Or one heap of hi-res vram hogs too many to upset the system applecart. If you consider most will want to use a bit more in the visuals for everything, bodies, land, architecture, RAEVWD .. for me Hi-Res creatures is also desireable, but one too many.
I'm not putting a downer on your mods, I have been envying people who can use them since they were released and have the files sitting on my hard drive until one day I get enough time (and experience) to have a go myself. Made a comment in the previous topic you may have missed but I was wondering if you have any tips for us GIMP users who may want to have a go at converting all the 2048 sized ones down to 1024 (I know you already provide one set with that option).
Yep that's an issue as well. The reason I stopped creating the smaller res versions was there really weren't too many complaints about performance with the larger files and it was incredibly tedious to do (at least for me). *On photoshop it largely meant cutting every texture and pasting it on a 1024 template then remaking the normals. There was probably a way to do that quickly with a macro but I never figured it out.
I still haven't used gimp to texture but I assume it would be something similar to what I described above. If you'd like to give it a go I'd gladly post it on the nexus and give you credit
* Edit: after rereading the process, it doesn't sound too bad but after 200plus hours of photoshopping squid pictures into something that resembles a dreugh the last thing you want to do is cut and paste a texture (wait a minute for the file to save) then create a normal map (wait a minute for the filter to process) then cut and paste glow map (wait for file to save) x40 times.