As promised there is now "A Guide to creating an .esp .bsa Version of NMC's Texture packs"
All other official TTW tutorial will go on that page. My next one will be "A guide to Professionally Convert a FO3 mod to TTW"
As promised there is now "A Guide to creating an .esp .bsa Version of NMC's Texture packs"
All other official TTW tutorial will go on that page. My next one will be "A guide to Professionally Convert a FO3 mod to TTW"
Are there performance benefits to using an esp?
slight but, this method keeps your data folder clean and you can easily remove NMC (or any other mod that you create a .bsa for)
Yup, there's nothing to overwrite. Just make sure Archive Invalidation is on in someway or another. Chuck can comment better on his BSA method. I was personally always too lazy to wait for the BSAs to pack with BSAopt, so I usually just make a FOMOD out of it an activate it with FOMM. It's good practice to use BSAs as it keeps your folders clean though.
Hard for me to tell as I usually run with an ENB. Judging solely by the road in Goodsprings though, I'd say no as NMC tends to make it a tad darker. Are you dumping the actually textures into the Data folder, or are you putting the Textures folder into the Data folder. You need to do the later.
Check your Fallout INI too and make sure bInvalidateOlderFiles=1 and not 0. I'm not sure if you need to do this with Archive Invalidation, but it doesn't hurt either way. If you having trouble making a BSA, don't bother. It makes things tidier, and is especially nice when making mods managing textures, but as an end user, it's not really necessary.
Then they should be working. Remove the Textures and Meshes folder, load the game and take a screenshot. Put them back in the game and take another screenshot in the exact same area. The best place to do this is outside during the day facing a long stretch of road (outside of Goodsprings works nicely). Check to see if it looks different.
Glad to here you got it working!