It was surprisingly easy as only a handful of mods supplied distant object meshes. Given that DynDOLOD.esp loads DynDOLOD.bsa last, I assume there won't be conflicts with archived assets that aren't won by DynDOLOD. Previously to replacing DynDOLOD's loose files, I checked every file conflict with other loose files and temporarily removed them from the original mods. I'm trying to pack DynDOLOD's output assets (SSE), has anyone done that yet? Uncompressed Wyrmstooth worked flawlessly. It also depends on the power of your CPU (or the CPU of people using your BSA which may be less capable) to on-the-fly decompress the BSA for the file, then to decompress the highly compressed XWM, then to play the WAV (which is not a compressed format in itself). This sounds all too familiar for those of us who have witnessed the symptoms of the problem first hand, I am guessing but maybe adding BSA compression also has similar effects on the file because you are taking it beyond its original compression level. You will note there that the higher the compression setting for such files, the result is lossy and degraded, and also the interpretation of loop points can be lost the further you up the compression on the file.
See also this post and my next post in the same topic.īasicly : WAV files, which are greatly compressed into XWM files (in Skyrim these are a new form of compression based on microsoft XWMA, which is also a derivative of Windows Media Audio (WMA)), and then even further compressed into a highly compressed BSA = Sometimes they do not get loaded by the game engine or sound like corrupt garbage (like an old dial up modem on a dirty line, or sometimes parts of a voice will go a bit Dalek).Īnd if you go looking for Microsoft and XWMA encoded files, I think you will eventually get led to MS blabbing about ADPCM (which I believe was a rebranded XWMA format The reason for that belief is the ADPCM page I just linked reads just about word for word the same as the old XWMA page did (which was removed from Microsoft sites), with a few changes).
I know other files have different types of compression in addition to BSAs compressing them aswell (such as textures), but it only becomes an issue for sound files.Įmma's Vilja for both Skyrim LE and SE use non-compressed BSAs, her mod uses something like 3500 voice files and compressed BSAs cause issues in both games. The voices in LE and SE already use their own very high compression, compress them again and it becomes a CPU load and timing issue just extracting them twice with different decompression techniques. The compression method is part of the issue. Can anyone confirm that sounds (music, voice?) shouldn't be compressed? Is it only for SSE and not classic Skyrim - since SSE uses a different compression protocol? However, the original classic version of v.1.17B published by Jonx0r has a much smaller bsa, less than half of mine, so I assume he compressed it with sounds and all. bsa because I've been reading around that sound files get funky if you compress them. I've just tried my first go with BSArch by archiving a ported version of Wyrmstooth 1.17B - it seems ok so far from reloading old saves in WT, but further testing is pending on my getting back there. I forgot to mention here a new tool by Zilav - BSArch I dont use the official Archiver (just because I have no need of having the whole buggy CK installed, and not due to any kind of preference) So at least in that case it was the CK at fault. Well according to the latest pack and ship of the Unofficial SSE Patch, the CK borked it and skipped a fix script from the files required entirely, it was the fix to Dawnbreaker duplicates which was recently solved in the pre-release beta.