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- Textures: The Texturing
- I found a new way process textures that in my opinion works better.
- It preserves the quality of normal maps without having to manually separate them from the rest of the mod.
- The old way is below if for some reason you dislike this method.
- Download these programs:
- SSE NIF Optimizer - https://www.nexusmods.com/skyrimspecialedition/mods/4089
- Octagon - https://www.nexusmods.com/skyrimspecialedition/mods/28773
- Fallout 4 Texture Compressor - https://www.nexusmods.com/fallout4/mods/25691
- -NOTE-
- You do not need SSE NIF Optimizer and Octagon if ?Cathedral Assets Optimizer works for you.
- Users have been running to problems regarding it.
- If it works for you, just change your compression to "Uncompressed".
- It should optimize both textures and meshes.
- After this, follow steps 16-22.
- 1. Open up SSE NIF Optimizer
- 2. With it, open your meshes directory
- 3. Change the setting to "LE" on the lower right
- 4. Click "Optimize"
- 5. Close SSE NIF Optimizer
- 6. Open Octagon
- 7. In the general tab, open your textures directory
- 8. After that, go to the textures tab
- 9. Select "Add format/compression filter"
- 10. Click "Change texture format"
- 11. Change BC7_UNORM to B8G8R8A8_UNORM
- 12. Leave Octagon on "Don't change compression"
- 13. Click start and let it run
- 14. Keep clicking continue until the continue button disappears and only the close button remains
- 15. Close Octagon
- 16. Open Fallout 4 Texture Compressor
- 17. Select your texture directory
- 19. Check the "Ignore specular, normal, and glowmaps" box
- 20. Click "Start"
- 21. Let it run until completion
- 22. Close Fallout 4 Texture Compressor
- Meshes & Textures
- To port meshes and textures, you need only one program.
- ?Cathedral Assets Optimizer (NOT THE BETA) - https://www.nexusmods.com/skyrimspecialedition/mods/23316
- Open Cathedral Assets Optimizer.
- Create a new profile and use the TES5 profile as a base.
- Name it whatever you want. I recommend naming it "SSE to TES5 Converter" so you know what it is.
- Check "Show advanced settings".
- Browse for your mod's data folder and select it.
- Switch to the textures tab and check "Necessary Optimization".
- Go down and change the output format to BC3_UNORM.
- To be safe (theoretically it will work without doing this), go down to unwanted formats and click edit.
- Check every BC format above BC3 (BC4, BC5, BC7).
- Click okay.
- Press "Run".
- Meshes & textures should work after this.
- -Mini Note-
- Don't forget to mark "Always process faceparts" when processing things like face meshes and hair meshes.
- Also, please do not compress normal maps (_msn or _n).
- It dramatically reduces the quality.
- Instead, use the uncompressed format (r8g8b8a8_unorm).
- ESPs
- ESPs are very tricky. If an ESP holds no masters besides core ESMs (skyrim.esm, update.esm, etc.), it is simple.
- Open this link: https://www.facebook.com/Letertreduroliste/posts/898131110626413?__tn__=K-R
- Download "Script de portage SSE vers LE pour xEdit"
- Drag the .pas script file into the "Edit Scripts" directory in TES5Edit.
- Open your ESP in the program where you installed the script.
- Right click on your ESP in either TES5Edit and click "Apply Script".
- Scroll down until you see "Convert SSE to LE."
- Save your ESP.
- If there are masters that cannot be ported (USSEP), follow this guide to remove them: https://www.youtube.com/watch?v=DyxDZT49CfM
- After you fully remove it, add a master by loading your desired ESM with your edited ESP, right click ESP, and left click "Add Master" in TES5Edit (if applicable), for example USSEP --> USLEEP .
- Here's a better way of changing ESP masters.
- Get Wyre Bash and run it.
- Select your desired ESP and go to the masters field.
- If the masters field is too small, take your mouse and hover just below the save or cancel button.
- You will then be able to expand the masters field.
- Right click the SSE master and select "Change to..."
- Select your desired LE master (ie. USSEP --> USLEEP)
- Click the save button underneath the masters field.
- Open your ESP in TES5Edit and check for errors.
- If no errors appear, save your ESP.
- If errors appear, search the afflicted item's FormID and resolve the error.
- If an ESP comes up with unused data, don't touch it.
- At best you are wasting your time and at worst you might break the ESP.
- ESPs should work after this.
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