PyFFI vanilla meshes; OMOD or replace the BSA?

Post » Fri Feb 18, 2011 9:50 pm

Edit 1: One more question. When repacking, the BSA, how far does the file structure get maintained? Example, I chose 'add folder, distantlod'. And the relative path showed the individual files. If I put the distandlod folder within a second folder, I get the correct file path. Is this redundant or necessary?

Just wondering if there is any significant difference, performance or otherwise. From what I have read, either method is acceptable. However, when using the OMOD version, a lot of mods seem to over-write the meshes. As opposed to replacing the original BSA, and I'm not entirely sure how it works then. So is one method preferable over the other?
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Kathryn Medows
 
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Post » Sat Feb 19, 2011 3:25 am

I notice the difference, and then I packed them into my BSA with no compression and noticed it even more!

As they're just meshes, I don't think much overwrites them (people more interested in retextures really), although stuff like AWLS will overwrite some, but thats ok :)
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Princess Johnson
 
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Post » Sat Feb 19, 2011 2:58 am

Just wondering if there is any significant difference, performance or otherwise. From what I have read, either method is acceptable. However, when using the OMOD version, a lot of mods seem to over-write the meshes. As opposed to replacing the original BSA, and I'm not entirely sure how it works then. So is one method preferable over the other?


Replace the BSA. See the instructions for doing so on the opening post of my site's thread (second link in my sig.)

I notice the difference, and then I packed them into my BSA with no compression and noticed it even more!

As they're just meshes, I don't think much overwrites them (people more interested in retextures really), although stuff like AWLS will overwrite some, but thats ok :)


It is very important that the loose files are allowed to overwrite this BSA, which is why Reset BSA timestamps, OBMM's function, should be used afterward. As Torrello says, repacking the meshes BSA with no compression level is the fastest option.
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Chloe Lou
 
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Post » Sat Feb 19, 2011 8:29 am

So noted. Thanks guys :)
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Bitter End
 
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Post » Sat Feb 19, 2011 6:56 am

One more question. When repacking the BSA, how far does the file structure get maintained? Example, I chose 'add folder, distantlod'. And the relative path showed the individual files. If I put the distandlod folder within a second folder, I get the correct file path. Is this redundant or necessary?
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Jack Walker
 
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Post » Sat Feb 19, 2011 10:18 am

One more question. When repacking the BSA, how far does the file structure get maintained? Example, I chose 'add folder, distantlod'. And the relative path showed the individual files. If I put the distandlod folder within a second folder, I get the correct file path. Is this redundant or necessary?

Do not do that. Step #6 addresses the "make sure the file paths are correct" issue. You should not change the file paths of the BSA.


Edit: Please, stick to the site's thread if you have further questions on this topic.

Edit: You should be packing the folder that contains the files for the BSA. Pack the folder that contains the three folders extracted from the BSA. That is the purpose of extracting the BSA into a folder on its own...

Please read the directions fully in the future, thank you.:
The other key step, which applies even when using the other optimization method, is to repack the contents of the folder containing the folders of the Meshes BSA, instead of the folder itself or the contents of the Meshes folder.

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Yvonne Gruening
 
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Post » Sat Feb 19, 2011 5:34 am

Another tip with repacking/rebuilding BSAs. I use OBMM and always save into my data folder and when finished, I reset the BSA timestamps (done from Archive Invalidation tab). If not, the BSAs will load after loose files and stuff like Open cities outer districts won't work!
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kiss my weasel
 
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