I have (on-and-off) been tinkering with the Toolkit for a couple of months now, and I’ve noticed some strange aspects to it when it comes to converting textures.
First when converting armor and skin texture replacers, it doesn’t seem to make a lick of difference if the Toolkit is set to 512 (262144), 1K (1048576)or 2K (4194304). It does make a difference when converting other types of textures, but not those two; the result is always the same.
Second, the texture format can make a huge difference for how well the converted texture will turn out in game, especially when it comes to normal maps. Normal maps in 32 bit-A8R8G8B8 and DXT5, for example, have ended up looking extremely blocky and awful after being run through the toolkit, while ones in 24 bit-R8G8B8 have turned out much better.
With GIMP I was able to convert the normal maps of aMidianBorn ebony armor from DXT5 to R8G8B8, and the result was a major improvement. Of course, there might also be trade off here since the non-blocky textures tend to have a much larger file size which I believe will lead to an increased RAM usage on the Switch…? It’s a bit over my knowledge level, though, so hopefully more knowledgable people will be able to chime in on this.
hi everyone. i did everything that the site said to do . i put my esp and bsa files in right place and added their names . but none of my mods works not a single one . i put them in the exact directions that was said in guide atmosphere\contents\01000A10041EA000\romfs\Data (i had to create a content folder didnt have one in my atmosphere) my skyrim version is 1.1.14.534571 my switch firmware is 13.2.0 my atmosphere is 1.2.5 i really dont know what the problem is that none of my mods loads on my game
Literally useless and doesnt have all the needed files i had to run around and even after finding them the bat just closes fast ...smh if i had to say how horrible the internet communities are now days these insecure weak admins would ban again .
That sort of makes me wonder too, I remember when AE was going out for PC most modders were pissed and/or frustrated because the framework for Skyrim was going to be overhauled and require rebuilding mods from scratch... I wonder how drastic that would effect Switch mods..
Any clues on how to increase Switch’s mod slots yet? All of your big brains figured this out more mod slots (even if it’s like 5) would be a galaxy brain thing to figure out.
140 comments
First when converting armor and skin texture replacers, it doesn’t seem to make a lick of difference if the Toolkit is set to 512 (262144), 1K (1048576)or 2K (4194304). It does make a difference when converting other types of textures, but not those two; the result is always the same.
Second, the texture format can make a huge difference for how well the converted texture will turn out in game, especially when it comes to normal maps. Normal maps in 32 bit-A8R8G8B8 and DXT5, for example, have ended up looking extremely blocky and awful after being run through the toolkit, while ones in 24 bit-R8G8B8 have turned out much better.
With GIMP I was able to convert the normal maps of aMidianBorn ebony armor from DXT5 to R8G8B8, and the result was a major improvement. Of course, there might also be trade off here since the non-blocky textures tend to have a much larger file size which I believe will lead to an increased RAM usage on the Switch…? It’s a bit over my knowledge level, though, so hopefully more knowledgable people will be able to chime in on this.
Can I use mods with a newer version of the game or I can only use them on 1.1.14.534571?
(i had to create a content folder didnt have one in my atmosphere)
my skyrim version is 1.1.14.534571
my switch firmware is 13.2.0
my atmosphere is 1.2.5
i really dont know what the problem is that none of my mods loads on my game