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Optimizing DLC confusion, Neovalen guide


alocrius

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I'm confused about the file naming process in the following steps.  I am to optimize the high-res dlc, and put it into it's separate mod folder(s).  But then I apply another optimization from the same original high-res bsa and put it into the same output folder per instructions.  My confusion is what do I name each of the respective bsa files..  I am assuming there should be two separate files in the output path but since they are important bsa files I don't know what to call them because it isn't crystal clear to me yet how all these files overwrite original files..  and how or why they do or dont get checked in the plugin and archive windows..  I hope to god someone can demystify this for me.  Thank you for any help.  Here is the instruction snippet:

 

Now that the vanilla assets have been optimized, a different process will be used for the HRDLC to conserve VRAM. The HRDLC consists of 2048 textures and normal maps, the normal maps can be halved in size to save VRAM without noticeable quality loss (unless your REALLY looking for it). Perform the following:

Execute the DDSOpt tool. *Note: Do NOT run this through Mod Organizer. DO run this as an Administrator.*
Click the [browse] button near the top text-box and select the HighResTexturePack01.bsa in the Skyrim/Data folder.
Click the [browse] button near the bottom text-box and select <Mod Organizer Path>/mods/HRDLC1 Optimized as the output directory.
Check the "Show Recursive" box below the center text-box.
Click the red [X] to deselect all files.
In the center text box, type "*.dds" and then click [Apply].
Click the green checkmark to select all filtered files.
In the center text box, type "*_n.dds" and then click [Apply].
Click the red [X] to deselect all files.
In the center text box, type "*_msn.dds" and then click [Apply].
Click the red [X] to deselect all files.
Clear the center text box and click [Apply].
Click the [Process] button in the bottom right corner.

 

 

 Here's the confusing part!!  I assume the first file was called by the same name as the original bsa, correct?..  what am I calling this next file since it goes to the same output path?  I'm making the assumption that it does in fact matter what I name these files..  as they are replacing originals correct?  So when i name the second file do I just make any name and it will still work? 

 

 

 

After this process is complete only the colormap texture .dds files were processed. To process the normal maps to half size, perform the following:

Execute the DDSOpt tool. *Note: Do NOT run this through Mod Organizer. DO run this as an Administrator.*
Click the [browse] button near the top text-box and select the HighResTexturePack01.bsa in the Skyrim/Data folder.
Click the [browse] button near the bottom text-box and select <Mod Organizer Path>/mods/HRDLC1 Optimized as the output directory.
Check the "Show Recursive" box below the center text-box.
Click the red [X] to deselect all files.
In the center text box, type "*_n.dds" and then click [Apply].
Click the green checkmark to select all filtered files.
In the center text box, type "*_msn.dds" and then click [Apply].
Click the green checkmark to select all filtered files.
Clear the center text box and click [Apply].
Open the "Constraints" tab and select "1024x1024" in the available drop downs for "Resolution Limit".
Click the [Process] button in the bottom right corner.
After processing has completed, select "8192x8192" in the available drop downs for "Resolution Limit".

Repeat both the colormap texture and normal map processes for the HighResTexturePack02.bsa and HighResTexturePack03.bsa. Once this is completed, perform the following steps:

Edited by alocrius
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Check out this post of mine in the Skyrim Revisited section.  It talks about this very thing!

 

Basically, what you're doing is saving the new textures into a BSA file, which isn't what you're supposed to do.  You're meant to be left with loose files in the directories you create.

 

Check out my thread; I posted what I think the directions should say, and I think they'll help you!

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Everytime you run ddsopt on something new, make sure to give it a unique folder to extract too. Then make a mod out of that folder and install as normal using MO

 

In general I think the wise thing is to avoid making bsa´s using ddsopt since it can apparently do it the wrong way... not 100% on this though, since I do not use bsa archives for anything myself. 

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Yeah, my understanding is ddsopt can cause issues creating bsa's, so the ideal solution would be to create bsa's with CK's Archive tool. However it is not recommended to be done with the vanilla files, can't remember the reasons in full, but if you go to the ddsopt guide, there is a section that explains this in a Note Box.

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