Because of the nature of mods like this you'll want to use it as a foundation - aka build upon it Thus you'll want to let basically anything else overwrite it. Now you could simply load it high in your order... but I like to make things needlessly complicated lol, so here is what I did:
First I unpacked all of the base game's Mesh & Texture BSAs, overwrite those with the meshes and textures inside [Skyrim - Patch.bsa]
Then I extracted the M&Ts from USSEP and added those (overwriting) followed by [Simply Optimized Textures] and [Improved Vanilla Water] Finally I made a hybrid between SSEUT and Project Clarity, picking winners where they conflict, before overwriting once more with these last files You could throw in anything else you wanted like [Vanilla Gradients Waifu'd] or [It Adds Parallax] even
Now that I had this foundation just the way I wanted it, I ran it through CAO with full optimization and compression (because why not, a lot of it is going to be overwritten by loose files anyway lol) and let it repack the files for me
Last step is to make sure these files get loaded in your skyrim.ini and aren't instantly overwritten by other BSAs - so named em identically to the original files and overwrote the old BSAs plus loaded em AFTER [Skyrim - Patch.bsa] and deleted USSEP's BSAs leaving the remnants as loose files (scripts and sounds mostly) - hmmm ya, I'm gonna have to repack those at some point
Now every base game mesh has undergone full optimization by CAO and any other mod will lay over this foundation just as they ought to
Part of the fun (for me at least) is tearing games apart and putting em back together again just the way I want it. If you aren't comfortable doing this... then don't, just stick to load orders. That said, I do encourage you to try new things. Just make sure to keep backup copies of everything you change in case you need to reverse and re-try anything. These instructions are about as detailed as I came make em without creating a video or step-by-step photo guide. The only thing lacking are links to the tools I used, I'll include those below. Bethesda Archive Extractor(for unpacking BSAs) Cathedral Assets Optimizer Notepad++(makes editing ini easier) Only other thing I can say is this; BSAs are just archives of loose files. If you have all the loose files, you don't *need* the BSA and vice versa; having both would just make the game load the same assets 2x. BUT, the ini tells the game what archives to load for the base game, if it says to load an archive that is not there - it will throw a tantrum.
...I made a hybrid between SSEUT and Project Clarity, picking winners where they conflict...
Hey Drake, nice one. You have covered the core steps of the process very well. What criteria did you use to decide the winner? I mean, was it personal taste, file size...? I'm about to repack vanilla BSAs and I can't imagine myself looking at every single conflict and trying to decide which one looks better, this is why I'm asking.
@Kartoffels Great mod. Not sure if I'm going to pick SSEUT over CSSET for foundation, but I'm downloading it so I can endorse it, thank you.
After sleeping on it, it is starting to come back to me...
Still personal preference mind, but it was something like this: The default is to prefer whichever has the larger file size, but then modify that bias in certain cases Specifically, I like to use full size textures but then half sized normals - this gives you performance with minimal decrease in quality. This is a general rule of mine, but merging these two projects allows us to apply the rule in some instances. And other file types can be even smaller than that; eg the optimal glow map size would be equal to (or preferably smaller than) the already reduced size normal. Keep in mind; when you halve texture resolution the file (usually) decreases in size by a factor of 4; 20mb goes to 5 mb and so on. This is because 1/2 length times 1/2 width equals 1/4 total size. I never understood why some mods have normals even larger than the texture... might be due to compressed vs uncompressed but that is sacrificing performance for minimal visual improvement...
Additionally, if it is a very small object like a ring (just for the sake of an example) it is kind of dumb to use a 20mb texture file on something so small.
While comparing, it isn't a bad idea to give the thumbnails a quick glance either. I remember one upscale mod (can't remember whose it was) had an accidental giant black line drawn over a helmet's plume texture and it was just a jarring, dumb mistake someone had made. Thus the obvious winner in that match up was the other one :-P
Mayby this is stupid question but are file paths right for plants module? Because for some reason Cathedral Dragons Tongue and Lavender dont overwrite textures in SSEUT - Plants. Or is here something I dont understand? :D
In "SSEUT - Armor" mod comment section author wrote "Oh the individual pages are my recommended version now. This page was hard to maintain because it only shows one overall version number on the main page. I'll eventually deprecate this page.".Don't download this mod only modules
Hi Kartoffels, I'm sort of confused with your mods. I've downloaded the full cleaned textures and have that as my base. But now I'm not sure what's next. do I go with this mod, then overwrite with each of your separate mods? Would be good to have them all numbered or on a single page.
Can you move the old people fix back, please? I have a serious neck seam problem on old people and I think your old people fix is the only thing that can fix this.
Oh thany you very much, this is very helpful. By the way, am I right to understand that this mod shouldn't be use with other skin mods that contains femaleold folder or maleold folder?
is there plans to make architecture texture? its the only thing i need because other retexture heavily alter the original design. tried project clarity and skyrim realistic overhaul, i don't think their upscale looks better than vanilla
I would like to ask if I could have permission to use the Argonian upscaled texture to mix it with Drachis Argonians Mod and upload it to Nexusmods? I made this like a year ago but never got around to get permission to upload the texture.
Hello Kartoffels, I wanted to bring to your attention if you aren't already aware that the "SSEUT_Armor_2x" has the incorrect path of textures/* while the "SSEUT_armor_4x" has the correct path of textures/armor/*. I've checked in game and none of the textures apply because of the wrong texture path. I fixed it personally, so the issue is gone, but otherwise the armor_2x file pretty much does nothing from my testing.
172 comments
Thus you'll want to let basically anything else overwrite it. Now you could simply load it high in your order... but I like to make things needlessly complicated lol, so here is what I did:
First I unpacked all of the base game's Mesh & Texture BSAs, overwrite those with the meshes and textures inside [Skyrim - Patch.bsa]
Then I extracted the M&Ts from USSEP and added those (overwriting) followed by [Simply Optimized Textures] and [Improved Vanilla Water]
Finally I made a hybrid between SSEUT and Project Clarity, picking winners where they conflict, before overwriting once more with these last files
You could throw in anything else you wanted like [Vanilla Gradients Waifu'd] or [It Adds Parallax] even
Now that I had this foundation just the way I wanted it, I ran it through CAO with full optimization and compression (because why not, a lot of it is going to be overwritten by loose files anyway lol) and let it repack the files for me
Last step is to make sure these files get loaded in your skyrim.ini and aren't instantly overwritten by other BSAs - so named em identically to the original files and overwrote the old BSAs plus loaded em AFTER [Skyrim - Patch.bsa] and deleted USSEP's BSAs leaving the remnants as loose files (scripts and sounds mostly) - hmmm ya, I'm gonna have to repack those at some point
Now every base game mesh has undergone full optimization by CAO and any other mod will lay over this foundation just as they ought to
If you aren't comfortable doing this... then don't, just stick to load orders.
That said, I do encourage you to try new things. Just make sure to keep backup copies of everything you change in case you need to reverse and re-try anything.
These instructions are about as detailed as I came make em without creating a video or step-by-step photo guide. The only thing lacking are links to the tools I used, I'll include those below.
Bethesda Archive Extractor (for unpacking BSAs)
Cathedral Assets Optimizer
Notepad++ (makes editing ini easier)
Only other thing I can say is this; BSAs are just archives of loose files.
If you have all the loose files, you don't *need* the BSA and vice versa; having both would just make the game load the same assets 2x.
BUT, the ini tells the game what archives to load for the base game, if it says to load an archive that is not there - it will throw a tantrum.
What criteria did you use to decide the winner?
I mean, was it personal taste, file size...? I'm about to repack vanilla BSAs and I can't imagine myself looking at every single conflict and trying to decide which one looks better, this is why I'm asking.
@Kartoffels Great mod. Not sure if I'm going to pick SSEUT over CSSET for foundation, but I'm downloading it so I can endorse it, thank you.
Still personal preference mind, but it was something like this:
The default is to prefer whichever has the larger file size, but then modify that bias in certain cases
Specifically, I like to use full size textures but then half sized normals - this gives you performance with minimal decrease in quality. This is a general rule of mine, but merging these two projects allows us to apply the rule in some instances. And other file types can be even smaller than that; eg the optimal glow map size would be equal to (or preferably smaller than) the already reduced size normal.
Keep in mind; when you halve texture resolution the file (usually) decreases in size by a factor of 4; 20mb goes to 5 mb and so on.
This is because 1/2 length times 1/2 width equals 1/4 total size. I never understood why some mods have normals even larger than the texture... might be due to compressed vs uncompressed but that is sacrificing performance for minimal visual improvement...
Additionally, if it is a very small object like a ring (just for the sake of an example) it is kind of dumb to use a 20mb texture file on something so small.
While comparing, it isn't a bad idea to give the thumbnails a quick glance either. I remember one upscale mod (can't remember whose it was) had an accidental giant black line drawn over a helmet's plume texture and it was just a jarring, dumb mistake someone had made. Thus the obvious winner in that match up was the other one :-P
Thanks for the feedback
even with new meshes then texture locations / names remain same ?
I have a serious neck seam problem on old people and I think your old people fix is the only thing that can fix this.
By the way, am I right to understand that this mod shouldn't be use with other skin mods that contains femaleold folder or maleold folder?
where characters_4x?
I would like to ask if I could have permission to use the Argonian upscaled texture to mix it with Drachis Argonians Mod and upload it to Nexusmods? I made this like a year ago but never got around to get permission to upload the texture.
Kind Regards