Pilooski Dirty Edits Rar File

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Hello,If anyone has followed my previous posts. I had been experiencing some odd CTD and display issues, so I am going with a full fresh re-install and following every little step I can.That being said, I have at least 1 question so far:It says:7. Next, package the contents of the four directories containing the optimized vanilla STD textures and HRDLC textures into either. Repackaging Resources into BSAsTo move the optimized textures back into BSA(s), use DDSopt by setting Ignore' Don't process any of the know file types and pointing the output to YourOutputPathYourFileName.bsa.

This is not recommended for the four vanilla BSAs that contain only textures, as then BSA(s) will need to be registered in Skyrim.ini, and load time is slightly increased (and this option is more complicated). This is, however, the recommended approach for the addon DLC BSAs. Four archive files (or optionally a single 'complex BAIN archive' file if using Wrye Bash) as discussed in the Archiving the textures sidebar,. Three BSA files if using plugins or INI registration to load (not recommended) as discussed in the Repackaging Resources into BSAs sidebarthen in the sidebar is says:Archiving the texturesUse 7z, WinZip, WinRar or any compression application to package into a.7z,.zip or.rar archive. The archive package can then be dropped into the Bash Installers directory and installed, if using Wrye Bash.

If 7z compression is used to archive textures (or other files for Skyrim) the non-solid option should always be chosen and LZMA2 compression chosen which allows multiple cores to be used. Non-solid compression may slightly increase the size of the archive file, but the benefit is huge when (un)installing upstream packages, which can include re-unpacking from the huge vanilla archive; the result is the extraction goes much faster. In order to use these options in 7zip, when using the 7zip right click context menu select the Open Archive option and the options will be shown in the GUI. Note that if textures are optimized the UHRP files, and many other BSAs as discussed in the BSAs vs.

Loose files sidebar, also need to be extracted from the BSA and used as archived set of loose files (vs. Leaving the UHRP and the other files as BSAs).I would like to compile the 4 archives into a single 'complex BAIN archive' file, but I am not clear on how to do this as I don't quite see where it says to do it in the sidebar note.

Is this particular sidebar note suggesting that I just take HRDLC1, 2, and 3, along with STD folders and just make 1.rar archive?I am using WINRAR and I have all 7 'folders', not 'archives' in the 'Bash Installers' folder currently. I would like to follow the suggested route and NOT use.bsas when I don't have to.The tutorial I found seems to be for creating.bsa files.I assume I can follow the previously mentioned tutorial or just load/process the DLC folders in DDsopt to complete the DLC.bsa files since they seem to need to remain.bsas.Additionally, and unfortunately, it may appear that my issues might be coming from something mentioned (3GB RAM Issue) rather than a mod conflict, but I will address that later once I have a full fresh installation.

I simply assumed there was no way possible that Skyrim could hit my cap and I was fine on hardware. When posting for support, please including the following:System Specs - Xeon X3430, Nvidia Quadro 6000 SLI (disabled outside of 3ds Max), 32 GBs RAM, SATA 6gb (no SSD)Graphics driver version and settings - Version: 13.00.04Skyrim launcher settings - (Recommended settings via )STEP version and any additional mods used - S.T.E.P. 2.2.5 (Incomplete)Texture/quality resolution options - Variable, depends on mod 1k-4k (no point in 4k maps on a plaque imo)Installation method - Wrye Bash. Hello,If anyone has followed my previous posts.

I had been experiencing some odd CTD and display issues, so I am going with a full fresh re-install and following every little step I can.That being said, I have at least 1 question so far:I would like to compile the 4 archives into a single 'complex BAIN archive' file, but I am not clear on how to do this as I don't quite see where it says to do it in the sidebar note. Is this particular sidebar note suggesting that I just take HRDLC1, 2, and 3, along with STD folders and just make 1.rar archive?We haven't provided an example of how to create this complex BAIN file; if you want to do there are some discussions of complex BAIN archives in the STEP Wrye Bash guide and the Readme/Advanced Readme accessible from inside Wrye Bash.

I find it easier to create 4 separate archive files, one for the standard textures and one for each of the 3 HRDLC texture files.I am using WINRAR and I have all 7 'folders', not 'archives' in the 'Bash Installers' folder currently. I would like to follow the suggested route and NOT use.bsas when I don't have to.Wrye Bash can handle either folders or archives; currently WB can't directly handle BSAs. Advantage of archives include features like preserving dates, smaller file size in the Bash Installers folder, faster loading in Wrye Bash, and protection against changes (typically inadvertent) in any of the files.The tutorial I found seems to be for creating.bsa files.That tutorial is for packaging mods that can be loaded onto Steam Workshop as well as Nexus; Steam Workshop expects all mods to use BSAs vs. Archives.I assume I can follow the previously mentioned tutorial or just load/process the DLC folders in DDsopt to complete the DLC.bsa files since they seem to need to remain.bsas.They can but don't have to be BSAs, and there are even some potential problems (see some recent posts on this) with repackaging as BSAs.

I plan to edit the DDSopt guide to mention the problems that were recently discovered. The problems depend on some selections made in-game so they do not affect all users. You can use DDSopt or BSAopt to package resources as BSAs.When posting for support, please including the following:System Specs - Xeon X3430, Nvidia Quadro 6000 SLI (disabled outside of 3ds Max), 32 GBs RAM, SATA 6gb (no SSD)Graphics driver version and settings - Version: 13.00.04Skyrim launcher settings - (Recommended settings via )STEP version and any additional mods used - S.T.E.P.

2.2.5 (Incomplete)Texture/quality resolution options - Variable, depends on mod 1k-4k (no point in 4k maps on a plaque imo)Installation method - Wrye Bash. Thanks,So in the mean time, I can just make 3 DLC1, 2, and 3 'archives' with a VanillaTextures 'archive'? Then just pull those up in the 'Installers' tab?This confuses me because of the.esp files; I dont understand how they are addressing the texture files inside these folders without the original path/names or bsa files. Totally sure I am way off-base here, but I am imagining that the.esp files call to the.bsa files to load textures for that specific DLC, or maybe the textures ALL load regardless then the.esp calls? Holy crap, idc lol, just as long as I do it right!:DIf you are suggesting I avoid using.bsas for Dragonborn.bsa, HearthFires.bsa, and Dawnguard.bsa, what would you suggest? I assume I need to keep RAM and VRAM usage low, so whatever you think is best is far better than what I'd try I am sure.I have 6GBs of VRAM and prob more with SLI enabled (12 I guess), but I dont know how all that works.

After reading the 3GB thread though I re-converted everthing to max of 2k textures, which is depressing:( lol.This is what I am looking at:This is how I organized the archives. Think I got everything working. During this install process I found a problem with a few mods requiring some less than easy setups that went unnoticed due to use of NNM the first time (was also missing the Dawnguard compatibility mod for Lanterns, I was running MCM and I dont think that one works for Dawnguard).I have been running the game through skse at each benchmark and all is fine, not even the slightest stutter yet either. I am also running RLO + COT + SkyRealism(Cinematic), which i placed in varying locations in the 'Landscape and Environment' sections save the ENB obviously. Although, I am only just now getting to 'Characters and Creatures'. SLI doesn't change your VRAM since the memory is replicated in the two cards.

SLI provides 2X GPU speed.You don't need the esp file any more for some BSAs, like the HRDLC, when you make an archive of loose files from the resources. The esp for these was only being used to register the BSAs.You can use a BSA or archive of loose files for the DLC BSAs. If you have extracted all the resources from other mods like STEP mods then you might want to also extract these and use them as an archive to prevent any potential problems. I happen to have problems in my game with the Dawnguard BSA if it is optimized and stored back as a BSA, so I use it as an archive.

BE AWARE THAT YOU NEED TO DOWNLOAD THE FULL MOD FIRST ON THE OFFICIAL MOD PAGE, THEN DOWNLOAD MY OPTIMIZED.ESP UNDER DOWNLOAD / MISCELLANEOUS (which? All of them or one?) ON MY MOD PAGE. DOWNLOADING ONLY MY OPTIMIZED.ESP WILL CAUSE YOU CRASHES, MISSING TEXTURES, ISSUES OR NOT EXPERIENCING THE FULL MOD!Also, I personally think (for new pplz like me), the guide should have a note somewhere in about a 255 size font + bold red + 'Don't use NMM', Wrye and or MO works so much more efficiently!:DThere is no freakin way I could keep up with all these conflicts in NMM or even hope to clear it up. Installing in the packages tab is SO convenient. If you have 6Gb of VRAM on one card I would assume you have an AMD card not an Nvidia card since they almost only have 4Gb on their top models.Then it would be Crossfire and not SLI.

Yes they are similar but also worlds apart if you run into issues and need help!:)Also like Kelmych says then sadly you do not get double the memory with more cards. Which is why multicard setups are such a bad deal for gamers.You pay for everything but do not even get close to double the performance.

You get to use both GPU´s but gamewise you only get about half to roughly two thirds the first cards performance on top. Depending on how optimized the driver is for the game you are playing.

I'm not running a Geforce card, but I do stay with Nvidia:). I only run SLI in 3ds Max if I need more power for highly complex scenes with many millions of polys or complex animations working for people that dont know how to use proxies and/or using an active shade renderer etc. Sadly, doesn't do. for rendering. I will pull one of my render nodes sometime this month and use it for a gaming rig; those have cheap GTX 2GB cards in them, one of the 500 series cards is all i know. I can say that this thing runs skyrim pretty crappy as designed, but gets the job done. Dirty edits are fairly simple to remove.

If in doubt just watch the video on youtube by Gopher, shows you how to do it in detail.As for the wrye bash 'issue'. As long as it is not red then it is most likely not something that is game breaking.Another reason to use MO instead. You do not get confused by the overload of technical information that WB throws at you.For Skyrim Project optimization you just need the full version with the.esm in it. Activate it and let BOSS sort it in.The optional.esp´s are only if you are using one of the mods listed as optimized. Some people think they can just use the.esp without the.esm.

Thanks,If in doubt just watch the video on youtube by Gopher, shows you how to do it in detail.Took me a bit to realize that this can resolve a lot of CTD issues, so I had been watching this vid and many others for a few hours now (no exaggeration. Lol). Sharlikran seems to know what he is talking about, but I can't follow much of anything he says, he tends to go off on tangents or seems to.I am looking into all the dirty edits now and have successfully cleaned each mod ' that has had dirty edit reports AND is verified safe to clean on nexus forums', but on the RLO sticky it says:Long story short: You can clean it up yourself if you know how, but other than that, it's 100% harmless.Hmm, I know how to procedurally 'clean the ITM records', but I have no clue as to what I am actually doing, can I just use the same process in Gopher's video? This is only pressing because of some confusing things he was mentioning about daggers and swords in that sticky and needs to be updated for. Well, just me I guess:(Gopher actually states not to clean other people's mods and to inform the author, so I try to research which ones are safe for me to fix. Nowhere have I seen a statement that implicitly states that it is safe for a user to clean the mods they are using - so I read the Nexus mod's specific forum and find out if I can.Full Sticky. Hello, Nexus communityPeople report that this mod has dirty edits, and they're correct. However:On release, we were using an older version of TES5Edit, which didn't pick up on these dirty edits.

On next release / update, all files will be cleaned using the latest version of TES5Edit.Those Identical To Master edits, in specific, are items that we may have accidentally grabbed or changed and used CTRL + Z to undo them. That edit was previously unidentified by TES5Edit, and as such, they are now showing in the newer versions.ITM's are completely harmless anyway, and will only have some sort of conflict if another mod uses those specific objects that have the ITM edit. For example: You have an ITM on a knife. Another mod changes that knife into a sword.

If the mod with the ITM is loaded last, then it will stay as a dagger. If the mod that changes the dagger into a sword is loaded last, then the dagger will become a sword, without issues.(I assume BOSS sorts that properly for S.T.E.P. Users?)Long story short: You can clean it up yourself if you know how, but other than that, it's 100% harmless.I am only down to RLO atm, but still have dirty edits in UFO and Dance of Death that I need to research.Lastly, how do you guys determine load order? I am taking the additional mods I want and installing them in the appropriate S.T.E.P. category I have defined with markers in WB, but a few are not recognized by BOSS for the load order itself.Unrecognized. I ran into some technical issues so I decided to do a complete reinstall/redownload of everything.I will try to do the TES5edits a little more cautiously this time ( WB had a corrupted file somewhere i couldnt find). I am also restructuring naming conventions and directories during this install.Special Notes:does not include the 512x1024 version that S.T.E.P.

Baseline suggests, despite what the author's description states (unless I did something wrong).doesn't have a baseline suggestion in S.T.E.P. Guide, but does have HQ available (the 131 installer is the 2kx2k and the 4kx4k is in it's title - not a big deal, just had to think about it for a minute)has 2 main options in it's download and a baseline isn't suggested. He said he reduced file size and VRAM consumption in his description for the optional low res version, but didn't reduce resolution - ok, that's for yall to decipher, I don't see how that works.

. IntroductionWrye Bash is a powerful mod management utility for TES IV: Oblivion, Fallout 3, Fallout New Vegas, TES V: Skyrim, Fallout 4 and SSE: Skyrim Special Edition. Its features include:. A mod installation and conflict manager. A plugin load order manager.

Increased mod compatibility. Lifting of the 255 plugin limit through automatic merging of compatible mods.ini and settings files tweak management. Microelectronic circuits 7th solution manual. Screenshot management. Many, many more featuresWrye Bash can appear daunting at first. To help make it more manageable, the documentation has been split into a few readmes that are targeted towards different usage requirements.This readme covers only the most commonly used features, so that the average user can start using Wrye Bash without being overwhelmed.

Information on the less commonly used features and more technical details of the features covered in this readme may be found in the. Information on some of the syntaxes and file formats that Wrye Bash uses are found in the. Finally, Wrye Bash's version history is stored in the document. GlossaryModding for Oblivion and Skyrim has a wonderful history of confusing terminology. The list below details some terms commonly used when dealing with mods.

The game is the game that Wrye Bash is running for, either Oblivion, Fallout3, FalloutNV, Skyrim, Fallout4 or Skyrim SE. CTD is an acronym for Crash To Desktop. Used to describe the game crashing.

Pilooski Dirty Edits Rar File

DLC refers to any of the official downloadable content for the game. Mod refers to any unofficial user-made modification to the game. Mod author refers to a person that makes modifications to the game.

It can also refer to those who are involved in the creation of utilities that are used by mod authors and/or users. ESP (case-insensitive) refers to any file with a.esp extension. It is an acronym for Elder Scrolls Plugin. ESM (case-insensitive) refers to any file with a.esm extension. It is an acronym for Elder Scrolls Master.

Plugin refers to any ESP or ESM file. Master refers to any plugins that another plugin is dependent on to function. (It can also refer to an ESM file, as it used to be that only ESMs could be masters, until mod authors developed methods of using ESP files as masters too.

The latter definition will not be used in this documentation.). The game's master file refers to the ESM that must be loaded for the game to function. For Oblivion, this is Oblivion.esm, for Skyrim this is Skyrim.esm, and for Fallout 4 this is Fallout4.esm.

Pilooski Dirty Edits Rar Files

Conflicts occur when two different mods try to change the same game variable or resource, which could be anything from a specific object in game to a script or a texture. Conflicts can cause problems, including CTDs or save game corruption, but they are not inherently bad, and most modding is the result of purposeful conflicts. Resource Conflicts occur when two mods contain two different files that go in the same place, so one mod's file overwrites the others's file. This type of conflict can be managed by altering the install order of mods. Data Conflicts occur when two mod plugins alter the same game data. This type of conflict can be managed by altering the load order of plugins. BSAs are Bethesda Softwork Archives, with.bsa file extensions.

They can be used to store resource files such as textures and meshes. ITMs are Identical To Master records, ie. Data in a plugin for something that is identical to the data for that thing in the plugin's master(s).

Usually a type of unintended edit, known as a dirty edit, which can break the functionality of other mods that require the record in question to have a specific value, but which have that value overridden by an ITM record. UDRs are Undeleted and Disabled References. Deleted References can cause crashing, and this can be avoided by first undeleting and then disabling them instead. A type of dirty edit. This acronym is generally misused - the UDR acronym is frequently used to refer to the deleted references, rather than their fixed counterparts.

For example, Scan For UDRs will scan for deleted references, not undeleted and disabled references, and BOSS/LOOT will report the UDR count for a plugin, which is actually the number of deleted references that can be fixed.This readme will also use the placeholder Game. Replace this with Oblivion, Fallout 3, Fallout NV, Skyrim, Fallout 4 or Skyrim SE depending on which game Wrye Bash is running for. Additional terminology specific to Wrye Bash's functions will be introduced as required.

Also, links that are followed by go to pages that are not part of the Wrye Bash documentation. InstallationThe simplest way to install Wrye Bash is using the installer, as it installs Wrye Bash and its dependencies automatically. However, the instructions below are provided if a manual install method is preferred.Note: There are two versions of Wrye Bash available: the Python version and the Standalone version. Both are the same program, but the Standalone version has fewer dependencies and so is recommended for most people.Windows Vista, 7, 8 & 10 users: Windows' User Account Control feature may interfere with the running of Wrye Bash and other utilities. See the section for solutions.Manual Standalone Version Install:. Download and install the. Extract the downloaded Wrye Bash archive into the game folder ( Oblivion, Skyrim or Fallout depending on the game) so that the Mopydirectory appears in the game folder.

Run Wrye Bash by double-clicking Wrye Bash.exe in the new Mopy folder.Manual Python Version Install:. Download and install all the required Python libraries and python itself.See the section of the Advanced readmefor the list of included libraries and their versions. If you have previously installed Python and any Python libraries,you may not need to install them again.

Download and install the. Extract the downloaded Wrye Bash archive into your game folder ( Oblivion, Skyrim or Fallout depending on the game) so that the Mopydirectory appears by the game executable.

See theif you wish to install to a different directory. Navigate to the Mopy directory and run Wrye Bash by double-clicking Wrye Bash Launcher.pyw.UninstallationThe ease with which Wrye Bash can be removed is dependent on how much you use it to manage your modded game. If you use a Bashed Patch, you will need to remove any dependencies on it from your saves before uninstalling Wrye Bash in order to avoid in-game issues.

A Bashed Patch is a configurable plugin with three main functions:. Merging plugins into itself. Merged plugins can be deactivated, avoiding the 255 plugin limit. Importing specific types of data records from plugins.

This can be used to avoid compatibility issues. Applying tweaks to the game.

This avoids the need to use other mods to apply the same tweaks.Bash ConfigurationA Bashed Patch is created by Wrye Bash the first time you run it, with the plugin being called Bashed Patch, 0.esp. It is configured using the plugin context menu commands. You should rebuild your Bashed Patch every time you change your load order, before playing the game. The Bashed Patch should be last in your load order, unless you have plugins that explicitly state that they must load last.The configuration dialog consists of a list of major sections to the left, and the contents of the selected section to the right, with the build and save buttons at the bottom. The sections and their items have checkboxes: checking a section will include all its checked items in the Bashed Patch. Unchecked sections and items will not be included. Some sections don't have any items, and so just need the section checkbox checked.A short description of each section and some items is displayed near the bottom of the window if the section/item is hovered over.

Bolded items are new since the last time the Bashed Patch was built. Wrye Bash will try to auto-configure most sections, but some will still need tweaking.Note: There are currently two methods of building a Bashed Patch. One uses Python, and the other uses CBash, which is a software library written to speed up the reading of plugins. Both methods offer the same options. The CBash method is faster and allows more types of plugin to be merged, but contains some bugs as CBash is still a work in progress. CBash will become the default in the near future, once its bugs have been fixed. For now, it is probably safer to use the Python method.Bashed Patch Configuration ButtonsButton DescriptionBuild Patch Builds your Bashed Patch with the current configuration.Select All (next to section list) Selects all the options/plugins in a section list.

If an option has multiple possible values, the first value in the value list will be chosen.Deselect All (next to section list) Deselects all the options/plugins in a section list.Select All (at bottom of window) Selects all sections, and all the options/plugins in all sections.