tony971 Posted January 29, 2016 Share Posted January 29, 2016 No need to extract anything. Just don't rename it until after you finish using DynDOLOD. Link to comment
Neovalen Posted January 29, 2016 Author Share Posted January 29, 2016 Edit: Ok, apparently naming it Skyrim - Textures.bsa did cause my DynDOLOD to stop working... I will see if I can find out whats going on with that. Link to comment
tony971 Posted January 29, 2016 Share Posted January 29, 2016 Mine is named Skyrim - Textures.bsa and Skyrim - HD02.bsa and my DynDOLOD completes without issue. I'm not entirely sure why people are having issues when I am not.Well now I'm just confused. I've never used DynDOLOD so if my initial guess was wrong, I have no idea what's going on. Link to comment
minos55 Posted January 29, 2016 Share Posted January 29, 2016 So I'm still not entirely sure why we are keeping these files as .bsa and rename Skyrim - HD01.bsa to Skyrim - Textures.bsa, tbh the whole manage-bsa's-or-not thing confuses me. As for the Texgen script not seeing these files.. It didn't work for me either initially. Then I just took a wild guess and added Skyrim - HD02.bsa to the 'sResourceArchiveList2=' line under [Archive] in Skyrim.ini. Now the script finishes properly. I'm just wondering if keeping this line in the ini will have any negative consequences? And if not, should we also be adding the other BSA's to the ini (Dragonborn - HD.bsa etc.)? Then a final thing I'm confused about.. Do we still need the Unofficial High Resolution Patch? Where should it be placed regarding USLEEP?Somebody that is better at all this things might this work? adding all the bsa files to that list? Link to comment
Neovalen Posted January 29, 2016 Author Share Posted January 29, 2016 Somebody that is better at all this things might this work? adding all the bsa files to that list?We really shouldn't need to be editing that file to use other BSAs... I may just end up having people extract the BSAs if its a problem for DynDOLOD in the end. Link to comment
tony971 Posted January 29, 2016 Share Posted January 29, 2016 (edited) Edit: Ok, apparently naming it Skyrim - Textures.bsa did cause my DynDOLOD to stop working... I will see if I can find out whats going on with that.I'm guessing it statically loads Skyrim - Textures.bsa. Since MO would now be loading mine instead of the original, it's not even checking Skyrim - HD02.bsa. Easiest solution is to not rename the file or to wait until after running DynDOLOD to do so. Edited January 29, 2016 by tony971 Link to comment
minos55 Posted January 29, 2016 Share Posted January 29, 2016 but won't that make dyndolod use the inferior texture if we rename later? Link to comment
Neovalen Posted January 29, 2016 Author Share Posted January 29, 2016 I'm guessing it statically loads Skyrim - Textures.bsa. Since MO would now be loading mine instead of the original, it's not even checking Skyrim - HD02.bsa. Easiest solution is to not rename the file or to wait until after running DynDOLOD to do so.but won't that make dyndolod use the inferior texture if we rename later?I have taken out the instructions to rename the file. So leave them as HD01 and HD02. Will need to investigate with Sheson to find out how DynDOLOD will react but at least it works now. Link to comment
tony971 Posted January 29, 2016 Share Posted January 29, 2016 It's only going to check Skyrim - Textures.bsa regardless. So yes, it would be better if DynDOLOD loaded all of my textures, but it looks like that won't happen no matter what. And since my textures are visually equal to the vanilla ones, the LODs should be identical. Link to comment
Neovalen Posted January 29, 2016 Author Share Posted January 29, 2016 It's only going to check Skyrim - Textures.bsa regardless. So yes, it would be better if DynDOLOD loaded all of my textures, but it looks like that won't happen no matter what. And since my textures are visually equal to the vanilla ones, the LODs should be identical.True, LODs are not going to be majorly different between the base and optimized versions. IIRC Sheson includes all the high res DLC LODs in its install anyway as loose files. Link to comment
tony971 Posted January 29, 2016 Share Posted January 29, 2016 I still think it's really advantageous for MO to not load the original textures. I might tell my users to rename the file but deactivate the mod while running DynDOLOD. Link to comment
Pretendeavor Posted January 29, 2016 Share Posted January 29, 2016 (edited) So let's think about this, although I'm a complete noob: For me Skyrim - HD02.bsa only loads in TES5Edit when I've added it under Skyrim.ini's [Archive] section. If I scroll through the TES5Edit log, "[00:00] Background Loader: [skyrim - HD02.bsa] Loading Resources." shows when it's added to the ini. The Texgen script then also finishes properly. If I don't add this line the resources never get loaded by TES5Edit and the Texgen script reports errors. These errors are then just because half the files are missing because of the renaming of Skyrim - HD01.bsa to Skyrim - Textures.bsa. But can we then say that the DyndoLOD Texgen script only sees textures in bsa's that are actually loaded by TES5Edit (+loose files of all other mods)? By that logic, doesn't that also mean that the textures contained in Dawnguard - HD.bsa, Dragonborn - HD.bsa and HearthFires - HD.bsa do not get loaded by TES5Edit (I don't see them in my log) and are not used by DyndoLOD Texgen, even if it finishes without reporting any errors after a) adding Skyrim - HD02.bsa to the [Archive] section in Skyrim.ini or b) simply not renaming Skyrim - HD01.bsa to Skyrim - Textures.bsa? So I suppose that in the case of b), none of tony's bsa's are loaded for use with Texgen. But I guess it doesn't matter if Dyndolod contains all the HD files as loose files.. Edited January 29, 2016 by Pretendeavor Link to comment
tony971 Posted January 29, 2016 Share Posted January 29, 2016 So let's think about this, although I'm a complete noob: For me Skyrim - HD02.bsa only loads in TES5Edit when I've added it under Skyrim.ini's [Archive] section. If I scroll through the TES5Edit log, "[00:00] Background Loader: [skyrim - HD02.bsa] Loading Resources." shows when it's added to the ini. The Texgen script then also finishes properly. If I don't add this line the resources never get loaded by TES5Edit and the Texgen script reports errors. These errors are then just because half the files are missing because of the renaming of Skyrim - HD01.bsa to Skyrim - Textures.bsa. But can we then say that the DyndoLOD Texgen script only sees textures in bsa's that are actually loaded by TES5Edit (+loose files of all other mods)? By that logic, doesn't that also mean that the textures contained in Dawnguard - HD.bsa, Dragonborn - HD.bsa and HearthFires - HD.bsa do not get loaded by TES5Edit (I don't see them in my log) and are not used by DyndoLOD Texgen, even if it finishes without reporting any errors after a) adding Skyrim - HD02.bsa to the [Archive] section in Skyrim.ini or b) simply not renaming Skyrim - HD01.bsa to Skyrim - Textures.bsa? So I suppose that in the case of b), none of tony's bsa's are loaded for use with Texgen. But I guess it doesn't matter if Dyndolod contains all the HD files as loose files..AHHH THIS TOTALLY MAKES SENSE. Okay so the problem is that DynDOLOD doesn't know to load BSA files loaded by MO. But even if none of my files are used, the LODs should be the same as the ones for vanilla Skyrim. Link to comment
Neovalen Posted January 29, 2016 Author Share Posted January 29, 2016 This implies if we want TES5Edit scripts to see the correct textures they will need to be loose files (i.e. extracted) if we don't want to edit the ini. Link to comment
Pretendeavor Posted January 29, 2016 Share Posted January 29, 2016 This implies if we want TES5Edit scripts to see the correct textures they will need to be loose files (i.e. extracted) if we don't want to edit the ini.This is what I'm guessing, yes Link to comment
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