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Mod and ESP Priority:
- Mod Priority is the order of the mod in STEP's installation.
A - Script Utilities
C - Gameplay
E - Sound
G - Fixes
B - Textures/Graphics
D - Content
F - Interface
- ESP Priority is obtained by running BOSS through the Mod Organizer.

[02/22/2012]

Skyrim HD - 2K Textures -
- Mod Priority: 17

Manual Installation Note: Unless you use Mod Organizer and the advice below, numerous mods will be overwritten and there's currently no way to prevent it.

Mod Organizer Note: I recommend following this tutorial to extract the mod into a Loose Files version. If you follow this method, the ESP files are not necessary.

v1.5:
  • Major stuff
  • Markarth redone... including Dwemer Ruins textures.
  • Fixed the texture bugs from the HD DLC.
  • HD reflections for armor/glass (including almost all potions/glass containers).
  • New major LOD textures to match my textures.

  • Other small new stuff
  • Whiterun: New 2nd city wall texture (You can see it behind the throne in dragonsreach).
  • Whiterun: New slate floor texture in Dragonsreach.
  • Whiterun: New Housewood/Thatch normal map.
  • Windhelm: New Grave textures.
  • Landscape: New Glacier textures.
  • Landscape: New River Edge texture.
  • Sky: New Sunglare.

  • Edits
  • Farmhouses: Doors redone.
  • Whiterun: Tiled Stone ground adjusted.
  • Whiterun: Stone mortar adjusted.
  • Whiterun: Wood Carvings enhanced.
  • Clutter: Adjusted Enchanting Workbench.
  • Landscape: Edited the beach sand texture.
  • Landscape: Fixed tiling issue of ocean floor texture.
  • Landscape: Adjusted marsh ice texture.
  • Windhelm: Several texture fixes.


  • Bellyache's Animal and Creature Pack -
    - Mod Priority: 11

    Manual Installation Notes: Overwrite the following...
  • "Textures\actors\character\eyes\eyewerewolfbeastbrown.dds" with Xenius Character Enhancement.
  • "Textures\actors\chaurus\" with Better Dwemer Ruins.
  • "Textures\actors\chicken\" with High Quality Food and Ingredients.
  • "Textures\effects\" with 101Bugs HD.

  • Mod Organizer Note: See detailed instructions here.

    v1.6:
  • Adds a few more color variants for mammoth, red chaurus, grey fox, new alternate horses, new dragonflies, two new patterned chickens.
  • Now using Bethesda's HD textures as a base for my own (werewolves not yet completed).
  • Two packs offered - high and medium resolution - high resolution is the same resolution as Bethesda's HD content pack, medium resolution is half that resolution.


  • 13 comments:

    1. A little guide on how to use BSAOpt would be useful, Farlo. I had tried using it a while ago but I'm stuck, mainly because I'm not exactly sure what I'm trying to do with it.

      Any help would be appreciated.

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      Replies
      1. As it says above, "tutorial coming soon". I'm writing it right now, so at the very latest it'll be up later tonight. I have class for five hours in a bit here, I'll try to finish before then.

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      2. Thanks, not sure how I missed that. Take your time!

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    2. Brilliant! So simple yet so tricky if you don't know what it is you're doing. Thanks a lot.

      I heart Mod Organizer ;)

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    3. One last question about .bsa files: you say if we use that method then the .esp files aren't necessary, is that true of all mods that come in a .bsa and .esp format or is it best to play it safe and still activate the .esp? Or will doing that cause problems if the .bsa is replaced with loose files?

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      Replies
      1. It depends on the mod. In a very simplified way, the ESP contains the data about where objects, NPCs, and other stuff are in the game world, their attributes, etc. A BSA on the other hand is just a compressed file that contains any assets - such as textures and meshes - the game uses.

        In the case of Skyrim HD the ESPs aren't needed simply because all they do is redirect the game to use the corresponding BSA. This should be true for any other mod that simply replaces assets (such as other HD mods), but if there's actual content associated the mod then you'll need the ESP and the BSA intact since the ESP will expect the BSA to be there. I'm not 100% sure, but I don't think the engine is smart enough to check the loose files instead, and if an ESP can't find it's associated BSA then the game either crashes or something breaks.

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      2. I see. And in the case of a mod with actual content in BSA form, how would I get that to work? Would I need to do something with the Skyrim.ini?

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      3. If you don't want it to load after all the loose files and in a particular order then yes, you'd have to define it in the INI.

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    4. so if i repack loose files with 7zip can i load the mod where it sits in the pdf without any problems? as long as i deactivate mods that load after it then reactivate them when loaded? - i am using nmm

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    5. or should i just start from scratch using mod manager?

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      Replies
      1. I don't use NMM so I don't know if it'd work the same way. If you're only to the point of Skyrim HD, I'd say start over with MO, it makes updating the mods a lot easier.

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      2. nah - ive got all the mods installed for a while now - are these textures supposed to overwrite all others? or do i still overwrite them with other mods like AOF farmhouses?

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