Yes sir, you can extract these and use them for that, but if you are planning on just replacing 100% of all of them with nothing left behind, might be easier to just extract the games built in BSA files. The number of textures will remain the same but size of them would be smaller since they weren't upscaled and you wouldn't have to download anything at all.
One of the main benefits of this is to have upscaled stuff to fill in the gaps for textures you didn't replace.
Yes, you can safely add or remove it at any point. There are no scripts or models or anything like that, its just textures. Also there shouldn't be any conflicts with other mods as its just upscaled vanilla textures and EVERYTHING is meant to overwrite this.
Everything you put together here looks great. I do have questions, if you would answer.
Is it possible to attach a new plugin(s) to the bsa files? Would I just rename them the same as the dummy plugin, or is it more complicated than that?
I want greater control over when Base Coat loads, because I'm using it as my main texture mod, and don't want most things to overwrite it. Also, resolution aside, I'm getting some missing textures from house mods and the like being weird with textures, even when MO2 says those things are using Base Coat. I'm hoping load order adjustments will fix it.
Thank you for any answers, and for putting this mod together.
These don't use plugins, they are named to overwrite the games original BSA files that come with the normal install. By default, everything will overwrite them.
As far as controlling what is overwritten, if you want that, I recommend using IconicDeaths Project Clarity series as they are largely these same textures but is able to have them as loose files so you can control what overwrites what.
The point of Base Coat was a starting point where you could either leave it as a Vanilla+ setup or, if they do mod, it covers the textures their mods miss so you didn't get that grating visual of high quality stuff surrounded by a lot of lower quality stuff that came with the game.
Thanks for this collection, exactly what i was looking, but one question, are there any benefits of packing all the textures in BSA's instead of just loose files?
With it packed the way it is, it ensured that they are the absolute first thing loaded, Skyrim doesn't even know they aren't the original files. This also ensures that all other mods will overwrite it.
Thanks you so much for your effort, suits me perfect. Don`t want to use retextures mods anymore. Wasted countless hours and days in creating something what i don`t need.
okay so i've been trying to get this to work for a lot of hours now . . . and to narrow down the issue, i have used the seperate archive option, and whenever i download archive 7 and 9, i always get a message that the files i downloaded and are trying to extract or install are corrupted. . . it's driving me nuts. it started with the AIO archive, so i thought i would try the sepearate ones, has anyone experienced this before ? and did you find a fix, so i actually can start playing :P this is the only mod i need for my wabbajack to complete, and i've been stuck for like 12 hours now.
I am sorry, I can't help you too much on that one but I do have one thing you can try.
I had similar issues with a mod in the past, I got around it by going around my settings and changing the servers I downloaded from. Hopefully that can help. It wasn't an issue with the mod itself, it was on the end of the server or something with the connection between my location and them, maybe its the same thing here.
I’m a little confused. The files to download here include .bsa files, but no plugin (.esp). I was under the impression that Skyrim couldn’t load BSAs without an identically named plugin. Is that no longer the case? With Project Clarity, each BSA file comes with a plugin file, but your files don’t. Am I missing something?
Skyrim doesn't see this as a mod. They are named the same thing as Skyrims own texture BSA files and replaces them. So, the game just loads up like normal and loads the textures using these files instead of the ones that it normally does and just keeps going.
This mod broke DynDoLod. DynDoLod reports problems with Tamriel LODs. using version 1.0 on 1.5.97. Im a bit of a noob on this stuff so perhaps it should have been obvious to me they dont go together, but heres the report anyways, just in case.
Unless you are using the older release meant for the much older version of Skyrim, the mod has absolutely no meshes at all which should cause issues. The newest release is nothing but textures which shouldn't impact that at all.
I apologize but nothing I can really do to help you with this one.
I personally haven't played Skyrim in a pretty long time and haven't used the newest version of DynDOLOD at all but I have redid the LOD using the older version and using this a while back and it went just fine. If anyone else could use you that would be appreciated, but nothing I can really do here.
Noob question...does "absolute first things loaded and overwritten" mean before the USSEP?
Base Coat gets overwritten a fair amount by USSEP. Are those textures just reverting to vanilla resolution? I guess "fixes" should take precedence over upscaling (aesthetics), but is there a way to have both?
This is just the vanilla textures cleaned and upscaled before any fixes are applied. I set it up this way to make sure that all fixes along with new textures always would overwrite it.
As for having both, you would have to find upscaled versions of those fixed textures and they would overwrite these as well.
Thanks for confirming. I found the Optional Files at this mod, which seem to re-upscale those textures reverted by USSEP. Should work for Base Coat too, no? https://www.nexusmods.com/skyrimspecialedition/mods/41029?tab=files
I don't understand all the differences between that STU's main file and Base Coat, but I appreciate that you've packaged your upscale in an easier to handle format. And Base Coat includes Cathedral Plants too, which is nice.
165 comments
basically I want to retexture everything in the game,
And I will do this by relying on MO2 OVERWRITTEN by , overwrites Feature.
But it needs to be loosefiles.
One of the main benefits of this is to have upscaled stuff to fill in the gaps for textures you didn't replace.
Is it possible to attach a new plugin(s) to the bsa files? Would I just rename them the same as the dummy plugin, or is it more complicated than that?
I want greater control over when Base Coat loads, because I'm using it as my main texture mod, and don't want most things to overwrite it. Also, resolution aside, I'm getting some missing textures from house mods and the like being weird with textures, even when MO2 says those things are using Base Coat. I'm hoping load order adjustments will fix it.
Thank you for any answers, and for putting this mod together.
As far as controlling what is overwritten, if you want that, I recommend using IconicDeaths Project Clarity series as they are largely these same textures but is able to have them as loose files so you can control what overwrites what.
The point of Base Coat was a starting point where you could either leave it as a Vanilla+ setup or, if they do mod, it covers the textures their mods miss so you didn't get that grating visual of high quality stuff surrounded by a lot of lower quality stuff that came with the game.
Also packing them typically saves some space.
Don`t want to use retextures mods anymore. Wasted countless hours and days in creating something what i don`t need.
thanks for any help in advance :D
I had similar issues with a mod in the past, I got around it by going around my settings and changing the servers I downloaded from. Hopefully that can help. It wasn't an issue with the mod itself, it was on the end of the server or something with the connection between my location and them, maybe its the same thing here.
Good luck sir.
Would this mod work with Skyrim 202X by Pfuscher - Formerly 2020?
Thanks!
[Window Title]
DynDOLOD
[Main Instruction]
Broken Tamriel terrain LOD meshes detected.
[Content]
Some terrain LOD meshes generated by Oscape have bugs resulting in severe visual issues.
Permanently remove the broken terrain LOD meshes or use xLODGen to generate terrain LOD meshes to overwrite the broken terrain LOD meshes.
Ignoring this problem means there will be broken and missing terrain LOD in certain areas.
Object LOD and Occlusion can not be generated correctly unless there are proper terrain LOD meshes installed.
Click on this link for additional explanations and help for this message
For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.
[Exit DynDOLOD]
[Footer]
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I apologize but nothing I can really do to help you with this one.
I personally haven't played Skyrim in a pretty long time and haven't used the newest version of DynDOLOD at all but I have redid the LOD using the older version and using this a while back and it went just fine. If anyone else could use you that would be appreciated, but nothing I can really do here.
Base Coat gets overwritten a fair amount by USSEP. Are those textures just reverting to vanilla resolution? I guess "fixes" should take precedence over upscaling (aesthetics), but is there a way to have both?
This is just the vanilla textures cleaned and upscaled before any fixes are applied. I set it up this way to make sure that all fixes along with new textures always would overwrite it.
As for having both, you would have to find upscaled versions of those fixed textures and they would overwrite these as well.
https://www.nexusmods.com/skyrimspecialedition/mods/41029?tab=files
I don't understand all the differences between that STU's main file and Base Coat, but I appreciate that you've packaged your upscale in an easier to handle format. And Base Coat includes Cathedral Plants too, which is nice.
So, I would say to use whichever you want and that optional should still work just fine. Didn't even know that existed.