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tony971

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Everything posted by tony971

  1. And there's the whole collapsing 1x1 textures. Those probably need un-collapsed.
  2. Alright, I've finished making all of my installation tweaks.The Skyrim - Textures.bsa and all three HighResTexturePack BSAs are direct replacements. The other three DLC have their own new optimized texture BSAs.Non-MO users now have two loading options for the BSA DLCs:1. Use dummy ESMs. 2. Run an installer file that changes the required settings to hard-code them into the appropriate ini files.MO users' downloads have been separated so that they may be placed individually in the asset load order and managed with MO.Since these are all STEP optimizations, what would you think of me changing the author name to "The STEP Project" and then adding write permissions for the appropriate admins?
  3. This just made me think of Vano89's Bethesda Hi-Res DLC Optimized... He's got a standalone 1024 version that he says doesn't require the DLC... :ermm:Edit: I've PM-ed The Vampire Dante about it. Let's see what he thinks. He cleared mine, after all.
  4. I'm definitely interested in working with you to make further optimizations. And I can add dummy ESM files for those who don't mind having extra plugins.
  5. They were the exact same textures so I didn't feel the need to prompt an update. Although, Alt3rn1ty's comment on the collapsed textures made me paranoid enough to go through the process again, just to make sure I did it correctly. There will be a silent update of all of the textures.
  6. I prefer not to use the ENBoost vsync because the frame limiter doesn't work. I have iPresetInterval set to 1 in my skyrimprefs.ini, instead.
  7. Thanks, z929669! I'll add that to the description page. Also, I've uploaded version 2.0. It vastly simplifies the install process. The install and uninstall executables are just compiled vbs scripts that rename the original BSAs to stop them from being loaded with the DLC plugins. It then hardcodes all BSAs to custom ini files that append the skyrim.ini. It also adjusts the SkyrimEditor.ini for CK users and doesn't assume that all users have Skyrim - VoicesExtra.bsa (for our German friends).
  8. Alright, using a SkyrimCustom.ini didn't work but the plugin-loaded ini did. It's a shame that it won't work for skyrimprefs, though.
  9. I must be doing something wrong. I can't get this method to work. I tried making a Dawnguard.ini that includes these lines:[Archive]sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa, Dawnguard - Original.bsa, Dawnguard - Textures.bsa, HearthFires - Original.bsa, Hearthfires - Textures.bsa, Dragonborn - Original.bsa, Dragonborn - Textures.bsa[Display]bFloatPointRenderTarget=1I placed it in my real Data folder but neither the skyrim.ini nor the skyrimprefs.ini settings are taking effect. When I untick "Have MO manage archives," the BSAs are de-activated. When i start a save with ENB, it tells me that bFloatPointRenderTarget isn't set to 1. There's got to be more to the trick.Edit: Adding the lines to Unofficial Skyrim Patch.ini doesn't make them stick, either.
  10. Thanks alt3rn1ty! I was actually looking for help with a batch file. I've simplified the process for MO users. Everyone should be happy with it now. However, everyone else still has a semi-involved process. I'm trying to get it down to downloading and running a batch. Here are the defines for the batch. If a batch isn't powerful enough, a vbs will work. I'll just turn it into an exe file that asks for admin privileges. If anyone's feeling charitable, it would be greatly appreciated.
  11. It works fine for me. The archive handler registers both archives as non-MO Dawnguard files and orders them as such.
  12. Not if you rename Dawnguard.bsa to Dawnguard - Original.bsa but installing and placing between Dawnguard and the Unofficial Dawnguard Patch works too. I'll update my instructions and just tell them to do that. It'll stop Wrye Bash from throwing missing string localization warnings about the DLC.
  13. They shouldn't be overwritten. Skyrim archives don't get loaded with their plugins unless it's an exact name match. It's not like Oblivion with the Plugin - Whatever.bsa system. Renaming the originals to DLC - Original.bsa will make them stop being loaded with their ESM files. So the archives tab of MO will handle them entirely.I can have the MO users stop moving the textures to the real Data folder. I just didn't want to deal with "where should I put these in my load order?" questions
  14. I don't have MO users making ini tweaks. I just have them rename their original archives and manage both sets through MO. They get loaded in the correct order that way. Take a look for yourself.
  15. Question: does the USKP ini trick only adjust settings in skyrim.ini or will it adjust things in skyrimprefs.ini, too?
  16. My mod is ESP-less. I wanted the textures to either be a direct replacement or load immediately after their respective originals. This way updates wouldn't be needed every time the USKP team released an update. I was able to have direct replacers for the Skyrim - Textures.bsa and three HighResTexturePack BSAs, but had to make new ones for the DLC for reasons you stated. Achieving the correct load order for the DLC BSAs was done by using the skyrim.ini to load the BSAs rather than a dummy ESM file. In the end, users will have a BSA load order that looks like this: Dawnguard - Original.bsaDawnguard - Textures.bsaHearthFires - Original.bsaHearthFires - Textures.bsaDragonborn - Original.bsaDragonborn - Textures.bsaUnofficial Dawnguard Patch.bsaUnofficial Hearthfire Patch.bsaUnofficial Dragonborn Patch.bsa Their plugins will still load in their original order, though. I've already checked for conflicts resulting from loading the BSAs in this order. There are none. The only issue is that after renaming the DLC BSA files, Wrye Bash throws a warning that the DLC are missing String Localization files. Since I am plugin-less, if I use the USKP ini trick, I'll have to make 3 of them named Dawnguard.ini, HearthFires.ini, or Dragonborn.ini and use the FOMOD to determine if they get installed. But in all 3, I'll have to make the same edit: [Archive]sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa, Dawnguard - Original.bsa, Dawnguard - Textures.bsa, HearthFires - Original.bsa, HearthFires - Textures.bsa, Dragonborn - Original.bsa, Dragonborn - Textures.bsa And then just tell users to delete the entries for DLC that they don't have.
  17. I would but I'm no good at making batch files. Especially since the ini files could be in multiple locations. And I don't want to include full inis. That's a bit imperial for textures.
  18. I've put better instructions for MO on the description page (ones that don't require ini edits).
  19. There are ~5000 files in the vanilla textures folder that aren't replaced by the High Res DLC. And since the mod is using the skyrim.ini settings to load, it will automatically be loaded before Vano89's mod.
  20. Hope you guys don't mind me uploading the end result of your guide. If it ends up having some staying power and you feel like uploading it yourselves, just say the word and i'll take mine down.
  21. Yes, all other files that shouldn't be optimized are there. Running diff after optimizing shows only the books from the DLCs as missing (and that one broken texture from Dawnguard).
  22. Except the files weren't copied into the Vanilla Optimized folder.
  23. When running the .bat file, all vanilla textures are separated into Vanilla Normal Maps, Vanilla Optimized, Vanilla Ordinary Textures, or Vanilla Uncompressed Textures... except for the book textures in the DLCs and the one broken file from Dawnguard. Shouldn't the book textures go into the Vanilla Optimized folder?
  24. i guess you have to put this lines: [memory] DefaultHeapInitialAllocMB=768 in skse.ini in order to have 512/256 in VMMAP, but i need to do some tests to be sure. In the code, skse authors have written: SafeWrite32(0x00687E87 + 2, defaultHeapInitialAllocMB);instead of: SafeWrite32(0x00687E87 + 2, kVanilla_defaultHeapInitialAllocMB + defaultHeapInitialAllocMB);, and the defaultHeapInitialAllocMB var is firstly initialized to kVanilla_defaultHeapInitialAllocMB var. So before doing some more testing, i can not be sure of the best defaultHeapInitialAllocMB settings. I think it's been empirically shown that sheson's default values work well for the average user and 768/512 (VMMap) works well for those with ugrids 9+. I'm just trying to figure out how to set these equivalents  with the SKSE implementation.
  25. Wait, are the default values of this set to an actual allocation of 512 or a VMMap 512? Also, what values would be changed for a VMMap 768/512 split? I'm assuming that you would just add these lines to the SKSE.ini: [Memory] defaultHeapInitialAllocMB=768 scrapHeapSizeMB=512 I just don't want to spread misinformation.
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