Advice on Graphic Replacements

Post » Mon Jan 10, 2011 12:25 am

Hello anyone.

Back here for another advice.
I have these specs:

CPU: Intel Core2Duo E7200 2.53 GHz
GPU: NVidia GeForce 9600 GT 1024Mb VRAM
RAM: 2GB DDR2
OS: Windows Vista Home Basic

And I would like to run a good but performant graphic replacement.

Any advice?
And with an already modded system I have to uninstall all mods or can I just drop in the Data folder all files?

Load Order (If it is necessary)
Spoiler
Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Jog_X_Mod.esm03  All Natural Base.esm  [Version 0.9.9.5]04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]08  TamrielTravellers.esm  [Version 1.39c]09  Armamentarium.esm  [Version 1.35]0A  Artifacts.esm  [Version 1.1]0B  Open Cities Resources.esm  [Version 3.3.2]0C  bookplacing.esm  [Version 1]0D  Progress.esm  [Version 2.2]0E  CM Partners.esm0F  Oblivifall Master File.esm  [Version 1.0]10  Unofficial Oblivion Patch.esp  [Version 3.2.6]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  LoadingScreens.esp13  LoadingScreensAddOn.esp14  Natural_Habitat_by_Max_Tael.esp15  All Natural.esp  [Version 0.9.9.5]16  All Natural - SI.esp  [Version 0.9.9.5]17  Enhanced Water v2.0 HDMI.esp++  Symphony of Violence.esp18  MIS Low Wind.esp19  Rainbows.esp1A  WindowLightingSystem.esp1B  AliveWaters.esp1C  AliveWaters - Koi Addon.esp1D  AliveWaters - Slaughterfish Addon.esp**  Book Jackets Oblivion - BP.esp1E  aaaBorsBedrolls.esp1F  Display Stats.esp  [Version 1.2]++  Regrowing Nirnroot - Dissappear Reappear.esp  [Version 1.01]20  Enhanced Economy.esp  [Version 4.2]21  Map Marker Overhaul.esp  [Version 3.5.1]22  Map Marker Overhaul - SI additions.esp  [Version 3.5]23  Book Jackets DLC.esp24  Adonnays Classical Weaponry.esp25  AltEnchAndSpell.esp26  DMMagesGloves.esp27  SentientWeapon.esp  [Version 3]28  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp29  RealSwords - Argonian HI-NPC.esp2A  RealSwords - Bosmer HI-NPC.esp2B  RealSwords - Breton HI-NPC.esp2C  RealSwords - Khajiit HI-NPC v1.3.esp2D  RealSwords - Nord HI-NPC SI.esp2E  RealSwords - Orc HI_NPC v1.0.esp2F  RealSwords - Redguard HI-NPC.esp30  kuerteeHorseCommands.esp31  Cobl Glue.esp  [Version 1.72]32  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]33  Bob's Armory Oblivion.esp34  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]35  OOO-No_Guild_Ownership.esp  [Version 1.32.Final]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.35]36  ArmamentariumArtifacts.esp  [Version 1.35]37  OOO 1.32-Cobl.esp  [Version 1.72]38  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]39  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - NoReaversInGates.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]3C  TamrielTravellers4OOO.esp  [Version 1.39c]3D  TamrielTravellersItemsCobl.esp  [Version 1.39c]3E  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]3F  LoadingScreens-OOO.esp++  MMM-Cobl.esp  [Version 1.69]40  TamrielTransportationNetwork.esp41  ShiveringIslesTransportationNetwork.esp42  Ivellon.esp  [Version 1.8]43  OCC-Ivellon-Patch.esp  [Version 2.0]44  300_Artifacts.esp45  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]46  BrotherhoodRenewed.esp  [Version 1.0.1]47  GTAesgaard.esp48  GTAesgaard_2.esp49  Gates To Aesgaard 2 Delayer.esp  [Version 1.0]4A  Kragenir's Death Quest.esp4B  KDQ - Rural Line Additions.esp4C  GlenvarCastle.esp4D  Servant of the Dawn.esp4E  The Ayleid Steps.esp  [Version 3.0]4F  thievery.esp50  thievery - EE patch.esp  [Version 4.2]51  VHBloodlines 1.2.esp  [Version 1.4]52  OCC-Verona-Patch.esp  [Version 1.1]53  za_bankmod.esp54  Lynges_Thieves_Highway-10256.esp55  TOTF.esp56  OCC-TOTF-Patch.esp  [Version 4.2]++  TOTF Delayer.esp57  The Lost Spires.esp58  OCC-Lost Spires-Patch.esp  [Version 2.0]59  Mighty Umbra.esp5A  MannimarcoComplete.esp5B  MannimarcoRevisited.esp5C  MannimarcoRevisitedOOO.esp  [Version 0.1]5D  ElsweyrAnequina.esp5E  HeartOftheDead.esp  [Version 6.2]5F  Oblivifall - Losing My Religion.esp  [Version 1.3]60  bartholm.esp61  bartholm - EE patch.esp  [Version 4.2]62  Open Cities New Sheoth.esp  [Version 1.1]63  Open Cities Bartholm.esp  [Version 1.0.3]64  Open Cities Full.esp  [Version 3.3.3]65  OCC-OOO-Patch.esp  [Version 2.3]66  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]67  DarkAltars.esp68  ActorsHaveTorches.ESP69  Leviathan Soulgems.esp6A  Enhanced Vegetation [125%].esp6B  Quest Award Leveller.esp  [Version 2.0.1]6C  TFE.esp6D  TFE Cobl Glue.esp6E  StarX Vanilla Vampires Revised.esp6F  StarX VVR_OOO Patch.esp70  Vampirism2.0.esp  [Version 1.2]71  ConduitMagic.esp72  EnchantmentMastery.esp73  DS Realistic Enchanted Item Limits.esp  [Version 1.2]74  sr_enhanced_magic_system.esp75  MidasSpells.esp76  Midas OscuroGems.esp++  Midas Betterholy.esp++  Mart's Monster Mod - Midas Creature Ingredients.esp++  Midas PowDur2x.esp++  Midas Eldrich Power 2x.esp++  Midas Tigernolevel OBSE.esp77  Jpm's Miniature Necromancy.esp78  TheDarkArts.esp79  RshAlchemy.esp7A  RshAlchemyRecipes.esp7B  SM Combat Hide.esp  [Version 1.2]7C  StealthOverhaul.esp7D  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]7E  Archery Rebalance.esp  [Version 1.0]++  mighty_bows_damage_bonus.esp7F  mighty_bows_arrows_recovery.esp80  nGCD.esp81  nGCD Oghma Infinium.esp82  ProgressMBSP.esp  [Version 2.0]83  ProgressSBSP.esp  [Version 1.0]84  ProgressRBSP.esp  [Version 1.0]85  ProgressRacial.esp86  ProgressArmorer.esp  [Version 1.0]++  Immediate Character Generation.esp87  CM Partners.esp88  CM Partners NPC.esp89  CM Partners More NPCs NE.esp8A  CM Partners Extra NPCs.esp8B  1em_Vilja.esp8C  theguywhounlockedthecell.esp8D  psychocompanion.esp8E  psychocompanion1.esp8F  psychocompanionfinal.esp90  psychopartner2.esp91  psychopartner3.esp92  psychopartner5.esp93  psychopartner6.esp94  psychopartner8.esp95  Ktuulu.esp96  Torkemada.esp97  Haelia.esp98  Etienne.esp99  Lgwanda.esp9A  Ralwen.esp9B  Agatha.esp9C  Lathasa.esp9D  Ida.esp9E  Ingrid.esp9F  bgBalancingEVCore.esp  [Version 10.52EV-D]A0  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]A1  bgMagicEVPaperChase.esp  [Version 1.68EV]A2  SupremeMagicka.esp  [Version 0.90]A3  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]A4  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]A5  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]A6  bgIntegrationEV.esp  [Version 0.993]A7  OC+Integration Patch.esp  [Version 2.0]++  [GFX]_Initial_Glow-all.espA8  1310-Chamelion-NoRefraction-TESSource.espA9  bgMagicLightningbolt.esp++  Detect Life Shader [New].espAA  DS Flaming Arrows.esp  [Version 1.2]++  KoldornsImprovedLava2.esp++  Visually Enchanted Fire 3.esp++  Visually Enchanted Frost 2.esp++  Visually Enchanted Shock 3.espAB  Shining Creatures.espAC  Enhanced Economy - Soulgems.esp  [Version 4.2]AD  Cobl Silent Equip Misc.esp  [Version 01]AE  Bashed Patch, 0.espAF  Streamline 3.1.esp


Thanks in advance
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Sista Sila
 
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Post » Mon Jan 10, 2011 3:59 am

You have a few options. As you're not running FCOM (just OOO & MMM) you'll probably be able to run QTP Redimised without a problem.

If you just want slightly nicer but same sized textures, go for CorePC's Vibrant textures. No performance hit at all.

Some people think that if using REPLACERs then you should add them to your vanilla BSAs. This gets a bit long winded as it requires unpacking them, overwriting with replacers and the rebuilding. The unpacker and builder is included with OBMM, but the game will not recognise them if they're bigger that ~2GB, which the texture bsa will be if you don't compress. You can split it into 2 parts, but these will both require registering in you oblivion.ini file, which can be frought with problems if not done properly.

I can provide specifics if you want

I also highly recommend installing ALL mods with either OBMM or BAIN so you can easily remove them if you don't want them

PS A8 1310-Chamelion-NoRefraction-TESSource.esp you don't need this - use Bashed Patch option instead
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Natalie Taylor
 
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Post » Mon Jan 10, 2011 3:12 pm

As you're not running FCOM (just OOO & MMM) you'll probably be able to run QTP Redimised without a problem.


I think FCOM has almost exactly the same performance hit as running MMM/OOO. After all, FCOM is basically MMM/OOO plus more items and it shouldn't matter much if the enemy is wielding an OOO weapon or one added by FCOM optionals.
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Oscar Vazquez
 
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Post » Mon Jan 10, 2011 2:52 pm

At least something from this thread might be relevant: http://www.gamesas.com/index.php?/topic/1101725-qtp3-redimized/
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^_^
 
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Post » Mon Jan 10, 2011 8:38 am

I think FCOM has almost exactly the same performance hit as running MMM/OOO. After all, FCOM is basically MMM/OOO plus more items and it shouldn't matter much if the enemy is wielding an OOO weapon or one added by FCOM optionals.

I dunno, I certainly noticed a difference when I moved from OOO/MMM to FCOM. Think of all those extra Warcry critters! Not uncommon for there to be 20+ goblins outside their lairs.

Still, with those specs the OP shouldn't have too much problem with a retexture pack
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Nina Mccormick
 
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Post » Mon Jan 10, 2011 10:30 am

I dunno, I certainly noticed a difference when I moved from OOO/MMM to FCOM. Think of all those extra Warcry critters! Not uncommon for there to be 20+ goblins outside their lairs.

Still, with those specs the OP shouldn't have too much problem with a retexture pack


Hm, I didn't notice any difference when switching from OOO/MMM to FCOM - and dev_akm always said that they had appr. the same performance hit. Both have options for the spawn rate so I'd guess 20+ goblins with OOO/MMM or FCOM would be much the same.

Anyway, I agree that it shouldn't be a problem - I also tried to find a recent thread that had plenty of good tips on texture replacers, but not sure where it went.

EDIT: It was too close - on the first page: http://www.gamesas.com/index.php?/topic/1101725-qtp3-redimized/.
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Dan Endacott
 
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Post » Mon Jan 10, 2011 9:35 am

The only thing I fear with Qarl is that I should wipe out my whole game... Lot of mods make different kind of installation if running Qarl.

I didn't know that I had to create BSAs for Qarl installation.... Well.... I don't even know where to begin :lol:
If anyone can help me in how to create a BSA correctly it would be gladly appreciated... It would help me a lot if I want to uninstall mods quickly as I don't use BAIN, but only OBMM when possible.

Thanks for the replies and the help

PS: I read this http://www.gamesas.com/index.php?/topic/1101725-qtp3-redimized/ and I didn't want to full it with my questions. That's why I created this one... Obviously I'll check both
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Nims
 
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Post » Mon Jan 10, 2011 3:19 am

I didn't know that I had to create BSAs for Qarl installation.... Well.... I don't even know where to begin :lol:
If anyone can help me in how to create a BSA correctly it would be gladly appreciated... It would help me a lot if I want to uninstall mods quickly as I don't use BAIN, but only OBMM when possible.


It's definitely not necessary to create BSA's for QTP3. OBMM comes with a BSA creator if you'd want to do that. I'd recommend switching to BAIN rather if it's easified install/uninstall you're after.
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lauren cleaves
 
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Post » Mon Jan 10, 2011 2:06 pm

This is what I have done.
Using OBMM's BSA browser opened the vanilla textures file and extracted all to my HD. I then put ALL my non esp / replacer texture file in there too, overwriting etc.
I then went through the folders noting their size (not every single one, the those in the 'textures' folder). I then moved half (by size) into another, separate 'textures folder I created (so now I have 2 folders, T1/textures/... and T2/textures/...)
With OBMM's bsa creator I select T1 folder and created a bsa called, yep, T1.bsa, then another form T2 called T2.bsa, both of which I used No Compression on. I then, and this is quite important, used the Archive Invalidation window of OBMM to 'Reset BSA Timestamps'
Now the game will not see these so they need registering in the ini file. Open it and goto the bottom, and look for 'SArchiveList' where all the vanilla bsa's are registered. Instead of 'Oblivion - Textures Compressed.bsa' (or whatever it's called) you now want 'T1.bsa, T2.bsa'.
Load a save and check textured are showing up!
The great thing about this is you original bsa's are unharmed, and can be moved to a separate location. You'll also need to alter the path to these in the CS.ini or it won't load.

This method works for meshes, sound, and misc bsa's and has greatly helped my performance.
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Jonathan Windmon
 
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Post » Mon Jan 10, 2011 5:57 am

It's definitely not necessary to create BSA's for QTP3. OBMM comes with a BSA creator if you'd want to do that. I'd recommend switching to BAIN rather if it's easified install/uninstall you're after.


For uninstallation I use Oblivion Mod Remover. It is fast and easy to use, but I lost the download link. Anyway I've never felt the need to use BAIN. Of course it deserves at least a try.

This is what I have done.
Using OBMM's BSA browser opened the vanilla textures file and extracted all to my HD. I then put ALL my non esp / replacer texture file in there too, overwriting etc.
I then went through the folders noting their size (not every single one, the those in the 'textures' folder). I then moved half (by size) into another, separate 'textures folder I created (so now I have 2 folders, T1/textures/... and T2/textures/...)
With OBMM's bsa creator I select T1 folder and created a bsa called, yep, T1.bsa, then another form T2 called T2.bsa, both of which I used No Compression on. I then, and this is quite important, used the Archive Invalidation window of OBMM to 'Reset BSA Timestamps'
Now the game will not see these so they need registering in the ini file. Open it and goto the bottom, and look for 'SArchiveList' where all the vanilla bsa's are registered. Instead of 'Oblivion - Textures Compressed.bsa' (or whatever it's called) you now want 'T1.bsa, T2.bsa'.
Load a save and check textured are showing up!
The great thing about this is you original bsa's are unharmed, and can be moved to a separate location. You'll also need to alter the path to these in the CS.ini or it won't load.

This method works for meshes, sound, and misc bsa's and has greatly helped my performance.


Following these steps I don't need to uninstall the whole game I think. Thanks for advice.


EDIT: I heard about some texture replacement like
http://www.tesnexus.com/downloads/file.php?id=18430, http://www.tesnexus.com/downloads/file.php?id=20778 and http://www.tesnexus.com/downloads/file.php?id=30368

Are they good replacers in comparison with Qarl's Redimized?
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Jason Rice
 
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Post » Mon Jan 10, 2011 5:56 pm

Anyway I've never felt the need to use BAIN. Of course it deserves at least a try


BAIN is excellent for trying out/managing texture replacers. Easy to install/uninstall. Easy to mix and match. Plus you have full control over what's installed where, i.e. you can let it only install missing files if installing texture replacers that overlap etc.
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Cagla Cali
 
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Post » Mon Jan 10, 2011 2:09 pm

Oh yeah, BAIN is IMMENCE!
OMODs ~ 12
BAIN Archives ~ 217
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Claire
 
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Post » Mon Jan 10, 2011 4:59 pm

Ok.
In order to save performance I think I can use Mtgr (nice replacer) and abnormal caves... Is there an Ayleid Ruin/Fort replacer of the same quality as abnormal caves?
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herrade
 
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Post » Mon Jan 10, 2011 7:07 am

Aesthetic Overhauling Guide - http://tesivpositive.animolious.com/index.php?page=guide_aesthetic_mods <-- I've collected a couple of other threads here. There is one more I would like to add, but I need to find it first...
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Kyra
 
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Post » Mon Jan 10, 2011 7:00 am

Aesthetic Overhauling Guide - http://tesivpositive.animolious.com/index.php?page=guide_aesthetic_mods <-- I've collected a couple of other threads here. There is one more I would like to add, but I need to find it first...


No problem. Thanks. I'll check it out
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Nicole Kraus
 
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Post » Mon Jan 10, 2011 2:01 pm

I saw a comment on the description of the Abnormal Caves page (which has some nice screenies) that is kind of misleading. Pure texture replacers, such as that one, are compatible with most mods. If another mod completely replaces it, then sure, it is not compatible. Otherwise, you can mix and match texture replacers as much as you want. The only texture replacers with real compatibility restraints are those for body replacers. They have to be compatible with whichever body type you use. Yeah...I think that is about it.


Edit: It looks like that guide is really going to blow up on me when I re-do it. I will need a separate BAIN folder just for texture replacers, haha...
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Dalley hussain
 
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Post » Mon Jan 10, 2011 5:08 pm

Theres also the TOTO pages for a lot of acquired wisdom with texture replacers http://devnull.sweetdanger.net/obliviontextureoverhaul.html

Not a problem for yourself, but I found with a laptop 256mb NVidia card Wisemans collection (listed under the 128mb video cards section there) enabled me to have High detail and more VRam spare for use with better quality body texture replacers.

In the various topics, you will also find appropriate matching of lods and filters like HTF, with comparison screenshots.

My machine is very similar to yours, bit better core 2 duo but not by much, you have more VRam, I have 4gb System Ram, I think you will be okay with either CorePC's Vibrant collection or QTP3 redimized.

And erm... has anyone mentioned Wrye Bash BAIN capabilities?, oh yes they have :), for texture replacement and management its un-equalled. OBMM is lost with this stuff.

Edit: RPG BlackDragons Grass and Tree optimisation is pretty good for performance too.....
http://oblivionmodgods.de/rpg-blackdragons-lowtripolygrass-t70.html?sid=e210708fa9514b43fc988d03a13e00ac
http://oblivionmodgods.de/rpg-blackdragons-lowpolytrees-t245.html?sid=cc57cf631cbf3868639f5a5f1d826914#p655
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Chantel Hopkin
 
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Post » Mon Jan 10, 2011 1:48 pm

Theres also the TOTO pages for a lot of acquired wisdom with texture replacers http://devnull.sweetdanger.net/obliviontextureoverhaul.html

Not a problem for yourself, but I found with a laptop 256mb NVidia card Wisemans collection (listed under the 128mb video cards section there) enabled me to have High detail and more VRam spare for use with better quality body texture replacers.

In the various topics, you will also find appropriate matching of lods and filters like HTF, with comparison screenshots.

My machine is very similar to yours, bit better core 2 duo but not by much, you have more VRam, I have 4gb System Ram, I think you will be okay with either CorePC's Vibrant collection or QTP3 redimized.

And erm... has anyone mentioned Wrye Bash BAIN capabilities?, oh yes they have :), for texture replacement and management its un-equalled. OBMM is lost with this stuff.

My BAIN Package List - http://tesivpositive.animolious.com/index.php?page=my_bain_package_list <-- visual enhancements start around 399, QTP3 is much earlier, around 259, with the large mesh replacers. (QTP3 is not a pur texture replacer, but you can install other replacer on top of it to mix and match.)

Ooh, Psymon has a good post on this...


Edit: I do not know where the specific posts are, so here is the whole thread: http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ ^____^
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Mark Hepworth
 
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Post » Mon Jan 10, 2011 9:55 am

The only thing I fear with Qarl is that I should wipe out my whole game... Lot of mods make different kind of installation if running Qarl.


You won't. Unless the other mod is also a texture replacer then QTP3 doesn't conflict with anything.

I didn't know that I had to create BSAs for Qarl installation.... Well.... I don't even know where to begin :lol:


Then don't worry about, it's completely unnecessary. The files will run just fine if you stick them in your Data/Textures folder. Some people claim that putting a file into a BSA file allows them to load into the game faster, but I suspect that's just unproven speculation. And I don't know why someone would give you advice that invariably is going to confuse you.
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Roddy
 
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Post » Mon Jan 10, 2011 2:45 am

Some people claim that putting a file into a BSA file allows them to load into the game faster, but I suspect that's just unproven speculation.

Certainly, I haven't experienced or witnessed any advantage.

And, in fact, I prefer loose files (in 7z or Rar archives) nowadays. Using (almost) exclusively BAIN, I find it's a much more helpful arrangement.
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Sian Ennis
 
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Post » Mon Jan 10, 2011 2:41 pm

You won't. Unless the other mod is also a texture replacer then QTP3 doesn't conflict with anything.



Then don't worry about, it's completely unnecessary. The files will run just fine if you stick them in your Data/Textures folder. Some people claim that putting a file into a BSA file allows them to load into the game faster, but I suspect that's just unproven speculation. And I don't know why someone would give you advice that invariably is going to confuse you.

I would not give that advice to a less than comfortable mod user, and that is more for users who want to do that. Repacking BSAs into uncompressed BSAs, making sure that only one copy of a file is in the Data folder expedites the process of loading content. It would not make sense for compressed files or going through multiple versions of files to be faster. Dealing with both requires extra processing.

Forget about BSA repacking, at least for now, OP.
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Laura Tempel
 
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Post » Mon Jan 10, 2011 9:47 am

It would not make sense for compressed files or going through multiple versions of files to be faster. Dealing with both requires extra processing.


Even in an uncompressed BSA it will probably take longer and require more processing. The file will be in a different format that the game can't use directly, so it's going to have to convert it back to the standard format it can use. By having it loose in the Data folder, you eliminate that process altogether. The only reason I can see for putting a bunch of files into a BSA is if you have something of an OCD about organization. It's certainly much neater having only one BSA rather than a gazillion files somewhere in Data. There's also the drawback of BSAs adding to the total amount of files that the game can process. ESPs, ESMs and BSAs apparently altogether have a maximum limit above the actual mod limit, beyond which strange things start happening to your game. You don't run into that problem with loose files.
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Leilene Nessel
 
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Post » Mon Jan 10, 2011 10:27 am

I think I have too many mods with compatibility problems with QTP3, so I'll have to uninstall lot of them. I think I'll wipe out my data directory or I'll find an alternative to it.

I think Mtgr + Abnormal Caves + Koldorn Ruins + Koldorn Sewers2 + Low tri-poly Grass isn't so bad. I just need a Fort replacer and a SI texture pack. I'll check again Tomlong's link and see.
In the mean time, any advice on the last needed?

Thanks again for the support. All of you :foodndrink:
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Sun of Sammy
 
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Post » Mon Jan 10, 2011 2:04 pm

What mods have compatibility problems with QTP3?
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Jeneene Hunte
 
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Post » Mon Jan 10, 2011 9:44 am

Some people claim that putting a file into a BSA file allows them to load into the game faster, but I suspect that's just unproven speculation. And I don't know why someone would give you advice that invariably is going to confuse you.

Having multiple versions of the same file in your data folder in different BSAs is bad
The advantage of packing replacers into BSA's is, when you register them in the ini, they don't have to be in the data folder!
I have two 10k rpm raptors, with all my biggest (except SI) BSAs at F:/O/xxx.bsa. This has virtually removed loading stutter, moving my bottleneck onto my CPU now.
On last count, by data folder was ~15GB, and my F:/O around 9GB
This top tip I got from Skelton (aka Xuto) a couple years ago
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alyssa ALYSSA
 
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