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z929669

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Everything posted by z929669

  1. @thataznguy Do you use Nvidia? Could you provide your hardware specs and drivers for the record? Good advice for the troubleshooting guide if not in there already.You can tell it is either post processing or graphics software due to pixellation across texture/mesh thresholds... and you wouldn't see such large pixels in HR textures.
  2. I would go with: sOblivionMods= E:\Gaming\Skyrim\Skyrim Mods sInstallersData= E:\Gaming\Skyrim\Skyrim Mods\Bash Installers\Bash sBashModData= E:\Gaming\Skyrim\Skyrim Mods\Bash Mod Data
  3. Yes, "Bash Installers" will be created as will its entire adjacent and sub-directory structure.
  4. Agreed. Then we can simply use Excel to create the code for cutting/pasting into the wiki.That would actually be very simple to do. Let me write that up and share here for testing... need to alter the template somewhat to use the new abbreviations in the PDF. I looked at it a while back and recall getting confused as to how exactly the template works. There are unfamiliar (to me) functions being used in that one. Attachment added: See above post
  5. Are you certain that bash.ini is under Mopy? Are you certain that you have mod packages under the "Bash Installers" path you are pointing to? The only other thing could be the length of you paths or the commas in there, but that should not matter. If you delete/rename the folders bash.ini is pointing to, are they created the next time you run WB?
  6. This thread is a ghost town since I posted the previous
  7. No, your grammar seems fine. I am actually confused about what the issue is. Since the Optimized HRDLC is already a BAIN package, there is nothing at all to do except check a few boxes and right click to install the mod. I was assuming that if you were unclear on these points, then there is not much I can say here that isn't stated much more explicitly and in much greater detail in the guide. Hence, my assumption that you did not read the guide thoroughly. A red check box means that "Some or all of the files in the package are not installed as configured.". This probably means that you have yet to right click and install the mod from the context menu. See the General ReadMe linked to in the beginning of the guide. Cheers
  8. Here are the facts: Bethesda did not produce a polished game... (not a big surprise, as this is in keeping with tradition)The modding community has a core group of leaders that think alike, and have tried very hard to publish and adhere to an agreeable set of standards specific to each TES game.Each TES game requires its own set of standards to mod by in order for many mods to work together.New modders arise from the throngs every day, and many have talent, but are averse to reading or communicating (or producing ReadMes for their mods).The modding world would be so much simpler if modders and mod authors alike would evolve to the point of certain of their predecessors of years past and learn some deliberative patience for the art of reading and communication.Modders can do as they like as can mod authors. Those that want to be guided by standards can look forward to many hours, weeks, months, years of enjoyment playing modded TES games... others can experience similar-and-no-less-valid thrills trying to get their modded TES games to work ;)The STEP community is among of the former of the preceding :DThis is all I have to say. EDIT: typo above per fri's scathing, yet valid assessment ... ...
  9. You should carefully read the BAIN repackaging chapter of the guide. Something tells me that you have not done so, as I went through painstaking measures to make the verbiage very clear and added many explanatory figures on top of that. Check out the sidebar. just read the guide start to finish. Lots more reading to do I am afraid... I know that this is an activity that many do not enjoy ....
  10. Sure, go ahead and post whatever changes you think might be applicable to that section of the guide. We will incorporate if we agree (and possibly recruit you to wiki editor ;) if you are interested.... always in need of descent tech writers). I think that XXXopt writes BSAs in different format with respect to game type, but otherwise, they would look the same from the app. I have never had a problem with these apps not remaining 'fixed' to the game format I set them to, so I will pass the buck on that one.
  11. First off, Vano89's "optimized" textures is fine to include over the top of the DDS-opted textures. You simply know now that all underlying vanilla textures not overwritten later on are optimized. No need to delete anything if you are ultimately placing loose textures into the skyrim\data directory. These will override all else. You have correctly placed the three DDSopt-ed packs into the skyrim/data directory, as long as you did STD first. HRDLCs will overwrite this, but they should not have any overlap with EACH OTHER if you followed SIG-DLC and used the bat. Crashes are likely due to INI settings or ENB/RCRN issues. Try disabling those and renaming your skyrim INIs. Visit the troubleshooting guide in the wiki dropdown up top and don't forget to report back if you find out what went wrong. thanks
  12. I am in favor of giants, ...well ..., being giant. Lore-friendly creature sizes (and dynamic variations ... AV anyone?) are a great add (minus any compat issues of course)
  13. new thread . keeping an eye on this one....
  14. I'd like to know more about what the parallax mods effectively DO. the name suggests taht they "bend" textures, depending on proximity (sort of like you get with FOV changes). Is this accurate? Because when I look at the screens on the site, it appears taht the textures actually look different and more detailed, but I am uncertain if all settings (other than the parallax mod) are identical in the screens (e.g., was ENB active with same settings in both or just in parallax?). I will test myself, but not nearly there yet.
  15. Installing both will not be efectively different than one or the other... unless one covers textures that the other does not that would otherwise be non HRDLC vanilla. The result is the same: most vanilla textures are converted to hi-res either way.
  16. Eventually, the Bashed Patch will take care of this, but it is likely redundant now.
  17. Great interface-helper add once it is out of alpha/beta
  18. I agree that we may have something worded in a confusing way, or possibly even overlooked something that we normally take for granted. It would be very helpful if you could identify the specifics of where you think that you deviate from what you think to be the intended course. Ultimately, you will want to have created two BSAs that match the respective structures of the original DLCs (less the bloat). Check this by opening each in DDSopt and selecting the respective BSA as the target "directory". Just cursorily examine the tree structure. Each should contain one branch called "textures" with many additional sub-branches. I made a couple of minor changes to the guide that may have been confusing previously.
  19. The point about correct BSA structure is that within the BSA, you should see a directory structure like: textures/landscape/trees/*.dds and NOT landscape/trees/*.dds OR out/textures/landscape/trees/*.dds Both of the latter two structures will effectively eliminate all texture assets and crash the game (assuming that these are the only texture BSAs available and they are named correctly). The way Fri and I do it is by compressing the textures folder into a ZIP archive (or RAR or 7z). Then it is available for management using Wrye Bash, MO or NMM. Alternatively, you can simply paste the textures folder into your data directory (this is the manual install method used by TheCompiler). In fact, pasting each of those texture directories under skyrim/Data would be an easy way to verify that you have a BSA issue and not some other issue. The point is that you may have followed the guide, but clearly, you misunderstood one or more of the guide's instructions (or altogether missed some other, ancillary instruction).
  20. Sounds like a driver issue. More specifically, Nvidia needs to create an SLI application profile that plays nicely with Skyrim. Perhaps another version of the Nvidia drivers address SLI/Skyrim? ATI does this ;)
  21. Just learned that one must run the game using the default launcher (not SKSE) fully into the loading screen at least once in order to establish that key! All this time, and I have not done that!! All good now. I have that key (Make not of this in the troubleshooting guide!!)
  22. I cannot speak to RCRN issues, as I have no XP with that thus far; however, it seems like you have some mesh conflicts if I had to guess (i.e., some of the meshes for books and character may be wrong, possibly due to load order issues? When I see this sort of thing, I troubleshoot very little. I just start over using a mod installer/manager. This is not too helpful I am sure, so hopefully someone else has seen this before. EDIT: Actually, back out from this thread, and check out the "ENB Help" sibling thread posted by torminator. I think he has the same or similar issue.
  23. My guess is that you have an issue with the BSAs taht you created. If they were not packed correctly, this could cause the problem. Look at the BSA structures in DDSopt or BSAopt and compare to vanilla. If I understand correctly, if you use the default HRDLCs, you can run Skyrim, but if you use those that you newly created, you cannot? I personally used the same methodology accept that I packed my loose files into an archive and posited into my Data directory (via Wrye Bash). I avoid BSAs. It is pretty easy to mess up a BSA repack if you don't create the right source and target directories.
  24. DDSopt does not reduce quality using the settings recommended in the guide. As the intro in the guide states, DDSopt ensures proper compression and gets rid of redundancies. There is no reason NOT to use it, and this optimization is furthermore a standard applied by texture artists that know what they are doing before even posting their mods onto the Nexus. For example, SRO effectively is already optimized in the same manner out of the box (whether or not DDSopt was used to accomplish this or simply the author having created the proper mips and final compression format based upon the texture content). You will save VRAM in the end without quality loss (with exceptions as noted in the guide)
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