To be safe (theoretically it will work without doing this), go down to unwanted formats and click edit.Ĭheck every BC format above BC3 (BC4, BC5, BC7). Go down and change the output format to BC3_UNORM. Switch to the textures tab and check “Necessary Optimization”.
I recommend naming it “SSE to TES5 Converter” so you know what it is.īrowse for your mod’s data folder and select it. Cathedral Assets Optimizer (NOT THE BETA) – Ĭreate a new profile and use the TES5 profile as a base. To port meshes and textures, you need only one program. Check the “Ignore specular, normal, and glowmaps” box Keep clicking continue until the continue button disappears and only the close button remainsġ9. Leave Octagon on “Don’t change compression”ġ4. Select “Add format/compression filter”ġ2. In the general tab, open your textures directoryĩ. Change the setting to “LE” on the lower rightħ. It should optimize both textures and meshes.ģ. If it works for you, just change your compression to “Uncompressed”. Users have been running to problems regarding it. You do not need SSE NIF Optimizer and Octagon if Cathedral Assets Optimizer works for you. The old way is below if for some reason you dislike this method. It preserves the quality of normal maps without having to manually separate them from the rest of the mod. I found a new way process textures that in my opinion works better.
All this revision does it make the conversion of mods faster.
If you have made any mods with the old way, do not worry, your mod still works. Thanks to Shadohz, I managed to streamline the process further. So far, I have ported four mods (Nordic Faces, High Poly Expressive NPCs, High Poly Project, and High Poly Vanilla Hair) without any added save bloat, crashes, or visual glitches. I have zero idea about the repercussions from doing such things.
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