Custom Bain Projects

Post » Sun Jan 23, 2011 8:09 pm

~Custom BAIN Projects~
A forum to share ideas on how to create BAIN compilation archives of your own.

A place for me to post these indulgent ideas without cluttering up modders threads with them.

An attempt to illustrate and learn better methods of creating BAIN archives.

I like choice. When Wrye began implementing the BAIN project and learned that with this tool it would be possible to have a better method of installing I got excited. No more wondering if I missed a folder or file when uninstalling a mod that I did not like. No more sloppy uninstalls thanks to OBMM, which can leave legacy or take out what you don't want. Best of all you can set BAIN up to track which package/Archive has priority in what you want to install, so if you want to create an archive that had several versions of the same file and then swap files in and out it not only could track which version of a file you had installed within that package but also how those files would then be installed in relation to other projects. With the anneal function one could create archives that allowed you to switch between versions of a file in minutes instead of tens of minutes (or much longer depending upon how detailed and complex the structure of the archive is.

This is great news for mod makers who may dislike writing OBMM scripts but also for mod users like me who like to have lots of choices. With BAIN an archive can be simple or complex. For most overhauls and large mods you can expect complex; however, for most simple mods it will only need a simple structure. Each directory of an archive (weather simple or complex must consist of a directory structure that mimics the data folder of oblivion. Like so:
Docs
Fonts
Menus
Meshes
Music
OBSE
Sound
Textures
Videos, etc
as well as all the esp and esm files.

With the ability to have complex archives one could create multiple simple directories in one archive ? meaning that you could bundle mods together into one package! Advantages of this include:
-The ability to combine various non esp mods together in multiple or simple directories.
-The ability to mix and match various simple and complex mods with minimal hassle (after the archive is made that is).
-The ability to archive together all the small mod tweaks and icons and miscellaneous data folder errata that is often difficult to track.
-The ability to create archives that allow for fast installation of all this 'data'
-The ability to have choice! If you don't like how a certain feature is in game then (as long as you put some work into creating a better archive you can change, then back, then to something else if you like).

At this point BAIN is still a work in progress and one should track progress here: http://www.gamesas.com/bgsforums/index.php?showtopic=939539 & http://cs.elderscrolls.com/constwiki/index.php/Bain#Overview and read the readme http://wryemusings.com/Wrye%20Bash.html:

To create complex archives out of simple ones you'll need to be proficient at extracting archives into temporary folders and arranging what you want (following data folder logic). Each directory is then a level of priority within the archive and as it is now the primary directory is usually called
00 core

each level after that is numbered in such a way that the higher the number the higher priority in installing. So if I had a map mod that I created and the core directory had the main map I wanted to use then I could create a choice of other maps that would overwrite the core files if I checked them on install or anneal. Other higher directories could then contain, for instance, map icon variations. The method I have for creating these directories is that if two files are to occupy the same space then you want to first have the primary one you want be installed in the core directory. Next, make sure that further choices are give the same number in higher directories:
00 core
01 map 1
01 map 2
02 icons 1
02 icons 2
This is strictly for the sake of helping you recognize that you might install two of the same file types at once and also to create a hierarchy of install order. Mistakes are possible and bain can warn about conflicts but not necessarily prevent you from making them.

So this thread/series of posts will be about custom BAIN projects that I have created for myself to use. I'm a completest type of collector and so you could view this as a mod user seriously geeking out. You could (unless your already tired of this) see this as suggestions about the further uses of BAIN (I know I want to hear more about other people and how they are creating their own archives.

-TIPS-
Regarding the readmes ... bain will supposedly sweep up certain file extensions and place then in the docs folder. But with around 450 mods (counting retextures and minutia) that can be a very busy folder. What I do instead is create further directories for each readme. i.e. Docs\User Interface\maps ... or Docs\Body Mods\Roberts Male, etc. This tidies up the docs folder and makes it all easy to find.

-DISCLAIMER-
I've no intention of releasing any of these archives. That would entail massive amounts of time tracking down and getting permission from mod makers to do that. Instead I'm just here to post the plans ? not the product. I guess I come from that school of thought where it is not cool to use other peoples work and call it your own. This is a tribute to those more talented than myself. If I make a mistake describing your mod ? go easy on me, not intended. Also if your brand new at using mods ? take your time. This isn't recommended for those starting out (not by me anyway).

I'm no modder ? I want no credit ... just want to say

-CLAIMER-
Although I'm turning to BAIN - Don't get me wrong I've loved using OBMM - it is a great utility. This however is a celebration of BAIN. I still use OBMM but am moving over to BAIN for the sake of progress.

THANK YOU!

I may come back and revise this first post - just wanted to get it up. More to follow ...
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Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Sun Jan 23, 2011 3:23 pm

**Dark UI Darn 1.60 Deluxe** BAINifying allowed me to add a lot more to the project.

The Package Directories look similar to Wrye's DarN BAIN:
00 Core ? has most of the meshes, textures, Video, Menu files. I examined the structure of Darnified UI-BAIN that Wrye created and then rearranged the manual download of Dark UI'D Darn: http://www.tesnexus.com/downloads/file.php?id=11280 Also for beginning BAIN structure get Wrye's version here: http://www.tesnexus.com/downloads/file.php?id=22170 using that I then added in these mods to the core directory:
Map Additions by Kyoma: http://www.tesnexus.com/downloads/file.php?id=22163
CyrodiilTerrainMap: http://www.tesnexus.com/downloads/file.php?id=2634
SI TerrainMap: http://www.tesnexus.com/downloads/file.php?id=10292
Adny Map Icons Tweaked: http://www.tesnexus.com/downloads/file.php?id=18285
Cleaner Loading Bar: http://www.tesnexus.com/downloads/file.php?id=17451
Dark UI Supplemental Pack: http://www.tesnexus.com/downloads/file.php?id=6795
Darker Cursor: http://tesnexus.com/downloads/file.php?id=7435
01 Recolor UI ? Black and Blood Red: http://www.tesnexus.com/downloads/file.php?id=16906
01 Recolor UI ? Black and Gold: http://www.tesnexus.com/downloads/file.php?id=16897
01 Recolor UI ? Dark Blue: http://www.tesnexus.com/downloads/file.php?id=16387
01 Recolor UI ? Dark Green: http://www.tesnexus.com/downloads/file.php?id=16895
01 Recolor UI ? Dark Wood: http://www.tesnexus.com/downloads/file.php?id=16434
The above contain variations on the Dark UI color textures and replace only those parts. These were chosen because they have corresponding Atmospheric Loading Screens (see below).

02 Classic Inventory
03 Custom Fonts
04 KCAS Level Menus
*still waiting for answer with regard to RL: http://www.gamesas.com/bgsforums/index.php?showtopic=861322&view=findpost&p=13796189 & answer was to edit the stats menus - haven't tested though
05 Lighter Main Menu ? normal
05 Lighter Main Menu ? Daedric
06 no 'Quest Added' Pop Ups


---Maps & Icons.
In the core directory I put the Adny tweaked icons (my favorite - they're colored and borderless). Hence they are default; however, I also added more icons to fit other maps. Maps were chosen by quality and whether there was a compatible SI map:
10 Color Maps: http://www.tesnexus.com/downloads/file.php?id=12797 & http://www.tesnexus.com/downloads/file.php?id=12797 combined with Color Map Markers: http://www.tesnexus.com/downloads/file.php?id=2537
10 Elven Maps: http://www.tesnexus.com/downloads/file.php?id=3002 & http://www.tesnexus.com/downloads/file.php?id=16640 combined with Color Map Icons: http://www.tesnexus.com/downloads/file.php?id=4481
10 Old Map: http://www.tesnexus.com/downloads/file.php?id=15264 & http://www.tesnexus.com/downloads/file.php?id=10081 combined with borderless icons: http://www.tesnexus.com/downloads/file.php?id=2487
10 SpewBoy Maps: http://www.tesnexus.com/downloads/file.php?id=17440 & http://www.tesnexus.com/downloads/file.php?id=17439 combined with default icons above.

--Honorable mention:
Maps- Roads and Trails: http://www.tesnexus.com/downloads/file.php?id=14822
Beyond Cyrodiil: http://www.tesnexus.com/downloads/file.php?id=18549
No Compass Quest Markers: http://www.tesnexus.com/downloads/file.php?id=2625
Reduced map markers http://www.tesnexus.com/downloads/file.php?id=16036 (an esp though)
Morth Local Maps: http://www.tesnexus.com/downloads/file.php?id=20691 but contains shaders which BAIN does not handle.

-- Recolor options
While the Atmospheric Loading Screen base could have easily been incorporated into the core directory I chose to keep it separate in he case that I want to use an alternative loading screen mod (see below).
20 Atmospheric Dark UI Loading Screens: http://www.tesnexus.com/downloads/file.php?id=8958
21 ALS Recolor ? Black and Blood Red: http://www.tesnexus.com/downloads/file.php?id=17059
21 ALS Recolor ? Black and Gold: http://www.tesnexus.com/downloads/file.php?id=17059
21 ALS Recolor ? Dark Blue: http://www.tesnexus.com/downloads/file.php?id=17059
21 ALS Recolor ? Dark Green: http://www.tesnexus.com/downloads/file.php?id=17059
21 ALS Recolor ? Dark Wood: http://www.tesnexus.com/downloads/file.php?id=17059
Other options not included: Pink Atmospheric Loading screens due to no Corresponding UI

--Loading Screens Additions - To begin with this page is a great resource for UI and loading screen mods: http://atmosphericloadingscreens.pbwiki.com/Other+Mods

22 Atmospheric Dark UI Loading Screens Theme Pack 1-4: http://www.tesnexus.com/downloads/file.php?id=16963 & http://www.tesnexus.com/downloads/file.php?id=16983 & http://www.tesnexus.com/downloads/file.php?id=17143 & http://www.tesnexus.com/downloads/file.php?id=20060 & http://www.tesnexus.com/downloads/file.php?id=20881 these have new borders that will lack the consistency of whatever Dark UI you are using. They will not overwrite the atmospheric Loading Screens above.

30 Loading Screen Theme Replacer
Loading Screen Theme Replacer: http://www.tesnexus.com/downloads/file.php?id=16950
http://www.tesnexus.com/downloads/file.php?id=16951 & http://www.tesnexus.com/downloads/file.php?id=17231
Are combined with the included compatibility patch for Dark UI. These each have an esp included that should be tagged {{BASH:NoMerge,Graphics}} then left deactivated to import into bash. These are Loading Screen add ons that will either overwrite portions of the above Atmospheric

These are similar in that they will overwrite some ALS above and have esp files:
31 Loading Screens Remade: http://planetelderscrolls.gamespy.com/View.php?
32 Game Radar Loading Screens: http://www.tesnexus.com/downloads/file.php?id=8412
33 Alternate Loading Screens and Tips: http://www.tesnexus.com/downloads/file.php?id=9420

Loading Bars ? need to install last or will be overwritten by Loading Screens
40 Spiffy Loading Bar: http://www.tesnexus.com/downloads/file.php?id=17488 (this, so far, is my favorite loading bar).
40 Vertical Loading Bars: http://www.tesnexus.com/downloads/file.php?id=17690

These mods were incompatible:
Dark UI Major Jim's Stats: http://www.tesnexus.com/downloads/file.php?id=11318
Faegan's DarkHUD: http://www.tesnexus.com/downloads/file.php?id=9792
Streamlined Hud: http://www.tesnexus.com/downloads/file.php?id=8535

--Other HUDs worth mentioning - but may be incompatible:
Cinematic Dialogue HUD: http://www.tesnexus.com/downloads/file.php?id=9792
Customizable HUD components (a WIP but may one day be essential): http://www.tesnexus.com/downloads/file.php?id=22272

So with all this in place it really takes only a few minutes to rearrange things like maps, loading screens, and recolor of the UI itself. I considered having the atmospheric loading screens as part of the core but decided not to if I wanted to not use them at all in favor of LSTR or the others. I already tagged the all the loading screen esp files with {{BASH:NoMerge,Graphics}} as I use FCOM and as per instructions here: http://www.uesp.net/wiki/Tes4Mod:FCOM
The final size of the project 422MB

All Praise to DarN and Gothic251 and Wrye
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Elisha KIng
 
Posts: 3285
Joined: Sat Aug 18, 2007 12:18 am

Post » Sun Jan 23, 2011 5:21 pm

Instead of "elven map redux" you could use the modified version which includes a map for SI.

http://firingsquad.us/PHP/modules.php?name=Downloads&d_op=viewdownloaddetails&lid=7&ttitle=
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Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Mon Jan 24, 2011 1:32 am

I've no intention of releasing any of these archives. That would entail massive amounts of time tracking down and getting permission from mod makers to do that. Instead I'm just here to post the plans ? not the product. I guess I come from that school of thought where it is not cool to use other peoples work and call it your own. This is a tribute to those more talented than myself. If I make a mistake describing your mod ? go easy on me, not intended. Also if your brand new at using mods ? take your time. This isn't recommended for those starting out (not by me anyway).

There may be a way around the permissions issue in the near'ish future. This is by no means set in stone.

I've sent Wrye a proof-of-concept converter for BAIN. In Bash's installer tab, you select the original archive, and your new BAIN friendly archive. It then creates a conversion file that lets end users convert the original archive without much hassle. All they have to do is have the conversion file, and select "Convert to BAIN" on the archive. In the end, BAIN might do the conversion automatically behind the scenes...such details are up in the air atm. The conversion file only contains the conversion info and any NEW files present in the BAIN friendly archive (typically "Package.txt"), so it can generally be distributed without worries as long as the new files are your own creation. The POC supports renaming, multiple copies of the same file, etc. The file is typically only a few kb's in size, so it is much easier to distribute.

Once Wrye has had a chance to look it over, and hopefully give it the thumbs up, I may end up asking you to test the converter and create a bunch of conversion files. If it is added to BAIN, I'd like the first release to include a variety of common mods.

Disclaimer: As it is a POC, details are subject to change without notice. Also, Wrye and I are both juggling projects around, so this may take a while before it gets to a releasable level.
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chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Sun Jan 23, 2011 2:26 pm

Sounds good.

Let me clarify my own personal reasons for doing this. I don't like my current install of Oblivion. I have a WD Velociraportor 300 gb and on one partition is my OS (Vista 64 Ultimate) and on the other is a game drive - meaning that the same HD handles both. Wanting a reason to go ahead and take advantage of the economy and buy another Velociraptor (coming down in price) for the express purpose of being the dedicated game drive with OBlivion the very first game installed. But, I HATE the idea of a reinstall (would be my 4th in half a year). I'm a mod user who has added in so many small tiny tweaks and alterations as well as using most overhauls (FCOM+TIE+UL+BC+Magic Overhauls+Quests and so on) - took me forever to get a stable game. Now that I do I'm not at all pleased with starting over. BAIN provides a way out of that by giving me the ability to combine all that prior to install. But a couple of things I want to do first.

1. Finally learn how and get done with PyFFIing my meshes - probably have to do do myself since patches don't work with Vista.
2. Create BAIN archives of most of what I have.
3. FCOM 9.9.5 (or 1)
4. Get the extra HD

I want the experience of reinstall to be faster and less painful - So I test all that now with the install I have going. Maybe the ultra nerdy can then have races on how fast they can install oblivion + install 350 mods (takers??? no? ::sigh:: )

Upcoming BAIN project drafts to be posted will include a deluxe treatment of UOP and associated mods, Sounds and Audio, LOD variants, Texture Overhauls, NPC clothing and TNR, FCOM basics, and so on. I've already done a lot of them - just need to put finishing touches on some of the readme/package.txt then I can post.

But it is not all about me - those are just my motivations. If anyone wants to posts their ideas go ahead. Hopefully the thread wont devolve into chit chat and idle thread jacking (not that I'm innocent of those things).

As for me tending to the posting of these projects as completed products and answering questions about why things are the way they are - doesn't sound appealing. That is why when it comes to you modders that not only put your time and effort into this labor of love then put up with every idget question (again I'm not innocent of that either) - I have to say ...

THANK YOU
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Kira! :)))
 
Posts: 3496
Joined: Fri Mar 02, 2007 1:07 pm

Post » Sun Jan 23, 2011 4:49 pm

++++Unofficial Oblivion Patches Compilation++++

To begin with the regular DLC content in their own archive ... This is a simple archive for handling the official DLC mods. I have GOTY so Don't need to worry about Knights or SI or official patches.
I simply placed the content into these directories the associated bsa fils go into these to prevent the ones that are not going to be installed from being placed needlessly.
They are numbered in the order they are recommended by BOSS to appear in load order (not that numbering them does that - just mnemonic):
00 DLCHorse Armor
01 DLCOrrery
02 DLCVileLair
03 DLCMehrunesRazor
04 DLCSpellTomes
05 DLCThievesDen
06 DLCBattlehorn
07 DLCFrostcrag

Now onto the Unofficial Patches... Continuing on from previous post the point of this BAIN archive is again to make install/reinstall painless (or less of a pain in the neck). Wouldn't we all like to think that of a reinstall of anything.

One of the most highly recommend mods is the Unofficial Oblivion patch by Qarn and Kivan. for those also using Shivering Isles and yet another set for those using DLCs - sounds simple?
Well then there are those versions of these that have been altered to have MOBS weapons stats and further the SI patch has a quest friendly and non quest friendly version.
Then add to that various other fixes and patches that people have created to patch the official content and one needs a guide - or a BAIN project for easy install. Alright so here are the sub-packages/directories and what they contain:

00 Unofficial Patches Core ? contains the official mods as they are and all the data files.
---DLCFrostcrag ? Unofficial Patch.esp - all DLC Patches: http://www.tesnexus.com/downloads/file.php?id=9969
---DLCHorseArmor ? Unofficial Patch.esp
---DLCOrrery ? Unofficial Patch.esp
---DLCSpellTomes ? Unofficial Patch.esp
---DLCBattlehornCastle ? Unofficial Patch.esp
---DLCMehrunesRazor ? Unofficial Patch.esp
---DLCThievesDen ? Unofficial Patch.esp (both versions available merged with tes4gecko).
---DLCVileLair ? Unofficial Patch.esp
---Knights ? Unofficial Patch.esp
---Unofficial Oblivion Patch.esp http://www.tesnexus.com/downloads/file.php?id=5296
---Unofficial Shivering Isles Patch.esp http://www.tesnexus.com/downloads/file.php?id=10739

01 FCOM-Frans Compatible Non-MOBS Versions - these are for using with FCOM or FRANS without the MOBS stats.
---Unofficial Oblivion Patch.esp - both found here: http://www.tesnexus.com/downloads/file.php?id=17621
---Unofficial Shivering Isles Patch.esp

02 FCOM-Frans Compatible MOBS versions - these are for using with FCOM or Frans and have MOBS stats. mostly here: http://www.tesnexus.com/downloads/file.php?id=17621
---DLCBattlehornCastel ? Unofficial Patch.esp
---DLCMehrunesRazor ? Unofficial Patch.esp
---DLCThievesDen ? Unofficial Patch.esp (both versions merged).
---DLCVileLair ? Unofficial Patch.esp
---Knights ? Unofficial Patch.esp
---Unofficial Oblivion Patch.esp
---Unofficial Shivering Isles Patch.esp (must be used with the Francescos optional leveled quests-SI-only.esp for FCOM)

03 FCOM No SI Quests USIP ? http://www.tesnexus.com/downloads/file.php?id=17621

contains the USIP that has been altered with MOBS stats and is meant to be used with the 'Francesco's Optional Leveled Quests-SI-only.esp'

04 SM Pluggin Refurbishes ? contains Strategy Master's Quest Refurbishes.Version 1.2 - http://www.tesnexus.com/downloads/file.php?id=11474
04 SM Pluggin Refurbishes Merged ? contains the above Quest Refurbishes merged into one esp with tes4gecko.

05 DLC Mobs is meant to patch non-MOBS patches to MOBS stats (not really needed included for sake of completeness): http://www.tesnexus.com/downloads/file.php?id=17621 the same DLC mods as in the folder above get patched.

06 Oblivion Citadel Door Fix from UOP 3.2.0 - may end up merging with others at later date.
07 UOP Vampire Aging Fix from UOP 3.2.0 - may end up using another fix.
08 KotN Wayshrine Fix - http://www.tesnexus.com/downloads/file.php?id=21912
09 DLC Frostcrag Spire Mystic Emporium Fix - http://www.tesnexus.com/downloads/file.php?id=12745
10 HrmnsOblivionScriptOptimizationv ? fixed for SI ... not sure where I got that, here is original: http://www.tesnexus.com/downloads/file.php?id=13092
11 DLC Thieves Den Patches separated - these are the patches separated (not that I'd really need)

I AM interested in hearing about and possibly listing other official content fixes.

MOBS stands for Medieval Oblivion Balancing System: http://www.tesnexus.com/downloads/file.php?id=5572
It is an agreed upon set of standards for weapon stats that has been incorporated into most overhauls associated with FCOM. Within OOO it is called OMOBS.
Options are therefore given to incorporate these into the offical mods or not. Why Not? So that you can choose to have another mod or combat overhaul control these things - perhaps an awesome combat overhaul as provided by Duke Patrick.

For this project DLCThievesDen ? Unofficial Patch.esp has been merged with DLCThievesDen ? Unofficial Patch ? SSSB.esp in both non-MOBS and MOBS versions.

The 'readme' from Francescos Patches site at TESNEXUS is more info on the differences between the mods: http://www.tesnexus.com/downloads/file.php?id=17621 I tried to quote it but threw the formatting all out of whack. Worth a read though.

Final project size when using 7z at fast compression, non-solid: 191MB

Again I made none of these mods and praise is given here to Qarn, Kivan, Dewshine, Dev, CorePC, Wrye, and others.
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Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Sun Jan 23, 2011 11:52 pm

Heh, if you're bored, feel free to see if Open Cities can be made into a BAIN. I looked over the stuff before and my eyes glazed as it honestly didn't make much sense to me. Of course I might just have needed to focus a bit more on it.
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Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Sun Jan 23, 2011 6:23 pm

))-OPEN CITIES 3.1 BAINed-((

This mod is now available as a BAIN package - this post was only made to illustrate how to do it at a time when it wasn't BAINed.

you are not missing much by it being gone. Just check out the great http://www.tesnexus.com/downloads/file.php?id=16360 mod and you will see it BAIN ready.

The only thing I would say is that it is possible to add all the patches as extra folders and have OC as one giant package ready to fire off patches for whatever you decide to install.
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ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Mon Jan 24, 2011 12:51 am

The reason i was using OBMM instead of Bain is the complexity of making mods "Bainable".
You did a good job on making these mods bainable though Psymon. This will help potential Bain-users a lot.
Need to spend a fridaynight learning how to work with Bain myself now.
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Robert Garcia
 
Posts: 3323
Joined: Thu Oct 11, 2007 5:26 pm

Post » Mon Jan 24, 2011 2:05 am

>>Really AEVWD 1.4 BAIN Project<<

Again this post removed as the mod already is available as one of the more well thought out BAIN packages. Better than what was here by far where you can select what types of objects you want to view while distant.

Check out http://www.tesnexus.com/downloads/file.php?id=20053. An essential mod.
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Ron
 
Posts: 3408
Joined: Tue Jan 16, 2007 4:34 am

Post » Sun Jan 23, 2011 1:14 pm

-_^_LandscapeLOD BAIN COMPILATION_^_-

This BAIN project combines most of the LOD variants available today. The package is divided up into five distinct sets of sub-packages or directories. The Core files are optional to use, Border regions are next, then the normal maps, color maps, and finally the optimized land meshes. Further the Shivering Isles maps are separated out for further customization. If these terms are unfamiliar to you I suggest reading dev_akm's Texture Overhaul: http://devnull.devakm.googlepages.com/lod2

The purpose of this is to be able to have a BAIN archive that allows for easy switching between these mods. To test mixing and matching and when what your looking at bores you.

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.

00 Core ? will contain only the LOD NormalMap Fix MipMap Fix: http://www.tesnexus.com/downloads/file.php?id=5217 this is included because I noticed that newer normal maps didn't have as many files and therefore concluded that this is will include more and newer normal maps will overwrite only portions of this.

10 Border Regions Color Maps Blade9722 2048: http://www.tesnexus.com/downloads/file.php?id=5147
10 Border Regions Color Maps Shaja 2048: http://www.tesnexus.com/downloads/file.php?id=2182

20 Normal Maps CorePC Vibrant 1024 (I think): http://www.tesnexus.com/downloads/file.php?id=18677
20 Normal Maps Qarl 512 Reduced: http://www.tesnexus.com/downloads/file.php?id=11441
20 Normal Maps Qarl 1024 Reduced
20 Normal Maps Qarl 2048 Reduced
20 Normal Maps Qarl 4096 Compressed:
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2246
20 Normal Maps Xerus 512
: http://www.tesnexus.com/downloads/file.php?id=17300 (all Xerus links here)

25 SI Normal Maps Xerus 512

30 Color Maps Blade9722 2048: http://www.tesnexus.com/downloads/file.php?id=5146
30 Color Maps Blade9722 4096: http://www.tesnexus.com/downloads/file.php?id=5220
30 Color Maps CorePC 1024: http://www.tesnexus.com/downloads/file.php?id=18677
30 Color Maps CorePC 2048
30 Color Maps Diverse Grasses 2048: http://www.tesnexus.com/downloads/file.php?id=9277
30 Color Maps Diverse Grases 4096: http://www.tesnexus.com/downloads/file.php?id=9279
30 Color Maps Qarl Better Tiling 512: http://www.tesnexus.com/downloads/file.php?id=11441
30 Color Maps Qarl Better Tiling 1024
30 Color Maps Qarl Better Tiling 2048
: http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.Detail&id=1928
30 Color Maps Qarl Better Tiling 4096
30 Color Maps Shaja 2048
: http://www.tesnexus.com/downloads/file.php?id=2182
30 Color Maps Xerus 1024
30 Color Maps Zacherot 4096
: http://www.tesnexus.com/downloads/file.php?id=8997
35 SI Color Maps CorePC 1024
35 SI Color Maps CorePC 2048
35 SI Color Maps Xerus 1024

40 Noise Reducer CorePC

40 Noise Reducer HTF 1: http://www.tesnexus.com/downloads/file.php?id=9949
40 Noise Reducer HTF 2
40 Noise Reducer HTF 3
40 Noise Reducer Koldorn Light
: http://www.tesnexus.com/downloads/file.php?id=9952
40 Noise Reducer Koldorn Medium
40 Noise Replacer Koldorn Strong
40 Noise Replacer Xerus


50 Optimized Distant Land Max 50%: http://www.tesnexus.com/downloads/file.php?id=15278
50 Optimized Distant Land Max 75%
51 Optimized Distant Land UL Patches


Doing this also helped me understand more the history and purpose of these mods. With this I can mix and match from almost all the variable LOD mods around. The only lacking area was normal maps for SI. Anything I missed let me know.
At fast compression, non-solid 7zip the total is 844 MB - pretty damn big.

Give thanks where it is due - The authors in the names of the sub-Packages.

AND remember TESLODGen and Disk Defragment are your friends

Yeah the color is annoying. tomorrow QARL
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Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Sun Jan 23, 2011 7:04 pm

30 RAEVWD SI Bomret Textures ? which were packaged strangely ? is that really how they are supposed to be installed? data\bomret\lowres\*.* no that is not right the sub-package therefore reads 30 RAEVWD\textures\then the various folders found under lowres.


No, it shouldn't be packaged with the Bomret directory there. If it is, Nexus is botching the files again because I know I fixed that.
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Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Sun Jan 23, 2011 6:09 pm

[b]20 Normal Maps CorePC Vibrant ???
[b]35 SI Color Maps CorePC 1024
35 SI Color Maps CorePC 2048


Nice to see that you added mine has a selection

??? - do you need link all the same location for vibrant textures and lod etc..

http://www.tesnexus.com/downloads/file.php?id=18677

Vibrant Normal Maps are version 1.1 for now..

Is there not anymore SI Color Maps other than mine? Maybe should add some if there are..

SI normals mine are the only ones also..Not much has been down LOD wise in SI other than Mine I think..
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TOYA toys
 
Posts: 3455
Joined: Sat Jan 13, 2007 4:22 am

Post » Mon Jan 24, 2011 2:31 am

Psymon: On Arthmoor's RAEVWD package, it should be possible to make 2 cores (both with the esp) One having the architecture folder, and one without. And, stipulated in the package.txt as to choose 1 of the 2. That would also allow for an omod script to allow for one or the other as well. And the same for the tex replacers. (forgot to add that) Makes for more folders but is easy for the mod user, and maybe scripter since it comes to 'or' arguments.

Correct me if wrong, anyone, I am into this BAINifying as much as Psymon, and want to iron out details as well.

And, great job, and project here!!
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Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Sun Jan 23, 2011 6:43 pm

@ Arthmoor- you know when you wrote that the only thing new was the 1.4 archive - I just used the old archives I already had backed up - so yeah it is correct upon download - just checked it.

@CorePC - actually the ??? was meant for me to investigate the size of those (512 or 1024) - I think you started at 512 then went to 1024 - right? as for links if the link was already there (say for color maps) then I didn't repost it (say for normal).

@ Aegyen - If I get your correctly - yeah you could do it that way as well. No solid set rules for those kinds of things yet. I know NOTHING about writing OMOD scripts and have only made custom simple omods myself.

I really recommend downloading the BAIN projects Wrye did and checking those structures out. He is OK with a series of sub-packages being the same number - I prefer that if there is a choice then make them the same number and series put sequentially. With this You could divide up the data files however you want - will probably be doing a lot of experimenting on that with QTP3 that will include the original (like I'd ever use it), then Redimized (but separated into sections) - that could be used to completely replace the core -and again redimized and reduced in sections again that when used together completely will replace the Redimized in it's variations.
Then also include Koldorn, CorePC, and other Texturers as further options.

Thinking though that QTP3 orginal is just so damn big and who really uses it? Getting rid of that and making Redimized the core would save on size.

Home feeling fluey will probably get some more done (or post whatever else I've done).
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Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Sun Jan 23, 2011 10:55 am

yeah, I have been using those originals as a roadmap, I only have DarkUI in omod to do, and Frans. Going to see about learning the TES4Files, and see if I cant pull out the installed Frans and convert to BAIN. So far, has made things much easier. Then the fun of learning to use Tes4edit more completely to see and keep track of changes that are actually being made, so I can troubleshoot any problems that may arise. I have a good non-crashing mod going now (besides the famous exit crash) and want to keep it that way. RAEVWD, BC, and QTP3Redimized will come after the game changers.
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Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Sun Jan 23, 2011 10:52 am

@CorePC - actually the ??? was meant for me to investigate the size of those (512 or 1024) - I think you started at 512 then went to 1024 - right? as for links if the link was already there (say for color maps) then I didn't repost it (say for normal).


In the first version I had them in dxt3 format and they where much larger size wise and they where already 1024x1024 but had poor quality,

with 1.1, I improved the normal quality itself and added mip maps to them for reasons..and downgrade them to dxt1 format for performance reasons to save memory usage also..

Corepc
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Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Sun Jan 23, 2011 6:04 pm

So I'm wanting to create a Giant BAIN archive with almost all texture replacers in it. Qarl (of all five stripes), Bomret, CorePC, Jarod, and all the other people like Koldorn and Cleitanious.

What I think would be neat is to divide up each replacer set by these divisions:
Architecture
Dungeons (probably subdivide that too)
Landscape
Plants
Rocks

that way I could then choose to have Architecture from CorePC Vibrant, Landscape from Jarod, Plants from Mikel33, Rocks from - well you get the idea. Instead of having one overhaul for all options.

What is deterring me is that when I look at the meshes and textures I get soft in my brain. I'd need to make sure that whatever textures I chose for each sub-package would need to have corresponding meshes - but there seems to be far more textures than meshes -making it complicated.

Then I'd also have layer the sub-packages 'just so' in order to have it so that meshes and normal maps go only to the textures intended.

Yes I like to make things complicated, butI guess everyoe has their limit.
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Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Sun Jan 23, 2011 11:42 pm

((( *Sounds Compilation* )))

This compilation is a great way to demonstrate the advantages of BAIN in it's ability track installed files and combine various other mods and small tweaks into a larger archive. Many sound mods for Oblivion do not come in an esp format and instead are available as loose mp3 files. With BAIN collecting these together is easy and even provides the ability to make choices easy to change.

00 Sounds Core ? this contains the only music in this compilation. (I'll make another one with nothing but music.)
http://www.tesnexus.com/downloads/file.php?id=7018 & http://www.tesnexus.com/downloads/file.php?id=7019
---What Parabolarlus did was to to clean the main music provided with the game added some kick to it.

--- If BAIN handled OBSE pluggins then I'd put Enhanced Music Control http://www.tesnexus.com/downloads/file.php?id=19772 at 0thers of interest ...
---Related but unused is this http://www.tesnexus.com/downloads/file.php?id=21221
---Three other candidates were not included because they had install paths higher than the data folder they are interesting though ...
Sound Commands http://www.tesnexus.com/downloads/file.php?id=16288mands (buggy though ? I think, not sure)
Oblivion EAX beta 2 http://www.tesnexus.com/downloads/file.php?id=17050
Oblivion Soundscaper http://www.tesnexus.com/downloads/file.php?id=17050

10 Musical Immersion http://www.tesnexus.com/downloads/file.php?id=15970 (which I find can conflict with Enhanced Music Control).
20 More Immersive Sound http://www.tesnexus.com/downloads/file.php?id=19038 the edited version. Including Real Lights patch http://www.tesnexus.com/downloads/file.php?id=12339
30 Atmospheric Oblivion http://www.tesnexus.com/downloads/file.php?id=19487 updated version with four patches http://www.tesnexus.com/downloads/file.php?id=12339
40 Symphony of Violence http://www.tesnexus.com/downloads/file.php?id=13987

50 Audia Arcanum http://www.tesnexus.com/downloads/file.php?id=9218 & http://www.tesnexus.com/downloads/file.php?id=13555 ( I prefer pre-update cast sounds though and I removed all AO from this version)
50 Varied Spell Sounds http://www.tesnexus.com/downloads/file.php?id=14799
50 Quieter Varied Spell Sounds http://www.tesnexus.com/downloads/file.php?id=15563
50 Even Quieter Varied Spell Sounds http://www.tesnexus.com/downloads/file.php?id=19040

60 Oblivion Stereo Sound Overhaul http://www.tesnexus.com/downloads/file.php?id=5861 and only the weather sounds from here http://www.tesnexus.com/downloads/file.php?id=5954
60 Ambient Sound Level Fixed http://www.tesnexus.com/downloads/file.php?id=12270 much like OSSO except louder. **I'm liking this - great with All Natural!!

Using 7zip non-solid fast compression this weighs in at 405 MB.

A lot of great ideas have come forth in this area of Oblivion but unfortunately this is a very underutilized area and without support many projects fall away. The EAX idea and Enhanced Music and Control are about the best. Other than Frostcrag Reborn I don't know of another mod that utilizes Enhanced Music and Control.

I did not include the sound sets mods ? just not into them ? I played NWN enough to never want to hear canned speech again. Couple more coming up
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Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Mon Jan 24, 2011 3:12 am

^|^ Environments BAIN Compilation ^|^

This compilation may not be as cohesive as a couple of the past ones. These are mods (or variations on mods) that I tend to use pretty consistently. They consist of mods that aren't exactly pure textures and yet aren't sky climates or weather mods either. They are environments.

00 Environments Core
this has one mod: Natural Habitat http://www.tesnexus.com/downloads/search.php from natural environments. I use this mod most of the time.

10 Alive Waters http://www.tesnexus.com/downloads/file.php?id=6914 & http://www.tesnexus.com/downloads/file.php?id=20698

20 RPG Black Dragon Trees http://oblivionmodgods.de/rpg-blackdragons-trees-t424.html awesome mod.

25 Natural vegetation FPSFIX ? Large http://www.tesnexus.com/downloads/file.php?id=8657
25 Natural vegetation FPSFIX ? Medium
25 Natural vegetation FPSFIX ? Original

25 Natural vegetation FPSFIX ? Small ... these are optimized versions of Natural vegetation that appears in Natural Environments. Generally they perform better but the larger you go the more they clip (and it is very apparent).

30 Mikel 33 Plants, Trees, and Fauna http://www.tesnexus.com/downloads/file.php?id=8298 & http://www.tesnexus.com/downloads/file.php?id=8500 & http://www.tesnexus.com/downloads/file.php?id=11891
30 Bomrets Nomral Maps for Plants and Trees
30 Bomrets Normal Maps & CorePC Vibrant Plants & Trees http://www.tesnexus.com/downloads/file.php?id=18677 I just extracted out only the plants and trees from his texture pack.
35 CorePC Vibrant SI Plants & Trees ? same as above

40 Danis13 New Grass http://tesnexus.com/downloads/file.php?id=13450
40 Better Tiling Grass - Main http://tesnexus.com/downloads/file.php?id=14342
40 Better Tiling Grass - Alternate Yellow
40 Diverse Grasses - Default Colors for QTPIII
40 Diverse Grasses - Main http://tesnexus.com/downloads/file.php?id=9276
41 Diverse Grasses - Low tri Poly Meshes

50 Low Tri Poly Grass - Main (which contains docs and an INI Tweaks file that did what the omod did)
51 (12x) Each gradation of the Low Tri Poly Grass versions. http://tesnexus.com/downloads/file.php?id=12280

55 Darker Canopy http://www.tesnexus.com/downloads/file.php?id=16186

60 Advanced Water Modification http://www.tesnexus.com/downloads/file.php?id=2734
60 Enhanced Water http://www.tesnexus.com/downloads/file.php?id=8011 & http://www.tesnexus.com/downloads/file.php?id=17345 my favorite.
60 Natural Water http://www.tesnexus.com/downloads/search.php
60 Phinix Water Fix http://www.tesnexus.com/downloads/file.php?id=6680

70 Better Lava http://www.tesnexus.com/downloads/file.php?id=17818
70 Better Lava ? High rez
70 Koldrons Lava II http://www.tesnexus.com/downloads/file.php?id=8786
70 Visually Realistic Lava http://www.tesnexus.com/downloads/file.php?id=9820 gives off heat too.

Truthfully this could be reduced and combined with sky environments and I'd be happy with that too. Again I

may come back and add more to this. Further - for my own install I will be merging a few with Gecko.

Thanks again to the modders who MADE the above mods.

Next, THE big one ...
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Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Sun Jan 23, 2011 7:45 pm

World Texture Replacer BAIN Compilation
-=TOTO World Textures in one archive=-
For the Obsessive Compulsive

After some thinking and looking at what was available for texture replacers that cover similar things as QTPIII ? the world textures as described here: http://devnull.devakm.googlepages.com/totoworld I think I've found a way to be able to layer in many different texture packs while minimizing conflicts.

My system is pretty good (not that I'm braggin) but with a 1 gig vRam ATI card, Quad core 2.6, 8 gigs of ram, Velociraptor HD and on a 28" monitor (which makes this game so freakin cool) ? I cannot even touch regular QTP III. It is just too much and then add to that anything like better LOD or RAEVWD and all the scripts from FCOM and other things ? it is just a crash-fest for me. I've tried Redimized and even that is intensive and unstables my game. This OMOD was a find for me: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3985 it also has a great script for installation. Within it one finds the original Redimized version and then three levels of further reduction. The omod makes you choose a level of reduction and adds ground shaders (which BAIN does not yet handle). So making a BAIN of this alone is worthwhile.

I wanted more, however, I found that when I'm within ANY interiors my game never gives me any grief ? none. It is when I'm sweating my rig by being outdoors with 4096 LOD, RAEVWD, QTPIII, FCOM, UL and all the rest that I get the most problems. Why not then have it so that I could choose to have really high quality texture inside where my FPS was good and then reduced textures outdoors? Seemed it was just a matter of dividing up the folder in each one so that it would be easier to pick and choose which textures to use. Then I could also add in textures from other packs such as Bomret, CorePC, Adense, and others.

The way I found around the issue of QTP III Redimized and Reduced not having full texture sets within each reduction was to extract R&R then copy to another folder each successive reduction - so ... The second then had the low reduction meshes and textures installed over the Redimzed. I then repeated this process (copying from the previous folder and then adding in reductions) for each set so that I had a folder for each set that contained what would be a full installs version of each reduction. Was their redundancies ? yes, increase the size of the project ? yes. The reason is I did not want to have to remember whether I overwrote the right sub-package upon installing. So I did all that work up front. I did take notes about what was not replaces or negligible. This brought

Next I then divided up the folders into what was being textured/replaced. This was done because I also wanted to add in other texturers work. Most of them have only textures one area such as caves or Ayleid Ruins. By separating the sub-packages into categories this way it made choosing which textures to use much more simple (rather than trying to remember if I got all the categories covered. Sources for Qarl III:
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3813
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3985

I found some weird legacy in the R&R Omod though ? it contained armor and Weapon Textures (must be mistake ? removed them). Also it had Reductions to the Arena even though Arena textures are not included in Redimized version (not sure what to make of that ? not even full QTPIII had that). for QTP III in all its forms (this only makes sense once you look into all the QTP retextures):
Architecture contains architecture folder, Qarl (Chorrol door?) and Wood (as it mostly was worked) textures.
Clutter contains only clutter textures.
Landscape contains landscape folder, Sky (only Snow), Plants (Butterflys?) textures
Rocks Contain only those meshes and textures
Dungeon Base contains Fort Ruins, Misc, Chargen (prisons) meshes and textures [I found no retextures of fort ruins?]
Ayleid Ruins contains only those meshes and textures
Caves Contain only those meshes and textures
Sewers contain only those meshes and textures
---if you don't see an option it is because the differences between the differing levels of reduction didn't exist or were negligible at best. If a version does not lower certain textures then it would be default have included the textures of the next higher level. I considered then adding in the full version of dungeon interiors, but they seemed the exact same size as the redimzed version, so I left that alone. After Qarls there is only one combination of texture replacers that could compete for comprehensiveness: CorePCs vibrant textures combines with Bomrets Detailed Normal maps. What I did was extract this http://www.tesnexus.com/downloads/file.php?id=10419 and overwrote with this http://www.tesnexus.com/downloads/file.php?id=18429 (mostly just the landscape folder) then added Core's various retextures (the color to Bomrets normal maps): http://www.tesnexus.com/downloads/file.php?id=18677 I also took out CorePC's Plants a and trees and the a few other things to put into another BAIN Project that will deal more with the environment. I floowed the same scheme with dividing up this as with Qarls.

Then I included several alternate version of world textures that covered only parts of the world. By now it might make sense why I divided up the QTPIII and CorePC textures into what is retextured. These often come with their own normal maps and meshes and I did not want to get them mixed up So when I choose Koldorn's Ayleid Ruins ? I'm getting only that and no bleed over from Qarl's meshes.

10 Architecture ? Bomrets Normal Maps
10 Architecture ? Bomrets & CorePC Vibrant
10 Architecture ? QTP III R&R High Reduction
10 Architecture ? QTP III R&R Medium Reduction
10 Architecture ? QTP III R&R Low Reduction
10 Architecture ? QTP III Redimized
15 Architecture SI ? Bomrets SI Textures
15 Architecture SI ? CorePC Textures
20 Clutter ? Bomrets Normal Maps
20 Clutter ? Bomrets & CorePC Vibrant
20 Clutter - QTP III R&R High Reduction
20 Clutter - QTP III R&R Medium Reduction
20 Clutter - QTP III Redimized
25 Clutter SI ? Bomrets SI Textures http://files.filefront.com/SI+Texture+Pack7z/;9883347;/fileinfo.html
25 Clutter SI ? CorePC SI Vibrant SI
30 Landscape ? Bomrets Normal Maps for Hi Rez
30 Landscape ? Bomrets & CorePC Vibrant
30 Landscape ? Jarrod Textures http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=572
30 Landscape ? QTP III R&R High Reduction
30 Landscape ? QTP III R&R Medium Reduction
30 Landscape ? QTP III Redimized
35 Landscape SI ? Bomrets SI Textures
35 Landscape SI ? CorePC Vibrant SI
40 Rocks ? Bomrets Normal Maps
40 Rocks ? Bomrets & CorePC Vibrant
40 Rocks ? Jarrods Rocks http://www.tesnexus.com/downloads/file.php?id=4005
40 Rocks ? QTP III R&R High Reduction
40 Rocks ? QTP III R&R Medium Reduction
40 Rocks ? QTP III Redimized
45 Rocks SI ? Bomrets SI Textures
45 Rocks SI ? CorePC Vibrant SI
50 Dungeon Base ? Bomrets Normal Maps
50 Dungeon Base ? Bomrets & CorePC Vibrant
50 Dungeon Base ? QTP III R&R High Reduction
50 Dungeon Base ? QTP III R&R Low Reduction
50 Dungeon Base ? QTP III R&R Medium Reduction
50 Dungeon Base ? QTP III Redimized
55 Dungeons SI - Bomrets SI Textures
55 Dungeons SI ? CorePC Vibrant SI
60 Ayleid Ruins ? Adense Darker Ruins from http://tesnexus.com/downloads/file.php?id=14950
60 Ayleid Ruins ? Bomrets Normal Maps
60 Ayleid Ruins ? Bomrets & CorePC Vibrant
60 Ayleid Ruins ? Caeno Cleaner ruins from http://tesnexus.com/downloads/file.php?id=6711
60 Ayleid Ruins ? Isathar Ruins from http://tesnexus.com/downloads/file.php?id=12003
60 Ayleid Ruins ? Koldorn http://tesnexus.com/downloads/file.php?id=8277
60 Ayleid Ruins ? QTP III R&R High Reduction
60 Ayleid Ruins ? QTP III R&R Medium Reduction
60 Ayleid Ruins ? QTP III Redimized
70 Caves ? Adense Darker Caves from http://tesnexus.com/downloads/file.php?id=14950
70 Caves ? Bomrets Normal Maps
70 Caves ? Bomrets & CorePC Vibrant
70 Caves ? Koldorn Caves version I http://tesnexus.com/downloads/file.php?id=8184
70 Caves ? Koldorn Caves version II http://tesnexus.com/downloads/file.php?id=9208
70 Caves ? Oberscht Abnormal Caves http://tesnexus.com/downloads/file.php?id=20778
70 Caves ? QTP III R&R High Reduction
70 Caves ? QTP III Redimized
70 Caves ? Ryu Dopler Caves http://tesnexus.com/downloads/file.php?id=19342
80 Sewers ? Bomrets Normal Maps
80 Sewers ? Bomrets & CorePC Vibrant
80 Sewers ? Kolodrn Sewers I http://tesnexus.com/downloads/file.php?id=8344
80 Sewers ? Koldorn Sewers II http://tesnexus.com/downloads/file.php?id=9080
80 Sewers ? QTP III R&R High Reduction
80 Sewers ? QTP III Redimized
90 Oblivion Plane ? Bomrets Normal Maps

For SI there is not as many options ? Bomret has had his SI textures up for a while and only recently has CorePC put up his own. I divided them, but there are less divisions. If anyone knows of another SI retexture - let me know!
For the Oblivion Plane I only found that Bomrets Normal Maps covered that, and one other mod ? Blue Oblivion, which paints the Oblivion Plane dark blue: http://www.tesnexus.com/downloads/file.php?id=14348 since it required an esp to run I chose not to include it. If anyone knows of other texture replacers for Oblivion ? let me know

Now the next step was to test and here are some examples:
In these shots ...
http://i361.photobucket.com/albums/oo54/psymon11b/____TestScenes_A-2.jpg
http://i361.photobucket.com/albums/oo54/psymon11b/____TestScenes_A-3.jpg
http://i361.photobucket.com/albums/oo54/psymon11b/____TestScenes_A-4.jpg
http://i361.photobucket.com/albums/oo54/psymon11b/____TestScenes_A-5.jpg
Architecture by Qarl
Ruins by Adense
Landscape by Jarrod (like these roads a lot)
Rocks by CorePC/Bomret
RAEVWD
LOD Qarl Compressed 4096+ Better Tiling for Qarl 4096
HTF 3 Noise Replacer
Diverse Grasses

In these shots ...
http://i361.photobucket.com/albums/oo54/psymon11b/____TestScenes_B-2.jpg (well the road in this one looks like Jarrod)
http://i361.photobucket.com/albums/oo54/psymon11b/____TestScenes_B-3.jpg
http://i361.photobucket.com/albums/oo54/psymon11b/____TestScenes_B-4.jpg
http://i361.photobucket.com/albums/oo54/psymon11b/____TestScenes_B-5.jpg
Architecture&Landscape by Bomrets/CorePC
Ruins by Caeno
Rocks by Jarrod
LOD Qarl Compressed 4096+Diverse Grasses 4096
Koldorns Strong Noise Replacer
Diverse Grasses

In these Shots...
http://i361.photobucket.com/albums/oo54/psymon11b/____TestScenes_C-2.jpg
http://i361.photobucket.com/albums/oo54/psymon11b/____TestScenes_C-3.jpg
http://i361.photobucket.com/albums/oo54/psymon11b/____TestScenes_C-4.jpg
http://i361.photobucket.com/albums/oo54/psymon11b/____TestScenes_C-5.jpg
Architecture by Bomret/CorePC
Ruins by Koldorn with matching RAEVWD
Rocks by Qarl
Landscape by Bomret (just the normals)
Rocks by Qarl
LOD Qarl 4096+CorePC Vibrant 2048
CorePC Noise Replacer
Diverse Grasses

I can say I'm not a big fan of Qarls roads, Jarrods were best (to me). CorePC has done some really great textures ? I hope to see higher resolutions in the future. Overall though -to be honest- nothing looks as good up close as Qarls. They all look pretty good from far away ? even Jarrod's rocks.

With this now I can set high textures for interiors (well dungeons) and moderate textures for exteriors as well as by using my LOD compilation above I can adjust that as well ... always remembering teslodgen and defrag (which I do at least daily) ? within minutes (OK sometimes 10s of minutes <_< ).
The final thing to do would be to go through and create my very own favorites texture pack pickin and choosing exactly what I wanted from each. If I get into it enough I could separate out the architecture interiors from the exteriors. This though, I think, will satisfy me for the time I'm playing this game ... :obliviongate:
Final size is a humongous: 6.57 GB using 7zip, non-solid, at maximum compression. Not something you could easily post (well you could in incremental sections). But if only a BAIN variant of QTP III Redimized and Reduced it may only come out to about 2 maybe 2.5 GB. I will likely not be doing many more giant one's like this and may after a time find that sweet spot for looks, performance, and preference then cut the rest out. With this and all the above plus about 40 bain installs my installers tab takes on an average of 40 seconds to initialize (obviously some systems may vary).

Once again all thanks should go to the modders.
User avatar
Claudz
 
Posts: 3484
Joined: Thu Sep 07, 2006 5:33 am

Post » Sun Jan 23, 2011 5:29 pm

World Texture Replacer BAIN Compilation
-=TOTO World Textures in one archive=-
For the Obsessive Compulsive

After some thinking and looking at what was available for texture replacers that cover similar things as QTPIII ? the world textures as described here: http://devnull.devakm.googlepages.com/totoworld I think I've found a way to be able to layer in many different texture packs while minimizing conflicts.
...


Wow, that's cool. Nuts, but cool. :D

Thanks for sharing, man. :tops:
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Sun Jan 23, 2011 11:31 am

((( *Sounds Compilation* )))

This compilation is a great way to demonstrate the advantages of BAIN in it's ability track installed files and combine various other mods and small tweaks into a larger archive. Many sound mods for Oblivion do not come in an esp format and instead are available as loose mp3 files. With BAIN collecting these together is easy and even provides the ability to make choices easy to change.

Thanks for this thread. I found a couple new mods to use. Minor point, I didn't see you list Storms and Sounds 3 (Sounds/Environment mod) anywhere? Do you truly not use it? Anyway, good job again, I enjoyed reading.
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Krystal Wilson
 
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Joined: Wed Jan 17, 2007 9:40 am

Post » Sun Jan 23, 2011 6:03 pm

Thanks Dev-

but seriously it is from your toto that most of the idea from that came.

Brumbeck-

I often am taking new mods and baining them before installing. Enhanced Weather got that and I added that mod to EW - looking forward to the new All Natural - see what else I could add to that.

Storms and sounds 3 fits better with Weather mods to me - but I also use the rain sounds from http://www.tesnexus.com/downloads/file.php?id=12270http://www.tesnexus.com/downloads/file.php?id=5954 which I think provides better rain sounds.

Thinking of adding various regal, dark regal, etc textures to Better Cities as extra subpackages.

Next day or two will do a sky texture compilation.

thanks - but again just collecting. For the collectors eye.
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Nathan Maughan
 
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Joined: Sun Jun 10, 2007 11:24 pm

Post » Sun Jan 23, 2011 11:31 am

*+. Sky Textures BAIN Compilation .+*

This compilation focuses on making the sun, moons, stars, and nebula more interesting. It falls short of Cosmic Sky Cycling http://tesnexus.com/downloads/file.php?id=21945 because it does not cycle. But, then again one less thing running in the back ground. Actually I went through many of the images with Cosmic Night sky and only liked a handful. Many merely had nebula that invaded the entire sky and drowned out stars or mismatched very badly with existing star mods (wandering though if I changed it's images to these that might work better though). Plus, there are many great crafted stars included below. Of the nasa images only nebula that was clear, not glaring, and meshed well with star packs got my inclusion.

I rounded up all the night sky/star replacers that I liked:
Better Nightsky http://tesnexus.com/downloads/file.php?id=2234
Fire & Ice 2 http://tesnexus.com/downloads/file.php?id=9379
Fire & Ice 3 http://tesnexus.com/downloads/file.php?id=12709
Real Night Sky http://tesnexus.com/downloads/file.php?id=16617 **Favorite
Brumbeck's Sky Pack http://tesnexus.com/downloads/file.php?id=14346
Wolfen Stars http://www.tesnexus.com/downloads/file.php?id=2327
---some of these had moons which were split and added to the moons section, some had nebulas which were added to that section. The only mod that touches SI stars so far is Core PC's Vibrant Weather textures.

I took all the moon textures I could find (that I liked):
ANB Hunters Moon http://tesnexus.com/downloads/file.php?id=16571
ANB New Moons (get rid of MAsser) http://tesnexus.com/downloads/file.php?id=8565
Earth and Moon http://tesnexus.com/downloads/file.php?id=17837
Far and away 3D Moons http://tesnexus.com/downloads/file.php?id=2875
High res Moon http://tesnexus.com/downloads/file.php?id=22182
Hi-Res Moon: http://tesnexus.com/downloads/file.php?id=22182
Krensadas Moons http://tesnexus.com/downloads/file.php?id=13427
Loch's Hi-res Moons: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4813
Nevzet New Moon Textrues http://tesnexus.com/downloads/file.php?id=19707
--- and split them up into sub-packages that contained only Masser (larger moon) and Secunda (smaller mooon)

textures (so that I could chooose each moon individually).

Grabbed some nebulas:
Beowulfs Cloud Nebula (2 of them) http://tesnexus.com/downloads/file.php?id=3446
New Nebular 1 http://tesnexus.com/downloads/file.php?id=2664
New Nebular 2 http://tesnexus.com/downloads/file.php?id=8569
Celestia Nebula http://tesnexus.com/downloads/file.php?id=14668
A few from a collection of Nebulas (some better than others): http://tesnexus.com/downloads/file.php?id=15427

I then grabbed the few suns available (some were hidden in other mods:
Better Sun http://tesnexus.com/downloads/file.php?id=4178
Subtle Sunshine http://tesnexus.com/downloads/file.php?id=18801
Beaming sunglare http://tesnexus.com/downloads/file.php?id=16533 **Favorite
Vibrant sun http://tesnexus.com/downloads/file.php?id=18677
Brumbeck Sun http://tesnexus.com/downloads/file.php?id=14346
Natural Environment Sun http://tesnexus.com/downloads/file.php?id=2536

Natural environments actually contains sun, stars, moon, and nebula textures - all of which I extracted out and placed within each group of sub-packages. There is an issue with NE that is -problematic- if you use Natural Weather the mod will overide the vanilla file paths for all the above kinds of textures. the common cure is to then make sure to put textures into the Natural Environments directory instead of the sky directory under Meshes (and mostly) textures. This is work. What I did instead is open up Natural Weather in Tes4edit and edited the paths of the climate entries to go back to vanilla pathing for sun and stars. With NW this was merely 18 entries. All Natural is now compatible with any sky replacer - yay .. thanks arthmoor and Wrinkly.

The exact entries to edit in NW are under Climate and are:
Default Climate
AllWeather
TamrielClimate
PalePAssWorldClimate
MQTempleClimate
ClearClimate
ThunderstormClimate
within each entry the records you want to change are
FNAM - Sun Texture
GNAM - Sun Glare Texture
MODL - Model Filename
load both the oblivion.esm Natural Weather and compare file paths - change NW.esp to match Oblivion.esm.

So the sub-package structures look like this (not going to list them all):

00 Sky Core
---which will by default include Real Sky, Better Sun, Beaming sunglare, and eventually a set of moons (not sure which yet) - the core is optional as it can all be pieced together like so ..
10 Sun - better sun
10 Sun - Beaming Sunglare
10 Sun - Natural Environments Sun
10 Sun - vibrant Sun
, etc
.
.
.
20 Stars - Real Night Sky
20 Stars - Fire & Ice 3 version 2
20 Stars - Brumbeck Sky Pack
20 Stars - Vibrant Stars
, etc
.
.
.
30 Moons - Masser - Fire & Ice 2 - Blue
30 Moons - Masser - ANB No Masser
30 Moons - Masser - Better Nightsky Enhanced
30 Moons - Masser - Hi Rez
, etc
.
.
40 Moons - Secunda - ANB Earth Moon
40 Moons - Secunda - Far and Away 3D
40 Moons - Secunda - Kresnadas
40 Moons - Secunda - Natural Environments

.
.
.
50 Nebula - Better Nightsky Enhanced
50 Nebula - Cloud Nebula
50 Nebula - New Nebular 2 Ultra 4096x2048

---the best from Cosmic Sky Cylcer
---plus several others in each category that would be tedius to list.

With this set up it is not Cosmic Sky Cylcing (but could support it) but does offer LOTS of choices. I've been playing with this for the last couple of days through All Natural updates and it has been fun - they are very small files that take no time to anneal and some are great and match others theyh were not orginally packaged with very well - others - ehh, but takes nothing to change them out. Entire package made with 7zip, no compression, non-soild: 76 mb

thanks to the many modders who made these mods
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Syaza Ramali
 
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