![]() ![]() ![]() ![]() Then I simply drag and drop the "textures" folder into archive2.exe and save the BA2 with the proper name (espname - Textures.ba2). My settings for a texture archive would thus look like the attached screenshot. ![]() My procedure to generate uncompressed archives is as follows: unpack BA2 archive (either texture or main) from mod into empty folder with archive2.exe -> go to "file" -> "new" in archive2.exe and select either "general" or "DDS" as format (depending on whether I wanna archive textures or meshes/materials/scripts etc.) and select "none" for compression and click ok. This happens 100% of the time and also on a new game with only 1 texture mod enabled which contains an uncompressed BA2 texture archive. Thus I wanted to create uncompressed BA2 archives to make better use of my m.2 PCIe SSD and started unpacking and repacking my texture mods with no compression selected in archive2.exe, but when I booted up the game and tried to load a savegame, I got into an endless loading screen and I had to kill the game via Task Manager. After reading about the slow decompression throughput of BSA archives (except SSE ones) due to the use of zlib in a comment by Zilav made over on the STEP forum's xLODGen beta thread I did some searching and found out that Fallout 4 also still uses zlib and therefore somewhat negates the benefits of having a fast SSD + CPU for loading times. ![]()
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