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smokesandcoffee

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  1. I'm modding Diamond City in Fallout 4 and and to do so I'm deleting a bunch of objects in the world. I made a lot of progress in the removal process, saved the file and closed the creation kit. The next day I opened the file and all of the objects reappeared in the creation kit render of the cell. I opened the esp along with the fallout esm and made sure to set the esp to the active file. Is there something I'm doing wrong here?
  2. Thanks for responding, I am brand new to this whole modding scene and I'm still familiarizing myself with all the terminology. I did some more digging and found out the following in case anyone else is curious: BC1 Compression: Color Compression: BC1 is suitable for compressing color textures, such as diffuse maps or color maps. Alpha Channel: BC1 supports 1-bit alpha, meaning it's suitable for textures that have either fully opaque or fully transparent pixels. It is not ideal for semi-transparent or smooth gradient alpha textures. File Size: BC1 generally produces smaller file sizes compared to BC3, making it more efficient for storage and loading times. Performance: BC1 is often faster to decompress, which can be beneficial for real-time applications. BC3 Compression: Color Compression: BC3 is designed for compressing color textures and supports higher precision than BC1. It is suitable for textures with complex color information, such as diffuse maps with detailed color variations. Alpha Channel: BC3 supports 8-bit alpha, allowing for semi-transparent and smooth gradient alpha textures. This makes it suitable for textures with varying levels of transparency. File Size: BC3 generally produces larger file sizes compared to BC1 due to the additional information stored in the alpha channel. Performance: BC3 decompression may be slightly slower than BC1, but the difference is often negligible in modern hardware. BC5 Compression: Color Compression: BC5 is designed for compressing grayscale or two-channel textures, such as heightmaps or normal maps. It is not suitable for color images. Alpha Channel: BC5 does not support alpha channels directly. It is intended for grayscale images, so if you have a texture with an alpha channel, BC5 might not be the best choice. Detail: BC5 provides higher precision for grayscale information, making it suitable for textures with fine details or smooth gradients. BC7: Color Compression: BC7 is a more recent compression format that offers higher quality color compression compared to BC3. It supports more color levels and provides better visual quality, especially for high-color-depth textures. Alpha Channel: BC7 supports both opaque and alpha textures, similar to BC3. However, BC7 is considered superior in preserving details in the alpha channel. File Size: BC7 may produce larger file sizes compared to BC3 due to its higher quality compression. It's a trade-off between file size and visual quality. Performance: BC7 decompression may be slightly more computationally expensive than BC3, but it's still performant on modern graphics hardware. Considerations: If you have color textures with a simple alpha channel or no alpha channel, and you prioritize smaller file sizes, BC1 may be a more appropriate choice. If you have color textures with complex color information and require support for semi-transparent or smooth gradient alpha, BC3 is a suitable choice despite larger file sizes. It's essential to evaluate your specific use case, considering factors such as texture complexity, alpha channel requirements, file size constraints, and performance considerations. In many cases, a combination of BC1 and BC3 textures may be used based on the nature of different textures within a project. Visual Quality: If visual quality is a top priority and you can afford larger file sizes, BC7 may be a better choice. File Size: If file size is a concern and the visual quality difference is acceptable, BC3 could be a more economical choice. Compatibility: Consider the target platform and application compatibility. Not all platforms or graphics hardware may support BC7 compression.
  3. I use gimp for all of my texture conversions from png files to dds files and I was curious to know which compression method I should be using. Which one should I use to get the best results for FO4? Anyone know?
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