DoubleYou Posted July 17, 2014 Posted July 17, 2014 Ah! I've always wondered about that! If that's the case, we should move this up in the guide.
hellanios Posted July 18, 2014 Posted July 18, 2014 The compatible version is literally just an old version of the UHRP that's been extracted from the BSA. You'd get the exact same result from either moving this mod before UHRP, or moving UHRP after it. I brought this up ages ago and there still hasn't been anything done about it.So, according to your instructions we should change to the BSA version of the mod and load it before UHRP. With the new way MO handles BSAs we can leave the esps unchecked but still get the desired resolution confilct.
DoubleYou Posted July 18, 2014 Posted July 18, 2014 I do not recommend changing to the BSA version. For one, that is confusing, and two, instead of downloading one file with all optionals, we'd have to instruct for multiple optionals. Keep it loose. Keep it simple. Looking over the conflicts, this currently doesn't seem to be a "problem" so to speak if we use the UHRP compatible file, as none of the optimized files are overwriting the fixed ones, but it might be advantageous to move this from a simplicity point of view, keeping the HRDLC with the HRDLC. I'm not going to take at face value, however, that Vano simply extracted the UHRP textures, as it is possible that Vano optimized them somehow too. Need to do some hash comparisons.
DoubleYou Posted July 18, 2014 Posted July 18, 2014 Okay, I looked in the comments, and the UHRP compatible is indeed simply a loose version of UHRP due to it being in a BSA, as stated by Vano in the thread. Therefore, it would be profitable to move this between High Resolution Texture Pack and Unofficial High Resolution Patch. I checked the conflicts, and there is no problems there. Technically, all it would do is remove the need of the UHRP compatible file. Won't affect anything game-wise at all.
Halde Posted August 2, 2014 Posted August 2, 2014 Hi all! What the title says. I was wondering about another thing as well though. Do we have a thread for questions like these so people like me doesn't clutter the forums with 1 question threads? ~Sincerely Halde
Kelmych Posted August 3, 2014 Posted August 3, 2014 There are threads in Mod Anthology for all mods that are in the STEP guide. I'm not sure I know what you mean by using the Bethesda Hi-Res Optimized mod with manually optimized textures. The textures in this mod don't need any further optimization with DDSopt. Is that what you meant by manually optimized textures?
DoubleYou Posted August 3, 2014 Posted August 3, 2014 He's asking if this mod is still necessary if you have optimized the HRDLC according to the DDSopt guide process.
Kelmych Posted August 3, 2014 Posted August 3, 2014 It depends on how much VRAM is available on the graphics card and what versions of other Conflicting Graphics STEP mods are used (the HRDLC and this mod have less effect on VRAM use than the exterior textures from the Conflicting Graphics mods such as SRO and Serious HD). When ENBoost and the latest SKSE are used to increase the effective VRAM available to the game, the guidelines in the instructions for this mod are likely to be a little conservative. You might want to try 2 versions of installation instructions from the guidelines and see whether the less conservative one works sufficiently well. If you use instructions that involve a mix of textures from this mod and from the HRDLC then it would be useful to use optimized HRDLC textures vs. the pure vanilla ones.
Halde Posted August 3, 2014 Posted August 3, 2014 (edited) Well I have a GTX 760m 2GB VRAM(notice; mobile graphics card).I am not using Serious HD nor SRO, since I prefer Skyrim HD. I'm using the Lite version(1k textures), and using all the packages: https://www.nexusmods.com/skyrim/mods/607/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D607&pUp=1. I am using my DDSopt optimized textures, but as DoubleYou said, I don't know if these are the same textures as in the mod. I don't see a point in using this mod if these in fact are the same textures. Unless my FPS is too low, then I suppose I can just remove my optimized textures, and install the 1k version of this mod. Edited August 3, 2014 by Halde
DoubleYou Posted August 3, 2014 Posted August 3, 2014 What I recommend is using both. DDSopt process is automatic. This mod is more individual to the texture. The DDSopt vram test in the guide suggests that this mod has a significantly better optimization.
Kelmych Posted August 4, 2014 Posted August 4, 2014 I wouldn't say the textures in this mod have better optimization than that provided by DDSopt, but they were chosen to have reasonable quality in spite of reduced texture size. The lower VRAM usage is a result of using smaller textures. The textures in this mod are not the same as those produced by DDSopt optimization of the vanilla HRDLC textures, but for some systems they can provide a better trade off of quality and VRAM usage when limited VRAM is available.
Nearox Posted August 4, 2014 Posted August 4, 2014 I still think Gamwich's textures are better than this, but that's for another thread I suppose :)
bern43 Posted August 6, 2014 Posted August 6, 2014 So no problem running optimized HRDLC textures and then this mod loaded after? The optimized textures would just be applied to those that this mod doesn't replace if I understand things correctly?
Component_Actual Posted August 24, 2014 Posted August 24, 2014 (edited) I am confused about how to install this mod per STEP instrucitons. Steps detailed descriptions recommends "Hybrid (1024 + 2048) + Vanilla NormalMaps". On the mods description page it has the following instructions: "After you installed the Main files above it's almost over, just follow the rest of the instructions are you're good to go! Full 1024 (AKA Standalone):1. Disable in Skyrim launcher HighResTexturePack01.esp, HighResTexturePack02.esp, HighResTexturePack03.esp (if you have them)2. Play!! Hybrid (1024+2048) AND Hybrid + Vanilla normal maps::1. Make sure that HighResTexturePack01.esp, HighResTexturePack02.esp, HighResTexturePack03.esp are ACTIVE in Skyrim launcher or NMM2. Play!!" So, according to these insturctions we need to have the HighResTexturePack.esp's checked. Does this not apply to Mod Organizer, since we are using have MO manage archives option? Also I am confused about the load order of the High Resolution Texture Packs, and the textures optimized with ddsopt, the unofficial patch's, and this. My left pane load order in MO looks like this, where the files ending in "_opt" are the files created with ddsopt following the STEP's guide instuctions for optimizing vanilla skyrim's and dlc's textures with ddsopt : Cleaned Update ESMUnofficial Skyrim PatchSTD_OPT (Vanilla Textures Optimized with ddsopt)DawnguardDawnguard_OPTUnofficial Dawnguard PatchHearthFiresHearthfires_OPTUnofficial Hearthfire PatchDragonbornDragonborn_OPTUnofficial Dragonborn PatchHighResTexturePack01.espHRDLC1_OPTHighResTexturePack02.espHRDLC2_OPTHighResTexturePack03HRDLC3_OPTUnofficial High Resolution Texture Patch I haven't installed this mod yet but where should it go in this list? Also here is my right pane plugin order, does it look right? Skyrim.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espDragonborn.esmUnofficial Dragonborn Patch.espSkyrim Project Optimization - Full Version.esmHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espCutting Room Floor.espChesko_LoreBasedLoadingScreens.espfFastTravelSpeedMult_4.espGuard Dialogue Overhaul.espWeapons & Armor Fixes_Remade.espAppropriately Attired Jarls Redux.espNoxUE2.00.espParalyze.espDead Body Collision.espRaceMenu.espRaceMenuPlugin.espRaceMenuOverlays.espSkyUI.espTradeBarter.espWeapons & Armor_TrueOrcish&DaedricWeapons.espClothing & Clutter Fixes.espComplete Crafting Overhaul_Remade.espImproved Closefaced Helmets_Legendary.espCCO_WAFTrueWeapons_Patch.espBashed Patch, 0.esp Edited August 24, 2014 by Component_Actual
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