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Posted (edited)

Spluff

Dunc needed a tool that extracted ALL textures so he could optimize them. I made Spluff.

With Spluff you can type in a folder (or multiple) that you wish to extract from your MO mods and it will place it in the output folder (see below). You can choose which folders to get and whether to extract from BSA's only, loose files only or both.

 

JgOYcwy.png

 

This can also be used as a sort of library for those inclined to use it in their own apps, the api is sort of self-explanatory. There is no cli currently, but if anyone wants to use it that way I can certainly make one.

If you've ever used ReLinker, that tool uses this one to extract BSA's and loose files.

Prerequisites:

  • Mod Organizer - does not work with other managers;

Download it here. The tool will ask you for some things and will try to guess them properly. If the values between square brackets are correct, simply press ENTER without inputting any value. The output files will be stored in a new mod folder named "Spluff Output". To revert the changes from this tool simply disable or delete the folder.
 
Good Practices:

  • Spluff will run with the latest profile used in MO;
  • Close MO before running it.

If you have specific issues or suggestions post it directly to the issue tracker. I'm always happy to receive questions and feedback. Happy extracting!

Edited by Ganda
  • +1 1

15 answers to this question

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  • 0
Posted (edited)

Another quality description in the OP :P

 

Basically this is Ganda's solution to a question I posed as to whether I could extract all the textures (and meshes) from the MO virtual data directory (so basically all the winning textures and meshes in the left pane priority order) to one consolidated folder, preserving the folder structure, so I could then run Ordenador on just those textures which are actually being used in game rather than my complete /mods folder which currently stands at a little over 130gb! I would then create a new 'mod' containing the optimised textures and load it last so it overwrites everything, providing all the winning textures. Arguments aside as to whether there is any real benefit to optimising (or problems arising) this tool does exactly what it set out to do.

 

I'm hoping it will give rise to an automated way of running every winning mesh through a combination of NifScan and NifHealer so you have a one click find and fix for all broken meshes, but that's a story for another day...

Edited by dunc001
  • 0
Posted (edited)

Another quality description in the OP :P

 

Basically this is Ganda's solution to a question I posed as to whether I could extract all the textures (and meshes) from the MO virtual data directory (so basically all the winning textures and meshes in the left pane priority order) to one consolidated folder, preserving the folder structure, so I could then run Ordenador on just those textures which are actually being used in game rather than my complete /mods folder which currently stands at a little over 130gb! I would then create a new 'mod' containing the optimised textures and load it last so it overwrites everything, providing all the winning textures. Arguments aside as to whether there is any real benefit to optimising (or problems arising) this tool does exactly what it set out to do.

Yh, I truly suck at this o.0 do you mind if I include this in the op?

 

I'm hoping it will give rise to an automated way of running every winning mesh through a combination of NifScan and NifHealer so you have a one click find and fix for all broken meshes, but that's a story for another day...

Shhhhh, cmon dude, don't go spreading that...

Edited by Ganda
  • 0
Posted (edited)

nice got to give this a go since i am trying out a few ideas for stabilization of SRLE Extended LOTD.

 

Edit: Ok it creates the Spluff Output folder inside Mod Organizer but it is empty.

does it matter if I use the 64-bit or 32-bit?

Edited by DarkladyLexy
  • 0
Posted

Yh, I truly suck at this o.0 do you mind if I include this in the op?

Sure, be my guest.

 

Shhhhh, cmon dude, don't go spreading that...

Every man should have a dream ;)

  • 0
Posted

nice got to give this a go since i am trying out a few ideas for stabilization of SRLE Extended LOTD.

 

Edit: Ok it creates the Spluff Output folder inside Mod Organizer but it is empty.

does it matter if I use the 64-bit or 32-bit?

Mod Organizer 1.x can't hook 64-bit applications, so always use the 32-bit version of applications inside Mod Organizer.

  • 0
Posted

Edit: Ok it creates the Spluff Output folder inside Mod Organizer but it is empty.

does it matter if I use the 64-bit or 32-bit?

Can you show me what you typed in?

 

Mod Organizer 1.x can't hook 64-bit applications, so always use the 32-bit version of applications inside Mod Organizer.

No need to run this inside MO, I would even advise you not to.

  • 0
Posted

If you want all winning textures then simply put textures in the first line, leave the second at 0, set your paths and go

ok thanks Dunc that did also used the 32 bit version and it would help if one spells things correctly.

  • 0
Posted

This is no longer being worked on, the last version will be available under the misc section at the relinker's nexus page.

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