Custom Bain Projects

Post » Sun Jan 23, 2011 10:55 pm

Thanks.

Another question (apologies if I am becoming a pest) regarding the "LandscapeLOD BAIN COMPILATION"...
Most of these mods came as is and only cover the either normal or color maps. Zacherots, and Xerus had combined maps which I extracted and separated.

How did you know which were SI files?
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stevie critchley
 
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Post » Mon Jan 24, 2011 6:34 am

Hey no problems - not a pest.

I don't ignore people - I do find sometimes I get ignored ... but that is a different story.

I separated out the normal maps from the color maps. If your not into graphic design maybe not that apparent - Dev explained some of it http://devnull.sweetdanger.net/lod2.html.

Not many SI LOD files. I don't think Zacherot made any but Xerus did. CorePC did too with his vibrant textures.

The SI LOD files generally start with the number 40728.

You could also download Paint.net freeware and view the files directly. same with Blender/Nifscope - you can see exactly what is being added with these.
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Amy Siebenhaar
 
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Post » Mon Jan 24, 2011 2:17 am

The SI LOD files generally start with the number 40728.

I wonder how reliable this is - I noticed some 40728 files in CorePC Vibrant 512 Normal Maps? I was hoping that they would be because it would make splitting the files up so much easier. I have been deriving them by looking at other folders and then generating Move commands from the combined packages.

I suppose I could just assume the prefix, because it would all get loaded and would make the division so much easier to do - what do you think?
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Curveballs On Phoenix
 
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Post » Mon Jan 24, 2011 2:08 am

truthfully I cannot recall my method of how I seperated them out, but I did not have paint installed then - which is a preferred method now.

You could then tell immediately what the map was - normal versus color versus Cyrodiil versus SI.

http://www.getpaint.net/ is cheap and installs in a jiffy.

Can open any .dds file.
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Jonathan Montero
 
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Post » Sun Jan 23, 2011 9:15 pm

Thanks for the link.

Interesting that there are many DDS files that Paint says it has an unspecified error while opening the file for many of the Xerus files - so am still none the wiser, but a little worried in case there is something wrong with the files :(

The good news is that I had used my OMOD to get the files and, as a result of these errors, I extracted the original archive - which has SI in a separate folder. The normals just have a "_fn" suffix - so no need to look at each file.
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Cody Banks
 
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Post » Mon Jan 24, 2011 3:47 am

Have you ever experimented with http://www.tesnexus.com/downloads/file.php?id=27023?

He seems to have an interesting approach to how he has split up the various elements and would be interested to know what you think of his approach.

Had it downloaded, but never tried it ? but now with WB, experimenting with texture replacers is so simple in that you can easily restore stuff overridden :)
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Susan Elizabeth
 
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Post » Sun Jan 23, 2011 8:14 pm

Yeah for some reason I cannot open Xerus versions either - hmmm.

Not sure why as most others open fine.

I am currently using and have used for a while now -pk-'s LOD for border regions, normal and color. And all the 512 versions. They work great and I've learned the hard way how much of a drag LOD can be. So I try to keep the minimal in there while I also run the system hungry FCOM.

Strange though some are better optimized than others. I've noticed less drag in using QTP III LOD 4096 optimized than a few others.

Here is the LOD package a la file tree as it is now:
   │   ├[00 LOD NormalMap Fix MipMap Fix]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[10 Border Regions Color -pk- 512]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[10 Border Regions Color Blade -pk- 1024]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[10 Border Regions Color Blade9722 2048]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[10 Border Regions Color Shaja 2048]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[20 Normal Maps -pk- 256]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[20 Normal Maps -pk- 512]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[20 Normal Maps CorePC Vibrant]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[20 Normal Maps Deathb0rn 512]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[20 Normal Maps Deathb0rn Vanilla]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[20 Normal Maps Qarl 1024 Reduced]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[20 Normal Maps Qarl 2048 Reduced]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[20 Normal Maps Qarl 4096 Compressed]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[Generated]   ├[20 Normal Maps Qarl 512 Better Looking]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[20 Normal Maps Qarl 512 Reduced]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[20 Normal Maps Xerus 512]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[Generated]   ├[21 SI Normal Maps Xerus 512]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[Generated]   ├[25 Color Maps Main Landscape -pk- 1024]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[25 Color Maps Main Landscape -pk- 2048]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[25 Color Maps Main Landscape -pk- 4096]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[25 Color Maps Main Landscape -pk- 512]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[26 Color Maps Important Landscapes -pk- 1024]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[26 Color Maps Important Landscapes -pk- 2048]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[26 Color Maps Important Landscapes -pk- 4096]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[26 Color Maps Important Landscapes -pk- 512]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[27 Color Maps Less Important Landscapes -pk- 1024]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[27 Color Maps Less Important Landscapes -pk- 2048]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[27 Color Maps Less Important Landscapes -pk- 4096]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[27 Color Maps Less Important Landscapes -pk- 512]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[30 Color Maps Blade9722 2048]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[30 Color Maps Blade9722 4096]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[30 Color Maps CorePC 1024]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[30 Color Maps CorePC 2048]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[30 Color Maps Diverse Grasses 2048]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapeLOD]   │           │   │           └[generated]   ├[30 Color Maps Diverse Grasses 4096]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapeLOD]   │           │   │           └[generated]   ├[30 Color Maps Qarl Better Tiling 1024]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[30 Color Maps Qarl Better Tiling 2048]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[30 Color Maps Qarl Better Tiling 4096]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[30 Color Maps Qarl Better Tiling 512]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[generated]   ├[30 Color Maps Shaja 2048]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[30 Color Maps Xerus 1024]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[Generated]   ├[30 Color Maps Zacherot 4096]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[35 SI Color Maps CorePC 1024]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[35 SI Color Maps CorePC 2048]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[landscapelod]   │           │   │           └[generated]   ├[35 SI Color Maps Xerus 1024]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[LandscapeLOD]   │           │   │           └[Generated]   ├[40 Noise Replacer - CorePC]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[effects]   ├[40 Noise Replacer - HTF 1]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[effects]   ├[40 Noise Replacer - HTF 2]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[effects]   ├[40 Noise Replacer - HTF 3]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[effects]   ├[40 Noise Replacer - Koldorn Light]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[Effects]   ├[40 Noise Replacer - Koldorn Medium]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[Effects]   ├[40 Noise Replacer - Koldorn Strong]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[textures]   │       │   │       └[Effects]   ├[40 Noise Replacer - Xerus]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Textures]   │       │   │       └[Effects]   ├[50 Optimized Distant Land Max 50%]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[meshes]   │       │   │       └[landscape]   │           │   │           └[lod]   ├[50 Optimized Distant Land Max 75%]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[meshes]   │       │   │       └[landscape]   │           │   │           └[lod]   ├[51 Optimized Distant Land UL 50%]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[Meshes]   │       │   │       └[Landscape]   │           │   │           └[lod]   ├[51 Optimized Distant Land UL 75%]   │   │   │   ├[Docs]   │   │   │   │   │   └[LandscapeLOD]   │   └[meshes]   │       │   │       └[landscape]   │           │   │           └[lod]

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Nathan Barker
 
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Joined: Sun Jun 10, 2007 5:55 am

Post » Mon Jan 24, 2011 7:23 am

Many thanks for this - much appreciated.

It had not occurred to me merge it with the others in the way you have done - I had created a separate BAIN package :) Will probably copy your approach. A small point, but I noticed that PK had included a leading space for 512 which got it sorted ahead of the higher resolutions - seems more logical to me.

I notice that you have a Docs folder structure of...

├[Docs]
│ │
│ └[LandscapeLOD]


Does this land up in Oblivion\Data\Docs\LandscapeLOD? I think you mentioned this before, but now I think I understand. Also, knowing OB's problems of scanning everything, do you have any concerns regarding the number of files that end up in Data\Docs?
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Niisha
 
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Post » Sun Jan 23, 2011 7:03 pm

Hmmm - well I'm aware of directory thrashing, but isn't that with regard to only esm/esp files?

that is why Wrye invented Ghosting so that the ghosted files are not scanned.

I'm not aware of the game scanning folders within the data directory and that they are only accessed when a mod calls upon specific paths within those folders.

Docs I thought was harmless. Wrye Bash can sweep docs into the doc folder but after 800 or so get swept in there it gets messy, so I presort and have many folders with general types of mods readmes in them - body mods, LOD, Quests, Race, Combat, etc.

Please say more about your concerns regarding this.
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James Rhead
 
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Joined: Sat Jul 14, 2007 7:32 am

Post » Mon Jan 24, 2011 8:43 am

I vaguely remember reading a thread some time ago that was discussing the "thrashing" problem. I seem to recall that it still looks at everything in the Data folder - perhaps if only to enumerate in order to decide whether to look further. Of course my recollection and/or understanding may be flawed :)

I have changed my original approach slightly in that I now have a Doc Project that only contains a link to another folder with the real documentation. I did this because I noticed that WB was scanning the folders (even though I prefixed it with "--"). So my document folder structure looks like this...

BAIN Archive Name
-- Original Downloads
Screenshots
ReadMe
Link to Web Site

Here is a really simple one...

Mod Docs and Downloads\Tantrivaylia

├[-- Original Downloads]
│ │
│ └Tantrivaylia-29081.7z
├Tantrivaylia.txt
└Tantrivaylia.url


Key benefits of this approach are...
  • Forces me to tidy up and organise my original download files
  • Reliable web link always available (including non-Nexus sites)
  • Easy access to relevant pictures (most of which were used in my OBMM scripts)
  • Avoids using Oblivion\Data (just in case)
  • Avoids using WB controlled folder (just in case)

Working on Bodies and Textures at the moment - it is taking some effort to migrate most of my stuff from OBMM. I am also testing on my existing setup as I go, so I can be sure that I have not messed up anything obvious. Really getting to like WB and find this thread is an absolute goldmine for reference and ideas - thank you so much for sharing.

BTW, where does WB store "Comments"? Useful, but I am not sure if it is maintained over BAIN archive refreshes.

I do wish I had some real knowledge as to diagnosing my hangs or CTDs instead of having to rebuild and just use trial and error :(
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Kate Norris
 
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Joined: Mon Nov 27, 2006 6:12 pm

Post » Mon Jan 24, 2011 6:12 am

I"m not sure I follow what you're doing with the docs folder and why.

I do not keep my original downloads packaged with the the BAIN package that goes into the Bash Installers folder.

I've got an external hard drive for packages that don't get updated often and another hard drive (physically separate from the the one Oblivion is on) for packages that get updated frequently. This assures that each package has at least one back-up. What I do is have the folder structure laid out already with the top folder named 'themodcollection-BAIN' then each sub-folder for each mod included. This way what I do is re-update those folders and then rezip.

In updating the BAIN tab what I generally do is
1. make sure the new modcollection-BAIN is named exactly the same ans the old one.
2. Either delete of cut and past out of the Bash Installers folder the old version.
3. Copy in the new version.
4. Open BAIN and let it recognize the new version.
5. Anneal.

If I'm feeling particular or really organized I may already have changed to time and date on the mod so that it gets annealed where I want it to go. This is done at the same time as cleaning the mod is done (prior to rezipping the BAIN).

I'm not sure where comments are stored. That would be good to know though.

With the docs folder I organize by mod type not BAIN collection name though - for what it is worth.

How do you see it scanning those folders exactly?
I cannot find the thread about directory thrashing - probably purged.
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Matt Bigelow
 
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Joined: Sun Sep 30, 2007 6:36 pm

Post » Mon Jan 24, 2011 3:40 am

I probably didn't explain things very well.

I have my BAIN archives in the Bash Installers folders. These are not the same as the original files I downloaded, which I like to keep - so these are held with the documentation as described.

When WB is refreshing the Installers, I noticed the Project folder holding my documentation and archives being scanned, which is why I moved it to somewhere external to WB.

As far as backing up the BAIN archives, I back my whole machine to an external drive on a pretty regular basis (a minimum of once a week).

I do the same as you for updating BAIN packages - so I am doing something right :)

Hope this makes more sense.
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~Sylvia~
 
Posts: 3474
Joined: Thu Dec 28, 2006 5:19 am

Post » Mon Jan 24, 2011 8:56 am

Still not clear.

What is scanning your folders? Wrye Bash or the Oblivion game engine?

If you mean Wrye Bash then no worries - supposed to do that.

But your first post made it sound as though it were the Oblivion game engine.

All in all it takes me 3 times longer to bash the patch than it does to open my BAIN tab.
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Ronald
 
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Post » Mon Jan 24, 2011 4:46 am

Still not clear.

I suppose I have confused the issue by assuming too many things.
  • Oblivion\Data\Docs
    Did not want to put my docs in here because I was worried about adding lots of files that *might* have an effect on Oblivion.

  • Bash Installers\-- Mod Documentation
    To avoid #1, this is the WB Project I created as an alternate location for my documentation and *original* downloaded files. There is one documentation folder for each BAIN archive and does *not* contain the BAIN archive files - only documentation, web links, images and a folder containing the original downloaded files comprising the BAIN archive (structure in earlier post).

  • non-WB-path\Mod Docs and Downloads
    Because the " Bash Installers\-- Mod Documentation " folder was starting to get quite large (in terms of number of files), I moved the *contents* to a new location to avoid WB scanning the "-- Mod Documentation" folder each time I went to the Installers Tab. My thinking was that when I have finished the process I am going through, there would be a lot of files in this folder and it seemed like a good idea to avoid it (which included the original downloaded archives) being scanned.
Is this any clearer?
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Tamara Primo
 
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Post » Sun Jan 23, 2011 11:01 pm

Yes but the scanning you are talking about is by Wrye Bash is expected behavior and not the same as directory thrashing (the potential fear in point 1 - although very doubtfully real).

For the reason you cite I only keep packages that are the final product there - the rest is backed up and packed elsewhere - keeps it tidy and gives redundancy.

anyway glad I could help with all that. All the best.
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LijLuva
 
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Post » Mon Jan 24, 2011 7:49 am

I only recently discovered "SetDebugText 13" and "TDT", which has allowed me to examine my vram usage. I discovered that I was running over 1,000mb (my card has 1 gig) and, then the game would crash. I have found your BAIN approach to World and Landscape Texture Replacers invaluable - I have now managed to keep the usage below 1gig and have re-introduced two mods that I could not run previously (CRR and TT).

Question 1
Given that I have not re-installed OB yet (have converted over 100 OMODS to BAIN :)), is it worth creating a World Texture pack from a backup I did of the Data directory after installing OB, SI and Official plugins)? My thinking is that this would allow me to mix vanilla meshes and textures with the other replacers (not sure what meshes and textures I would be running if I uninstalled all the non-vanilla replacers).

Question 2
Have you used "PyFFI Optimised QTP III Meshes - Fixed"? Do you have a view on where it sits within the World Texture Replacers or even whether it is any good?


As always, many thanks for any help and guidance you provide - very much appreciated.
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djimi
 
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Post » Mon Jan 24, 2011 5:40 am

Question1

Not sure I follow. Do you mean cull out the data files from the data folder? I wouldn't do that too much chance for error. Even when I did manual installs prior to learning OBMM I kept back ups of all archives.

Question 2
In did PyFFI the meshes for QTP III Redimized. But now there is a version with that already done. A full PyFFI version (not sure if that is it) Came out just as I finished my version. Can't find link, but have to run right now. Diligent searching will yield results.
So I used my own version with the corrected fort floor texture that Dev Posted - - - somewhere.
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Eilidh Brian
 
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Post » Mon Jan 24, 2011 8:38 am

I have a copy of the data folder that I made after my original install. I was wondering whether I could copy a selection of the files and directories using your World Texture BAIN project as a guide to what should get copied - presumably not that much as most of it will be in the OB's BSA files. Reason for wanting to do this, is to be able to use vanilla meshes and textures that probably will not be restored by WB as a result of been lost through OBMM usage) - hence the question.

Here is the link to http://www.tesnexus.com/downloads/file.php?id=26756 - it clains to have fixed some problems with the inclusion of far too many files in the original.
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Fam Mughal
 
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Post » Mon Jan 24, 2011 7:57 am

I don't know if you can do that.

I don't think I could and be 100% that some random dds file was not placed by another replacer or something.

I'd have to compare and in going through all that - the time it would take - no thanks.

I've got fast internet and plenty of storage space backing it all up and using fresh files is, to me, the only way to go. Now after a sub-package is made I want to shift it from one package to another - that is a different story.

I'm only installed Oblivion 3 times. The first time installing it all manually. The second time when moving to omods and the third when moving to BAIN - - OBMM had crashed 3-4 times and I wanted to switch to BAIN.

Then that was it - well there was one more time after that but I backed up my Bash installers folder then reinstalled and had the entire mega install up and running in less than a day.
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(G-yen)
 
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Post » Mon Jan 24, 2011 3:04 am

Psymon

I just wanted to say thank you for publishing your BAIN projects in this thread and thank you for all the help and advice you have given me - very much appreciated.

I have now converted almost everything to BAIN packages (would never have occurred to me to group things without your thread) and what is left in OBMM is...
  • OBSE plugin installs
  • Mods better left to OBMM scripts
  • My game's music files
    I have a standard install script for these that prevents the original files being reloaded by renaming some of the files during the install process - seemed simplest to leave these alone.
Thanks to you I am WB and BAIN convert :)

Edit
PS Can't decide whether I should now remove and re-install Oblivion or not - is it likely to improve OB reliability?
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joseluis perez
 
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Post » Mon Jan 24, 2011 1:46 am

Well you could just uninstall all BAIN and OMOD packages then go into data folder and delete all stragglers.

Simpler than reinstalling.

Not sure what the point of reinstalling is now - unless there were registry problems or something core about the game was missing and you can't find it.

You are welcome - glad it helped somebody.
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Miranda Taylor
 
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Post » Mon Jan 24, 2011 3:38 am

Psymon: Not that the work you're doing isn't uber-awesomeness, but would it be possible to release any BAIN converters for the packages?
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Jonathan Windmon
 
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Post » Sun Jan 23, 2011 11:42 pm

What is a BAIN converter?

Do you mean create a program that converts pre-existing mods to BAIN format? That would not be of interest to me as once you learn it - it is so simple to do yourself. Very small learning curve if you already use Wrye Bash.

I agree with Wrye in that the best course is to encourage mod makers to implement BAIN (at the source) which is why I posted about all those packages (many of those mods now packaged via BAIN by the modders).

I was just being a salesmen/cheerleader. Not really that awesome. As I go and the more I learn about the CS the more I'm astounded by the modders who made those mods.

If you mean re-releasing mods that are BAINed (my packages) - no because these people would bring issues with the original mods to the me instead of the mod makers. I did my best to show how to make the packages - that was the intent. Surprised this thead was not purged.
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Cartoon
 
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Post » Mon Jan 24, 2011 6:10 am

What I meant was.. I remember reading something about Bain Conversion Scripts. I think it was on the CS Wiki. But that's probably for modders to release in their mod packages...
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+++CAZZY
 
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Post » Sun Jan 23, 2011 9:25 pm

No I can't say I recall that too much.

People have suggested BAIN be changed to allow scripted installs. actually it is just easier to write an OMOD script for BAIN package to allow for both forms of installs.

BAIN however is much more akin to manual installing than omods are though.
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Sxc-Mary
 
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