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Help: The Mother of all Retextures


WarWolf117

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Ok, so I need some help.

 

I have made a compendium of all the 4k texture mods on the nexus and handpicked all the textures I would like to bring in game. As you can imagine, it is a huge amount of data (24.4 gigs). To reduce load times and such, I created some (read: 19) ba2 files to replace the vanilla textures.

 

My process was the following:

 

1) Extract all the vanilla textures into a working folder

2) Overwrote the vanilla textures with my desired 4k textures

3) Since ba2's have an approximate size limit of 2 gigs I had to manually repackage the contents of the ba2's (meaning the files were split differently than what was in the vanilla archives).

4) I saved all the ba2 archives using the vanilla naming convention and extended the number out to 19 (IE: Fallout - Textures1.ba2 all the way to Fallout - Textures19.ba2)

5) I did the same thing for the meshes and the materials for the mods

6) I edited the fallout4.ini so that the new additional archives were being loaded

 

Everything, for the most part, worked. However, for some reason, my LOD textures seemed to have vanished as well as my debris textures (Everything far away turned purple and there are random patches of purple blocks on the ground).

 

I guess my question is this: is my process of replacing the vanilla ba2 files approaching this the correct way? Am I missing something? Or is this simple human error on my part?

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If you put the files outside of the ba2s but in correct paths does that make them show in game?

 

 

EDIT: Just to make things clear, you have edited the actual vanilla archives or that is to say have replaced them with your own versions? If so that is probably not a good way to go about what you are trying to achieve.

 

Now this is how I have understood things (but I don't think there is anyone who knows exactly what is true besides from Bethesda). The BA2's used by Bethesda for the vanilla archives doesn't use the same compression as the ones created by Archive2.exe or other modding tools. Also for third party archives you can't use the exact same naming convention for your archives, you have one MyMod - Main.ba2 (for anything not dds) and one MyMod - Textures.ba2 (only dds).

Some people have issues with their mods when they pack scripts or sounds in the main so they keep them as loose files. Others don't have these issues so it's hard to say what is best in that regard.

 

Perhaps it would be better if you didn't replace the vanilla files or use that naming scheme. Might be references that are hardcoded in the engine that expect certain data at a certain spot.

Try just making a dummy esp MOAT.esp and then make your files like any mod, MOAT - Main.BA2, MOAT - Textures.BA2. Not sure what will haopen when you use such a huge size for textures but would be interesting to see how smart the CK and Archive2.exe is and how they respond.

 

Some links on the BA2-issues:

 

https://community.bethesda.net/thread/82159

https://community.bethesda.net/thread/85494

https://community.bethesda.net/message/238829#238829

https://community.bethesda.net/thread/33807

 

LOD: https://community.bethesda.net/thread/75974

Edited by Guest
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