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How do I ddsopt the Automatic Variants?


zodden

Question

Ok the legendary edition says:

 

For DDSOpt to properly process these textures the contents of the mod folder should be moved into a temporary textures folder prior to processing. After processing is complete, the folders must be moved back to the root folder in both the mod folder and the optimized texture folder.

I guess I did this wrong. Mod Organizer moved all the files from their mod folders to overwrite after the patch completed. I moved them back to their mod folders and then optimized them. So I had two folders. But since the path is not standard it was not like other Optimized folders in MO. I had no optimized folder that I could select and place under (for priority overwrite) the regular mod folder. Since its not data/textures its data/Skyroc patcher/xxx

 

I wound up just overwriting the textures directly but that leaves no backup.

 

Can somebody give me better instructions on how to do this step by step? Yes I am slow sometimes! lol

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Install the AV packages as normal. Then copy over all the files to a temporary folder with the path ...\textures\AV Packages\...

This is because DDSOpt only works if files are in a folder named textures.... a bit silly but that is how it is.

 

Now optimize and resize as needed... I highly recommend that you reduce stuff like rabbits and foxes and other small animals to 1k... since there is not reason to waste memory on those.

 

After you are done copy the files back to where they came from and overwrite as required. Now run the AV patcher or SUM depending on what you use. Now the files will be moved into overwrite as they should, and the .esp will be created that links to them.

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This is because DDSOpt only works if files are in a folder named textures.... a bit silly but that is how it is.

 

 

DDSopt is intended by Ethatron to be part of a set of optimizers, and he uses a single code base for the tools he develops. He has also been developing Nifopt for optimizing meshes; it is not ready for use yet. DDSopt does use some of the folder names to determine how to optimize textures. This is done in the ddsopt.ini configuration file, and also in the DDSopt executable.
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Well first off you probably shouldn't be using the Legendary Edition guide lol. I'd explain it but it would be better for me to show you and to do that I'd need to make that damn DDSOpt video I keep getting delayed on.

Video would be great :)
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Notice:For DDSOpt to properly process these textures the contents of the mod folder should be moved into a temporary textures folder prior to processing. After processing is complete, the folders must be moved back to the root folder in both the mod folder and the optimized texture folder.

 

as per these instructions, for example the bellyache directory list 30+ animals. Do I have to create an optimized OUT directory for EVERY animal ?

or can do this :

 

1) create a temp dir called C:/textures and COPY /bellyaches animals/all animal directorys to it

 

2) name this as my :/IN path

 

3) my newly created :/OUT path

 

4)get the end result to look like this (moving the optimized folders results) --> ...mods/AV bellyaches/skyprocpatchers/automatic variants/av packages/bellyaches animals optimized/ ????

 

do the animal directories have to be spelled out in the optimized folder ?

 

Now that I'm thinking of it if the only files in the animal folder are the optimized *.dds and *_*n.dds do I even NEED a 2nd optimized folder ? Could I then just copy the temp results OVER the original dirs but only from this point on : bellyaches animals/

 

Thanks all... all this is WAY new to me can't you tell ? lol

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It will create any sub dirs that exist inside the "textures" folder you have made

 

So if you name the input folder ...\textures\AV packages\...\

Then the output will be the same.

This way the files are ready to just overwrite the old ones.

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It will create any sub dirs that exist inside the "textures" folder you have made

 

So if you name the input folder ...\textures\AV packages\...\

Then the output will be the same.

This way the files are ready to just overwrite the old ones.

of course there's an easy way to overwrite the duplicate files and leave the others alone but I'll be damned if I know.  Some kind of boolean script - yah.   Well anyway to save space I opted to NOT have a duplicate mod called AV Bellyaches optimized and just replaced the bellyaches animals folder with my optimized one.  I copied the specification.json files for each animal to the optimized animal folders.  For some reason the original dir had 285 files while my optimized dir had 283.  Oh well I couldn't find them.  I guess I'll figure it out when I face an animal that looks like a cardboard cutout.  
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Ah Xcopy. Looks like that will work.

 

Just looking for confirmation here: Due to space constraints I really don't need to have BOTH the original mod folder with the vanilla textures AND the identical optimized folder containing the optimized files together in MO correct ? If I'm able to extract via Xcopy the new optimized files to overwrite the vanilla I'm good ? It makes no sense to have the old vanilla around on my limited SSD.

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