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BSA Max Size?


llloyd

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NMC does made those "landscape" objects HD, to some extent and distance. In the "far distance" those details are washed out and useless, which is why "low level of detail" is used for them to improve efficiency. However foreground "buildings" and other "structural objects" do not (to the best of my knowledge; and I repeat "I am not a modeler") have a tool that will "batch process" foreground objects into HD versions. ("Billboards" are considered 2D "trees".) Some mods tackle some categories like "Weapon Retexture Project" does for weapons and others for certain clothing and armor, while yet others work on "clutter". To the best of my knowledge, they all required custom texturing. Those have finite numbers of similar items within their categories which make them feasible (though tedious) projects. But individual buildings and interiors tend to be more unique. AFAIK, they might exist on a town by town basis but not as "packs". Most of the "ultimate graphics guides" I have seen have broken things down the same way. However, it is not a field in which I have invested any serious search effort.

 

The most common trade-off for HD or "hi-rez" graphics is reduced FPS and micro-stuttering. While your "latest-and-greatest" hardware might be capable of dealing with it, the game was not designed in 2010 for today's HD resolutions. It's internal structure is the "choke point".

 

You can get "out of memory" errors from the graphics system (which is separate from exhausting system memory), even with the game 4GB enabled. The video pipeline is known to have "memory leaks", and these occur faster with "beautification mods". Here the cause is a combination of larger image sizes ("higher resolutions", aka "hi-rez"), hi-rez texture packs for skin, hair, clothes, weapons, and landscape; along with mods that increase the number of NPCS in a given cell. (All those hi-rez texture "personal accessories" get multiplied by the number of Actors.) Please see the wiki "Display resolution versus Image Size" article. While "ENBoost" can help, you may need to switch to lower resolution/ smaller sized images or even lower quality in your game graphics configuration.

 

Ultimately you will eventually get to the point where you have to pick and choose which elements are most important to you.

 

-Dubious-

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I assume by "look good" you are referring to how "grainy" things look on your display. "Display size" is separate from "image size". I play at 1920x1080 "display size" myself but on a 22 inch monitor less than a foot away. I don't use (or need) image sizes above 1024x1024. Things look differently on a monster (4K) TV screen because each rendered image pixel is larger (grainier because more screen pixels are used to display each image pixel) on that screen size at the same display resolution. If you put more viewing distance between yourself and the screen the "graininess" is less apparent. (This is more difficult to achieve within the typical living room dimensions with a 4K screen.) The same effect occurs when displayed on a smaller screen size at the same resolution within a closer viewing distance.

 

It's all about how the eye perceives things. It is easily "fooled". If you can, try your current setup on a smaller display. You may find the result "better".

 

There are plenty of people who claim "better" graphics on 4K screens. The implication is that EVERYTHING is HD, but details are scarcely provided. Different people tend to focus upon different things when they say something is "better". It's like the eye chart. Some characters are easy to distinguish between, while others are easily confused for each other. The smaller the characters, the more they tend to blur together. They are the same resolution, but the eye gets fooled more with some than with others.

 

Not saying it can't be done. Just that "HD textures" and large image size is not the only thing to consider. "Post processors" like ENB and SweetFX use "shaders" and light effects to achieve similar "improvements". But there are trade-offs and much tweaking is involved. One of the trade-offs is how much time and effort you want to put into the effort.

 

-Dubious-

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Well, no, not a 4k screen. A 24 in 2ms Asus gaming monitor at 1920x1080 hooked to an MSI GeForce GTX 1070 Ti on an AMD Ryzen 1700X processor with 16gb of DDR 4 memory. Still pretty close to the monitor. It's just outside of touch range if I reach for it.

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That size monitor should not be "grainy" at that distance. (It's within the range available at the time the game was designed.) Perhaps a screenshot that clearly shows what you consider "not good"? Along with the size of the images you are using for the object under consideration if it isn't "vanilla (512x512 pixels)"?

 

[Edit: Sorry. No offense. In my tunnel vision I forgot you have already posted a screenshot; so obviously already know how to do so. I'm leaving the below in here for the benefit of anyone who stumbles upon it and needs the info, later on.]

* See "How to markup images (etc) in forum posts and comments" article for how to use "Image tags". You will have to post the image on some other "free hosting" site such as "http://www.bild.me".

-Dubious-

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Well... Nothing *specific* except one example in Point Lookout (again, this is TTW, with both NMC for FO3 and NV combined per the instructions on the TTW website) , but more about when i disable NMC_HD that nothing changes so I wonder if I am doing something wrong.

 

Also I hope this doesn't blow up on me. Looking for more specific overhauls, like you mentioned, I found Vurts for TTW, supposedly. But as far as I read into it, the ESPs only add more trees and stuff, which I don't want, while the textures / meshes improve the existing. So I packed those up and, for now, made a new blank ESP, Vurts_Just_Textures.esp with Vurts_Just_Textures - Main.bsa and reran the FNVLODGen due to the included LOD files and placed that after NMC_HD.esp so it can overwrite anything in NMC_HD.esp. In theory. If that works I'll hunt for other overhauls as well. Maybe even try and get TTW Eve to work and behave. >.<

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Activating or disabling NMC (or any similar VWD/LOD mod) by itself won't change anything. Those files are used to rebuild the LOD files when you run one of the LODGen programs. It's the resulting "*.LOD" files that you actually view in game. (If a mod supplies it's own LOD files, then the last installed will overwrite any already in place.)

 

Suggest you look into "Ojo Bueno". I install it after NMC because there is some overlap between them as to what they modify, and I prefer NMC for the terrain textures and OJo for the "clutter" and nearer objects. Buildings (as in your screen shot) tend to not be "overhauled" unless the mod is specific to the location or purpose.

 

-Dubious-

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As I said, they have overlaps and you need to decide which has particular features you prefer. Then install the ones which have the features you want to dominate last, realizing that you can't really control individual elements. Personally, I would start with the one with the preferred background first (less detail), then the mid-ground, then the fore-ground last. "Vurts" tends to overlap them all, but focuses on "plant life" so more than likely it should go first to have less impact upon "closeup stuff" in the expectation that the others are less likely to overwrite the plants. YMMV. You might find the reverse pattern preferable. But the more different mods you attempt to "mix", the less likely you are to be unhappy with the result. At least, that is my experience. Only experimentation will tell you.

 

If you are playing TTW, then you want FNV mods; not FO3 ones. TTW runs on the FNV engine and should (I don't have direct experience) have no problems with LOD replacements. I wouldn't expect problems with FO3 specific LODs (for the East Coast) either, but check the TTW FAQs.

 

-Dubious-

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Well, yeah, the TTW team gives instructions on how to get NMC working by combining the FO3 and FNV versions of NMC together into a single unified NMC to cover everything since there are things not in the FNV one that is in the Fo3 one and vice versa.

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