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Everything posted by maedrhos
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Thanks for taking time to comment. iNeed and CACO are both part of SRLE and I have no doubt that the compatibility patch and Neo's CR take care of all conflict. I've assumed that it would be a conflict introduced by something not part of the SRLE build (ie Hunterborn not working with CACO or Rigmor for example) and have paired back the mods to find the culprit but since the problem doesn't show itself until 20 hours into a play-through it has been very difficult so far to identify. I've always ignored the forum talk about this problem (knowing that even the unwise can have strongly held opinions) and put no credibility into the player.kill fix until I simply hit a frustration wall...now I'm really curious why this works because I don't want to mess up my game in other ways. Unlike most technical problems in STEP where you post them on the forum and someone pops up to help this problem seems to mystify everyone based on the lack of comment. I'm now eight hours beyond the player.kill fix and everything is working fine even though I don't understand why.
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I've recently encountered the "CTD on Save bug". I've determined that it isn't being caused by string count or memory block excesses, but I can't determine what is causing it. My install is SRLE plus hunterborn, moonpath and a bunch of follower mods. It works fine off a new install (not a single crash for about 20 hours) until I get this bug. There isn't a lot of information on the web or step about what causes it but that using the player.kill fix (https://forums.steamp...d.php?t=2994022) does work. My questions are two fold....what could be causing it? (or at least what should I be looking for since I've ruled out more obvious things) and why does the player.kill method work? (What is it doing to the game to allow one to continue playing as if the problem never existed?)
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Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
I've recently encountered the "CTD on Save bug". I've determined that it isn't being caused by string count or memory block excesses, but I can't determine what is causing it. My install is SRLE plus hunterborn, moonpath and a bunch of follower mods. It works fine off a new install (not a single crash for about 20 hours) until I get this bug. There isn't a lot of information on the web or step about what causes it but that using the player.kill fix (https://forums.steampowered.com/forums/showthread.php?t=2994022) does work. My questions are two fold....what could be causing it? and why does the player.kill method work? (What is it doing to the game to allow one to continue playing as if the problem never existed?) -
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
maedrhos replied to darkside's topic in Skyrim LE Mods
I've had a similar problem to what you described....inability to create a new save some 20 hours into a new game with 254 total plugins. I have also been looking for the cause and after ruling out memory blocks and script overload as the cause I took out all the non-SRLE mods and began adding some back for testing. I'm now 16 hours into a new game with no CTDs with a total of 201 plugins. I overlooked the potential that CACO and iNeed were getting in each other's way since both are part of the standard SRLE build and I know I can count of Neo's work to be nearly CTD free. He does not have a flag in his instructions to put iNeed first so I'm operating with CACO loading before iNeed. Is there other documentation that iNeed must be loaded first? -
Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
Thank you....that was easy enough. -
Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
That was the first thing I tried....the error springs on multiple attempts whether I download manually or using manager. -
Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
I'm getting an error when trying to install the Havoc Physics Fix for Realistic HD Food and Beverages. When the FOMOD starts the error says: The element 'plugin' has invalid child element 'typeDescriptor'. List of possible elements expected: 'files, conditionFlags'. Fomods on other files working just fine. No one else seems to have the problem....what am I doing wrong? -
Dynamic Distant Objects LOD - pre 2.xx
maedrhos replied to sheson's question in DynDOLOD & xLODGen Support
Thank you. -
Dynamic Distant Objects LOD - pre 2.xx
maedrhos replied to sheson's question in DynDOLOD & xLODGen Support
I am getting a floating point error when DynDOLOD tries to add the masters to the .esp file. Here is the bug report and the last few lines of the TESVEdit [spoiler=Bug Report]date/time : 2016-02-25, 06:12:22, 13ms computer name : JAMES-PC user name : James registered owner : James operating system : Windows 7 x64 Service Pack 1 build 7601 system language : English system up time : 1 hour 7 minutes program up time : 45 minutes 39 seconds processors : 8x AMD FX-9370 Eight-Core Processor physical memory : 11074/16349 MB (free/total) free disk space : (C:) 123.11 GB (S:) 32.11 GB display mode : 1920x1080, 32 bit process id : $14d8 allocated memory : 1.43 GB largest free block : 1.98 GB command line : "S:\Tool Kit\TES5Edit v3.1.3 - 67b61d7\TES5Edit.exe" -o:"c:\TES5Edit Output" executable : TES5Edit.exe exec. date/time : 2016-02-17 06:27 version : 3.1.3.0 compiled with : Delphi XE madExcept version : 4.0.12 callstack crc : $b07c11fd, $9d6a7ee7, $fc93b758 exception number : 1 exception class : EInvalidOp exception message : Invalid floating point operation. main thread ($1480): 00404d4a +006 TES5Edit.exe System 1044 +0 @ROUND 0049b975 +0f9 TES5Edit.exe Variants @VarToInteger 0049b57b +0eb TES5Edit.exe Variants @VarCast 004a2b66 +006 TES5Edit.exe Variants VarAsType 00b158ee +0c2 TES5Edit.exe JvInterpreter JvInterpreterVarAsType 00b15eda +09a TES5Edit.exe JvInterpreter TJvInterpreterVarList.SetValue 00b1e840 +038 TES5Edit.exe JvInterpreter TJvInterpreterFunction.SetValue 00b22934 +008 TES5Edit.exe JvInterpreter TJvInterpreterUnit.SetValue 00b1f54b +54b TES5Edit.exe JvInterpreter TJvInterpreterFunction.InternalSetValue 00b1f680 +0a8 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIdentifier 00b1e99d +0e5 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f76d +0b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e9e4 +12c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1fd5b +1b3 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretFor 00b1ea08 +150 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f76d +0b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e9e4 +12c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f82c +054 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf 00b1e9ed +135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f76d +0b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e636 +052 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InFunction 00b22b7b +0c3 TES5Edit.exe JvInterpreter TJvInterpreterUnit.ExecFunction 00b228c6 +15e TES5Edit.exe JvInterpreter TJvInterpreterUnit.GetValue 00b1d1c4 +164 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue 00b1f635 +05d TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIdentifier 00b1e99d +0e5 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f76d +0b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e9e4 +12c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f863 +08b TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf 00b1e9ed +135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f76d +0b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e636 +052 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InFunction 00b22b7b +0c3 TES5Edit.exe JvInterpreter TJvInterpreterUnit.ExecFunction 00b228c6 +15e TES5Edit.exe JvInterpreter TJvInterpreterUnit.GetValue 00b1d1c4 +164 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue 00b1f635 +05d TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIdentifier 00b1e99d +0e5 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f76d +0b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e9e4 +12c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f82c +054 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf 00b1e9ed +135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f76d +0b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e636 +052 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InFunction 00b22b7b +0c3 TES5Edit.exe JvInterpreter TJvInterpreterUnit.ExecFunction 00b228c6 +15e TES5Edit.exe JvInterpreter TJvInterpreterUnit.GetValue 00b1d1c4 +164 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue 00b1c810 +05c TES5Edit.exe JvInterpreter TJvInterpreterExpression.Expression1 00b1c8e9 +039 TES5Edit.exe JvInterpreter TJvInterpreterExpression.Expression2 00b1f802 +02a TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf 00b1e9ed +135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f76d +0b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e9e4 +12c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1fd5b +1b3 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretFor 00b1ea08 +150 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f76d +0b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e9e4 +12c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f863 +08b TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf 00b1e9ed +135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f76d +0b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e636 +052 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InFunction 00b22b7b +0c3 TES5Edit.exe JvInterpreter TJvInterpreterUnit.ExecFunction 00b22e29 +145 TES5Edit.exe JvInterpreter TJvInterpreterUnit.CallFunctionEx 00b22caa +062 TES5Edit.exe JvInterpreter TJvInterpreterUnit.CallFunction 00bd2d2a +226 TES5Edit.exe frmViewMain 7041 +43 TfrmMain.ApplyScript 00bd3762 +15e TES5Edit.exe frmViewMain 7142 +15 TfrmMain.mniNavApplyScriptClick 0052825b +0a7 TES5Edit.exe Menus TMenuItem.Click 00529757 +013 TES5Edit.exe Menus TMenu.DispatchCommand 0052a936 +082 TES5Edit.exe Menus TPopupList.WndProc 0052a885 +01d TES5Edit.exe Menus TPopupList.MainWndProc 004c71cc +014 TES5Edit.exe Classes StdWndProc 76f87895 +00a USER32.dll DispatchMessageW 005b44f7 +0f3 TES5Edit.exe Forms TApplication.ProcessMessage 005b453a +00a TES5Edit.exe Forms TApplication.HandleMessage 005b4865 +0c9 TES5Edit.exe Forms TApplication.Run 00c08268 +068 TES5Edit.exe TES5Edit 86 +8 initialization 74fe3388 +010 kernel32.dll BaseThreadInitThunk thread $bac (TWorkerThread): 7763f96a +0e ntdll.dll NtWaitForSingleObject 75c215b9 +92 KERNELBASE.dll WaitForSingleObjectEx 74fe118f +3e kernel32.dll WaitForSingleObjectEx 74fe1143 +0d kernel32.dll WaitForSingleObject 005d45ad +19 TES5Edit.exe VirtualTrees 6308 +3 TWorkerThread.Execute 00474e47 +2b TES5Edit.exe madExcept HookedTThreadExecute 004c4506 +42 TES5Edit.exe Classes ThreadProc 00407588 +28 TES5Edit.exe System 1044 +0 ThreadWrapper 00474d29 +0d TES5Edit.exe madExcept CallThreadProcSafe 00474d93 +37 TES5Edit.exe madExcept ThreadExceptFrame 74fe3388 +10 kernel32.dll BaseThreadInitThunk >> created by main thread ($1480) at: 005d4495 +19 TES5Edit.exe VirtualTrees 6251 +1 TWorkerThread.Create thread $d70: 776401f6 +0e ntdll.dll NtWaitForMultipleObjects 74fe3388 +10 kernel32.dll BaseThreadInitThunk thread $1098: 77641fdf +0b ntdll.dll NtWaitForWorkViaWorkerFactory 74fe3388 +10 kernel32.dll BaseThreadInitThunk thread $1360: 77641fdf +0b ntdll.dll NtWaitForWorkViaWorkerFactory 74fe3388 +10 kernel32.dll BaseThreadInitThunk thread $4c4: 77641fdf +0b ntdll.dll NtWaitForWorkViaWorkerFactory 74fe3388 +10 kernel32.dll BaseThreadInitThunk [spoiler=TESVEdit Log] [00:42:09.367] SolitudeWorld[00:42:14.356] WhiterunWorld[00:42:18.611] RiftenWorld[00:42:27.070] WindhelmWorld[00:42:32.627] AN_DruidGroveWorld[00:42:32.888] An_Lothlorien[00:42:36.538] An_SancreselWorldException in unit create line 1197: Invalid floating point operation[Apply Script done] Processed Records: 0, Elapsed Time: 43:18 The post wouldn't load when I tried to enclose the entire TESVEdit Log in the spoiler. This is with v1.47. Everything works with v1.46. Edit: Since Anna's NPCs is responsible for the last three Worlds mentioned in the log I experimented by taking it out of the load order and the program ran to conclusion. -
Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
"Wait, are you running the snowflakes patcher or the real shelter patcher? You said Real Skyrim Snowflakes then you seem to be running RS Patch 1.5? Wait, are you running the snowflakes patcher or the real shelter patcher? You said Real Skyrim Snowflakes then you seem to be running RS Patch 1.5?" Forget it. I took a ten minute break and came back and saw the problem. The first line of your instructions are: "Move Vivid Snow.esp just below RSPatch.esp." Didn't do that. Apologies. It's working now. -
Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
I am updating all my mods to start a new play-through. Following the Real Skyrim Snowflakes patching description I throw an error I've never seen before: "RS Patch 1.5: Error Could not find Real Shelter.esp or RSPatch.esp" Real Shelter.esp is priority #68 (Before Vivid Snow) RSPatch.esp is priority #256 (After Vivid Snow) All sorted by Loot I'm stumped at what is causing the error which stops the Vivid Snow Script from running in TESV Edit. -
SKYRIMLE Immersive Jewelry (by Forteverum)
maedrhos replied to brokenpaine's topic in Skyrim LE Mods
Yes, I compared the file structures to make sure. Thank you for helping me figure that out. I've now activated a properly configured esp and problem solved. I'm guessing the game will require a new Bashed Patch? Will it be safe to carry on with a saved game? -
SKYRIMLE Immersive Jewelry (by Forteverum)
maedrhos replied to brokenpaine's topic in Skyrim LE Mods
I've having some difficulties. I'm using version 1.03 and some of the jewelry is not showing up in game either when you examine it or when female npcs are wearing it. It can be equipped but it's just invisible. Nothing is overwriting the mod. It is on top of an SRLE build and I have adjusted the FNIS slots as recommended. LOOT has sorted it near the top of the load order (slot 61 of 251 esms/esps) right after CCOR. What could be causing the items to be invisible? -
Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
I noticed today that when leveling up I get a variable amount of health, stamina and magicka points added to my stats: +30 if I chose health, +10 for stamina or magicka. I've never noticed this before and suspected Elys Community Uncapper was the cause but my SkSE/Plugins/SKSE_Ekys_Uncapper.ini file is just as installed and should only be generating 10 points for each attribute at level up based on the settings. Is there another file in the setup that is changing this aspect of the game? -
I've been using Vilja, Cerwiden and the Lunari mods for over a year with no difficulty or conflicts. I also use Apachii Skyhair so that I can include Morannon and Morwen. Again no problems. I have tried using some of the other hair replacers and was disappointed by in game performance (lags and visible seams created by changing hair styles) so took them out. I am curious why you would use both CBBE and UNP overlays on the Lunari and suspect this might create some conflicts causing black faces or neck seams. I stopped using mods that created worlds pace edits because they created CTDs and I was not interested in learning how to do my own conflict resolution. Darth_mathias is right: the farther you stray from the base build created by Neovalen the more time you will need to spend triaging rather than playing the game. Edit: Here is a link to a rather lengthy discussion about adding mods with world space edits on top of SRLE - https://forum.step-project.com/topic/4152-a-real-explorers-guide-to-skyrim/page-189
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[WIP] Merge Plugins Standalone {PUBLIC BETA}
maedrhos replied to Mator's question in Mator's Utilities Support (archived, read-only)
You could reinstall the old version of BOYD which is below the current version on the Nexus page. -
Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
Even Better Quest Objectives is now updated for USLP: https://www.nexusmods.com/skyrim/mods/32695/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D32695%26preview%3D&pUp=1 -
Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
I loaded Moon and Stars into my last build at the start and found that the whole stretch of cells following the road on the south shore of Lake Ilinalta were unusable. Entering each of them in game or using the COC command triggered a CTD. I didn't want to bother with conflict resolution so never got to play it. I had great fun with the Temple of Blackrock and recommend it as well as Clearspire which has a big dungeon attached to it. Finally, Cerwiden has a lot of quests in the storyline. Thoroughly enjoyed it as well. -
Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
Hi, Myarta. The default build of SRLE is highly stable but you have to pay close attention to the instructions. My last play-through with 255 plug-ins was 800 hours with intermittent CTDs caused by dungeon mods with cell changes that I unwisely added. Since the crashes were in specific places I could reliably use console commands to move past them. I had one problem with completing the Thalmor Embassy Quest but again using the console allowed me to complete it and move on. Generally I think follower and clothing mods are worry free. Anything that changes cells (houses, dungeons) and the leveled list need conflict resolution. The best method of seeing if a mod works is to add them one at a time patching each properly as you go along. Otherwise you can find yourself deep into a game that can't be finished. My current build has taken two months to mod, again based on SRLE. I'm 9 hours into and have had three freezes when I used the TFC command to take pictures. Otherwise no problems in game play and no CTDs. If you simply want to play the game I would just stick to SRLE and stop. Otherwise you can spend more time modding than playing. -
Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
I'm torn between wanting to keep the game up to date and playing the game. I've got a stable build but there are constant updates to the SRLE mods. Is there a guideline for knowing in advance of updating a mod whether that requires a new bashed patch, DynDOLOD patch and ASIS patch? And am I correct in assuming that if I have to update the patches that I'd be better off starting a new game? -
Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
It was even worse than that. Somehow I got an old .esp into Wyrmstooth Optimized which remained there after each update of the Wyrmstooth main file. Effectively I was running v1.13 even though I thought I'd updated to v1.16. Don't know how I did it but if proves yet again that if the build is broken I've made a mistake somewhere. It's also a good reason to thank you once more for the quality and consistency of what you are doing to make a modded build playable for the rest of us. -
Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
I went ahead and updated Wyrmstooth to v1.16 and ran DDSopt on the files. DynDOLOD world script then threw an error suggesting that Wyrmstooth Notice Board Patch 1.0 Beta was not compatible with the new version of Wyrmstooth. Can I ignore or should I go back to Wyrmstooth v1.15 and wait for the patch to be updated? Edit: I was able to recreate the error and here are the relevant lines from TES5Edit DynDOLOD World Script: [00:48:31.925] World WyrmstoothWorld [00:48:31.936] Gathering references in WyrmstoothWorld "Wyrmstooth" [WRLD:0B000D62] for DOOR ACTI CONT MSTT FURN TREE STAT [00:48:32.094] Filtering 18967 references in WyrmstoothWorld "Wyrmstooth" [WRLD:0B000D62] for LOD [00:48:32.104] 0 of 18967 done [00:48:33.282] There is a problem in Wyrmstooth - Notice Board.esp with WyrmstoothWorld "Wyrmstooth" [WRLD:0B000D62] using [0254AD21] < Error: Could not be resolved > in Wyrmstooth.esp [00:48:33.293] Wyrmstooth - Notice Board.esp probably requires a different version of Wyrmstooth.esp Exception in unit functions line 358: [0254AD21] < Error: Could not be resolved > [Apply Script done] Processed Records: 0, Elapsed Time: 49:01 The Error report identifies : Process id: $1bf4 Command line: S:\Tool Kit\TES5Edit e.1.1-2859\TES5Edit.exe -o: c:\TES5Edit Ouptut madExcept version: 4.0.5 Callstack crc $b421e453, $913f329, $2ad9cbc6 -
Skyrim Revisited Pre-Release Feedback
maedrhos replied to Neovalen's topic in Skyrim Revisited (retired)
After adding Complete Alchemy and Cooking Overhaul does DynDOLOD need to be run again as part of starting a new game? -
I have 36 follower mods in my load behind SRLE. Very stable. Vilja, Inigo Cerwiden and Anna's NPCs are all in there. Not all of them run off of follower frameworks so important to read the description to make sure about compatibilities and how they will work with the install. The only one I had difficulty with was Rigmor simply because I didn't follow the install instructions completely. This wasn't game breaking, I simply had to leave her behind as she wouldn't follow. I rather enjoy all of VRApollo and VRDaphne's work: SkyDream Maiden's, Mer-Maids, Riften Kittens, etc. The textures are very high quality. Also Cerwiden and Vilja are great because of the interesting quests.
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Dynamic Distant Objects LOD - pre 2.xx
maedrhos replied to sheson's question in DynDOLOD & xLODGen Support
If I understand you correctly this might help. It is a quote from Neovalen's SR:LE instructions in the section currently labeled "Optimizing the Bethesda Textures" : "To optimize the vanilla textures, either perform the steps and use the batch files located here or, alternatively, download and install the MO ready packages here. Once that process is completed, perform the following" One can either optimized the files you are already have using DDSopt or simply download already optimized files.