Feel free to comment if an update caused any bugs or performance gains.
v1.10
- Restored a few normals due to texture degradation (mostly machinery and a few actors). The files are the same as vanilla so you can safely delete them if you prefer.
v1.09
- Included weapons, armor and clothing.
- Trying a different method for vehicles, power armor and a few other textures.
- Tweaked and removed some textures (flora, for example).
v1.08
- Restored a few architecture and interior textures due to texture degradation. They'll simply be removed from the main files in the next bigger update. Dogmeat was included as well, but I haven't tested those textures yet.
- Finally started to add comparison shots.
v1.07
- Added v1.06 to the main files. Removed some glass and window textures.
v1.06
- Added a bunch of SetDressing textures (PlayerHouse, railroad, carts, vault, etc.).
v1.05
- Added some LOD textures. Added some Diamond City Guard armor textures. Other various changes.
v1.04
- Added a handful of Diamond City diffuse fixes and some workstation spec map tweaks.
- Added optimized actors and terrain objects as optional files.
v1.03
- Added a few interiors and signage.
- Added optional clothing and armor tweaks.
v1.02
Reason for grass removal: Messing with the textures makes the grass appear smaller in-game. This doesn't seem to happen when editing the smoothness, but it does with diffuse and normal maps.
It should be noted that I made sure to save these textures in their correct format.
Diffuse (_d) -> DXT1 or DXT5 Normal (_n) and smoothness (_s) -> 3Dc
Also, everything was done manually in photoshop.
FAQ
Q: Does this work when using DLC?
It works fine but this doesn't cover any of the DLC textures at the moment.
Q: Can I use this if my texture quality is set to medium?
You can. There's next to no difference between medium and ultra anyway.
Q: Does this work fine with Vivid Fallout Landscapes?
It does. Be sure to let Vivid Fallout overwrite any conflicts however.
Q: Is this compatible with Texture Optimization Project?
No. TOP will overwrite this mod's files.
Q: How does this compare to Texture Optimization Project?
Texture Optimization Project -> Most textures dropped from 2k to 1k or 512. Big performance gains. Edit: New version seems more stable and a lot less buggy. Loss of quality will still be noticeable though.
This -> Fixed diffuse maps. Select few normal maps reduced. Lots of smoothness dropped from 1k to 512. Fair performance gains. No noticeable loss of quality for the most part.
-Obsolete- Q: What's the difference between Lite and Full?
A: Full includes a few more "optional" textures than the Lite version. In other words, you'll get better performance with the Full version and less potential bugs if you decide to use Lite instead. 1-09 is a mix between both of the 1-07 versions, although closer to the full one.
Actions saving DDS in photoshop can cause the action to save eveything with alpha maps or without, depending on how you set your Nvidia Photoshop plugin the last time, so if you save normals and diffuse in one go, you might end up with unwanted results. (white alpha's, thus in the case of DXT5 twice the size)
It's always advicable to do everything by hand, no matter how painstakingly it is.
Also, consider 4x smaller uncompressed normal maps in this game, compressed normals have significant artifacting in gamebryo due to the nature of how the engine's shaders handle the lighting with the normal maps, usually 4x smaller uncompressed normals are twice smaller in size, and the fact that they are uncompressed make them look smooth and not blocky, but you have to get the artifacts out first by giving the normal maps a gaussian blur from 0,3 pixel. I can assure you that you will be pleasantly surprised if you do that.
if you do 2x smaller uncompressed normals you will have the exact same filesize, but retain most of the fine detail, then it would not be optimized for performance, but very much for visual fidelity, cause it make the normals look 10x better.
Well i can see blockyness clearly, even with 3Dc compression, it's because of the way the engine's shaders handle the light reflection. I must admit that it has improved a bit when you compare it to fallout3/fnv, but the engine still handles it badly.
if the shader code was anything like Unreal or Unity, there won't be any blockyness left, cause they blur the normals a bit realtime in the shader.
@printerkop - Unless I'm mistaken Fallout 4 doesn't use the Gamebryo engine anymore. Its an upgraded, 64-bit version of the Creation Engine that was used for Skyrim. Yes, the Creation engine was technically a modified version of the Gamebryo engine back in 2011, but I don't know if they are still similar enough to call it the Gamebryo engine today. I don't know enough about it to really know though, was just curious.
your mod is compatible with textures optimization project ? And if I install after your mod ? all files is : Diffuse (_d) -> DXT1 or DXT5 Normal (_n) and smoothness ( _s) all files is vanilla so sorry if the question is already there , have bad english , sorry about that , thx with bsa your mod it would load before ? no ?
@mortis, there's no real point in using this if you plan on installing Texture Optimization Project. Most files, if not all of them, will be overwritten by TOP.
@vram, different methods. I didn't want to resize diffuse maps (or most normals) because I like to take screenshots and the loss in quality is too apparent imo.
i attempt your mod only and remove Texture Optimization Project for me is better , after some test ! with some aera then I do not mean it's better for me it is i gain some fps and load time , in the sense that it is more fluid
i attempts to merge files that work ! better ? not certain i prefere separate file difficult to say whether it is compatible Texture Optimization Project is too important now
I use and I appreciate , you are wonderful also the work of each is well thank you to the Nexus community and efforts thx
To all - FYI - BE WARE OF TEXTURE packs, especially the ones that "Optimize Vanilla" textures, like this one. They can cause other textures not loading, like Normal Maps,. and in my case mande MANY textures too flat and too ugly. When I restarted with Textures folder renamed to something else, my interior wall textures went from flat to awesome, way more detailed!!! With Optimized Vanilla Textures they would not have any cracks, any specular or bump bump mapping effects, and were super-flat!
Please do not want my criticism to seem offensive, but I discovered a ton of textures that were directly affected by your mod. Once I re-installed all my texture packs without your mod, there were no issues.
Maybe its not the textures themselves, but the "popping" part, which does not work no matter what values I assign to it, but only when I use your texture pack. For all other packs and vanilla textures, I keep Texture Upgrade Distance at default values and experience no popping. AFAIK your texture pack DOES come with Interior folder. I have not installed any other Optimization Texture packs of any kind other than yours at that point. The specific place (just one of them) where your textures looked terrible was inside Brotherhod of Steel Police Station. The walls were missing cracks and bump/specular mapping - they were completely flat and ugly. I THINK that MAY have been the way that texture looked like before the real one would "pop-in", but it never did no matter what values I tried for Texture Upgrade Distance.
My load times also increased, but I did get some improved performance.
Have you looked into Police Station (Brotherhood of Steel) interior Wall textures? I just backed up my Textures\Interiors folder with the mods I use and installed only Interior folder from your texture pack. Once again, wall textures were terribly affected. Also Actor textures of yours severely lowered detail of some other Actor mods, like Military Fatigues.
I think this texture pack potential, but needs very thorough testing.
I think MonarchX has done great with his feedback. People shouldn't be deterred by errors or bugs in mods. Everyone makes mistakes, we are all human and giant mods are usually made by one guy and it is hard for 1 guy to test everything. Us users need to help report back like MonarchX as constructive criticism and bug reporting only makes the game better for everyone. MysticalFlare has done some great work and his support and feedback/updates are great too.
I'm more impressed with MysticalFlare's polite and objective response to MonarchX. It must be difficult hearing ANY criticism about something you've put hard work (and often long hours) into and then you're being nice in sharing it with others for FREE, and then have to hear some people make snarky, rude remarks about your work; not speaking about MonarchX at all -- s/he did offer constructive criticism. So I can totally see why many mod authors get defensive and snarky themselves right from the start, sometimes on the Description page.
tl;dr: Hats off to MysticalFlare for responding to constructive criticism and everyone else: play nice on the internet -- especially with people who share their hard work with you!
I can't give you the numbers , as I don't keep up with all of that. But the loading times have decreased significantly and everything runs very fast with no slow downs.
I had the same problem with the textures looking like straight out of Fallout 3 on low graphics. And I thyink i've found the solution. Its the code in Fallout4.ini. iTextureUpgradeDistance1=2400 iTextureUpgradeDistance0=1200 iTextureDegradeDistance1=3000 iTextureDegradeDistance0=1600 ^ These seem to not load up correctly when you are around textures, Probably assuming that your distance is actually farther away even though you are standing right next to or even top of the texture. Removing this fixed the issue. Thats my two cents on it atleast. I hope it helped.
This is very late and mod author may already have this knowledge but you can tweak macros in Photoshopshop pretty extensively and if some feature is missing you will likely be able to script it with Adobe script. Very useful javascript type tool.
Hello! Would you allow Optimized textures to be ported to Xbox? You will be credited as the Creator of the mods, with a respective Mod Page to your mods, your author page, and any 3rd party site you may desire, such as YouTube, Patreon, and the like. I must clarify two things: 1: there is no way of making money off of Beth.Net mods, no form of donation points to be had, so while you don't make any money from this interaction, you don't lose any either, and the same for me and my partner. 2: with Xbox Mods, only the uploader has access to the raw files of the mod, so while Xbox users can download the mod, they have absolutely zero ways to modify the files in any way. I hope you will allow your excellent mod to be ported to Xbox, as I believe your stellar work should get as much love as possible, and my Xbox Brethren should be able to push their game to the very limits! Sincerely, DwavernFall
If I understand correctly, Vivid Fallout is compatible with this mod. But are they both compatible with FAR - Faraway Area Reform (LOD) and Enhanced Color Correction? I have not yet received a specific answer from the author of Advanced Color Correction. Even more interesting is the compatibility of FAR and Enhanced Color Correction.
Mods like these are always a joke. A complete waste of time that always do the opposite of what they say. This will add lag and make the game worse.This won't help anything. Skip.
Heck? You didn't even test it + There's a video that proves that it works with a even gtx 1080 setup. man you dingus. Man that video is fake? THEN WHAT'RE YOU GONNA BELIEVE HUH?!?!?!??!? CHECK IT OUT YOURSELFU.
When I downloaded this mod texture quality dropped significantly and loading time increased so much that my monitor actually turned off due to inactivity the first time I tried to fast travel. This mod is quite actually not better than nothing.
Shouldn't say that but. It's about what you choose.Just understand, higher graphics = lower performance. And games usually gonna be using only one texture file for each texture placement. If two files have two same textures....
I don't understand the difference between these 3 mods: https://www.nexusmods.com/fallout4/mods/978 https://www.nexusmods.com/fallout4/mods/1204 https://www.nexusmods.com/fallout4/mods/25938 I'm guessing I should use just one, but which?
846 comments
Feel free to comment if an update caused any bugs or performance gains.
v1.10
- Restored a few normals due to texture degradation (mostly machinery and a few actors). The files are the same as vanilla so you can safely delete them if you prefer.
v1.09
- Included weapons, armor and clothing.
- Trying a different method for vehicles, power armor and a few other textures.
- Tweaked and removed some textures (flora, for example).
v1.08
- Restored a few architecture and interior textures due to texture degradation. They'll simply be removed from the main files in the next bigger update. Dogmeat was included as well, but I haven't tested those textures yet.
- Finally started to add comparison shots.
v1.07
- Added v1.06 to the main files. Removed some glass and window textures.
v1.06
- Added a bunch of SetDressing textures (PlayerHouse, railroad, carts, vault, etc.).
v1.05
- Added some LOD textures. Added some Diamond City Guard armor textures. Other various changes.
v1.04
- Added a handful of Diamond City diffuse fixes and some workstation spec map tweaks.
- Added optimized actors and terrain objects as optional files.
v1.03
- Added a few interiors and signage.
- Added optional clothing and armor tweaks.
v1.02
Reason for grass removal: Messing with the textures makes the grass appear smaller in-game. This doesn't seem to happen when editing the smoothness, but it does with diffuse and normal maps.
Diffuse (_d) -> DXT1 or DXT5
Normal (_n) and smoothness (_s) -> 3Dc
Also, everything was done manually in photoshop.
FAQ
Q: Does this work when using DLC?
It works fine but this doesn't cover any of the DLC textures at the moment.
Q: Can I use this if my texture quality is set to medium?
You can. There's next to no difference between medium and ultra anyway.
Q: Does this work fine with Vivid Fallout Landscapes?
It does. Be sure to let Vivid Fallout overwrite any conflicts however.
Q: Is this compatible with Texture Optimization Project?
No. TOP will overwrite this mod's files.
Q: How does this compare to Texture Optimization Project?
Texture Optimization Project -> Most textures dropped from 2k to 1k or 512. Big performance gains. Edit: New version seems more stable and a lot less buggy. Loss of quality will still be noticeable though.
This -> Fixed diffuse maps. Select few normal maps reduced. Lots of smoothness dropped from 1k to 512. Fair performance gains. No noticeable loss of quality for the most part.
-Obsolete-
Q: What's the difference between Lite and Full?
A: Full includes a few more "optional" textures than the Lite version. In other words, you'll get better performance with the Full version and less potential bugs if you decide to use Lite instead. 1-09 is a mix between both of the 1-07 versions, although closer to the full one.
Good job btw.
Edit: Much faster, thanks! Took about an hour for almost 400 textures.
It's always advicable to do everything by hand, no matter how painstakingly it is.
Also, consider 4x smaller uncompressed normal maps in this game, compressed normals have significant artifacting in gamebryo due to the nature of how the engine's shaders handle the lighting with the normal maps, usually 4x smaller uncompressed normals are twice smaller in size, and the fact that they are uncompressed make them look smooth and not blocky, but you have to get the artifacts out first by giving the normal maps a gaussian blur from 0,3 pixel.
I can assure you that you will be pleasantly surprised if you do that.
if you do 2x smaller uncompressed normals you will have the exact same filesize, but retain most of the fine detail, then it would not be optimized for performance, but very much for visual fidelity, cause it make the normals look 10x better.
just some tips from a long time texture artist.
From what I've seen, normals don't seem to have many artifacts with 3Dc compression. Loss of quality is a lot more apparent with DXT1 and DXT5 imo.
I must admit that it has improved a bit when you compare it to fallout3/fnv, but the engine still handles it badly.
if the shader code was anything like Unreal or Unity, there won't be any blockyness left, cause they blur the normals a bit realtime in the shader.
And if I install after your mod ?
all files is :
Diffuse (_d) -> DXT1 or DXT5
Normal (_n) and smoothness ( _s)
all files is vanilla so
sorry if the question is already there ,
have bad english , sorry about that , thx
with bsa your mod it would load before ? no ?
@vram, different methods. I didn't want to resize diffuse maps (or most normals) because I like to take screenshots and the loss in quality is too apparent imo.
for me is better , after some test ! with some aera
then I do not mean it's better
for me it is i gain some fps and load time , in the sense that it is more fluid
i attempts to merge files that work ! better ? not certain
i prefere separate file
difficult to say whether it is compatible Texture Optimization Project is too important now
I use and I appreciate , you are wonderful
also the work of each is well
thank you to the Nexus community and efforts
thx
Maybe its not the textures themselves, but the "popping" part, which does not work no matter what values I assign to it, but only when I use your texture pack. For all other packs and vanilla textures, I keep Texture Upgrade Distance at default values and experience no popping. AFAIK your texture pack DOES come with Interior folder. I have not installed any other Optimization Texture packs of any kind other than yours at that point. The specific place (just one of them) where your textures looked terrible was inside Brotherhod of Steel Police Station. The walls were missing cracks and bump/specular mapping - they were completely flat and ugly. I THINK that MAY have been the way that texture looked like before the real one would "pop-in", but it never did no matter what values I tried for Texture Upgrade Distance.
My load times also increased, but I did get some improved performance.
I think this texture pack potential, but needs very thorough testing.
I did check the Cambridge Police Station. There were a few normal maps that shouldn't have been included.
Current 1-07 ->
Vanilla (8MB VRAM) ->
New 1-08 Edit (6MB VRAM) ->
Thank you to all,
Tony
tl;dr: Hats off to MysticalFlare for responding to constructive criticism and everyone else: play nice on the internet -- especially with people who share their hard work with you!
But the loading times have decreased significantly and everything runs very fast with no slow downs.
Outstanding job Myst !!!
Buck
The very old one
iTextureUpgradeDistance1=2400
iTextureUpgradeDistance0=1200
iTextureDegradeDistance1=3000
iTextureDegradeDistance0=1600
^ These seem to not load up correctly when you are around textures, Probably assuming that your distance is actually farther away even though you are standing right next to or even top of the texture.
Removing this fixed the issue.
Thats my two cents on it atleast. I hope it helped.
Thank you for this mod, works fine on the Next-Gen update.
Will you cover the DLC too? Because I really love how performance AND quality blend well with your work.
Thank you very much for all the work.
This will add lag and make the game worse.This won't help anything.
Skip.
https://www.nexusmods.com/fallout4/mods/978
https://www.nexusmods.com/fallout4/mods/1204
https://www.nexusmods.com/fallout4/mods/25938
I'm guessing I should use just one, but which?