[REL] HD Textures DLC Fix

Post » Tue May 22, 2012 3:20 pm

Hionimi's HD Texture DLC fix. v1.0
krist2's HighRes DLC folder structure fix. v1.0
Merged into HD Texture DLC fix. v1.3

===Updates===

v1.3

High res beehive is now included, if for some reason you don't want it, go to Data\textures\clutter in your Skyrim folder and delete "beehive.dds" and "beehive_n.dds".
Fixed Paarthurnax's texture, his chin-tusk and a spot on his foot was black on the new HD version.
BSA version added.

v1.2

Removed lots of reduntant .dds files. Sorry about that.

v1.1d

Renamed: "beehives01_g.dds" to "beehives_g.dds".
Added optional high res beehives, 2048 vs 512 in main file.
Thanks to AstroCat for the heads up.

v1.1c

Renamed: "goat.dds" to "goat_d.dds".
Renamed: "helmet_corondrum.dds to "helmet_corundrum.dds".
Renamed: "guild armor_shoes_texture.dds" to "thievesguildarmorshoesm.dds".


v1.1b

Renamed: "textures\actors\dragonpriest" to "textures\actors\dragon priest". Thanks to protocol_48.

v1.1

Merged the two mods, and packed with zip instead of 7-zip for convenience.

===Description===

It seems Bethesda was in a hurry while making the big suprise that came together with the Creation Kit, the High Resolution Textures DLC. Two, known so far, textures show up bugged in the game, these are the Glow Map for the fires found in most Inns, like the Bannered Mare, and the texture used for the bloodied chopping block, like the one in the Markath Market. (Bethesda accidentally saved a Normal Map as a regular texture...

Added by krist2:
This also fixes the wrong folder names as described in this great thread by Brumbek:

http://www.gamesas.com/topic/1343691-info-detailed-anolysis-of-highres-pack-click-to-learn/

textures\armor\ "dragonbonearmor" folder needs to be "dragonbone".
textures\armor\ "dragonpriestmasks" needs to be "dragonpriesthelm".
textures\armor\ "dragonscalearmor" needs to be "dragonscale".
textures\armor\ "draugrarmor" needs to be "draugr".
textures\weapons\ "dragonprieststaff" should be "dragon priest".
textures\weapons\ "nightingalebow" should be "nightingale".

The one thing it doesn't fix is deleting the "textures\weapons\ruefulaxe" folder, as this is not possible (or necessary).

===Technical tidbit===

I'm still trying to see if I can just edit the ESP-file, "HighResTexturePack02.esp", but I have not managed to find out where to find the objects and how to edit which textures they should. Also, do keep in mind that the bloodied chopping block is actually normal resolution now as Bethesda did not provide the high resolution version at all, hopefully they fix that soon.

===Contact===

Mail to: noik1986@yahoo.com for questions, suggestion, or anything else related. Also mail here should you find more bugged textures in-game, please also include as much detail as you can. (Where did you find this object, are you using any mods, and if so, which, etc.)

===Disclaimer===

The textures provided with this fix are owned by Bethesda and aren't in any way owned by me, they're simply included to make things as simple as possible. Also, this mod might end up being temporary depending on how soon Bethesda will fix this issue.

===Thanks to===

Bethesda Softworks
Brumbek
AstroCat
Painkiller97 - He was also working on the same thing, credits to him too for that. :smile:
protocol_48
Parasoma


http://skyrim.nexusmods.com/downloads/file.php?id=8236 and read the install description given there carefully.
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Charlie Sarson
 
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Post » Tue May 22, 2012 2:11 am

I would just like to thank krist2 (and Hionimi) for letting me use their fixes in my 1024 ver. of the Bethesda hi-res DLC :thumbsup:

Thanks a lot and great mod!!
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Hairul Hafis
 
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Post » Tue May 22, 2012 6:28 am

This is awesome! This community rocks!
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priscillaaa
 
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Post » Tue May 22, 2012 7:13 am

Did you guys get it working in a proper esp/bsa for the Workshop?
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Monika
 
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Post » Tue May 22, 2012 5:32 am

Workshop version?
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Agnieszka Bak
 
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Post » Tue May 22, 2012 4:52 am

Workshop version?

Explain how a workshop version could be produced.
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neen
 
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Post » Tue May 22, 2012 9:41 am

we are working on a bsa workshop version, we just have to get the load order sorted so we don't have to rely on ini editing to get it to work correctly. We think that we
have found a solution :smile:
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noa zarfati
 
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Post » Tue May 22, 2012 3:21 am

Great release!
we are working on a bsa workshop version, we just have to get the load order sorted so we don't have to rely on ini editing to get it to work correctly. We think that we
have found a solution :smile:
As I gathered custom bsa's are loaded alphabetically, right? (If I understand this topic correctly: http://www.gamesas.com/topic/1345724-important-bsas-and-you/)
As the texture packs are called HighResTexturePack01 and HighResTexturePack02, wouldn't it help to call it HighResTexturePack03 to load it last and override? Without coming in the way of other texture replacers.
Or are there some other issues as well (or did I understand the topic wrong?)
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Lori Joe
 
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Post » Tue May 22, 2012 4:22 am

Still trying to find time to get to testing the *.bsa load order with *.esp's, hopefully I'll get it to work today. o.o'


I would just like to thank krist2 (and Hionimi) for letting me use their fixes in my 1024 ver. of the Bethesda hi-res DLC :thumbsup:

Thanks a lot and great mod!!


Can you give a link to your mod when it is available? I'm planning on pasting a link on my mod's page so people with lesser graphics know where they can find an alternative. :)
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D LOpez
 
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Post » Tue May 22, 2012 1:20 pm

Still trying to find time to get to testing the *.bsa load order with *.esp's, hopefully I'll get it to work today. o.o'




Can you give a link to your mod when it is available? I'm planning on pasting a link on my mod's page so people with lesser graphics know where they can find an alternative. :smile:
Of course! And thanks again for your help!
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Dorian Cozens
 
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