alt3rn1ty
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Everything posted by alt3rn1ty
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Following STEP - TES5EDIT - cleaning update.esm
alt3rn1ty replied to timaishu's question in General Skyrim LE Support
Depends what version you are using If you are using the latest W.I.P version of TES5Edit 3.0.3.3 ( download link at the bottom of the first post is always updated there when Zilav makes a new snapshot ) .. then you will definitely find 6 more ITMs in Dawnguard.esm when you clean it a second time. See this post in the same topic -
SKYRIMLE Pure Waters - Waterfalls (by Laast)
alt3rn1ty replied to TechAngel85's topic in Skyrim LE Mods
I love Laasts Pure weather and Pure water, this is even more nice work to compliment the latter I feel. With Laasts Pure Water he corrects the flow and roughness of the water a little more than Realistic Water Two or W.A.T.E.R does, its a bit calmer looking in may places. So I think his mod needed this change even more than vanilla waters do. I am a recent convert to Pure Waters, since I found out his Pure Weather also addresses the grey water edge during fog and rain weather .. His Pure Water has been tailored to suit those weathers too. Thank you for spotting it TA, I would have missed this beauty, bookmarked for developments. -
Notes : Optional Vilja files v4 ------------------------------- This version updates all textures to include new additional textures contained in Vilja v4. All the old textures have been redone from scratch too, with slightly better detail on the lower resolution. These textures will be installed as loose texture replacers for the original textures in Vilja's BSA (the game loads loose textures last overriding the ones in the BSA) 2048 textures reduced to 1024, and as with Vanilla Reduced Textures some smaller textures have also been reduced on a case by case basis. A couple of the smaller Vilja textures are one size larger than Vanilla Reduced Textures equivalent vanilla files, but because they only affect one unique NPC ( Vilja ), and do not apply to anything else in the game I could afford a file or two not being as reduced as I do everything else keeping some quality for Vilja. It works nicely on my old laptop anyway in the VRAM useage department. Requires : Vilja in Skyrim https://skyrim.nexusmods.com/mods/26393 ( Version 4, upload imminent )
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Pure Waters and Pure Weather - Optional files ----------------------------------------- All textures from Pure Waters, and Pure Weather, by Laast, given the VRT treatment. Original mods here : Pure Waters - https://www.nexusmods.com/skyrim/mods/1111/? Pure Weather - https://www.nexusmods.com/skyrim/mods/52423/? ( See the original mod pages above for usage permissions of these textures ) Permission for me to reduce them given here : https://forums.nexusmods.com/index.php?/topic/1543508-pure-weather/page-151&do=findComment&comment=20032719 The above two solve a heap of nice things, the flow of the water, night time being darker, and the buggy water shore line which has a grey border when it rains or in fog .. Laast has solved it by editing the weathers and providing water textures which go very nicely together - Now you can run the mod on your VRAM limited machines by using my BSA replacers with reduced textures for these mods. In both mod cases, I have done a set of textures that has been reduced to vanilla sized textures - which will go well with VRT 512. And a set that has had further reductions ( mostly in the normals ), which will go well with VRT 256. The original mods are required to use these textures. Install the original mod, and then install the appropriate BSA to overwrite the original mods BSA. You still need the original mods ESP : In the case of Pure Weather, you can use either Realism or Brighter nights, it does not matter, they both need the same set of textures And similarly in the case of Pure Waters, either Legendary or Vanilla does not matter, the same BSA and included textures applies in both cases. In the reduced textures for Pure Weather, I made a couple of changes - In addition to reducing the textures : Laast has a custom mountain texture set in with the Pure Weather textures, these have been changed slightly to fit with the Vanilla Reduced Textures scheme ( which use version three of Mountain Or Molehill textures ). The textures I use are similar in colour to Pure Weathers, and so still go well with Laast's atmospheric changes, but also come with custom LODs which also suit the distant weather a little better, with the rest of the Vanilla Reduced Texture setup. Laast also uses a custom sunglare texture, which has a camera lens effect. I opted for his alternative sunglare which does not have the camera lens effect, but I also made this sunglare have a few more rays than the option Laast provides, and made the sun glare plus rays slightly larger towards vanilla sunglare size. So basicly you have vanilla sized Pure Weather alternative sunglare with Laast's colour, but with a few more rays added, and the sun takes up more of a percentage of the whole texture than Laast's custom version, but not quite so much as vanilla. Optional files uploaded to TES Alliance and Nexus - For images have a look at nexus Images tab, page 6, last 4 images.
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Really Textured Normal Maps for Vanilla - BAINs (by Jarod)
alt3rn1ty replied to hishutup's topic in Oblivion Mods
:) Wow, blast from the past, I forget a lot of the things I had a hand in sometimes. Dont forget to endorse the original author when you go to have a look at his screenshots https://www.nexusmods.com/oblivion/mods/38204/? -
SKYRIMLE EWIs Skyrim Modpack AIO by ewi65
alt3rn1ty replied to dstansberry's topic in Skyrim LE Mods
I think the following may have something to do with it .. https://forums.nexusmods.com/index.php?/topic/2218189-ewi65-formal-warning-issued/ Using copyrighted textures from lughertexture.com -
Found another site which is capable of hosting the huge file sizes I need to, I need a backup site to Skyrim Nexus .. After exceeding the file size limits at AFK Mods, remembered that Tes Alliance has an FTP upload option which gets around the site host file limits. So now, VRT will be hosted at : Vanilla Reduced Textures - Skyrim Nexus ( as usual ) + Vanilla Reduced Textures - TES Alliance Files are still being uploaded via FTP and need transferring to the mod page downloads, but expect that to happen within the next day or two. Version 24 I believe is the final version, so these two sites will be the home of VRT hereafter.
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News 03 Nov 14 : Newer versions than version 23, are only available on Skyrim Nexus due to file size limit on AFK Mods, and the ever increasing size of this mods files which are now mostly above 500mb. This mod will no longer be updated on AFK Mods, and will remain at v23. Version 24 is at time of writing currently uploading to Skyrim Nexus Notes : Version 24 ------------------ UnOfficial Patch Project ( UPP ) team included more fixed textures in the unofficial patches version 2.0.7 - VRT 24 includes the same textures reduced appropriately for this mod. All VRT files affected. There were a number of Terrain textures ( also present in DLCs textures ), Khajiit normal map textures have had a fix to the tail ( both male and female ) whereby the tail bump mapping was inverted causing shadows to be on the top of the tail instead of underneath, hagravenveins is a texture which shows on the inside of foresworn tents if the sun is shining through the fur, this is a redo of a previous fix which was still pixellated. And I have been tinkering with a few more textures, just redo's of previously done textures I was not happy with. Additionally - The job of integrating some of Tony971 OVT textures in version 23 .. I missed a bunch of them in one or two of the individual VRTs ( as opposed to the Legendary sets ). Hopefully, fingers crossed, prays to the nine .. This is the final version. Please visit Skyrim Nexus for version 24
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SKYRIMLE ONE MOUNTAIN - To Rule Them All (by Gamwich)
alt3rn1ty replied to alt3rn1ty's topic in Skyrim LE Mods
Yep, I am linking it in Vanilla Reduced Textures description because of that advantage it gives to low end systems, especially if they are using my textures ( which are actually reduced versions of Mountain or Molehill textures v3 Gamwich gave me permission to include ) and these meshes. Everything you said about meshes .. massive +1 - If you have a read of the comments in the Dissecting Skyrim Meshes tutorial, you will find a post I made when I was keen to carry on the work Exeter left behind reference UNP Armour and Clothing sets of meshes .. I was doing well, but that enthusiasm faded pretty fast :). Not enough life time left I want to donate to the project. And considering none of it carried forward USKP meshes, and the forthcoming USKP fixes Didact is working on which Hana is going to approve all of them individually eventually, whatever you complete from such a large project would have to be redone when that lot goes live one day ... Aaaagh :) -
SKYRIMLE ONE MOUNTAIN - To Rule Them All (by Gamwich)
alt3rn1ty replied to alt3rn1ty's topic in Skyrim LE Mods
Yep I saw your post where you offered to do one, and guessed it would probably also include BAIN wizard. But personally ( and unusually for me ) I am preferring them as individual BAIN installers .. Reason for that is if I were to use one with a set order of folders which was designed logically for the best sequence of folder overwrites, for my own preference it would install the wrong files. For instance I prefer carrying through USKP files with ONE MOUNTAIN tweaks to the meshes .. ( To see the following image in better detail, right click and open in its own tab, then you can zoom in ) ( For anyone not familiar with Wrye Bash BAINs, they install in order and last installed wins where there are file conflicts - Similar to Load Order and record conflicts on the stack ) Whereas the most logical sequence out of just these patches will probably end up being : USKP overwritten by SMIM overwritten by Realistic Water Two Which for my preference of carried through fixes per patch mesh would be wrong, because for example an individual RWT mesh will probably only have RWT fix qualities plus ONE MOUNTAIN qualities, and not have the changes from USKP .. I just cannot imagine that Gamwich will have gone into such detail of every mesh to ensure that all qualities of all sets are included in each mesh, so would rather ensure that the winning combination of fixes I would prefer actually end up in game. For me thats USKP plus ONE MOUNTAIN in this case. SMIM and RWT changes can be lost in preference, and more than likely the USKP meshes will probably include similar changes to those two mods, where the reverse may not be true. There are a huge amount of settings in just one mesh, and the order of them within the mesh can be important too .. I have seen Hana from the UPP team reconstructing meshes in more optimal node setups, aswell as adding the actual fix needed ( Here is one of her tutorials on the subject Dissecting Skyrim Meshes, which will give anyone who is not familiar an idea of the amount of work that goes into these for the Unofficial Patch Project - Hana has also done a few excellent Blender tutorials such as Skyrim meshes and Importing/exporting and Blender Basics Add materials and textures to NIFs ). Another example, ENB Particle patch meshes, in the list Gamwich has in his sticky post, overwrites SMIM and USKP, which does not make sense because SMIM in the latest incarnation includes all of the ENB Particle Patch meshes changes plus SMIM changes, and the reverse is not true, whether either of those also carry forward USKP changes .. I dont know. I would think if anyone would, Brumbek would, but whether he has gone into the same amount of care with each mesh that Hana does I also dont know. I think this is going to need a fair amount of study before a final order of folders within the BAIN is set in stone, because Wrye BAsh installs folders within a BAIN in numerical and then alphabetical order, so last folders contents win if there are file conflicts with previous folders also ticked to install within the BAIN. I know one thing though, the task will be mountainous .. Hence another reason I did not offer to do an installer for this :). To ensure you carry through everything would entail studying each conflicting mesh, and carrying forward all changes into all copies of the same mesh throughout the different packages .. Which would probably need nif expertise at the same level as Hana, and would take literally months to complete. I think the best you will achieve by just arranging overwrites will be a case of damage limitation as to which fixes end up in game, and which are lost. When Gamwich described this as a can of worms, he was under stating I think. In an ideal world, all mods with meshes would use ( and keep up to date with ) all USKP mesh essential game fixes, as a base for their changes .. But if they haven't then this gets a whole lot more complicated. ( And if anyone has not noticed, the beta for USKP 2.0.7 is currently being tested ( as of 28th Sep ) ) -
SKYRIMLE ONE MOUNTAIN - To Rule Them All (by Gamwich)
alt3rn1ty replied to alt3rn1ty's topic in Skyrim LE Mods
And a couple more screens with my Vanilla Reduced Textures : -
SKYRIMLE ONE MOUNTAIN - To Rule Them All (by Gamwich)
alt3rn1ty replied to alt3rn1ty's topic in Skyrim LE Mods
The provided textures up close are really nicely done, personally for middle and far distance I prefer his MoM textures .. But as it says in the description you dont need to use the dedicated textures, just the meshes if you wish. Here's a couple of comparison screens I did in the user uploaded images ( on my laptop so they are low res ) -
Download from Nexus - ONE MOUNTAIN - To Rule Them All In short, a lot of meshes for mountains and rocks use combinations of mountainslab01 and mountainslab02, two large textures which in a lot of cases do not quite blend well together. Gamwich has edited the meshes to replace all instances of mountainslab01 texture, and use mountainslab02 texture instead for everything ( the 02 texture was already used for the majority of them ) This means a bit less VRAM is used, because for any given area you are only using one of those large textures repeatedly. Gamwich has also done his own texture, and custom LOD textures for the same. But you do not need to use it, you can run the mod just by installing the meshes. Personally I am using Gamwich Mountain or Molehill textures, with this mods meshes. There is a selection of Texture sizes too for more choice. And lots of mesh patches for popular mods such as SMIM, Realistic Water Two, USKP etc.
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Notes: Version 23 - All files-----------------------------Recently Tony971 did a mod "Optimised Vanilla Textures", using DDSOpt and the S.T.E.P guide just to optimise all the textures without much in the way of reduction ( some normal maps where reduction would not be noticed, and a lot of changing the format of some textures to more optimal formats which DDSOpt can be rather good at ). OVT includes every Vanilla texture, and previously, I have only included all the textures which I actually had reason to reduce or change. I wondered if I tried OVT, with my Vanilla Reduced Textures over-writing them - Would there be any additional VRAM saving from the files I have not optimised before .. I found it did, walking around all the usual test regions in the game I could get between 5-10mb more VRAM saving on top of the huge amount we already save with VRT. This is going to be more beneficial to people who still need to use my 256 options, where every little bit of VRAM does count, but I thought I may aswell do the same for all options, your choice if you want to re-download or not.So, I decided to do the same to all the files I previously have not included. For the individual options of VRT it has increased the file count a bit, not significantly because we already included the majority of them.But the Legendary files have increased quite a bit in file size. However, this will be the last version. So tl;dr - v23 = Everything you had before, plus textures done with DDSOpt I have not previously included = A bit more VRAM saved throughout the game. Tony971 has given me permission to overwrite his 31000 texture files with my 28000 files, and include the surviving textures from Tony's mod in VRT. In the case of VRT and the DLC individual options, the same method has been used for textures I did not previously include in those sets. All files are updated. Version 23 will be coming to AFK Mods aswell .. But I do not have time to update the files there at the moment and will be away from home for a week ( It took the best part of yesterday just to update the Nexus files )Will get around to updating here when I get back. Meanwhile, if you cannot wait, v23 is up on Nexus.
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SKYRIMLE Optimized Vanilla Textures (by tony971)
alt3rn1ty replied to EssArrBee's topic in Skyrim LE Mods
:) Your call on that one I would say - Possibly link a mod Article for advanced users tips ? Looks like for some of the planar textures there is reason to keep them at the original 256 : https://forums.nexusmods.com/index.php?/topic/2037084-optimized-vanilla-textures/page-27&do=findComment&comment=18189004 ^^ @ Kelmych - Something to note for DDSOpt guide, or ini / filtering ?Edit : Although, if the mod was not replacing the original Skyrim - Textures.bsa .. Maybe this would not be a problem for anyone using the creation kit which would not source the textures from a mods bsa full of replacer textures ?. Not sure, I have only rarely used the Creation kit.I have never had this problem reported to Vanilla Reduced Textures which has a custom bsa, but then again I dont include all of these types of textures, some of the tintmask textures I have are carried into my mod from Unofficial patches, and I believe they should be at the games original texture sizes.Need to check my files out when I get home in a few days. -
SKYRIMLE Optimized Vanilla Textures (by tony971)
alt3rn1ty replied to EssArrBee's topic in Skyrim LE Mods
Tony - The only thing I dont get about the finished thing ( as Aiyen also mentioned earlier ) is why the need for all the installation complexity ? The ini's ? The installer.exe ? The need to replace the vanilla Skyrim - Textures.bsa ? You could have one method which suits all Mod Managers - Fake.esm all of them ( currently that just means your Skyrim - Textures.BSA needs renamed to something like OptimizedVanillaTextures.bsa, and make a fake.esm to go with it ... All the rest are done ) The only thing you need to care for really is that USKP texture fixes ( which you do not include ) end up winning : Skyrim.esm Update.esm OptimizedVanillaTextures.esp Unofficial Skyrim Patch.esp Dawnguard.esm Dawnguard - Textures.esp Unofficial Dawnguard patch.esp Hearthfires.esm Hearthfires - Textures.esp Unofficial Hearthfires Patch.esp Dragonborn.esm Dragonborn - Textures.esp Unofficial Dragonborn Patch.esp The installer for this could be as simple as this one - No exe or ini's required, and Wrye Bash / MO / or NMM can all install it without problems or virus checking concerns ( .vbs scripts and compiled vbs have been famously regarded as suspicious for a long time ). You could also add a Wrye Bash wizard.txt if you wanted the options auto-selected ( but for something as simple as this just manual sub-package selection is good enough ) What you have at the moment seems a bit OTT for what it is. By getting rid of the original Skyrim - Textures.bsa you are not making the game loading any more optimal ( Not in my experience anyway with VRT on my laptop, performance has always been far better than vanilla without the need to replace the original bsa ) .. .. Is the need for your methods of installation just a MO thing ?. Please dont take offense, I just dont understand the need to do it the way you have, and I am very familiar with all the options as per the BSA and you and Load order and you topics. And if getting this malware recognition to go away is too problematic - Well the solution is easy as above. In the long term, I can see the typical nexus crowd repeating the same questions page after page ad infinitum. Not your fault of course that the average nexus user does not have enough attention span to read a description longer than two sentences, but I reckon you will be plagued by them. Top tip, if after a while you are satisfied you have covered every question possible, and no longer need any feedback - Turn off the comments :), then the only source of info becomes the description and they are forced to read instead of lazily just posting a question which has already been answered. -
SKYRIMLE Optimized Vanilla Textures (by tony971)
alt3rn1ty replied to EssArrBee's topic in Skyrim LE Mods
I think myself and Aiyen are slightly misunderstanding each other but basicly in agreement, myself in the first instance so I apologise if you believe I am being confrontational Aiyen correct me if I am wrong : You basicly agree that if 1x1 textures are going to be bad for some users because they are non-power of 2, then 16x16 would be better ? In which case I agree I only think that 1x1 textures would be bad if included at 1x1 size which is what DDSOpt is currently doing with them, I was thinking along the lines of leaving the collapsed textures at the vanilla size of 256x256, or going with similar choices to the resolutions Ethatron has chosen in his own mods mentioned earlier at either 128x128 or 64x64 - But 16x16 would work also if that in your opinion is a more optimal size for these textures ? I just dont get where 16x16 came from during this conversation as a suggestion, they are certainly not going to be a problem for anyone at that size. ------- @ Tony - "Are we sure it'll help" - Nope :), I would say its just the safest option for compatability with as many peoples setups as possible. I think Aiyen is in agreement overall. Unless Kelmych comes back with something from Ethatron which was alluded to earlier ( in which case collapsed 1x1 would be better ), then there is only evidence to suggest that as Ethatron mentions, and also Aiyen now mentions in regards to shaders and ENB, that there is potentially problems with 1x1 textures. -
SKYRIMLE Optimized Vanilla Textures (by tony971)
alt3rn1ty replied to EssArrBee's topic in Skyrim LE Mods
I have read through the whole of the DDSOpt WIP topic, where Ethatron was answering Z's questions and your own questions, and cannot find anything ( hopefully I have not just missed something ) that is said by Ethatron which is worded similarly. Was it a PM ? My closing thought on this is : There is sketchy evidence, and an expert opinion, that collapsed textures may be problematic for some peoples hardware There is a solution to providing non collapsed textures in the terrain group ( see previous posts ) So what is the debate for using collapsed textures ? ( Ethatrons opinion - as Kelmych worded it - cannot be found ) So far its been, cant be bothered / not capable of addressing it ( tools provided to solve this ), and / or they work on our machines so why should we care. I know which path I took with this - But this is potentially a STEP endorsed project ( maybe even STEP will produce an Official STEP duplicate as has been mentioned ) - So its your decision collectively about the details of what goes into it .. I have just pointed out what I think is a potential hiccup in the way its going to go. Its just a game after all. -
SKYRIMLE Optimized Vanilla Textures (by tony971)
alt3rn1ty replied to EssArrBee's topic in Skyrim LE Mods
Who do you mean by "you" All the people out there, who may have a problem with this ( potentially ) STEP endorsed texture collection .. Because we couldn't be arsed to provide a few textures in the format the game expects them to be in for graphics cards that ordinarily can run the game ? Now they have to upgrade because of a bunch of textures. Bethesda do not provide the textures collapsed, so why should we ? "Guys I have a great idea for optimized textures" - Superb "Guys lets not care about some people who may need to upgrade to use this" - Bad juju Most people are going to struggle on just understanding how to install this, let alone trouble shoot a little known graphics card technical problem. Thats a bit of an elitist attitude to less fortunate people. This mod is likely to be used by many people from all walks of life. Especially when it is perceived as performance enhancing - This will attract people with less capable machines. It will also attract Laptop gamers, who cannot so easily upgrade graphics cards. I think I am probably one of the lucky few out there who has a laptop machine which can upgrade its graphics card, but even when you can do that, you are restricted in how much you can upgrade by the efficiency of the laptop to shift heat out of its casing. And obviously by voltages required, tolerances. I personally dont have a problem running them either way up apart from a feeling one is better than the other, but I know there are people out there who will, as does Ethatron obviously. And I believe we are assuming it is only going to be older graphics cards which cannot process problematic textures. Is that the case ? ( I dont know to be honest ), could occasional graphics drivers updates also complicate matters ? I recently 'upgraded' NVidia graphics drivers from 337.88 WHQL to 340.52 WHQL .. And pretty soon went back to 337.88 with a clean install routine. 340.52 for my machine were awful and introduced stutter I do not ordinarily experience. Whereas 337.88 are the best performing drivers I have ever used for NVidia cards. ( Edit : Incidentally the 340.52 drivers also introduced stutter on our far more capable family desktop machine, which also is far better with 337.88, so the problem with 340.52 was not just isolated to my laptop NVidia card. My eldest has another laptop which is awesome but unlike the other two machines in our house this one is an Optimus setup - So I have a range of machines at my disposal for testing things and my opinions are not just derived from one old laptop ) As I said previously, I think its better to err on the side of caution .. But thats up to you guys how you do this. ------------------ :) Yeah, I have had quite a lot of "Final" versions. Never say never. Welcome to modding large projects. Edit : Oh hell I nearly forgot to mention this - In addition to the Wrye Bash stuff we discussed in PM on Nexus forum : Something else you may find really useful in future as a good source for monkey see monkey do Wizardry = Metallicows Wrye Bash Wizard DEMO - Take it to pieces, it has examples of just about everything you can imagine doing with wizards in there. Wrye also did BAIN mod examples a few moons ago too. Compare these with the official Technical Readme command listings and you have everything you need to adapt to any mods installation requirements. Just watch out for those common mistakes :), Wrye Bash goes belly up very easily with wizard syntax errors. -
SKYRIMLE Optimized Vanilla Textures (by tony971)
alt3rn1ty replied to EssArrBee's topic in Skyrim LE Mods
Yes I understand. I have found the bit that I remember Ethatron saying which made me cautious of what I am providing to people in a mod .. https://forum.step-project.com/topic/190-wip-ddsopt-texture-overhauls/ Q2. A2. "planar (1x1) textures": The number of textures which have only one distinct value. These textures may be converted to 1x1 size without loss. Though seems not all hardware likes that. Haven't yet understood what's the real cause. This made perfect sense to me. Having seen the effect of a new modder providing non-power of two textures in a mod, and the varied effect it had on other peoples machines with different cards and capabilities, the results were between No problems to stuttering to CTDs. And to me if Ethatron has doubts, or a lack of understanding about using 1x1 textures then I am certainly going to be cautious. I recall Ethatron saying something similar too on BGS forum before he participated on the STEP forum on the same subject. Anyway, since doing my own testing during development of VRT on my less than desireable but faithful laptop, and I realise I have nothing to prove anything but a feeling that one setup was better than the other, I decided not only did I think it was better with non collapsed textures, but also if I am providing files to a wide audience with whatever machines are in use out there... ... then best err on the side of caution if 1x1 res textures may give some users problems, and provide the textures with at least a bit of meat on them. Edit : Are there any later quotes by Ethatron than the one I point out which put the information I found out of date with newer findings ? -
SKYRIMLE Optimized Vanilla Textures (by tony971)
alt3rn1ty replied to EssArrBee's topic in Skyrim LE Mods
I haven't seen that ( the way you put it ), but if true I would go with what Ethatron has said. Without a doubt. -
SKYRIMLE Optimized Vanilla Textures (by tony971)
alt3rn1ty replied to EssArrBee's topic in Skyrim LE Mods
Oh just realised something you may be concerned with, if your GIMP fu fails, you are still going to have to process them in some way to have them in the mod ( that is should you decide to go down the non collapsed route at some point ), and if DDSOpt will always squish them .. Sorry but I have no help there. Maybe that other texture optimiser tool doesn't collapse them ?, but would force remipmap them ?. Dont know for sure I never used it. https://www.nexusmods.com/skyrim/mods/12801/? -
SKYRIMLE Optimized Vanilla Textures (by tony971)
alt3rn1ty replied to EssArrBee's topic in Skyrim LE Mods
I think it will be barely detectable either way up. But its the STEP forum so nailing such details and getting it right might be important. You now have the tools to do it whichever way a lot easier. I did mine with GIMP, but I also need to bring them down in resolution from vanilla 256x256 LODs and Map textures, to 128x128 in my mods 512 options, and 64x64 in my mods 256 options ( Similar to the optional resolutions offered by Ethatron in his mods High Quality LODs + High Quality 3D Map ). But if you havent used GIMP before it may be too much for just the one task to get to grips with. So leaving them as per vanilla is an option IMHO is better than the collapsed ones as mentioned in the previous posts. STEP forum is famous for testing one bunch of textures versus another, empirical evidence Maybe running the game with this set of non collapsed textures, versus running the game with the collapsed textures needs to be tested for .. My batch file above would work on your textures too, leaving behind the 1x1 textures out of your processed one. A. VRAM Reduction B. Better / Worse performance I can see VRAM reduction being very minor and not worth having collapsed textures for. And the trouble with the latter test is very much going to be dependant upon machine specs, and my feeling is ( being a regular user of a very low spec machine ) that non collapsed is better. But its just a feeling, could be rubbish / placebo / graphic card dependant ( I have a Geforce 8600M GS in my laptop, which now has 512mb VRAM, it used to have just 256mb ). It would need some very accurate measurement. Consider your target audience and what machines are they likely to be using. Right thats my last edit :), I do believe I have nothing further to divulge which may help this project and its goals. -
SKYRIMLE Optimized Vanilla Textures (by tony971)
alt3rn1ty replied to EssArrBee's topic in Skyrim LE Mods
If anyone wants to use it, I just made another batch file for the Terrain folder This one is custom made just to separate the terrain files out of all the vanilla files, which DDSOpt would collapse ( Based on Tonys results having used DDSOpt and the files in his Skyrim - Textures.bsa. ) Extract this Working folder to somewhere with plenty of space on your HD Get the original ( vanilla ) textures out of skyrim - textures.bsa You will need to copy the terrain folder And paste that terrain folder inside the working foldertextures So you end up with Working folder"Delete Non Collapsed Vanilla Files.BAT"Textures Terrain .. and all the vanilla files inside that Terrain folder Now double click the "Delete Non Collapsed Vanilla Files.BAT" file and it will delete all the files which DDSOpt will NOT COMPRESS to 1x1 resolution Result = A bunch of vanilla files which have not been collapsed, which you can overwrite all of the collapsed ones with. So just to be clear - This leaves you with all those files I highlighted in a previous post which had been collapsed, separated out of the vanilla files so you have the same files in their vanilla size to either process differently, or copy over the DDSOpt collapsed ones. You could try and process them differently with DDSOpt ( if there is a way of making them not collapse but does optimise them compaired with the originals ? ) before overwriting the collapsed ones. Batch File here https://dl.dropboxusercontent.com/u/86040572/working%20folder.7z I have zipped it up in a working folder with a textures folder and empty terrain folder, so unzip this wherever you want to do the operation, and copy the terrain folder appropriately. Edit : As per previous batch files, anyone is free to use as required. -
SKYRIMLE Optimized Vanilla Textures (by tony971)
alt3rn1ty replied to EssArrBee's topic in Skyrim LE Mods
One more for Tony : Reference Wrye Bash user on Nexus ( and NMM users ?, I havent used it much apart from making dual scripted installers for some of my mods .. but I think the same concern applies ) Those two modding tools will not ( by design ) extract and install your executeables The authors years ago made a decision never to let the tools allow anyone to install malware ( which is why .dll and java executeables are not allowed too ) ( Go to Wrye Bash Pictorial Guide, images tab, page two of the images, screen 13 of the Installers advanced section ( but note : These are the standards for the Oblivion game ) ) So how about an archive that includes your Skyrim - Textures.bsa renamed, with its own fake ESM, to have Skyrim and update as masters, and load before USKP ? Archive root Standard OptimizedVanillaTextures.esm OptimizedVanillaTextures.bsa Dawnguard Dawnguard - Textures.esm Dawnguard - Textures.bsa etc This way you dont need the ini, you dont need the installer exe, and Wrye Bash and NMM users have an installer that works for both those tools, and you still get to place your fake esm before Unofficial Patch Project files so that their fixed textures which you dont include win aswell. I know it means they still have the original Skyrim - Textures.bsa installed, which all of this will override, but I use a similar thing with my esps on an audience who typically do not have machines good enough for skyrim, and it works very well performance wise. It would be better if we could include the original Skyrim - Textures.bsa so that you could provide a way to overwrite with the original upon un-installation .. But as we all know that option is definitely out of the picture legally. So anyway, just another option for thought :)

