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SRLE Extended: Legacy of The Dragonborn


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Posted

I'm using gtx 750ti with only 2gb vram , also 8gb ram and I'm running extended lotd. I'm sure your's is a more than enough.

 

I don't even asked, I just punch it through following the guide. If I meet performance problems I just reduce some of the textures I used to 1K

ok thanks for the help but how do you reduce the textures to 1K just in case i run to any trouble? 

Posted (edited)

Image: https://drive.google.com/open?id=0BxGMkSglbFzAU0FXX2hYSUJETG8

 

I'm using DDC2 Deadly Dragons Patch v2.02, dated 26 july, on https://www.nexusmods.com/skyrim/mods/76750/?

and No Dragon LODs - SRLE ExtendedLOTD v1.01, dated 16 aug, from https://www.nexusmods.com/skyrim/mods/77331/?

Here's a link to the version I made, which has all the VMAD data. I don't know why the one on the Nexus has the issue. 

 

Disregard. Paul666root is already on the case. :)

Edited by Skadi
Posted

4. XLCN fields don't matter. I forget what this type of record is called, but I think it is one of the ones that isn't used by the game.

 

Really?  Then why does USLEEP set them?  I thought they were used for things like setting a cell's encounter levels, location name in a save, etc.

 

As opposed to LCTN records, and their sub-records, which in fact do NOT need conflict resolution, ref https://forum.step-project.com/topic/4468-tes5edit-which-record-types-dont-need-conflict-patches/

Location Records

 

LCTN - Location record: As displayed in TES5Edit, everything from ACPR all the way down to LCEP will merge with each other at runtime. Conflict resolution for these subrecords is not necessary.

 

All LCTN Subrecords from FULL [Name] to the bottom of the list DO require conflict resolution, as well as everything from EDID [Editor ID] up to the top of the record.

Posted (edited)

ok thanks for the help but how do you reduce the textures to 1K just in case i run to any trouble? 

Just started doing this myself, so I have a newbie's perspective on it:

 

1.  The quick and easy way - use Optimizer Textures (Ordenador), with updated ini from either Ordenador.ini Optimizer Textures .ini (newer) or Texture Optimizer Modified INI and HOWTO use Guide (which is worth getting for the guide).  Really simple to use - just point it at a texture folder (preferably a copy of the originals) and tell it to reduce size to 1K or whatever.  Issues:  Will only reduce size by 1/2, so if you want to reduce 4K textures to 1K, you have to run it twice; compression and resize algorithms are sub-optimal, which is fine for landscape and weapons and armor textures, but dicey when using them on body skins; and it's 'one size fits all' regarding textures, whether they're normals or skins or whatever, which is again suboptimal.  Upshot is, it will reduce sizes, but you may not always like the results.

 

2.  The right way:  use DDSOpt, which is the tool that SRLE uses (see SRLE Guide, STEP Quick-Start Guide, and main STEP Guide).  Pros:  much finer control over processing, better compression and size reduction algorithms, resulting in better textures.  Cons:  it's a complex tool that requires you to actually read the manuals and make sure you have your settings right before you start it up.  See the DDSOpt Forum for more info.

 

Either way, the safest way to resize textures is to create a copy of a mod in Mod Organizer, then letting one of those tools go to town on its textures (RTFM first, and do it OUTSIDE of MO), activating the new reduced-textures copy of the mod instead of the original, then getting back in the game and see if you like the results.   If yes, fine.  If no, you can always go back to the original or try again with different settings, without having ever touched the original mod.

 

Personally, I just used DDSOpt to reduce the 4K skins of various generic followers to 2K, and am quite pleased with the results -  1.65 Gb of data vs 3.85 GB in the original, reducing both my VRAM and SSD usage, and I can't see any visible difference in the skins.  I'm *very* happy that I've learned to use the tool.

Edited by GalenZ
  • +1 1
Posted

Just started doing this myself, so I have a newbie's perspective on it:

 

1.  The quick and easy way - use Optimizer Textures (Ordenador), with updated ini from either Ordenador.ini Optimizer Textures .ini (newer) or Texture Optimizer Modified INI and HOWTO use Guide (which is worth getting for the guide).  Really simple to use - just point it at a texture folder (preferably a copy of the originals) and tell it to reduce size to 1K or whatever.  Issues:  Will only reduce size by 1/2, so if you want to reduce 4K textures to 1K, you have to run it twice; compression and resize algorithms are sub-optimal, which is fine for landscape and weapons and armor textures, but dicey when using them on body skins; and it's 'one size fits all' regarding textures, whether they're normals or skins or whatever, which is again suboptimal.  Upshot is, it will reduce sizes, but you may not always like the results.

 

2.  The right way:  use DDSOpt, which is the tool that SRLE uses (see SRLE Guide, STEP Quick-Start Guide, and main STEP Guide).  Pros:  much finer control over processing, better compression and size reduction algorithms, resulting in better textures.  Cons:  it's a complex tool that requires you to actually read the manuals and make sure you have your settings right before you start it up.  See the DDSOpt Forum for more info.

 

Either way, the safest way to resize textures is to create a copy of a mod in Mod Organizer, then letting one of those tools go to town on its textures (RTFM first, and do it OUTSIDE of MO), activating the new reduced-textures copy of the mod instead of the original, then getting back in the game and see if you like the results.   If yes, fine.  If no, you can always go back to the original or try again with different settings, without having ever touched the original mod.

 

Personally, I just used DDSOpt to reduce the 4K skins of various generic followers to 2K, and am quite pleased with the results -  1.65 Gb of data vs 3.85 GB in the original, reducing both my VRAM and SSD usage, and I can't see any visible difference in the skins.  I'm *very* happy that I've learned to use the tool.

Look up Uganda's new Spluff tool. Rather than optimising every complete mod individually you can use it to extract a complete copy of everything in MO's virtual texture directory (or subdirectories) and then you can just optimise that and place it back in MO at the bottom of the left owner to overwrite everything. Awesome new to. You can use it to extract anything from the virtual directory - meshes, scripts, etc

Posted

ok thanks for the help but how do you reduce the textures to 1K just in case i run to any trouble?

I'm using ordenador since I like something simple rather than going with DDSopt
Posted

After redoing everything corrctly I still don't have the custom trees LODS.

 

I see that the lodgen folder of the custom tree megapatch has 388 files.

 

The relinker output folder has 100 less.

 

and not all the other billboard files added by EVT and SFO?

Posted

Look up Uganda's new Spluff tool. Rather than optimising every complete mod individually you can use it to extract a complete copy of everything in MO's virtual texture directory (or subdirectories) and then you can just optimise that and place it back in MO at the bottom of the left owner to overwrite everything. Awesome new to. You can use it to extract anything from the virtual directory - meshes, scripts, etc

With spluff I'm a thinking is it better to leave the BSAs? Inigo and ICOW which from the guide mentioned both of them to leave it packed but after reading your comment on spluff thread you said to set it on 0 which means it will unpack these 2.
Posted

It's not unpacking them, just extracting the textures. The original mods stay packed, and the optimised textures as loose files will take priority.

 

Re the ReLinker Output from the trees merge, if you look in the LODGen folder in the original mod you'll see that s great number of the LOD files are in textures/terrain/LODGen/Skyrim.esm - these obviously don't need to be moved by ReLinker. The reason you have less LODs in ReLinker Output than in trees merged is it only has to copy the ones from caribougone.esp and Tamriel Trees.esp to the new Trees Merged.esp file in the output.

Posted (edited)

Look up Uganda's new Spluff tool. Rather than optimising every complete mod individually you can use it to extract a complete copy of everything in MO's virtual texture directory (or subdirectories) and then you can just optimise that and place it back in MO at the bottom of the left owner to overwrite everything. Awesome new to. You can use it to extract anything from the virtual directory - meshes, scripts, etc

I'm still having a CTD when fighting frostbite spiders in my test, and an suspecting a bad mesh somwhere.  Looking at the Spluff forum, that led me to NifScan and Nif Healer.  I've never used any of these tools before, and the documentation on them is ... eclectic, to say the least.  Can anyone give me (and others) some pointers of how to use them to, say, check for and fix bad meshes?

Edited by GalenZ
Posted

Look up Uganda's new Spluff tool. Rather than optimising every complete mod individually you can use it to extract a complete copy of everything in MO's virtual texture directory (or subdirectories) and then you can just optimise that and place it back in MO at the bottom of the left owner to overwrite everything. Awesome new to. You can use it to extract anything from the virtual directory - meshes, scripts, etc

Ok for some reason I am having a difficult time trying to find the new Spluff tool searching in nexus yields nothing and looking on Google for "Uganda Spluff tool" also is no help. Could you provide a link by chance?

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