Unfortunately, due to a Bethesda bug, uncompressed textures BA2 result in infinite loading screen. In the BSA tab, ensure that the following are ticked: Extract BSA Create BSA This means appropriate actions can be taken for each game, - Added the ability to select the GPU used for textures processing, - Added the ability to process BSAs directly in memory, resulting in faster processing and no more useless writes to the disk, - Added the ability to select output location, - Full UI overhaul, with different levels ranging from "quick auto port" to "advanced mode", - The log and progress windows have been ravamped, - Landscape textures are now being added an alpha channel, [General] Update external libraries. I have not tried newer versions though. - A multiplier for margin distances used for collision detections of this bone. [Meshes] Meshes are now resaved even if they do not need optimization. - Only bones with more mass than the specified value collide with the shape. BSA (Cathedral Assets Optimizer) BSA . BSA, , . Select One Mod conversion on the right. (The fix has been confirmed to be working by one user at least), [BSA] Fix FilesToNotPack.txt working inacurately, Fix file extensions being compared case-sensitively, [General] Progress on improving UTF8 support, [General] Fix default settings for merging. In some cases, when there wasn't any files to pack, an error was still printed. Mods can now be ignored according to folder name. In the module selection window, right-click and choose Select None, then add a checkmark to your mod's first master file. - An identifier of the shape for non-collision tags All uncompressed textures are now compressed, instead of normal maps only. Existing loose files are preserved when extracting BSA, You can now put Havok Tool in the resources folder, Added forgotten folders to BSA creation : musics and strings weren't compressed, New method to handle headparts (probably better, I guess) thanks to Zilav, Support for optimising several mods at once, Refactored the code : switched to an object oriented approach, All optimization options can be performed on just a. Do this for every master file. All properties start with default values, which are zero for everything except friction (0.5) and margin-multiplier (1). The skin is the visible surface geometry of the model. There is a "Several Mods" option available in CAO which can be used to do the above mentioned things for the entire MO2 mods folder instead of one single mod. Determine which of the shapes are dynamic and which are static. Please see the. Remove all checkmarks before selecting the next plugin, and be sure to set the plugin you're opening as active. BSArch (by Zilav, Sheson and ElminsterAU), BSArch BSA BA2 Batch Extractor and Packer for MO2 (by DullCandle29). Run the Bethesda Launcher. belt If you want to pick and choose assets from various overhaul mods, this is the only sane way to do it that I'm aware of. An automation tool used to optimize BSAs, meshes, textures and animations. We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Look through the armors and spells again to locate and remove the remaining references and try again. Note that the behavior is not the same as archive2: archive2 does not write the right file header, [BSA] Fix rare issue with dummy plugin naming, [FO4][BSA] Should fix textures BA2 packing, [BSA] Fix a crash when extracting archives with flags "embedded file names" and "share binary data", [Textures] Fix a performance issue with compress : CAO took much more time when this option was enabled, [BSA][FO4] Hopefully fix infinite load screen. I am using the latest MO2 version from NexusMods. If your mod contains a BSA archive, select the Extract BSA and Delete Backups options in the BSA tab. Run the Creation Kit once and unpack the script source zip when prompted. Then, add a checkmark into your mod's checkbox and click OK. - Body A is the child bone, body B is the parent. It's easy! In other cases loose files are easier to manage and troubleshoot. I've been using BSArch (by Zilav, Sheson and ElminsterAU) to unpack/repack entire Skyrim BSAs, and BAE for extracting specific files from archives. Click OK at the prompt. Once loading finishes, click on File -> Save, or press Ctrl+S. Click the "download for free" button, then run the downloaded installer. , Go to your conversion folder. - As above, but for rotational energy removed per second. We ask that you please take a minute to read through the rules and check out the resources provided before creating a post, especially if you are new here. Open the mod's custom xml file in your xml editor. I get asked this often.https://www.nexusmods.com/skyrimspecialedition/mods/23316Cathedral Assets Optimizerhttps://www.voidtools.comEverything Browser Or should I turn them off and only turn them on when porting Oldrim mods to SSE? A new option, "Create the least BSAs possible", was added, which allow to use the new behavior. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Replace the name with "HDT Skinned Mesh Physics Object". Press question mark to learn the rest of the keyboard shortcuts. Was caused by invalid settings, [Settings/BSA] Add Delete Source BSA setting, [Textures] Fix mipmaps not being generated in some cases, [BSA] Workaround for a BSA bug that bsarch does not handle. Again, it is not the same as "Downsizing" option, so I am not talking about compressing 4K textures into 2K textures, I am merely talking about the "Compress Textures" option in CAO. If your mod contains meshes, select the Process Meshes and Necessary Optimization options in the meshes tab. In the left side list, click on your mod and take note of the Master Files list in the right side window. Open the source link above. Also I only have a 1080P monitor and the difference on 1080P resolution between 2K and 4K landscape textures is small enough for me to not care. Scroll down the right side list and if you notice any other HDT entries, remove them too. If this is your first time opening a nif file, go ahead and associate NifSkope with the nif format. Repeat steps 7 and 8 for any other master files. Open the Cathedral Assets Optimizer. Select Edit. You can check if a BA2 is compressed using bsarch, [BSA] Fix BSA "delete backup" not working, [BSA] Ignore "readme.txt" instead of "readme". Probably gonna go for 4K interior stuff but 2K exterior stuff (Except for stuff like Castle Volkihar, which I plan on being my player home, so, again, it should look as good as possible). - Matrix values for a transformation matrix type displacement. Open one of the meshes that uses the xml file in NifSkope. Look under the meshes and CalienteTools folders for each and every mesh that contains the mod's heeled boots, including the high weight (_1.nif) and low weight (_0.nif) meshes but NOT including any GND meshes, which are just for items lying on the ground. Must be a positive value. - Same as above except prevents collision with shapes that include the specified bone (i.e. Cathedral Assets Optimizer : https://www.nexusmods.com/skyrimspecialedition/mods/23316 Sometimes, only one BSA will be created when two would have been created previously, [BSA] Give priority to loose files when unpacking, [NIF] Fix a crash when processing "dirty" meshes (root index != 0), [Meshes] Fix exception with UTF8 texture paths, [FO4][BSA] Fix a bug (in a 3rd party library) resulting in BA2s never being compressed. Copyright 2022 Robin Scott. Should all be non-zero for dynamic bones. Includes installation of related tools, quick and simple summaries as well as detailed explanations with examples and pictures. In the right side window, look for an entry called "VMAD - Virtual machine Adapter" with properties related to HDT High Heels. Once all masters have been updated in Creation Kit, run SSEEdit again. 2022 Step Modifications Using MS Forms and Power Automate for client user requests? If your mod contains animations, select the Necessary Optimization option in the animations tab. I was also considering compressing all my textures to 2K for better performance as well. Right-click on one of the NiTriShape or BSTriShape entries in the left side list and select Block > Insert, then NiF > NiStringExtraData (singular String, not plural!). Resorts near Cathedral of St. Bartholomew (Dom St. Bartholomaus), Frankfurt on Tripadvisor: Find 4,181 traveler reviews, 50,045 candid photos, and prices for resorts near Cathedral of St. Bartholomew (Dom St. Bartholomaus) in Frankfurt, Germany. Reasonable starting values are around 10-15 times mass. I see that CAO gives you the ability to "Fully Optimize" meshes and "Optimize/Compress/Generate Mipmap". Open one of them in NifSkope. Next we need to declare the dynamic bones, but while doing so we need to give them their physics properties. Star 11. chain Activate whichever you need. Go to your conversion folder. Press Yes to All for any warnings (The button may be Cancel for some localizations, as opposed to Yes and No). In the block list on the left side you can see a list of TriShapes and NiNodes under a Scene Root node. Click OK. Save with Ctrl+S or by clicking on the three lines in the top left, then Save. All trademarks are property of their respective owners in the US and other countries. Or should I leave them the way they are installed and not touch them at all? Make sure you get the brackets right. Click yes to unpack it. Mostly 2K for landscapes and such, but 4K on most creature models as well as weapons, armor and such stuff. In the Block List on the left, right under the NiNode called Scene Root, there should be a NiStringExtraData entry. Make note of any required mods and download those too. Double-click on the new empty "Extra Data List" entry and type in the number of the NiStringExtraData block you added in step B2. 5 Branches. Install your backed up copy of the (unconverted) mod archive into your mod manager and enable the mod. The version used is newer than the one used for NifOpt 3.0.14, [Meshes] Properly set isTerrain flag when loading bto, [Textures] Fix a very rare bug resulting in game crashing. Asset uses Havok physics (affected by gravity, can move around) Bit 7 (128) Articulated : Has a single bhkCollisionObject, or a single . It helps quickly porting an Oldrim mod to Skyrim Special Edition, and can optimize assets for many Bethesda games. Click OK when one. skirt [General] Added mod exclusions. Make a snack while you wait. You can add your own headparts in the resources\CustomHeadparts.txt file, If the user chooses the Skyrim dir, BSA processing will be automatically disabled. To recompile the script I've merely had to save it in Creation Kit. The Elder Scrolls V: Skyrim Special Edition, This item has been removed from the community because it violates Steam Community & Content Guidelines. For example, I ran NIF Optimizer on the meshes from Ultimate HD Fire Effects and had some slight change in color at the bottom as you can see here (original on the left, optimized on the right). Project ID: 10765897. Add the following two lines somewhere under the [General] heading: If you don't have the Bethesda Launcher, open the source link above. 0 Click on the NiStringExtraData block to select it. Adjust physics values as desired. Anyways, that's gonna require testing probably. Just scroll down to Cathedral Assets Optimizer - Basic Profiles Pack. chain And if I should use BSAs, should I make compressed ones or uncompressed ones in CAO? Press question mark to learn the rest of the keyboard shortcuts. In the module selection window, right-click anywhere in the list and choose "Select None". Only used by per-triangle shapes. Then update all of them by re-saving them in the Creation Kit. If this is your first time opening a nif file, go ahead and associate NifSkope with the nif format. A new block will appear in the list with an automatically assigned number. Most mods can skip a majority of the steps anyway. Run the Creation Kit. A reasonable starting value is 1, which can be increased for heavier objects. Often left as zero, favoring damping on the bones instead. 3D-models in Skyrim are made up of a so-called skinned mesh. Then right-click the archive and select 7-Zip -> Extract to "archive's name\". In the left side list, click on the plus sign next to your mod's plugin to expand it. Every profile has worked fine for me so far (porting, extracting a BSA, creating a BSA, downsizing textures). In the editing window, remove the checkmark from ESM. - Same as for bones. Click on the icon with three lines at the top left and select Save. See the LICENSE file (in the GitLab repository), This mod is opted-in to receive Donation Points. One important thing we need to do in the script is to declare all the bones in the mesh, which tells the physics engine their properties. Scroll to the bottom and click on the 7z-package with the latest date to download it. Remember to always backup your files, [BSA] Do not pack dialogueviews. Should be declared at least once or the springs may fall to the floor. Since I could not reproduce it, I advise to test this version before using it, [BSA] Fixed a bug that caused CAO to crash when packing very large folder (e.g 3DNPC), [General] Might have fixed a bug causing CAO to get stuck, [Meshes] Fixed a bug causing to print the error "Cannot save mesh" even when the mesh was correctly saved, [Meshes] Fixed a bug where meshes with UTF8 filenames couldn't be loaded, [Meshes] Referenced textures are now renamed from TGA to DDS, if the option is enabled, [Profiles] Added profiles for FO3 and FNV, [Textures] Textures are no longer resaved when they were not modified. I'd recommend to reinstall all the animations mods that were processed with the previous version, apologies for the inconvenience. As mentioned earlier, all default values are zero except friction (0.5) and margin-multiplier (1). Examples: multiple items having a virtual ground collider, multiple equipped items including a character body. So, as you can see, I have a WD Black SN850, which, according to my knowledge, is basically on the level of a Smasung 980 Pro, so basically a top of the line M.2 NVME SSD that is probably absolutely overkill anyways. Languages available: German, French, English, Japanese, Korean, Chinese, Turkish, Dutch. - Same as for bones. Unmentioned values remain unchanged. . Generate Mipmaps - Mipmaps cost more storage space and memory, but unless your resource bottleneck is your VRAM, compressing and generating mipmaps for textures will improve your performance. The log tab will display a list of what was done, including potential problems. - Guides I learned from didn't know what this is. . Will process all meshes, not only those reported by Nifscan. You need to be a member in order to leave a comment. 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