Switch back to Skyrim, and load the save you just created.Am currently playing a modded version of Skyrim Special Edition (SSE not the latest Anniversary Edition) on my pc, and have come across an issue I just cannot get my head aroundġ.) A butterfly spawns on me all the time, and just won't go away even trace or xchange will only temporarily fix it.(If your first edit didn't show up, you might be using the wrong filename/location). Hold + to overwrite the last file you exported.Switch to GIMP and edit the texture as you desire.Once deciding to make a change, save your game and Exit to the Main Menu.Check your texture in-game (obviously).At worst, one of the two will crawl/crash. There's little harm in trying though, as long as you've saved. You'll need to be able to run both GIMP and Skryim together of course so if you've no way to switch applications or your computer isn't powerful enough, this method won't be possible. So with that in mind, here is the fastest way to check, edit, re-export and re-check your textures without having to waste time closing and reopening Skyrim (as loading another save will not reload textures). If you're like me, you'll probably be making many edits to your textures and checking them in-game. If you have a BLOCKY face that you can't fix, opening the file without loading mipmaps, and exporting the file with new mipmaps (and without compression) might be the cure. *Exporting Normal Maps without compression is essential! Because of the wide range of colours, GIMP (and Photoshop) will ruin their quality (most noticeably in the mipmaps) if you use ANY compression. You can do this by right clicking on any layer, clicking "Merge Visible Layers", and then selecting "Clip to Image".Īdvanced Options: If you chose to use compression, then expand this section and tick the "Use perceptual error metric" box to improve the compression quality slightly. But you NEED to have combined all your layers first. Mipmaps: If you want to have Mipmaps (you can go without them if you have lots of VRAM), select "Generate mipmaps" on the exporting window. But for high quality things like faces and any *Normal Maps, I suggest that you choose "None" for a nearly lossless file.
As it will reduce the filesize of the texture, but keep the alpha channel (transparency) for various textures that might need it, like fur and hair. Then decide what quality you'd like.Ĭompression: It's best to choose "BC3 / DXT5" compression.
Dds plugin for gimp 2.10 skin#
When exporting, replace the original file unless you want to save it somewhere else (like if you opened a vanilla race skin texture to edit it for a custom race). Their filenames should be the same as the diffuse maps, but usually have "_msn" at the end.Įxporting:Exporting will let you save your work as an image file. I don't suggest editing these in GIMP unless you're doing small fixes (like removing details/mistakes). From this map, the engine can then determine how the in-game light sources affect the object based on what coloured parts are exposed. This texture is created by the 3D model being lit from different angles by a certain colour on each axis.
Normal Maps: These allow the lighting engine for Skyrim (or your ENB) to add correct lighting and shading to objects.Their filenames should be the same as the diffuse maps, but usually have "_g" at the end. Edit these sparingly, as it's easy to make them blinding-ly bright (especially if you use an ENB). Only a few vanilla objects use this, like the Vampire eyes, and Nirnroots. Glow Maps: These are additive textures meaning that they only ever increase brightness of what they cover.Their filenames should be the same as the diffuse maps, but usually have "_s" at the end.
If you're using an ENB, you can adjust their strength and 'curve' to make things look more glossy or matte. The black areas will not reflect, and the white areas will be mirror-like to light sources.