z929669 Posted April 25, 2012 Share Posted April 25, 2012 Discussion thread:DDSopt Guide by STEPWiki Link GET DDSopt:Github Pre-release versionsOfficial Nexus versions (select pre-release update 4) Link to comment Share on other sites More sharing options...
0 statmonster Posted April 19, 2013 Share Posted April 19, 2013 I think that's why the Foundation (other that WATER) is a good place to start - and where I ended it too. Link to comment Share on other sites More sharing options...
0 Kelmych Posted April 19, 2013 Share Posted April 19, 2013 1.I have a DDsopt questions I hope you can answer, couldn't find them anywhere else. I have used DDsopt on all my skyrims textures but in the guide you use ddsopt on the official dlc's which include Meshes and scripts, sound files etc... and also have a guide to optimize all the vanilla bsa files. My question can you use ddsopt on meshes and other resources from user made mods (would there be any benifit, could this corrupt a .nif file in some way etc...) and what types of files besides .png files should be avoid optimization (such as a script file or even an .esp).DDSopt optimizes textures. For other resource types the only optimization it does is to use better compression if you store the resulting data as a BSA. 2.Second question refers to BSA files. The guide says to put the three Skyrim DLC's back into BSA format after optimization because it has multiple kinds of resources besides textures (meshes, sounds, scripts etc...) should this procedure be followed for all user mods that have multiple resources. Moonpath to Elswyer or Vilja in Skyrim as examples.If the resources in the mod do not affect any vanilla resource then you can store the optimized data as a BSA. For most resources checking this is fairly easy as private resources are usually in folders with the mod name. It takes more effort to check scripts and some other resource types to see if they replace vanilla ones. It's often easier to just leave the resources as loose files, but that's your choice. There are also limitations on putting the DLC files back into BSAs as some users have identified problems when doing this. 3.Would there be consequences if you didn't repack these mods into BSA format and just put them in Wyre bash as loose files.Slightly longer load times, but not noticeable so. I'm sorry if these questions were in the guide and I just didn't understand it. Love STEP, thank you for the guides.Thank you for your time.:D Link to comment Share on other sites More sharing options...
0 GuyFarting Posted April 20, 2013 Share Posted April 20, 2013 Thank you for the quick response, it was very helpful. Kinda happy to since all my mods with bsa's I unpacked and I dont have to waste time repacking them. So you recommend I take the skyrim DLCs and extract them from there BSA's format into loose files. (STEP Guide says this is not prefered, others say its not so brain fart) FYI I have no BSA files from user made mods Ive unpacked them all. (should Skyrims other original BSA's stay in their original format?(animations.bsa, meshes.bsa, interface.bsa etc...) I already optimized them with BSAopt and repacked them. Link to comment Share on other sites More sharing options...
0 Kelmych Posted April 20, 2013 Share Posted April 20, 2013 Thank you for the quick response, it was very helpful. Kinda happy to since all my mods with bsa's I unpacked and I dont have to waste time repacking them. So you recommend I take the skyrim DLCs and extract them from there BSA's format into loose files. (STEP Guide says this is not prefered, others say its not so brain fart) FYI I have no BSA files from user made mods Ive unpacked them all.(should Skyrims other original BSA's stay in their original format?(animations.bsa, meshes.bsa, interface.bsa etc...) I already optimized them with BSAopt and repacked them.We'll edit the guide to mention the problems with putting vanilla resources back into BSA format. There are some known problems, but some don't use the resources that are affected. It is probably safer to leave the resources as loose files as discussed in some recent posts. Link to comment Share on other sites More sharing options...
0 Gwardinen Posted April 21, 2013 Share Posted April 21, 2013 I have been trying to put the vanilla resources back into BSA format because I have a bunch of mods that use BSA files, and I believe they won't actually be used in favour of the original resources if the original resources are loose files? Just as a brief example, a number of STEP mods use BSA files; Acquisitive Soul Gems, Convenient Horses, Enhanced Blood, the Paarthurnax Dilemma, the unofficial patches, etc. However, I've run into a problem in that while the Skyrim - Textures.bsa file went back fine, as did the first HRDLC file, the HighResTexturePack02.bsa resource folder is giving me a "cannot read BSA file!" error at the end when I try to process it back into a BSA file. Does anyone know of anything I could try to make this work, or whether there's a way to have them as loose files without interfering with my mods? Link to comment Share on other sites More sharing options...
0 Omolong Posted April 21, 2013 Share Posted April 21, 2013 If you unpack the BSAs from the mods, and install those files over the top of the unpacked Vanilla files, they will be used instead of the Vanilla stuff. Link to comment Share on other sites More sharing options...
0 Gwardinen Posted April 21, 2013 Share Posted April 21, 2013 If you unpack the BSAs from the mods' date=' and install those files over the top of the unpacked Vanilla files, they will be used instead of the Vanilla stuff.[/quote'] That would require... a lot of time. Is there any other way? Edit: Not just to do the actual extraction, but more importantly I'd basically have to reinstall every mod in turn to make sure the right stuff was overwritten. Link to comment Share on other sites More sharing options...
0 Kelmych Posted April 21, 2013 Share Posted April 21, 2013 If you put all the resources back into BSAs then mod load order and installation order are locked together. Many of the STEP changes need to have these two be separate. Look at the "Loose Files vs. BSAs" sidebar on this section of the DDSopt guide. Link to comment Share on other sites More sharing options...
0 Gwardinen Posted April 21, 2013 Share Posted April 21, 2013 That sidebar is exactly what makes me think I want the vanilla stuff back in BSAs. If I extract them into loose files I'm going to need to go through every mod I've installed again (which is the majority of the STEP mods, ie. a lot) and extract them all in order again to make sure the right stuff is taking precedence. If I put them back into BSAs then the installation and load order I've already configured is preserved. My only problem is that the second High Res texture folder is not currently going back into BSA, with that "cannot read BSA file" error at the very end that I mentioned before. Does anyone know of a way to fix that? Here is the list of things I did to HighResTexturePack02.bsa if it helps or if anyone could recreate it:Extracted into a folder, using DDSopt.Deleted placeholder.txt files.Ran batch fixes from the DDSopt guide.Processed with DDSopt, using the values in the guide and max texture resolution 2048x2048.Processed just the *_n.dds files (normal maps) again using max texture resolution 1024x1024.Attempted to re-integrate into BSA using DDSopt - failed due to "cannot read BSA file" error.I did all of this before with the first high res texture pack file, with no problems. Link to comment Share on other sites More sharing options...
0 bpr5016 Posted April 21, 2013 Share Posted April 21, 2013 Ran the DDSOpt on Skyrim HD, Serious HD, and Vurt's flora just for the _n.dds "normals" as suggested.  I compressed to half of the 1024x1024 default size (so 512x512). Retains the same performance that I saw after disabling the mods altogether!  Working great now in the cities and wilds, thanks for all the help! Link to comment Share on other sites More sharing options...
0 Aiyen Posted April 21, 2013 Share Posted April 21, 2013 Ouch if you have to go below 1k in resolution... :s The benefit in memory is normally very small... only about 700kb pr texture... where from 2k to 1k you get several Mb in difference. So should really not be required to go so low. Link to comment Share on other sites More sharing options...
0 Kelmych Posted April 21, 2013 Share Posted April 21, 2013 My only problem is that the second High Res texture folder is not currently going back into BSA, with that "cannot read BSA file" error at the very end that I mentioned before. Does anyone know of a way to fix that? Here is the list of things I did to HighResTexturePack02.bsa if it helps or if anyone could recreate it:Extracted into a folder, using DDSopt.Deleted placeholder.txt files.Ran batch fixes from the DDSopt guide.Processed with DDSopt, using the values in the guide and max texture resolution 2048x2048.Processed just the *_n.dds files (normal maps) again using max texture resolution 1024x1024.Attempted to re-integrate into BSA using DDSopt - failed due to "cannot read BSA file" error.I did all of this before with the first high res texture pack file, with no problems.If you want to make a file with combined normal resolution and reduced resolution textures with DDSopt, then I suggest that on the first pass you exclude all the normal maps and only process them in the 2nd pass. The example in the DDSopt guide is related but would need changes. On the first pass inintially select all the textures then instead of unselecting all the regular textures as in the example unselect the normal maps (similar to steps 4 & 5 in the example) then process the remaining textures. On the second pass use steps similar to the example to exclude the rest of the textures and process just the normal maps. That way you are not trying to overwrite textures that DDSopt already wrote in the output file. Link to comment Share on other sites More sharing options...
0 bpr5016 Posted April 22, 2013 Share Posted April 22, 2013 Hmm I see, so if I keep all the .dds files at 1024x1024 (including normals) I should have the same performance? I am using a gtx470 GPU which is a bit older, so I was concerned with running high resolution textures Link to comment Share on other sites More sharing options...
0 Aiyen Posted April 22, 2013 Share Posted April 22, 2013 Depends on what you mean by performance... FPS wise there is no difference since VRAM is never the bottleneck. You will get increased stuttering perhaps as the textures are loaded but that is about it. Skyrim is mainly a CPU intensive game since shadows etc. are all done by CPU and not GPU. So the real bottleneck performance wise is how fast your RAM is, and how old your CPU is. The gtx470 should be able to handle full 1k textures without any real issues. Here I also assume you have at least 8Gb of RAM... DDR3. If you still have DDR2 then you might get really noticeable performance drops with stuttering because the RAM are fairly slow relative to the texture sizes then. Link to comment Share on other sites More sharing options...
0 bpr5016 Posted April 22, 2013 Share Posted April 22, 2013 Ah okay, makes sense. I have 9gb of ram actually. What's DDR3? I built my PC back in 2010 so I'm not sure what that gives me. Maybe I'll see how it plays if I return normals to 1024x1024 and reduced my shadows Link to comment Share on other sites More sharing options...
Question
z929669
Discussion thread:
DDSopt Guide by STEP
Wiki Link
GET DDSopt:
Github Pre-release versions
Official Nexus versions (select pre-release update 4)
Link to comment
Share on other sites
Top Posters For This Question
360
353
51
51
Popular Days
May 7
26
Jan 31
26
Jan 22
23
Mar 22
21
Top Posters For This Question
Kelmych 360 posts
z929669 353 posts
Ethatron 51 posts
phazer11 51 posts
Popular Days
May 7 2012
26 posts
Jan 31 2013
26 posts
Jan 22 2013
23 posts
Mar 22 2013
21 posts
1,702 answers to this question
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now