Eliian Posted August 11, 2013 Share Posted August 11, 2013 Ah. I see now. I'm familiar with the different sizes and the file types (.dds vs _n.dds). For some reason it just confused me. Thank you!! Link to comment
statmonster Posted August 12, 2013 Share Posted August 12, 2013 @EliianWhere it shows different sizes for *.dds (textures) and *_*n.dds (normal maps) files then they will each need to be processed separately with those constraints as instructed in the guide. If they are both the same then they can be processed together by just selecting *.dds again as per instructions. @pendragon11Optionals should be merged. :) Be careful with *_*n.dds, it will grab a few non-normals too. *_n.dds will grab only normals, but will miss a few oddly named normals and the like. Link to comment
Smile44 Posted August 12, 2013 Share Posted August 12, 2013 I'm just going by SR instructions - perhaps they need more clarification if that is the case. :) Link to comment
Neovalen Posted August 12, 2013 Author Share Posted August 12, 2013 *_n.dds does not grab other normals such as _MSN.dds. Better to over shrink the rare odd texture than an entire class of normal maps. Link to comment
Aiyen Posted August 12, 2013 Share Posted August 12, 2013 Also if you do mess with the _MSN.dds files then you will almost certainly notice it ingame ;) It is okay that they are 21Mb in size etc. since it does matter how detailed they are! Link to comment
Lucreatias Posted August 16, 2013 Share Posted August 16, 2013 Hey there guys, I've been reading this thread for a few days now but I just need to ask. Regarding the STEP based guide of Skyrim Revisited by the hardworking Neovalen, I was planning to follow the guide posted. But as of now I see that the page is frozen while a replacement is being created , so my question is is it okay for me to be following the guide now or should I wait for the update? I've tried modding my skyrim several times but it always ends up unstable so yeah~ lol frustrated and my holidays are nearly over! Would kindly appreciate any feedback asap as I would like to get started asap. Link to comment
Eliian Posted August 16, 2013 Share Posted August 16, 2013 Since the guide was actually completed the frozen version should still be relatively safe to use? Safer than trying to use LE at the moment. That one is still in progress. You can also try out STEP!! Maybe even your game will turn out more stable. It does not use as many game altering mods and generally is more stably run on weaker systems. ------------ As for my question........ When I delete the Vurt_Pine01 and Vurt_Pine02 files all my trees turn purple as if they are missing a texture. Even starting a new game with TreesHD uninstalled and just Vurts it does the same thing. I'm using the basic edition of Vurts. Any ideas? Link to comment
exploiteddna Posted August 17, 2013 Share Posted August 17, 2013 go to the data tab of MO and navigate to where those files should be and make sure they are being provided by one of your other mods. If those files are not present and are being called for by the game, that is the root of your problem (no pun intended) Link to comment
Eliian Posted August 17, 2013 Share Posted August 17, 2013 Thanks for the suggestion :) It was something silly though. Figured out when I re installed TreesHD that I didn't get rid of the meshes folder ha. Link to comment
Faylon Posted August 17, 2013 Share Posted August 17, 2013 Even though the DDSopt processes are very well explained during the first steps, the process for the actual mods was a little bit vague to me. The only thing you could add here is to tell that you would have to install both the mod, and the optimized package of the mod. For some people this may be trivial, but to others it may not be. At first I thought you would only have to download the mod, do the DDSopt process and install only that package instead of the mod itself too. But then I figured that you wouldn't have all the necessary files but only the optimized textures and normal maps. Either way, it's just one line you have to add to your whole guide. It isn't much and it may make things a little bit more clear to what's actually going on. Link to comment
Neovalen Posted August 17, 2013 Author Share Posted August 17, 2013 Thanks for the feedback. Link to comment
phazer11 Posted August 17, 2013 Share Posted August 17, 2013 I will be making a DDSOpt video here before long. I'm just trying to lay things out so things go more or less smoothly when I go to "film". Link to comment
Moragg Posted August 17, 2013 Share Posted August 17, 2013 Can I just add the new DDSopt guide for mods is extremely useful and highly appreciated. Perhaps a final section with picture: "This is what it should look like in ModOrganizer" would clarify things absolutely. Other thing is in normal maps you say: In the center text box, type "*_*n.dds" and then click [Apply]. This includes stuff like _skeleton.dds - which confused me - can you please clarify in the guide (perhaps in footnotes) that this is not a mistake and you did not mean *_n.dds (which is an option in ddsopt). Also - I know it is fairly obvious, but perhaps to help those whom it isn't - add a section for if the resolution to optimize normals and textures is the same, you can do it in one step. And finally - is there a way to colour the guide in a striped-row sort of way, so each mod's background is an alternating colour? Some sections get highly confusing to look at (though highlighting the mod you are on does help a lot). Link to comment
Smile44 Posted August 17, 2013 Share Posted August 17, 2013 The guide currently says that the DDSOpt optimized folder should be placed just under the original mod, meaning that the optimized textures would then overwrite the un-optimised texture files in the original mod. Following the guide as stated gets you where you need to be. Any guide can always be improved upon but you can never plan for individual interpretations - sometimes you need to read ALL the instructions and then ask questions if those instructions fail to direct you to the correct process. A set of instructions can be worked to death - they are fine as is, I think it says just about everywhere that SR is for experienced modders - that said a simple set of instructions can be achieved but it is impossible to please everyone hence the forums. :) EDIT: "*_*n.dds" captures all types of normal file. "*_n.dds" does not - possibly refinements can be made eventually on a mod buy mod basis, some time, you know, in the future - if actually needed. Link to comment
Moragg Posted August 18, 2013 Share Posted August 18, 2013 Smile44 - I know, it's fairly obvious the optimized folder contains only textures, but Faylon said it was slightly confusing so I suggested how to make it crystal clear. I haven't seen any normal file which is not in *_n.dds which is why I was confused. *_*n.dds includes *_skeleton.dds - I wasn't sure if that was intentional so optimized it at the higher resolution o be safe. I've come up with an idea for making the mod names stand out - a larger font size and darkish green colour. CUrrently the yellow-orange DDSopt line is the standout feature - very useful now (before LE is completed) to people like me optimising their textures from the original guide, but is a design flaw for the final version. Link to comment
Recommended Posts