Skyrim Special Edition

115 comments

  1. lazyelm
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    Thanks for this great mod !!!! 

    Having one issue - I'm getting purple for all mountains.  I have this installed, then skyland AOI, then majestic mountains.  I used the "slightly more complex install method"

    Any suggestions on how to resolve?
    1. ShadowPandah
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      The 3rd line on skyrim.ini when using the Advanced BSA version should be:

      "sResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Patch.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Textures9.bsa, Skyrim - Textures10.bsa, Skyrim - Textures11.bsa, Skyrim - Textures12.bsa, Skyrim - Textures13.bsa, Skyrim - Textures14.bsa, Skyrim - Textures15.bsa"
  2. DEEJMASTER333
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    1. ShadowPandah
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      First one I replied to about on reddit actually, I said "that mod's name is a little deceptive IMHO, it utilizes various textures from various mod authors, some of which are not upscaled. They are also upscaled inconsistently within that pack, so some textures are at a vanilla scale, some at a 2x upscale, while others have a 4x upscale. Also, some of the components are from Project Clarity, which has its own issues. That mod also does actually utilize some non-vanilla textures as well. Lore friendly, but not vanilla."

      The second one uses much less accurate upscaling methods, and caps textures at 4k (for reference, the vanilla SSE dragon texture is a 4k texture, among other things, meaning they aren't upscaled at all) Also, its textures are based off of the SSE textures, which have major artifact issues from Bethesda upscaling the LE textures back in the day.
    2. ShadowPandah
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      Since someone else mentioned it somewhere, I should add that Base Coat also shares similar drawbacks as to the other upscales mentioned so far; some textures are at a vanilla scale, some at a 2x upscale. Also, some of the components are from Project Clarity, which has its own issues. They also replaced a bunch of the cleaned textures with kartoffels SSEUT textures assuming they were based off of the cleaned textures, and they are not; it states that right at the top of the mod page for SSEUT.

      It also seems from the way they worded their process on their mod page that they may have inadvertently just overwritten mostly everything with project clarity half-res without realizing just how much it covers, and then added the cathedral mushrooms and plants packs (which are lore friendly, but not strictly vanilla textures)
  3. skulexander
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    When you say texture maps are not covered, do you mean normal maps only, or other textures like specularity maps, subsurface scattering maps, glow maps, etc.?

    EDIT: Actually, I just checked. It seems as though anything with an underscore ("_") wasn't upscaled, but this also includes textures with the suffix "_d.dds", which are the main diffuse textures (no idea why Bethesda gave some diffuse textures that suffix but not most). I feel that this may have been an oversight?
    1. ShadowPandah
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      definitely an oversight, at least on my end. I did pull out everything with "_" in its filename before upscaling things using powershell, and I wasn't aware Bethesda threw some "_d" textures in therefor diffuse textures; I thought it was only the other texture maps. I will push an update that upscales all of those _d files as well when I can, thanks for that info. 😁😁😁

      Currently those _d files are just cleaned versions and not upscaled, again thanks for your enlightenment on that.
    2. skulexander
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      Cool! And no problem :)
    3. ShadowPandah
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      I haven't forgotten about this, update coming in next few weeks with various bug fixes, sorry, I have been really busy lately
  4. TuFeiJi
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    I edited skyrim.ini when using the Advanced BSA version,until play to Helgen,chop off the head,the ground still getting purple,but not all.Part of the ground has getting purple.Any ideas?
    1. ShadowPandah
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      This is what the [ARCHIVE] section of my INI looks like:

      [Archive]
      sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa
      sResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Patch.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Textures9.bsa, Skyrim - Textures10.bsa, Skyrim - Textures11.bsa, Skyrim - Textures12.bsa, Skyrim - Textures13.bsa, Skyrim - Textures14.bsa, Skyrim - Textures15.bsa
      bLoadArchiveInMemory=1
      sArchiveToLoadInMemoryList=Skyrim - Animations.bsa
      bInvalidateOlderFiles=1
      sResourceDataDirsFinal=
    2. TuFeiJi
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      My AE is 1.6.1170
      I check up the Cleaned Skyrim SE Textures‘ bug page.Someone there has encountered the same problem.
      ‘’I noticed missing texture in Helgen, so i compared the contents of vanilla texture archives vs. this mod's archives, and found the following textures missing in this mod's archives‘’

      clothes\farmclothes02\m\farmcloth02body_n.dds
      creationclub\_shared\plants\rootdungeon\flamestalk01_g.dds
      creationclub\_shared\plants\rootdungeon\flamestalk02_g.dds
      dlc01\architecture\snowelfruins\seruinsmarble01_g.dds
      landscape\dirt02flooralpha.dds
    3. ShadowPandah
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      Thank you for this information, I really appreciate it. I will investigate it and push an update when I can with those texture fixes included, alongside the other bug reported in the comments made by @skulexander about some non upscaled diffuse textures due to Bethesda not using their own naming convention for every diffuse texture.

      I will guess your dirt02floiralpha texture is what is messed up specifically in Helgen based on that list.

      Until I can push this fix (if required) I recommend stacking a smaller texture mod that replaces the missing texture(s) ontop of my mod.
    4. TuFeiJi
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      Thank you,can't wait for the update anymore😁.
    5. ShadowPandah
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      Coming in next few weeks, various bug fixes, sorry I've been extremely busy 
  5. Dragonscoils
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    I've been going through manually with a DDS viewer through vortex comparing textures. Really shocked to see how well these textures hold up. Really good upscaling work and original artwork. Clutter items aren't that great due to the reduced number of pixels to work with, but otherwise there is a lot of artistic flair to the original artwork.
  6. SME99
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    You are awesome.

    I noticed the tint masks are extremely pixelated like the original LE textures, which doesn't seem correct - or is it?
    1. ShadowPandah
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      It is correct, there is some stuff that has to be done with tintmasks that was reported to me in a bug report that I totally forgot to include information about in the mod description (this is from CSSET and using that as a base)

      I am adding that new updated section of description shortly, my apologies for the extended delay, I've been on hiatus.
  7. SME99
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    I created a simple comparison between vanilla textures and these textures:

    (Before)



    (After)



    I suppose something noteworthy is that the upscale process affects all textures differently, for better or worse.
  8. FRIENDMYFRIEND
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    THANK YOU SO MUCH FOR POSTING NOT JUST THIS BASE PRIMER BUT ALL THE INFO WHEN APPLYING PAINTS.   I UNDERSTAND THAT LINGO MUCH BETTER.     :-)====
  9. NickandBandit
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    I am rebuilding my Skyrim setup from scratch for the first time in about 5 years. It gets a little confusing with so many graphics mods offering to improve this or that and overlapping. Obviously the made from scratch improvement mods don't apply because they are not just upscaled originals.

    Not trying to dis any mod authors, I love ya all, but what about comparisons with my old standbys? (I'm gonna throw out some names) Noble Skyrim, Rally's all things, Rudy HQ - ruins, Rustic Furniture, Nordic Metalworks 4k. I'm under the impression all those are upgraded vanilla resources? If you know differently could you clear that up?

    This is going in for sure, but I don't want to end up downgrading what you have done with aforesaid overwrites.
    1. ShadowPandah
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      So basically everything you named is "upgraded" from vanilla by varying degrees, however they use their own designs or inspirations whilst also increasing the resolution from vanilla. Some of the textures are DRASTICALLY different than the designs in vanilla. (don't feel bad about not realizing how different the designs can get, I didn't for a longg time tbh lol)

      These that I've set up are DIRECT upscales, keeping the designs and intentions from Bethesda perfectly intact, whilst increasing the resolution. These also cover EVERY texture.

      As I've recommended to others, if you like certain designs more than the vanilla designs, like say, Glorious Doors of Skyrim, Atlantean Landscapes, Rudy HQ - Ruins, Rustic Furniture, or Nordic Metalworks 4k for example, you can absolutely install those alongside this, and load them after this. You can basically install any other textures you want after this, as long as they also aren't a replacer for every single texture (since that would make this totally redundant).

      I personally use a significant number of texture mods, with this one's "Advanced BSA" version as the base to cover things not covered by the other texture mods I use. Hope this helps!
    2. NickandBandit
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      Thank you for your reply and that cleared things up a bit. I didn't realize that some of those were quite different from vanilla, but then again I probably haven't seen straight up vanilla in a decade. haha
  10. mtoscano
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    Hello! Since I installed this mod, the interiors have become very dark. Or rather, they change from light to dark as I move the mouse. It seems to me that it's the shadows that in a certain position of the player, everything becomes dark, I change the position of the player and it starts to get brighter...
    It's normal that depending on our position and the light, there is shadow, but the difference is abysmal, I go from light to darkness that you can barely see. I deactivate the mode and it returns to normal, depending on the position of the actor and the light, the shadow appears, but it doesn't darken everything.
    Can you help me, please? Thanks!
  11. DagothBob
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    So here I go...  lol  17.7gb download

    Just wanted to pre say thanks. I am getting very tired of some stupid rock showing up looking like a cow turd and wasting a lot of time chasing it down and hiding it in it's mod. SkyUI and it's addons are not so good at tracing textures.

    I'm commenting for the BSA vs LOOSE debate, year 14. I usually don't see mentioned one thing that for me makes loose win this debate. MO2 can tell me if a loose file overwrites another loose file but it's blind with a .bsa

    So when I install a new mod to upgrade the wax candles and for some dumbass reason it changes the color of one of the grasses to orange, if everybody is loose MO2 gives me the +/- thing and I can go look. When you hit over 1000 mods chasing down crap gets ridiculously stupid.
    1. ShadowPandah
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      I hope you enjoy! :P

      Also, gotta keep in mind that while managing loose files is more complex but makes file management way easier if you know what you're doing (I'm a loose enthusiast myself, hence my couple of loose conversion uploads), some other things use BSA's that also change the meshes of an object that don't have loose versions.
      If you were to use the loose version of this mod alongside a BSA file that does that (there are MANY), this mod would then override that mods textures without being able to manage it in a mod manager, no matter how early you load it. So in this instance, the BSA's I have set up are guaranteed to load before literally anything to avoid that issue (either via being set as masters for the ESPs, or by replacing the base texture BSA's.
    2. pressure68
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      FYI DagothBob, if you go in MO2 Settings > Workarounds tab, there is an option for "Enable archives parsing". Checking this will let you see overwrites between loose files and bsa contents. In the Conflicts tab, loose files are in normal text and bsa contents are italicized.

      Originally they had said they would not be bringing this MO1 feature over, but they probably got nagged enough to add it.
    3. ShadowPandah
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  12. pressure68
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    Your 30 GB install just replaced 50 GB of other mods for me, and looks much better. Thank you!
    1. ShadowPandah
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