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Skyrim Revisited Pre-Release Feedback


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Sorry all' date=' just want to clarify exactly how to optimize the SRO textures so I don't break anything. Process is same as in SR guide for vanilla/DLC texture optimization (only instead of extracting the .bsa, I would just point DDSopt to the SRO folder?). Then I would go into the 'Constraints' tab and set both resolutions to desired limit. I would select all *_n.dds files and then process those to a temporary output folder. Then I would copy those to the SRO folder, overwriting existing files. Is this pretty much it?[/quote']

Sounds like you got it :) Optionally you could also put the optimized _n files in a different mod dir such as "SRO HN" and load it directly after SRO. (this is how I did it when experimenting)

 

Informational for all regarding half sized normals, I have DDSOpted the following with max size 1024 normals so far:

HRDLC1-3

SRO

SHD

SHD2K

 

If you guys find any mods that are grossly in need of DDSOpting (either regular or normals only) please post and let me know.

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I just spent like 2 hours tinkering with DSPSOB trying to get the dragonborn weapons to work with it. I followed the video exactly but the best I could manage was to have the left handed weapons floating stuck to my feet. Its a mess, I feel like the script is gonna have to be re-written for it to work correctly and thats more than I know how to do unfortunately.

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It's only here that Acquisitive Soul Gems.esp is not detected by boss? Idk, it's on masterlist (looking with BUM), but it goes under Unrecognized when I run BOSS. o.O

You could always just make a user rule that overrides the masterlist and place it manually in BUM. 

Search for it in the masterlist to the right. 

Right click it and create override. It should now be on the left side and you just put it back into the list. 

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This likely isn't important, but the entire Cell GRUP in ExplosiveBoltsVisualized.esp should probably be deleted. If you drill down, you'll see that all the placed objects have the Ignored record flag set. That flag tells the CK not to load any of the records the next time the ESP is opened, so if you load and save the ESP in the CK, you'll find all the placed object records are removed. The game should behave the same way, but you never know.

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It's only here that Acquisitive Soul Gems.esp is not detected by boss? Idk' date=' it's on masterlist (looking with BUM), but it goes under Unrecognized when I run BOSS. o.O[/quote']

 

You could always just make a user rule that overrides the masterlist and place it manually in BUM. 

Search for it in the masterlist to the right. 

Right click it and create override. It should now be on the left side and you just put it back into the list. 

 

Yeah, I've tried it before I posted. Unfortunately BOSS says that the mod is not on masterlist to be overrided (yep, wierd), and if I try to add at BUM, it ask to change back to override or delete the user rule. LOL

 

It's only here that Acquisitive Soul Gems.esp is not detected by boss? Idk' date=' it's on masterlist (looking with BUM)' date=' but it goes under Unrecognized when I run BOSS. o.O[/quote'']

Are you swapping between profiles?  

I have some profiles, but have not been swapping between them, only using one.

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It's only here that Acquisitive Soul Gems.esp is not detected by boss? Idk' date=' it's on masterlist (looking with BUM), but it goes under Unrecognized when I run BOSS. o.O[/quote']

 

You could always just make a user rule that overrides the masterlist and place it manually in BUM. 

Search for it in the masterlist to the right. 

Right click it and create override. It should now be on the left side and you just put it back into the list. 

 

Yeah, I've tried it before I posted. Unfortunately BOSS says that the mod is not on masterlist to be overrided (yep, wierd), and if I try to add at BUM, it ask to change back to override or delete the user rule. LOL

 

It's only here that Acquisitive Soul Gems.esp is not detected by boss? Idk' date=' it's on masterlist (looking with BUM)' date=' but it goes under Unrecognized when I run BOSS. o.O[/quote'']

Are you swapping between profiles?  

I have some profiles, but have not been swapping between them, only using one.

 

ASG not being recognized is from using an old version of BUM... upgrade.

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It's only here that Acquisitive Soul Gems.esp is not detected by boss? Idk' date=' it's on masterlist (looking with BUM), but it goes under Unrecognized when I run BOSS. o.O[/quote']

 

You could always just make a user rule that overrides the masterlist and place it manually in BUM. 

Search for it in the masterlist to the right. 

Right click it and create override. It should now be on the left side and you just put it back into the list. 

 

Yeah, I've tried it before I posted. Unfortunately BOSS says that the mod is not on masterlist to be overrided (yep, wierd), and if I try to add at BUM, it ask to change back to override or delete the user rule. LOL

 

It's only here that Acquisitive Soul Gems.esp is not detected by boss? Idk' date=' it's on masterlist (looking with BUM)' date=' but it goes under Unrecognized when I run BOSS. o.O[/quote'']

Are you swapping between profiles?  

I have some profiles, but have not been swapping between them, only using one.

 

ASG not being recognized is from using an old version of BUM... upgrade.

I had it upgraded since it's been released. For test sake I re-installed the last version, same problem.

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Curious question. When you guys/gals are resizing all normal maps using constraints, are you first DE-selecting both options under the "Apply" menu in DDSopt?

 

My understanding is that should be done to ensure the normals are simply resized without any possible compression/optimization applied to them. I mentiioned something about this in an older post here in case you find the info useful:

https://forum.step-project.com/showthread.php?tid=228&pid=16394#pid16394

 

NOTE: That post mentioned using the 50% constraint, but lately I've been using 1024x1024.

 

I'm only bringing the "Apply" menu up, because I didn't see this metioned in some recent posts about how others are resizing normals and thought it might be helpful to know about, in case some were not aware. To be honest, I haven't done any thorough comparisons of resized normals with both "Apply" menu settings selected vs. DE-selected, to see if there is any significant difference. I only wanted to mention it in case it does affect the results in a negative way. I did have some bad results with DDSopt-ing some model-space normals (*_msn.dds) when I accidentally forgot to turn off the "Apply" settings.

https://forum.step-project.com/showthread.php?tid=228&pid=22196#pid22196

 

My understanding about the way normals work is that the colors in those files represent how the textures are to be presented in X Y Z of 3D space, so just resizing them without compression doesn't change that color information and the result is only slight blurring due to the normal being stretched more than the texture itself. However, if those normals were optimized/compressed, then it's possible the color information could be skewed/changed, thereby affecting the textures in 3D space and giving generally bad results (some, not all cases).

 

Also, I was curious if anyone experienced any problems where some normals were resized, but others that had the same dimensions were not resized? I did an experiment per the following post using Vurt's Flora Overhaul and found that some of the normal maps didn't get resized, while others did, using the latest DDSopt pre-Update 4:

https://forum.step-project.com/showthread.php?tid=228&pid=23115#pid23115

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@Neovalen,

 

Not sure if this has been raised before, but at The Armory of Skyrim -> General Mods -> Ars Metallica - Smithing Enhancement mods.

 

The following is written on the website.

 

Select all Bethesda ESMs, Unofficial Patch ESPs, Ars Metallica.esp and Ars Metallica - Dawnguard.esp then click [OK].

Expand "Container" under Ars Metallica.esp and select the "00105821" node.

Drag the "Script" for "A_MMM_RemovalScript" in Unofficial Skyrim Patch.esp to Ars Metallica.esp.

 

But when I open that node (00105821), the Unofficial Skyrim Patch.esp, is not displayed in the right hand view.

 

Is this something that may have been correct in the latest version of Ars Metallica - Smithing Enhancement, or am I doing something wrong (which is always possible).

 

 

The edit for Ars Metallica - Dawnguard.esp, is OK.

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The way I understand it for normals, then what you say is true. However I think that the blurry effect is mainly done on meshes like actors, trees and other items that have a mesh with alot of small details on them. Also water textures are really sensitive since they are made to fit a rather specific role that if done wrong will be very visible. 

 

But interresting stuff to be sure and worth remembering if you find a really horrible texture at some point in a playthough. 

 

Also about Ars Metallica then there are a few other mods that got updated where Neo´s guide no longer applies since the author made the change him/herself. Also make sure to check if you are selecting the unofficial HRDLC patch in tes5edit since then some entries can get slightly different names. 

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