I found some issues related pack uncompressed BSAs, which force me to recommend to use CAO 5.3.2 until that is fixed:
The settings I always prefer, because it is the best for Skyrim engine, smoother loading and smaller download 7z file. NOT checkmarked "Separate textures BSA" NOT checkmarked "Separate incompressable BSA" NOT checkmarked "Allow compression" so all has to get packed in one uncpompressed BSA until the max size possible (2GB)
The 5.3.12 does not pack in BSA any of (these files are of AE CC DLC content) - /meshes/animationdatasinglefile.txt - /meshes/animationsetdatasinglefile.txt - all .hkx and .hkp in /meshes/
and also 5.3.12 generates at first a "modname - textures.bsa" and as 2nd a "modname.bsa", independent how little they are and if uncompressed. So it can be that you get one 100MB uncompressed "modname - textures.bsa" and 20kb uncompressed "modname.bsa", or even only one small modname - textures.bsa and no modname.bsa All checkmarks look like ignored.
Because that, I recommend to use for uncompressed.bsa the 5.3.2 instead 5.3.12, as the 5.3.2 works fine, packs all in one bsa.
I had a discussion with G_k but we have not same opinion, he does not want to make an update to prevent this:
A loose file always has priority to a file in a BSA. If in a mod is a script (/Data/Scripts/) packed in a BSA, this script will not work, if same script is loose by another mod the user has installed. This may cause not proper working of scripts if one is depending from another, or not start things that should start.
My suggestion has been, to let scripts as loose files, don't pack it in a BSA, or minimum, an option, if scripts get packed or not. But in general, because this risk for users, I recommend, to let always any script as loose file, don't pack scripts in a BSA, so that - if existing already by another mod - the mod manager will ask if to overwrite or not. If a script is in a BSA, no modmanager will ask and the user does not see this, but is wondering, why the mod not working correctly, while other say it is correct working. I'll write an additon in PDF when I make the Part 2 for unpack and other.
My preferred settings and use is for all: 1) NOT checkmarked "allow comression" 2) ckechmarked "use minimum amount of BSAs possible" 3) checkmark Polygonnets 4) Textures checkmark "necessary Optimizaton" 5) Animations "necessary Optimization Nothing more, oll ather is for user who like to test all, but not recommended.
As all is uncompressed, no need to have extra BSAs for compressed and uncomprssed (i.e. textures and meshes), you can put all in one BSA (up to ~ 2GB BSA max size)
erklär was du meinst oder kommt zu https://discord.gg/W8TraQ97ez ... Ok, jetzt hab ichs begriffen, Du meinst die Anleitung in Deutsch, wie bei https://www.elderscrollsportal.de/themen/wie-ein-esm-von-skyrim-le-richtig-nach-sse-konvertieren.56230/ veröffentlicht? Warum?, dort holen kostet doch kein Geld. Ich müsste eine extra Webseite hier machen, denn das hier reinzupacken wäre ja die falsche Zielgruppe.
hey what am i meant to do if some of my hkx files in the nemesis file and then alternate animations are txt files like theres just txt files with hkx files
NMM still is the most easy to handle mod manager and all complains are of old issues being fixed already long time ago and permanent repeat of false information will not make true them. For me it is still that one I don't want to miss. MO2 and Vortex are not an option for me, I had tried both.
I have a question regarding the beginning of the process when using CK: When you open data, select the correct mod with a x and set it to active file, do you then click OK on the Data screen? Or do you never do this and just follow the steps in the guide? Sorry if this seems obvious but I couldn't spot this in the guide and I have used this to convert from 43 to 44 before and wondered if this was needed?
I've included this guide and your 'optimized Skyrim SE BSAs by Dreifels using CAO 64' mod in my Free FPS guide.
And on a more personal note, I've reviewed your list of translated mods (which is astounding work, by the way) and found some gems I'll play next. So thank you for this too.
Dreifels - Thank you for this guide you created. I have been trying to find something similar for a more simple conversion from Skyrim LE to Skyrim SE. I have many nice Racemenu presets that I have created in Skyrim LE and have not been able to successfully port those RM presets over to Skyrim SE - some of these use High Poly heads. Do you know how I can get my old RM presets working in Skyrim SE? I would greatly appreciate any info you have to share. Thank you!
I'm not a graphic specalist. But as I did read in other threads any High Poly has problems with converting from LE to SSE. So it looks for me it requires more than convert only.
Your post in the CAS thread points to a filetypes json on pastebin - um, what am I supposed to do with this file again? I cannot reply over there because it's locked - so I can write over here just as well. Thanks :-) https://www.nexusmods.com/skyrimspecialedition/mods/23316?tab=posts
it is for your information, you have to read it, nothing more, It descrbies what string types CAO 64 can compress in a BSA, if checkmarked "allow compression", and what types never get compressed.
Your compression comparison relates to packed 7z size - and it's not surprising double-packing creates problems. But how is the performance impact of using compressed bsa vs. uncompresse bsa? The file size difference is significant (random armor pack 1gb vs 2gb...). But on the other hand in-game decompression will use cpu performance, and reading a larger file from hdd or sdd shouldn't make such a difference nowadays.
right. depending from size of a compressed BSA the CPU stress is more or less, but it is stress always. For 1 BSA no problem, but for hundrets of compressed BSAs it gets a lot. If you have a SSD or even a M2 SSD, the size of the uncompressed BSA and its access time is zero i fact. If you have an old HDD then it depends if the file is fragnented or defragmented. So you have on the one hand the stress of the CPU and on the other the access and read slowlesss of the HDD. So my rule is: if SSD or better, then use uncompressed BSAs always, and, the more slow the CPU is the more it is stress if the BSA is comressed.
30 comments
The settings I always prefer, because it is the best for Skyrim engine, smoother loading and smaller download 7z file.
NOT checkmarked "Separate textures BSA"
NOT checkmarked "Separate incompressable BSA"
NOT checkmarked "Allow compression"
so all has to get packed in one uncpompressed BSA until the max size possible (2GB)
The 5.3.12 does not pack in BSA any of (these files are of AE CC DLC content)
- /meshes/animationdatasinglefile.txt
- /meshes/animationsetdatasinglefile.txt
- all .hkx and .hkp in /meshes/
and also 5.3.12 generates at first a "modname - textures.bsa" and as 2nd a
"modname.bsa", independent how little they are and if uncompressed. So
it can be that you get one 100MB uncompressed "modname - textures.bsa"
and 20kb uncompressed "modname.bsa", or even only one small modname -
textures.bsa and no modname.bsa
All checkmarks look like ignored.
Because that, I recommend to use for uncompressed.bsa the 5.3.2 instead 5.3.12, as the 5.3.2 works fine, packs all in one bsa.
A loose file always has priority to a file in a BSA. If in a mod is a script (/Data/Scripts/) packed in a BSA, this script will not work, if same script is loose by another mod the user has installed. This may cause not proper working of scripts if one is depending from another, or not start things that should start.
My suggestion has been, to let scripts as loose files, don't pack it in a BSA, or minimum, an option, if scripts get packed or not. But in general, because this risk for users, I recommend, to let always any script as loose file, don't pack scripts in a BSA, so that - if existing already by another mod - the mod manager will ask if to overwrite or not. If a script is in a BSA, no modmanager will ask and the user does not see this, but is wondering, why the mod not working correctly, while other say it is correct working.
I'll write an additon in PDF when I make the Part 2 for unpack and other.
1) NOT checkmarked "allow comression"
2) ckechmarked "use minimum amount of BSAs possible"
3) checkmark Polygonnets
4) Textures checkmark "necessary Optimizaton"
5) Animations "necessary Optimization
Nothing more, oll ather is for user who like to test all, but not recommended.
As all is uncompressed, no need to have extra BSAs for compressed and uncomprssed (i.e. textures and meshes), you can put all in one BSA (up to ~ 2GB BSA max size)
Gleichzeitig möchte ich höflich Fragen, ob Du nicht auch Deine deutschsprachige Originalanleitung einstellen könntest.
Mit freundlichen Grüßen
Thomas
...
Ok, jetzt hab ichs begriffen, Du meinst die Anleitung in Deutsch, wie bei
https://www.elderscrollsportal.de/themen/wie-ein-esm-von-skyrim-le-richtig-nach-sse-konvertieren.56230/
veröffentlicht?
Warum?, dort holen kostet doch kein Geld.
Ich müsste eine extra Webseite hier machen, denn das hier reinzupacken wäre ja die falsche Zielgruppe.
Thank you for this guide.
I have a question regarding the beginning of the process when using CK:
When you open data, select the correct mod with a x and set it to active file, do you then click OK on the Data screen? Or do you never do this and just follow the steps in the guide?
Sorry if this seems obvious but I couldn't spot this in the guide and I have used this to convert from 43 to 44 before and wondered if this was needed?
I've included this guide and your 'optimized Skyrim SE BSAs by Dreifels using CAO 64' mod in my Free FPS guide.
And on a more personal note, I've reviewed your list of translated mods (which is astounding work, by the way) and found some gems I'll play next. So thank you for this too.
It descrbies what string types CAO 64 can compress in a BSA, if checkmarked "allow compression", and what types never get compressed.
Your compression comparison relates to packed 7z size - and it's not surprising double-packing creates problems. But how is the performance impact of using compressed bsa vs. uncompresse bsa? The file size difference is significant (random armor pack 1gb vs 2gb...). But on the other hand in-game decompression will use cpu performance, and reading a larger file from hdd or sdd shouldn't make such a difference nowadays.
If you have a SSD or even a M2 SSD, the size of the uncompressed BSA and its access time is zero i fact. If you have an old HDD then it depends if the file is fragnented or defragmented. So you have on the one hand the stress of the CPU and on the other the access and read slowlesss of the HDD.
So my rule is: if SSD or better, then use uncompressed BSAs always, and, the more slow the CPU is the more it is stress if the BSA is comressed.