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Today's Changes 27/05/16:

 

Added:

Revenge of the Enemies CRF patch

 

Update:

Revenge of the enemies OBIS Patch

Revenge of the enemies Merge

SRLE Extended Conflict Resolution

SRLE Extended Install Guide

SRLE Extended CR Sub guide

 

From tomorrow I will try and post what updates I have done at the end of my day not the beginning as I do tend to tweak things as I found them as.

 

A question for you guys would it be eaiser for these "change log" to be in a seperate thread or I could resurrect the change log wiki I abandoned? I am liking doing a change log as it help me to keep track things and make things easier for me too as i do tend to forget things alot. or Another option is could close this thread and create a new SRLE Extended News Thread simlair what Neo now does as I am likeing that.

Edited by Darth_mathias
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A question - is there any tool around that 'inspects' mods to determine whether or not DDSOpt optimizing is required?  If not how do you go about deciding whether it is worth optimizing a mod or not?  I know SRLE lists ones needing it, but in the STEP DDSOpt guide they list many more.  As I'm also adding a load of stuff from REGS I was wondering how I decide what to optimize and what can be left as it is.  I'm guessing if a mod author has already optimized their mod and I run it through DDSOpt again it won't take any harm, just won't have any noticable impact (other than on my time!).  And finally, am I best to leave as loose files or repack optimized into bsa again before installing through MO (possibly a redundant question as SRLE has me set MO to automatically unpack bsa on install anyway :p )

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A question - is there any tool around that 'inspects' mods to determine whether or not DDSOpt optimizing is required?  If not how do you go about deciding whether it is worth optimizing a mod or not?  I know SRLE lists ones needing it, but in the STEP DDSOpt guide they list many more.  As I'm also adding a load of stuff from REGS I was wondering how I decide what to optimize and what can be left as it is.  I'm guessing if a mod author has already optimized their mod and I run it through DDSOpt again it won't take any harm, just won't have any noticable impact (other than on my time!).  And finally, am I best to leave as loose files or repack optimized into bsa again before installing through MO (possibly a redundant question as SRLE has me set MO to automatically unpack bsa on install anyway :p )

I am not sure there is one there mods I have run DDSOpt on are Skyrim. Dawnguard, Dragonborn, Falskaar and Wyrmstooth; mine are left loose. I always leave mods loose unless instructions say otherwise there are current 2 mods that are left packed in BSA in Extended.

Edited by Darth_mathias
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Actually just reading through the ddsopt guides and I have found that if you are optimising one mod at a time when you load it in to ddsopt and check Show Recursive the lower panel will actually show if any of the textures have already been optimised (at the current levels set in the ddsopt settings) by displaying the filenames in black strikethrough text.  There is also a setting in the Ignore tab to 'Don't process any already processed files (DDS only)' which again will force ddsopt NOT to process an files which it recognises have already been processed at the current settings (they will be processed if the settings are different).  So I guess I could just load up my entire load order and use the batch files to process the whole lot and it would ignore any that don't actually need done.  However I guess I'll run it on all of the bigger 'worldspace' type mods and any specifically listed in the various links below as benefiting.

 

Some reading:

https://wiki.step-project.com/Guide:DDSopt_%26_Texture_Overhauls/Mod_Optimization - comprehensive list of mods and whether or not they benefit from optimisation

https://wiki.step-project.com/Guide:DDSopt - full STEP ddsopt guide

https://wiki.step-project.com/Guide:DDSopt/Skyrim#STEP_Mods_and_Optimization - More mods listed under STEP Mods and Optimization section

Edited by dunc001
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Actually just reading through the ddsopt guides and I have found that if you are optimising one mod at a time when you load it in to ddsopt and check Show Recursive the lower panel will actually show if any of the textures have already been optimised (at the current levels set in the ddsopt settings) by displaying the filenames in black strikethrough text.  There is also a setting in the Ignore tab to 'Don't process any already processed files (DDS only)' which again will force ddsopt NOT to process an files which it recognises have already been processed at the current settings (they will be processed if the settings are different).  So I guess I could just load up my entire load order and use the batch files to process the whole lot and it would ignore any that don't actually need done.  However I guess I'll run it on all of the bigger 'worldspace' type mods and any specifically listed in the various links below as benefiting.

 

Some reading:

https://wiki.step-project.com/Guide:DDSopt_%26_Texture_Overhauls/Mod_Optimization - comprehensive list of mods and whether or not they benefit from optimisation

https://wiki.step-project.com/Guide:DDSopt - full STEP ddsopt guide

https://wiki.step-project.com/Guide:DDSopt/Skyrim#STEP_Mods_and_Optimization - More mods listed under STEP Mods and Optimization section

I proberly is worth recommending DDSOpt Helgen Reborn but I am unsure what setting to recommend if anyone has any idea them please let me know.

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I proberly is worth recommending DDSOpt Helgen Reborn but I am unsure what setting to recommend if anyone has any idea them please let me know.

Rather than intersperse instructions throughout the load order it would be easier if you had a separate section in the 'Preparations' section of the guide with a list of the mods included in SRLEX which require optimisation, along with instructions to download all of them and use the batch optimisation script to optimise them all in one go and the re-archive script to repack them all ready for MO installation as and when they are required.  That way you don't need to recommend settings as the batch script sorts and selectively processes everything.  The instructions are all easily available for c/p

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Rather than intersperse instructions throughout the load order it would be easier if you had a separate section in the 'Preparations' section of the guide with a list of the mods included in SRLEX which require optimisation, along with instructions to download all of them and use the batch optimisation script to optimise them all in one go and the re-archive script to repack them all ready for MO installation as and when they are required.  That way you don't need to recommend settings as the batch script sorts and selectively processes everything.  The instructions are all easily available for c/p

ok I will add this to my ever growing list of things to do

Edited by Darth_mathias
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that would be of great help PM me when you're done

Well across the two lists we've got 10 mods that are listed as benefiting from optimisation:

 

A Quality World Map

Better Circlets

DB Tenets Restored

HD Ore & Ingots

HQ Paper

More Realistic Hair

Septim HD

Trees HD

Falskaar

Helgen Reborn

 

Plus probably worth including MB Inferno, Moonpath, Gray Cowl and Forgotten City as well (won't take any harm).

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Wow, lots of updates! Been crazy busy at work, so not much time playing.... however, build is pretty much complete, just checking out the last couple armor mods to add then will merge them.

 

This said... while checking crafting menus for armors and such.... is there any way to turn off the first person migraine inducing camera spin animations (especially at the forge) when the crafting menu is open? I know in previous lives the there was no animation... but cannot remember for the life of me how to turn this off. Thanks much!

 

Darth and Lexy, glad you had an enjoyable holiday (yeah, bit late, lol)

Edited by Zegorzalek
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I belive that has to be done in the CK

Thanks Darth.  I know I have to do it via CK, but not sure how?  I tried to load my mod as the Active file, and loaded the other mods (Kynesgrove, Courier Service, etc) and placed/changed stuff in those cells, then save, and when i reopen in CK again all it's done is create "duplicate" versions of those cells, and wont make the changes in game.  How do I do it to make these changes actually stick and work in game?  Thx

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