IMPORTANT- If you already have installed my previous "roads" mod released as a stand-alone, please delete it as it will override the new improved version of the roads included in this pack!
(Please note that these mods mentioned only retexture the *asphalt road* only, other types eg concrete roads (as found in Sanctuary) are not affected.)
Thanks to CaporegimeMarcus for bringing this to my attention.
I have investigated texture packing methods and conclude that Ba2 packaging is the best method and an esp to activate is the simplest and most trouble-free method as it can be done easily using a mod manager, which you should probably be using anyway. I have re-uploaded the mod and everthing seem to be working fine.
Information on Ba2 files:
Unofficial HD Pack Creation Guide https://www.nexusmods.com/fallout4/mods/22079/
Here you will see why Ba2 packing is a good move and why an esp is employed/required (although there is another method).
Here's an excerpt if you dont want to read the link: "...texture archives store textures in a more intelligent way that is friendlier to the runtime texture streamer. When reading a DDS file, finding the lower resolution textures requires seeking to, and therefore decompressing most of the file. This is inefficient, because in most cases you will care about the lower resolution mips first, when the object is off in the distance. Texture archives store any mips higher than 256x256 in their own separate blocks, while the 256x256 and below are all in their own block.
Ian Patterson, Fallout 4 Script Extender (F4SE)"
In other words, graphics load faster using Ba2 files so you get better performance. Extrapolating, this explains why there are 2 Ba2 files instead of 1. I separated the DDS files away from the mesh and material files, so correct data compression was employed on the DDS files, which is the convention employed by Bethesda themselves too.
For these reasons I have decided not to release this with an optional 'loose files' version (ie dds files in folders and sub folders) as I do not want any performance related questions, only to find thats the cause. If you want to go that way regardless of the above information then you can unpack the Ba2 files yourself using this tool: Bethesda Archive Extractor (B.A.E.) https://www.nexusmods.com/fallout4/mods/78 ___________________________________________________________________________________________________________________________________________________ ESL FILES. (Thank you to DankRafft for kindly directing me to using this method)
I have include an esl file for each sized pack if you prefer to install the mod that way or don't want to use esp files.
If you don't aready know what the esl files are or for, how to activate them, why you may want one, the risks vs rewards or have the right version of the game to use one, then you probably shouldn't be using them. Please don't ask. For those who want to know either search for the information, or read the section on Light Master files here. Please do not ask for an explanation here in the thread or it will be deleted.
For those who do know what they are, I have already run 'Compact Active File Form IDs' to reduce bloat and raise the upper mod limit. But feel free to make your own so you know that for sure.
hello, NMc I like your texture mod. I want to pack your textures into "Fallout4 - Textures1. 2 . 3 .4 . 5. 6. 7" , replacing offical textures . But "Materials\interiors\Redrocket\REDROCKETPUMPNEW.BGSM" is not in offical BA2. If i pack it into "Fallout4 - Materials.ba2", will it work.
This looks way up there, congrats on your work. I am well inclined to use it as soon as I'm assured there is no conflict, hence this question : how does this texture pack play around with Starlight and Diner Lighting ? Is there any conflict ?
358 comments
(Please note that these mods mentioned only retexture the *asphalt road* only, other types eg concrete roads (as found in Sanctuary) are not affected.)
Thanks to CaporegimeMarcus for bringing this to my attention.
Information on Ba2 files:
Unofficial HD Pack Creation Guide
https://www.nexusmods.com/fallout4/mods/22079/
Here you will see why Ba2 packing is a good move and why an esp is employed/required (although there is another method).
Here's an excerpt if you dont want to read the link:
"...texture archives store textures in a more intelligent way that is friendlier to the runtime texture streamer. When reading a DDS file, finding the lower resolution textures requires seeking to, and therefore decompressing most of the file. This is inefficient, because in most cases you will care about the lower resolution mips first, when the object is off in the distance. Texture archives store any mips higher than 256x256 in their own separate blocks, while the 256x256 and below are all in their own block.
Ian Patterson, Fallout 4 Script Extender (F4SE)"
In other words, graphics load faster using Ba2 files so you get better performance. Extrapolating, this explains why there are 2 Ba2 files instead of 1. I separated the DDS files away from the mesh and material files, so correct data compression was employed on the DDS files, which is the convention employed by Bethesda themselves too.
For these reasons I have decided not to release this with an optional 'loose files' version (ie dds files in folders and sub folders) as I do not want any performance related questions, only to find thats the cause. If you want to go that way regardless of the above information then you can unpack the Ba2 files yourself using this tool: Bethesda Archive Extractor (B.A.E.)
https://www.nexusmods.com/fallout4/mods/78
___________________________________________________________________________________________________________________________________________________
ESL FILES.
(Thank you to DankRafft for kindly directing me to using this method)
I have include an esl file for each sized pack if you prefer to install the mod that way or don't want to use esp files.
If you don't aready know what the esl files are or for, how to activate them, why you may want one, the risks vs rewards or have the right version of the game to use one, then you probably shouldn't be using them. Please don't ask. For those who want to know either search for the information, or read the section on Light Master files here. Please do not ask for an explanation here in the thread or it will be deleted.
https://www.creationkit.com/fallout4/index.php?title=Data_File
For those who do know what they are, I have already run 'Compact Active File Form IDs' to reduce bloat and raise the upper mod limit. But feel free to make your own so you know that for sure.
Happy reading.
Shame you've not made more texture mods for fallout 4, would have been great to see :) maybe fallout 5?
hello, NMc
I like your texture mod. I want to pack your textures into "Fallout4 - Textures1. 2 . 3 .4 . 5. 6. 7" , replacing offical textures .
But "Materials\interiors\Redrocket\REDROCKETPUMPNEW.BGSM" is not in offical BA2. If i pack it into "Fallout4 - Materials.ba2", will it work.
This looks way up there, congrats on your work.
I am well inclined to use it as soon as I'm assured there is no conflict, hence this question : how does this texture pack play around with Starlight and Diner Lighting ? Is there any conflict ?
Thank you as always, NMC! You absolutely rock, my friend