![]() Texture Pack Combiner at Skyrim Nexus. TEXTURE PACK COMBINER - Where worlds come together. LATEST CHANGESv. 1. Now supports Static Mesh Improvement Mod (SMIM) v. The log file should no longer give a false alarm about two files from Project Parallax - Windhelm that were removed in the latest version.- Changed paths and added files to coincide with the new version of WATER v. Now supports Detailed Rugs v. Now supports Langleys Wood Metal and Stone Textures Workshop v. Now supports Skyrim Flora Overhaul v. Now supports Static Mesh Improvement Mod (SMIM) v. Now supports WATER v. Added support to combine Dwemer Metal Retexture.- Added support to combine High Definition Ivy.- Added support to combine Skyrim Ultra HD Texture Pack.- Added support to combine Superior Rock Textures.- Switched Skyrim HD Environments to The Beauty of Skyrim - Dungeons. The author made this change and unfortunately Nordic Ruins will have a few texture degradations because some textures were removed in the process.- Removed support for Better Rocks and Mountains. No Stretching already replaces the same meshes and more.- Removed support for HD Linens. These textures are now replaced by Langleys Wood Metal and Stone Textures Workshop instead.- Removed support for Lush Grass and Lush Trees. These mods are no longer available in their original form.- Removed support for Psychosteve's Golden God's Shrines. These textures are now replaced by the Skyrim Ultra HD Texture Pack instead.- Removed support for Realistic Mushrooms. These same textures are part of the Skyrim Ultra HD Texture Pack.- Removed support for Whiterun Trellis Redesigned and HQ. This texture is now replaced by Langleys Wood Metal and Stone Textures Workshop instead.- Removed a handful of parallax maps from Project Parallax due to them not being suited for textures with a higher priority.- Shortened a few folder names for mods with long names and folder depths to avoid possible errors with pathing being too deep.- Switched a few textures and lightmaps for various reasons. Drigger has created an installer app for the TPC, making the installation process easier than ever! So, what can this installer do for you? Well, you no longer have to extract archives or manually place mods in particular folders. If you prefer to keep the files extracted, you can still do so, because the installer will automatically recognize if the files are extracted into the TPC folders or not. However, with this installer, you can simply direct it to the downloaded archives for each mod. It will then extract and combine everything automatically, and can even compress it and place it in your NMM mods folder for you. Since this application is still pretty new, don't forget to provide your feedback by clicking the "issues" link on the download page. DOWNLOAD IT HERE! CONTENTS1) What it is and what it does. What it isn't. 3) But why?
LATEST CHANGES v1.95b - Now supports Static Mesh Improvement Mod (SMIM) v1.49. - The log file should no longer give a false alarm about two files from Project. How does it do it? So how exactly were textures selected? Installation instructions. Troubleshooting, FAQ, You. Tube installation guide. WHAT IT IS AND WHAT IT DOESThe Texture Pack Combiner (TPC) is a utility that will merge over 6. The end result is a stunningly beautiful world where the majority of textures in Skyrim have been replaced. This is not just some simple copy+paste merge similar to what you get by utilizing different load orders of your mods. There is substantial work behind it. Every single texture has been hand- picked after extensive testing with different texture combinations, and each texture has been measured against certain key points. More on that later. The bottom line is that this is the result of a rather gruesome, time consuming process that has taken hundreds of hours and thousands of screenshots and saved games to complete. WHAT IT ISN'TThe TPC is not a texture pack in itself. There are no textures supplied with it. I had nothing to do with the making of any textures, as they are the work of other authors. The TPC is merely a tool that combines them automatically for you. You will still have to download any texture packs you choose, but once you've done that, that's when the TPC gets into work. Just remember to endorse every modder's work after you download them (they deserve it)! BUT WHY? Previously, if you wanted to install more than one texture pack, you would have to install them in a particular order. This was not only confusing, but also extremely inconvenient, and neither would you have any control over the fact that better textures could get overwritten by worse ones. Neither were there any control over different texture combinations. Some textures might look great individually, but when put together would create a totality that just looked unfitting or outright terrible. The only way to work around this would be to manually look up which texture is used on which surface, what its name is and then find a better replacement. If you'd do it properly, you'd even go as far as to try each and every texture in different combinations to see which would be the most appealing. The downside to this is that it'd require a lot of time and work. A lot of it. Luckily enough, this is exactly what the Texture Pack Combiner will do. Automatically. For you. HOW DOES IT DO IT? The Texture Pack Combiner is merely a batch file containing copying instructions for thousands of textures. When you run it, it will hand- pick textures from all available texture packs and merge them into a new customized texture collection, where each and every texture has been tested, compared and selected with careful consideration. So what you'll end up with is a stunningly beautiful Skyrim where the majority of the game's textures have been replaced. For this utility to do its magic, the only thing you have to make sure, after downloading and extracting the texture packs you want to use, is that you place them all in their correct folders for the scripted batch file to recognize them. More on that under the installation instructions. SO HOW EXACTLY WERE TEXTURES SELECTED? Textures were selected based on their qualities in several different key areas. Let me explain each of these in a little more detail: - Texture quality. Let me begin with the obvious. A texture's resolution, detail, sharpness, depth, colors and light reflection are all important areas in themselves. The overall quality of a texture is very important.- Repetition. A texture might look completely perfect when viewed by itself, but as soon as you use them at a larger scale, obvious patterns may appear that will catch your eye and look very unrealistic. For example, if I use a grass texture with one big, shiny rock in it and then repeat this texture over a large surface, you will see this rock repeated on the ground at regular squarish intervals. This is really bad for immersion and is generally something any texture creator struggles to avoid.- Transitions. A lot of hard work has been going into different texture transitions. If you have grass over here, some dirt over there, and a road down there, you will want all of these textures to agree with each other where they meet. If they don't, you'll end up with very apparent borders, smudges and loss of detail where different terrain and objects meet.- Blending. Again, a texture that looks superb by itself may look completely terrible when mixed in with others. It has taken a lot of effort in finding the right combinations of textures.- Distance. Distance can be subcategorized into three basic parts: close, midrange and distant. Textures often have the tendency to look great in one or two of these and then really bad in the third. For example, a smudgy, low- res texture might look awful when viewed right at your feet, but as you put some distance to it, it can suddenly begin to look wonderful. Move away even further and eventually it might lose detail and look bad again. There are a million examples of this and why it happens, but without delving further into it, this is the basic principle.- Realism. Generally speaking, if there was a choice between two great textures, and one looked great in an artificial way while the other looked great in a realistic way, then the one with a more realistic look would be preferable.- VRAMAh yes, the limits of video card memory. Rest assured that visual quality has never been compromized due to VRAM usage unless the texture was abnormally large. For example, there are textures out there for small objects that individually takes over 4.
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