Fallout 4

About this mod

Make your own textures, randomize them, play a whole new game!

Permissions and credits
Donations
This mod changes the default paths of textures to its own path.  
Consequently, any and all other simple texture replacement mods will not crash the game or bug out, but will also not do anything in your game if the replaced textures have been touched by this mod.
With over 2000 manually replaced files it's impossible to provide a full list of the texture paths that have been modified. (Architecture, Construction, interiors, Landscape, Props, SetDressing, Shared, Vehicles)
The mod expects the textures to be in the \data\textures\active2

You need to fill that folder yourself:
Make pics or get pics from the internet, convert them to dds with a dds converter (i recomend rgba compression = no compression), batch rename all to image0001.dds ... image2643.dds with Irfanview batch rename and enjoy the show. 2643 max used but min needed for now. More textures will be ignored; Less will cause texture failure. The textures in the pics i posted are not included! The pics i posted are there just to show you how good your own pics will  look ingame.
You can use the Archive2.exe in the tools folder of the ck to compress your textures and bundle them into ba2 files. just remember to add the name of your ba2 files to the fallout4.ini right after the other texture ba2 files of the game, each one separated by a comma. i read somewhere the game only likes ba2 files that are smaller than 2GB so you might wanna tell the archiver to split them if you know they will be bigger than 2 GB. at 2643 dds files it can happen easily. the archiver will compress them to about a half of their original RGBA size.
so if your dds files have a size of 10GB, your ba2 files should have about 5GB and you can chose to split into 3 parts of 1.66GB for example. This should in theory lessen the frame rate impact, and decrease load times. 
After a lot of testing and a lot of trial and error with a lot of different converters i managed to find the safest way to compress images to textures that won't crash the game. RGBA is the bee's knees but when dealing with thousands of high resolution textures it's gonna fill your RAM very fast. 
The CK comes with a very handy batch compressor (Elrich) that should not just uses bethesda's very own compression algorithm but also makes sure your textures have the right resolution proportions (1024x2048, 2048x1024, 2048x2048, 4096x4096, 4096x2048 ...). This is something no other compressor i've found does, so the game would crash when loading compressed textures with the wrong proportions. The tool also lets you chose compression formats from bc1 to bc7 without bc6. it automatically uses your graphics card for bc7 compression and it has multi threading for bc1, 
Keep in mind that if you're using HDR (High-dynamic-range) images you should go for bc7. compression will be slower and the texture size bigger but it's the only compression method that can handle HDR without quality loss.
The tool only seems to work with TGA images. So before doing any compression, convert your images to TGA with any converter. 
I went from 19.5GB to 4.77GB with BC1. I'll probably move to bc7 but i didn't have the patience to wait for over 2000 images to get compressed with bc7 yet. i'll post results as soon as i'm done.

You can randomize the textures with this program whenever you get bored of how the game looks or just wanna try a different look:
File Names Randomizer
Don't forget to rename them again to what the mod expects. 
You can use Irfanview to batch rename.

Recommended for batch conversions:
X2Y - Image Converter - a batch image converter with the most common input and output image formats

When updating, please delete all material files that were in the old version before installing the new one. otherwise files that shouldn't have been edited will remain in your game and partially defeat the purpose of updating.

Update 0.3 includes all magazines and fixes a lot of the flicker issues of the previous versions. Don't forget to delete all material files from previous versions before updating!