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I personally prefer the large "dump" of assets myself because it's sort of the "legacy" standard thing for TTS workshop mods for models - though mostly in way smaller quantity (like Vess, JustJohn, ScreamInVain). I think I'll just try to place things on the table a little less haphazardly in the future.
*Cheers to @Phantastic for mentioning the 'Expand' function. Didn't know you could do that and it saves soooo much time. xD
@Chro On the example builds, that's my line of thinking. I wanted to give people a good idea of how to make use of the assets.
@Sixstring & @Ðrim I think that's doable on a per-person thing by saving bags or moving everything into your own save. Personally the way I do this is how Phantastic mentions, with the "Expand" function, but I can see how people might want categories (sectioned bags).
@Phantastic Yeah these are exactly my same sentiments.
If you bag them all, then we can't use the 'Expand' function on the mod to find an asset whilst on another table.
If they're in a dump like they are now, it can take a long time to load and tanks FPS.
If they're in smaller more intuitively categorised mods... then that's a lot of mods you would need to maintain / update.
Mayhaps the best way to approach this is to give people the means to sort out their own solution.
The problem that I think I'd run into is if I published something like "Saught's Library Assets" and then I extract books from like multiple different games over the next few months, I'm kind of hesitant to go back to an older mod and continue adding new stuff. It would probably be more organized (from a TTS perspective, but definitely not on my end) but also might eventually turn into another full table of hundreds of books and shelves.
Thoughts?
Mostly you see clumps based on the order of how I've extracted assets, and then the subsequent groups when I build the AssetBundles. So something like, "Level 1" assets which might contain various Rocks, Camps, the Ruined Tower, a Tent, and some random dressing. I'll usually extract them to a "Level1" folder, then import into Unity. If there's too many AssetBundles to compile at the same time, I usually just fill up the list until I run out of vertical screen space, and then import that "batch" into TTS. I guess for everyone else, they just see a random group of assets lol.
And this is my quick attempt at an example: https://imgur.com/a/tFx5pI7
I guess it would not be worth the effort to do this retroactively, because it would require you to compartmentalise from the beginning.