnguard] is an esm and loads before the USKP. When I look with TES5Edit I see that USKP has this same record with the original Skyrim water height, so you lose the water height edit you just made. I don't understand why the USKP has this record since all the values I see are the same as those in the original Skyrim.esm record except for the form version. Could this be a bug in the USKP that we should enter this as bug in the USKP bug tracker? If this record isn't a USKP bug then it is likely to be a bug in the Unofficial Dawnguard Patch which should have this record with the correct Dawnguard-set height to overwrite the USKP record. In the meantime one possibility might be for the overwrite to go the More Interactive Items esp instead since it loads after the USKP. I also wonder whether this water height value is actually used by Skyrim at all - if not we don't need to to do this overwrite - or if the Dawnguard value is an error in which case we also wouldn't need to make this overwrite.
  15. I changed the Using DDSopt tab in the guide to say that the first time DDSopt is used users need to change the GUI settings to the ones in the guide.
  16. I added the updated BATs and instructions to the wiki and set up a link from the Guide. This will be nice for collaborative editing and updating as necessary. Once completely stable, we cn serve up an archive of the pre-configured fix.Thanks. I've been looking at the batch file that Cestral uses for TPC. It doesn't use drive substitution, which is always a bit tricky to setup properly. I'm going to look to see if we could change the batch file in a way that doesn't use drive substitution. I'm not sure it can be done easily (or at all) since XCOPY that Cestral uses for copying has a lot of options while the delete command isn't nearly as configurable.
  17. Thanks for the informative reply. I'm using DDSopt - pre-release - update 4 (version 0.8.0.upd4). I can't check which parameters are different than the pictures at the moment. I had assumed the INI configured the program automatically. I'll adjust the parameters to match the pictures. That's the current version. The only parameter that has a changed recommended default in a long time is the Foliage-map opacity rise which was 4.0 and is now 2.0.
  18. My settings look nothing like these reference images (Main Menu Settings & Behave Menu Settings). Shouldn't the INI file I downloaded make the settings appear as the images, or do I have to manually change all the settings to match those shown in the images regardless?.. Or are those images are from an outdated INI? Can I safely use these same settings for optimizing all of these BSA files below: Skyrim - Animations.bsaSkyrim - Interface.bsaSkyrim - Meshes.bsaSkyrim - Misc.bsaSkyrim - Shaders.bsaSkyrim - VoicesExtra.bsaSkyrim - Textures.bsaHighResTexturePack01.bsaHighResTexturePack02.bsaHighResTexturePack03.bsaDawnguard.bsaDragonborn.bsaHearthFires.bsaOr do some of these require different settings individually? I'm sorry for all the questions, but I have to be sure (hopefully it'll help someone else too).. It's a pain for me to use DDSopt because it isn't compatible with my home computer (Windows XP). I have to bring the BSA files with me to work and do the DDSoptimization there. :><: The DDSopt.ini file is described in the Appendix to the guide. It is used to tell DDSopt about properties of individual textures; it is not used to configure the GUI. What version of DDSopt are you using? If you get the most recent version from the Skyrim Nexus it should look like the pictures. Which parameters do not look like the picture? The configuration parameters in DDSopt are for processing textures (files with an extension of .dds). You can use DDSopt on BSAs with multiple types of resources, and the configuration parameters (other than compression that affects the entire file if you create a BSA) affect only the textures in the BSA. For other resources such as meshes DDSopt just copies the resource, it doesn't actually "process" it. For resources other than textures, DDSopt provides the same capabilities as BSAopt. You can use DDSopt for all of the files you list.
  19. The DLC section of the Skyrim Installation guide now includes material on how to make use of the new updated Bethesda Hi-Res Optimized mod and its options. The section on installation options has also been significantly expanded.
  20. The STD textures are the vanilla low res textures, so install those first then put the HRDLC1, 2, 3 after the STD so those high res textures can overwrite the low res textures. Wrye Bash will always overwrite the files that are put higher.Right. One of the reasons for the step that Moves the original BSAs to another folder (Original Vanilla BSAs) is that it removes them from loading by Skyrim. You can also move the esp files to the same folder as they are no longer needed. We included several options for how to use the optimized textures, but it can be confusing since the choices affect other steps later in installation. I'll try to add a little more text for each option explaining some of the implications. In the installation order after the STD textures and those from the HRDLC files you would load the Unofficial High Resolution Patch (UHRP). Wrye Bash shows you the overwrites. The HRDLC textures intentionally overwrite some of the STD ones, and the UHRP textures intentionally overwrite a small set of the textures in the combination of the STD and HRDLC.Â
  21. It's sometimes hard to know what virtual drives are being used by the system because some are dynamically assigned to devices you plug in to your systems (e.g., USB drives) unless you have assigned a static drive letter to that particular device. Some software also uses virtual drives, and there is no standard for which drive letter they use. Q: is one that Microsoft software apparently sometimes uses as a virtual drive. I'll change the default virtual drives in the batch file to avoid Q: since that might be commonly used by software. Reboots always eliminate any temporary drive assignments; if a program is commonly using a drive letter such as Q: it might get reassigned again after the computer starts up again and the application using it is active.
  22. Here is the beta version of the batch files that can be used to remove extraneous files in the 3 HRDLC. Its use is described in the DDSopt and Texture Optimization Guide. Make sure you look at the readme before running the HRDLC_Removal_Fix-START.bat file I didn't have any errors when running it. When a few people have used them and they seem to work I'll put a reference to them in the DDSopt and Texture Optimization guide.
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