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#31 TechAngel85

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Posted 18 May 2013 - 04:30 PM

You using the beta or normal version? I'm at work and can't check so I don't even know if there is a beta, but that's the first thing that comes to mind.

#32 Nitrohell

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Posted 18 May 2013 - 05:25 PM

I'm using version 1.6.3, which should be the latest stable version.
I'll give the 2.0 beta a try.

EDIT: It works with the beta version.
I'll try with 1.6.2 now.

EDIT2: Version 1.6.2 doesn't work either.
I suppose this could be some problem with the 2010 Visual C++, both the 1.6.2 and 1.6.3 versions use the 2010, which I already had, while the 2.0.0 beta version uses the 2012, which I had to install.
Tried uninstalling the 2010 version and reinstalling it again, but it kept having the same problem, I'll try doing it again later, can't reboot the computer right now so it's possible the uninstallation wasn't 100% successful.


In case I can't use the 1.6.3 version for good, is it better to use the DDSopt, assuming it will work, or is the BSAopt beta version just fine?

EDIT3: False alarm. I'm truly ashamed of myself now.
A closer look at the mod page in the Nexus and the problem was solver:
"If you have UAC enabled, you have to "Run as administrator"."
I wasn't running it as administrator therefore it wasn't "working", it was running and I could even unpack the files but the convert option wasn't working.
The beta version worked without running it as administrator though.

Totally my bad, sorry.
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#33 TechAngel85

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Posted 19 May 2013 - 01:29 AM

Glad you got it worked out! :)

#34 ivy21jaw

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Posted 24 May 2013 - 08:58 PM

System Specs: Ivy Bridge Intel i3 3220 @ 3.30 GHZ 8gb ddr 2 sdram windows 7; 64-bit system nvidia GEForce GTX 650 Okay, I need advice.  I'm basically at the end of my rope, I think.  I posted in another forum about the trouble I'm having with DDSopt optimizing the HRDLC1,2, and 3.  Haven't even started on the DLC yet.  Because, I can't get a patch created. THEN I notice that every single mod you add which uses texture files or the DLC has to be pulled into loose files.  Does this mean you can't use them with BOSS or Wrye Bash or if you run Skyrim Redone you aren't able to use the patcher?  Heck, I'm not even sure I know how to do this as I think this is beyond me at this point.  So, I've got lots of questions and when sites said STEP was uncomplicated if you read, I'm not so sure they meant 40+ dudes who are somewhat computer literate but not at all with programming or file creation or modding.  Up until 6 days I used NMM and loaded mods then played the game.   If someone is willing to assist me or tell me "you're over your head, give it up."  I'd appreciate it. 
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#35 Aiyen

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Posted 25 May 2013 - 05:35 AM

Okay it is really hard to figure out what you are asking. DDSopt have a good guide here on the wiki, with pictures showing you all the settings you need to use, and a detailed guide for how to extract the BSA archives. Once you have extracted the files there is not really any need to recreate the BSA archive again since loose files takes precedence over BSA. Having your textures as loose files should in no way interfere with any patchers, BOSS , etc. The only relevant information for the game engine is the folder structure. If there is a texture in \textures\clutter\fryingpan.dds (Thought up example) and the same texture is also in a BSA archive, then the loose file will overwrite the content of the archive and be used instead. Hope that helps a little bit. But again I do not entirely follow what you are asking! :)

#36 ivy21jaw

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Posted 25 May 2013 - 09:26 AM

Okay it is really hard to figure out what you are asking.
DDSopt have a good guide here on the wiki, with pictures showing you all the settings you need to use, and a detailed guide for how to extract the BSA archives.
Once you have extracted the files there is not really any need to recreate the BSA archive again since loose files takes precedence over BSA.

Having your textures as loose files should in no way interfere with any patchers, BOSS , etc.
The only relevant information for the game engine is the folder structure. If there is a texture in \textures\clutter\fryingpan.dds (Thought up example) and the same texture is also in a BSA archive, then the loose file will overwrite the content of the archive and be used instead.

Hope that helps a little bit. But again I do not entirely follow what you are asking! :)

It was a bit of a breakdown.  I'm in the process of redoing the texture files and it has been so difficult (yes, I've read and re-read the wiki and am doing so again in 3 minutes), that I'm tempted to simply give up.  If I optimize the HRDLC files but don't mess with the DLC files, then my thought is I won't have to create loose files for every single texture mod that I download.  I don't want to have to do that as I think it would be too complicated for me.


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#37 Aiyen

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Posted 25 May 2013 - 04:33 PM

Well if you need any specific help, just throw me a pm with it and I will help as best I can. But if you just follow the wiki it should be rather straight forward for both the vanilla, and DLC BSA archives. If you can do it for one of them then you should be able to do it for all since the process is identical.


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