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Kelmych

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Everything posted by Kelmych

  1. There were a few small errors in the original version of the mod batch files, but the current one I posted didn't seem to have any errors in the tests I ran. It's basically the same as the one for Skyrim except it prevents any interface texture from being optimized. You mention the separation capability (exteriors from one version of a mod, rest of the textures and any non-textures from another version); you did notice the batch file can already do this and there are instructions in the DDSopt guide, right (the mod batch files work the same for both Skyrim and FNV)? Currently it takes both exterior ordinary and exterior normal maps from the same version. It could take just the exterior normal maps if that was more useful, but there haven't been a lot of discussion or use of this feature to data.
  2. I tested this version of the FNV batch files on a large mod and I can't find any errors.
  3. No, I haven't seen any problems with them. I'll start testing the mods as soon as I finish some other tasks cough honeydo cough.
  4. An updated version of the beta batch files for optimizing the FNV vanilla textures and textures in FNV mods is available here. The batch files for mods were added in this version. The mod batch files have the same UI as the Skyrim version, so the DDSopt discussion of using the batch files as part of optimizing mod textures is also relevant for FNV. These haven't been tested extensively yet, but are now being tested.
  5. Hmmm. I don't know. I looked at the YUP readme which lists all the fixes and it was in the list. You could look at the YUP mod with FNVEdit and see if something else is overriding these fixes. I also compared the YUP list of fixes to those in NVEC. YUP seems to have a much larger set of fixes than NVEC. Iin one places (Mission Mojave) the readme says some fixes were not included in YUP because they felt that they only there for aesthetic reasons. NVEC does seems to includes a number of fixes that are not in YUP.
  6. An alternate way that works in most all cases is to just install the updated mod without unchecking anything and then hide or delete "menusmainhud_main_menu.xml" (and anything else in the mod's menusmain directory, but there is rarely anything but the one file) from the mod (Unified HUD does this when it runs). It wouldn't work if you were reinstalling Project Nevada or One HUD, but it would for all the other mods in your UI list.
  7. The Yukichigai Unofficial Patch - YUP in the guide already includes this fix.
  8. When I read "update" I thought the discussion was about reinstalling an existing UI mod. I think it would also be useful to have a short guide or section on this since it can happen often if mods like the JIP UI mods are used (these are updated frequently, especially the Follower Command and Control mod that isn't in the current guide).
  9. I'm using MO 1.2.6. All of the Fallout New Vegas BSAs show up in the Archives tab except Update.bsa. Is MO ignoring it or just not showing it in the tab?
  10. A few comments: I think DarnUI and Project Nevada should be left checked and this should be mentioned. (the mods that are primarily providing prefabs, including One HUD, are the ones that need unchecking, in addition to Unified HUD of course) I think it would be better to start with the case of successful installation (section 4 right after section 1) and then have what to do if there is a problem come after this. part of Section 1 would say if there is a problem go to (what was previously #2)It's possible to add updates without having to reactivate Unified HUD in FOMM package manager vs. just ticking it again (as long as the two includes... files in the prefab folder in Unified HUD don't need to change, which is usually the case unless a new mod is being added) but I'm not sure whether the steps to do this will seem more complicated for most users than reactivating Unified HUD.
  11. Sorry I didn't get the new guide material written up yet. Once the files are sorted I set the lower Browse window on Vanilla Optimized and never change it. I then set the upper Browse window then the constraints and optimize, then change the upper Browse window to another folder and (if needed) change the constraints, hit process, ... until finished. The order of optimizing the folders doesn't matter. Doing this the log I usually see is VanillaOptimized.log which includes all the textures. Here is the screenshot of the file folders after optimization. In the Skyrim mod file sorting there are 5 categories; I combined the Ordinary Textures and Normal Maps here since I didn't see much value in using different constraints for these two. Exterior textures are usually the ones that hit VRAM the hardest, unless there are lots of NPCs on screen and the body mod uses 2Kx2K textures for body and head textures. For constraints with the vanilla files I used H3 for everything except the Exterior Normal Maps and I used H2 for those since my GPU is fairly powerful. I always use the uncompressed format settings in the Constraints window unless I have some reason to force DDSopt to change uncompressed textures to compressed; with the uncompressed format settings DDSopt will properly process both uncompressed and compressed textures. There are very few (10-20) 2Kx2K textures across all of the roughly 25K FNV vanilla textures, so in reality there isn't any real difference between H2 (which uses 1024x1024 as resolution limit) and H3 (which uses 2048x2048 as resolution limit). If I had less VRAM I'd likely choose either H2 for everything or H2 for everything except the exterior normal maps and use 512x512 resolution limits for those. The settings recommendations will be different for mods, by the way since these can have bigger textures. I should probably have put this post in the DDSopt thread, but at least this way there are some initial instructions for FNV users prior to getting the full writeup. I might add a post in the DDSopt thread with a bit more detail.
  12. Right, 16 is the Skyrim number and 5 is the correct value for FNV. Next time I change stuff I'll change that. I ran the optimization before I posted the batch files and they seemed to optimize correctly. I'm still looking at the log file to see if any changes are needed in the batch processing, but it doesn't look like there were any significant problems. The FNV files in the DDSopt.ini are excluded by the batch files, by the way. I've noticed in Skyrim that DDSopt doesn't always exclude files in the DDSopt.ini, at least one file I added fairly recently.
  13. oops. It needs to be added to the documentation. I'll fix these errors. The names for the texture folders don't actually matter for the FNV version of the pre-optimization sorting, unlike the Skyrim version, by the way. I did have GunRunnersArsenal in the folder for the test I ran, I just forgot to add it to the documentation. The documentation will be changed shortly. The version with revised documentation is here. The batch files themself have not been changed.
  14. There are at least two mods that increases the power of the phial (here and here). The last time I looked at this I felt it made the phial a little too good (particularly the first mod linked), but I plan to look at this again.
  15. I've heard good reviews here on the STEP forums and at websites that review games. I bought it from GOG yesterday since they had a good price (similar to the current Steam price); given a choice I prefer DRM-free. Steam and Humble Bundles sometimes have the franchise version which also includes the other Alan Wake game.
  16. An initial version of a batch file to sort the vanilla FNV extracted textures prior to using DDSopt is available here for testing. It works the same way as the Skyrim Pre-optimization batch files work. Extract the BSAs, run the batch file, then run DDSopt on the sorted folders. There is some documentation in the readme files; more documentation about these will be added in the DDSopt guide soon. For FNV it removes all the interface-related textures prior to optimization since they don't need optimization and DDSopt can corrupt a few of them. Skyrim has very few interface files in the texture BSAs while FNV has many. It also removes a few other files that shouldn't be optimized. The batch file for use with FNV mods will be added soon. The batch file to archive the optimized vanilla FNV texture folders is included.
  17. I also like the optional paper files and use them.
  18. It would be helpful if LOOT would at least add a capability to import and export some rules so that inexperienced users could at least load rules that others have created.
  19. I'll use it since I use Deadly Dragons, but I agree it doesn't seem appropriate for STEP Core.
  20. That's the sun mod that's already part of the Weather and Lighting Pack by Smile44.
  21. I also like Cabal's, although enough people have already voted.
  22. I feel the smaller version without a handle can be Core as it's clearly an improvement over vanilla without being too different from vanilla. I prefer the original version with a handle as it's more "special" as befits a unique item, and with a larger bottle I feel the handle is justified to make it easier to use. The smaller one doesn't necessarily need a handle. I feel the original version could be in Extended.
  23. Like you I have been using this mod for a long time, but I haven't yet updated to version 2.0. Before it became a single plugin I used to merge the modules I wanted to use, typically leaving out the module with the huge stormcloaks vs imperials battles. With the last version I removed this, but I had to do it in TES5Edit. I'll do the same with version 2 since the individual battles can disrupt too many other NPCs.
  24. I'm having this same problem with MO 1.2.5. I wasn't having this problem with MO 1.1.1, although I also had fewer plugins being loaded. I added the arguments from above and I was able to get it to load Fallout NV.
  25. The Bards are particularly interested in books. The library in the Bards College and some of the Bards-related quest locations might be a good place for some books about TES Lore as well as older books, especially since the Bards college storyline is a little thin and incomplete.
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