[RELz/Beta] Elsweyr, the Deserts of Anequina (Thread 3)

Post » Wed Mar 30, 2011 12:05 pm

You haven't installed the optional package with the landscape LOD in it, you'll need that to cure this problem.

Thank you - I'll go check for the optional package right now.
About the door meshes - maybe it's because i set my GFX to 0.5 plus on the Mip map LOD bias adjustment, but I was mainly experimenting with this to get by the Nvida black screen go away (got the fog bug sorted). I have a weak theory that when you are sneaking the camera position of the PC is placed in such a way that it gets in trouble. I guess I could change the camera position in Blender but I don't want my neighbors calling the police thinking I am murdering someone :P I have no conclusions yet - haven't been anywhere near places to test yet.

Cheers!

EDIT:The optional files, is it the LODAnequina+ULFallenleaf? What I found is patches? END EDIT
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Ebou Suso
 
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Post » Wed Mar 30, 2011 6:44 am

It's been awhile since I downloaded all this, so maybe the landscape LOD is in one of the big package files. That LODAnequina+Fallenleaf is landscape LOD to use if you've also got UL Fallenleaf Everglade installed since they share the same landscape quad.

The nVidia fog bug has nothing to do with the meshes from this mod. That's something you can fix easily with Wrye Bash. When you rebuild the patch, you want to make sure you've got "tweak assorted" checked with "nvidia fog fix" checked in the sub-menu. Or if you don't want to use the Bashed Patch, just right click on the ESP for Anequina and select "nVidia fog fix" and it will process the ESP and do the settings needed for it.
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Darlene DIllow
 
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Post » Wed Mar 30, 2011 3:41 am

Thanks; I'll try to sort it - wrangling with GIMP right now; but at least that is allot easier than Blender :read:

Yup - got the fog bug sorted with the bash - it's an other black screen. Incidentally, when viewed from third perspective the PC disappears as if a layer is, eh, draqed over him. Something odd is going on with the graphics when sneaking since third person view is okey and when not sneaking its alright too. EDIT:hmm, now it is a blue screen bug instead... LoL (not a B.screen of death, just blue) END EDIT

Now off to see if my fumblings in Gimp will show up ingame as intended....

-----> This is how it looks. Link ---->http://s27.photobucket.com/albums/c171/RobLocksley/Link%20folder%20stuff/?action=view¤t=ScreenShot9.jpg
I've DL all the stuff I could find and installed it - textures and Lod's. Updated with Tes4LodGen.

Cheers!
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Alexander Lee
 
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Post » Wed Mar 30, 2011 2:56 pm

-----> This is how it looks. Link ---->http://s27.photobucket.com/albums/c171/RobLocksley/Link%20folder%20stuff/?action=view¤t=ScreenShot9.jpg
I've DL all the stuff I could find and installed it - textures and Lod's. Updated with Tes4LodGen.
Cheers!


The landscape texture replacers come with part03 of the download. They are just files replacing a slice of the default Tamriel landscape so its always possible you downloaded another mod which changed these and the ones I provided got overwritten.
They are the ones in the folder Textures/LandscapeLOD/Generated/. The four land textures are 60.00.-32.32.dds, 60.00.-64.32.dds, 60.-32.-32.32.dds, and 60.-32.-64.32.dds. The matching files with _fn at the end are for the land's shadows.
If you extract those to your data folder and they still won't show up, Oblivion must still be using the original ones packed in the bsa. Although I've no idea why it would do that. Loose files with later file dates are supposed override ones in the bsa.

Arthmoor's replacers all work fine expect for some of the interior meshes which block some doors, trapping NPCs and you also if you go in. So you may just want to go back to my original download and place back the building files with "int" at the end from Meshes/Architecture/Corinthe/ and /Orcrest/. There were a couple of exterior doors I had to shift slightly in the cs as well.

When I release the next update though, I'll include most of the replacment meshes Arthmoor made. I also made some non-havoked static versions of the food and other goods on the market stalls, which improves the fps in Corinthe even further and also stops the market flying apart in collision explosions.
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renee Duhamel
 
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Post » Wed Mar 30, 2011 10:47 am

Thank you! With your heads up I re-dated the files in question to 2099 thus overriding the BSA (I am using OBMM re-direction but sometimes I get trouble when I've messed allot with textures and meshes).

Everything is fine now - will post a nice little screenshot later in this post just to prove my un-insanity....eh....

And the doors - yeah, I had to tcl for a bit to reach the collision detection on the inside of buildings, so looking forward to future updates as well as enjoying this piece of art right now :D

Cheers!

EDIT - Pictures and some info.
The desert is nice and toasty now ---->http://s27.photobucket.com/albums/c171/RobLocksley/Link%20folder%20stuff/?action=view¤t=ScreenShot12.jpg

Is there a problem with thees grass meshes around Kings walk? Same outside. ---->http://s27.photobucket.com/albums/c171/RobLocksley/Link%20folder%20stuff/?action=view¤t=ScreenShot11.jpg Also the same at other parts in the region!

Arthmoor - I will go check on one of the doors I had problems with. I've reset my GFX settings to something more normal too.---> Duncori walk wayhouse is one that I have trouble with - tried both your mesh versions. But I haven't redated the meshes allthough I don't see why I should have too. If you are not having trouble with this door I will redate the file (might do so now anyway just to check).

END EDIT
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Jon O
 
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Post » Wed Mar 30, 2011 3:12 am

I can double check those collisions on interiors if need be but I'm pretty sure that nothing got messed up on those. All the buildings I actually went inside of worked fine getting back out. But I was mainly checking the outer doors to be sure those worked.
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GabiiE Liiziiouz
 
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Post » Wed Mar 30, 2011 12:32 pm

Edited my post above Arthmoor.

Forget the grass - is it auto generated? Went back to Kings walk - sure, still floating grass, but not in the same place. Also checked the FormID on two floating grasses that looked the same in two different parts of Elsweyr (1A02A695 and 1A0019FB) and they are not the same grass soo.... Eh, 1A does that mean it is Oblivion.esm?

Riverhold waterfall: no water sound, or very low. That is, the fall inside the town is silent atleast.

Cheers!
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Stephani Silva
 
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Post » Wed Mar 30, 2011 12:44 am

I can double check those collisions on interiors if need be but I'm pretty sure that nothing got messed up on those. All the buildings I actually went inside of worked fine getting back out. But I was mainly checking the outer doors to be sure those worked.


Its not so important. The building interiors don't really need to be optimised, since they are all just tiny cells. I did try them out, and was testing out a quest, and noticed half the NPCs in Orcrest had vanished! I found them all trapped inside their houses. It was pretty funny.
The most important ones were those meshes for the city exterior.

Edited my post above Arthmoor.

Forget the grass - is it auto generated? Went back to Kings walk - sure, still floating grass, but not in the same place. Also checked the FormID on two floating grasses that looked the same in two different parts of Elsweyr (1A02A695 and 1A0019FB) and they are not the same grass soo.... Eh, 1A does that mean it is Oblivion.esm?

Riverhold waterfall: no water sound, or very low. That is, the fall inside the town is silent atleast.

Cheers!


Yes, the Rivehold waterfalls could do with a few of those sound emitors. I'll add some in.

The grass is the regular sort. That stuff is just painted on the ground, and its the same as the Colovian Highlands. Yours looks all wrong -- as well as floating its way too long. Perhaps you've downloaded some replacer for it from somewhere, or some mod has changed the settings. Just look for grass in TES4Edit and see if any mods are modifying any of the GC types.
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Pat RiMsey
 
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Post » Wed Mar 30, 2011 4:47 am

Okey - time stamp comes to the rescue again!

I'm using RPG-Black Dragons grass meshes. My guess is, since I am using long & short grass, that the Oblivion original mesh got mixed up with RPG's.

And they looked (past tense) funny since I was experimenting with having very low quality on the anisotropic filtering and stuff.

You pointing out the possibility of the grass meshes made me update those timestamps too - thanks for that lead. I did update the meshes for Arthmoors doors but no luck so far - maybe it was the wrong ones.

It's a breeze running through Elswyer now - even with all of Arthmoors Lods it flows just fine. You really got it optimized fine, great work!

Cheers!
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Jessica Lloyd
 
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Post » Wed Mar 30, 2011 3:20 am

Its not so important. The building interiors don't really need to be optimised, since they are all just tiny cells. I did try them out, and was testing out a quest, and noticed half the NPCs in Orcrest had vanished! I found them all trapped inside their houses. It was pretty funny.
The most important ones were those meshes for the city exterior.


Hmm. Well, you could just drop the ones that are an issue unless it's really the whole Orcrest interior set. The solid bottoms on the meshes makes it too hard to find the nodes that might be blocking the doors in Blender.

The exterior ones are the most important, but don't dismiss the clutter ones either. Even just a few bad clutter collisions can cause performance drops. And a bunch of those weapons in the package I made had incorrect collision types on them.
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Eileen Collinson
 
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Post » Wed Mar 30, 2011 4:41 pm

SEPTEMBER UPDATE FOR TESTING!

Anyone want to test this latest update for me? Here are all the extra files--
http://www.megaupload.com/?d=9XXSP9XK

There's a few new quests, a couple more for the Hunters Guild, and two for a budding Elsweyr Thieves guild.
I tried my hand at a buy/sell trade goods one for the Merchants Guild as well, which involves carrying heavy crates and barrels from one end of the country to the other. Its more of an occupation/role-playing sort of thing.

And I've finally got a large swathe of my coral reef done, filled with lots of Koniption's corals, and SB's and Phitts tropical fish. I'm quite pleased with how it turned out. :) I still need to find some fish fillet mesh for the fish ingredient. Only getting scales when you kill an edible fish is pretty silly!

You can also find a couple of Tsaesci (serpent-men) NPCs. There's a sample one in the new florist shop in Corinthe. I used the race that Corthian recently created.

For testing, I just need to know my new quests all work -- they're such finicky things to make. And also have a look to see all the new locations are looking ok and that I haven't missed any meshes or textures with the upload.

Arthmoor, I've included your opt. meshes for the buildings. I'll add the rest in when I do the proper release, and repackage all the main files.

If anyone wants to use the bunch of static meshes I made for some common vanilla items like bowls, vases, fruits and vegetables, feel free. The ceramic vases are handy for pot-plants, and the static foods are handy in a marketplace, where you don't want everything flying apart in an explosion of collisions. I tried to make an orchard by hanging some static fruit from trees. I'm curious to know if people think it looks ok.
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Margarita Diaz
 
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Post » Wed Mar 30, 2011 6:51 am

HOLEE $H!+!!!

Another updayte!!!!!!!!!! I don't have the time to test, but, please, all you testers out there...do a good job!!!

This mod is my all-time favorite!
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Mike Plumley
 
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Post » Wed Mar 30, 2011 10:46 am

Haven't got much to say; passing through Elswyer right now and took up quests from the huntersguild. First quest, nemas problemas, everything in its place. Second quest to put down a sow in the south - the quest marker points to the north, about Riverhold; must have migrated. EDIT - I am sorry; even though I haven't checked (going to bed) I now get to thinking that it points to the person who does the armor for the skins in Riverhold. I just assumed that when I got the new quest it was that one that was activated; never considered the pelt collecting to be one too. (Yeah, tested this morning, that's how it was. I'll hopefully get home tonite in time to be able to play an hour or so. Now off to work.) End EDIT.

Didn't get into the flowershop, hadn't opened yet and I was on fleeting feet. Maybe next time.

Saw the Snakeman in Orcrest; interesting.

Really like the dust storm's - it itches in my eyes.

And now it's a 6 day work week - huzzah :(
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Mrs. Patton
 
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Post » Wed Mar 30, 2011 7:06 am

Hi Iliana,

So you made yourself an orchard, eh?

You don't have to do this, but do you think you can do me a little favor, even if it's only temporarily included in your mod for testing purposes?

In my KoniptionsResourcePack1V3 (the second file uploaded to TESNEXUS), I included updated and improved "tree harvesting" meshes and scripts for the coconuts and hala fruits. I also included a full README document for how to set things up. You essentially put the certain coconut and hala fruit nifs in the tree tops of their respective trees, without clipping into the trees' collision. With the script applied, the player can then shoot the fruit down from the tree (it falls down and can hurt the player if lands on head), but the player can also activate the fallen fruit to harvest the ingredient version. The fallen fruit then disappears and resets into the treetops, only visible and knockdownable again upon cell reset. The player might have to shoot at the fruit from different distances and several times before the fruit falls, though - tis a quirk of the fruits' trigger collision detecting the projectiles only part of the times. But me and XMarksTheSpot tested it, and it seemed to do fine. I only had one freak incident where the fruit fell down under very certain circumstances in the exterior world, but X could not replicate the quirky behavior on his end, so who knows.

I never got a chance to mass test the tree harvesting setup with multiple people, so doing this would help me, but like said, you don't have to go out of your way to do this. But whatever you do, don't go putting shootable fruits in all of the coconut trees and hala trees, if only to prevent possible performance problems later down the road. If you decide to do this, only set aside a few cells of trees that have the fruit, and be sure to tell your players where those trees are located. I tested the shootable fruit both in exteriors and interiors - it works in both.

Koniption
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Cedric Pearson
 
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Post » Wed Mar 30, 2011 4:10 pm

Hi Iliana,

So you made yourself an orchard, eh?

You don't have to do this, but do you think you can do me a little favor, even if it's only temporarily included in your mod for testing purposes?

In my KoniptionsResourcePack1V3 (the second file uploaded to TESNEXUS), I included updated and improved "tree harvesting" meshes and scripts for the coconuts and hala fruits. I also included a full README document for how to set things up. You essentially put the certain coconut and hala fruit nifs in the tree tops of their respective trees, without clipping into the trees' collision. With the script applied, the player can then shoot the fruit down from the tree (it falls down and can hurt the player if lands on head), but the player can also activate the fallen fruit to harvest the ingredient version. The fallen fruit then disappears and resets into the treetops, only visible and knockdownable again upon cell reset. The player might have to shoot at the fruit from different distances and several times before the fruit falls, though - tis a quirk of the fruits' trigger collision detecting the projectiles only part of the times. But me and XMarksTheSpot tested it, and it seemed to do fine. I only had one freak incident where the fruit fell down under very certain circumstances in the exterior world, but X could not replicate the quirky behavior on his end, so who knows.

I never got a chance to mass test the tree harvesting setup with multiple people, so doing this would help me, but like said, you don't have to go out of your way to do this. But whatever you do, don't go putting shootable fruits in all of the coconut trees and hala trees, if only to prevent possible performance problems later down the road. If you decide to do this, only set aside a few cells of trees that have the fruit, and be sure to tell your players where those trees are located. I tested the shootable fruit both in exteriors and interiors - it works in both.

Koniption

BRAINIAC
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nath
 
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Post » Wed Mar 30, 2011 4:36 pm

Here's a few screenies of some of the new areas--

Shark attack
http://img24.imageshack.us/img24/6172/anqcoralreef04.jpg

Corals
http://img33.imageshack.us/img33/5292/anqcoralreef03.jpg

Underwater rock arch
http://img33.imageshack.us/img33/5080/anqcoralreef05.jpg

Lots of fish
http://img41.imageshack.us/img41/2415/anqcoralreef02.jpg

Pear tree farm
http://img268.imageshack.us/img268/9885/anqpeartree.jpg

Imperial Fort Seaplace
http://img269.imageshack.us/img269/1452/anqseaplace.jpg


Haven't got much to say; passing through Elswyer right now and took up quests from the huntersguild...


Yep, I gave B'laal the Shepherd from the Hunter craftsmen quest a follow marker. He wanders off so far people had a hard time finding him!
Follow markers for the Hunters Guild quest are optional, you can get them if you ask around the nearest village, or just search for the creature yourself without.

Hi Iliana,
So you made yourself an orchard, eh?
You don't have to do this, but do you think you can do me a little favor, even if it's only temporarily included in your mod for testing purposes? . . .


That sounds like fun. I'll definitely try that out sometime. It would be perfect for the coconut trees lining the beach.
I've now used those other scripts of yours for the harvesting and the stinging sea urchin, and they all work superbly.
The new plants you recently sent me look really good. I've used the catnip quite a bit already, and made one little garden of pebble plants.
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jenny goodwin
 
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Post » Wed Mar 30, 2011 12:03 pm

By Iliana:
That sounds like fun. I'll definitely try that out sometime. It would be perfect for the coconut trees lining the beach.
I've now used those other scripts of yours for the harvesting and the stinging sea urchin, and they all work superbly.
The new plants you recently sent me look really good. I've used the catnip quite a bit already, and made one little garden of pebble plants.


It's good to hear that they work. Glad to know the plants are being put to use, too.

@ richardrocket009: I don't see any BRAINIACs...wherefore art do you see such a thing?? :spotted owl: :bigsmile:

Koniption
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Charlie Ramsden
 
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Post » Wed Mar 30, 2011 2:31 pm

Fantastic! Played a bit with your September Addon Pack and Elsweyr is becoming more and more beautiful. Excellent!

Just a small question:

Why is the heightmap LOD so different from the actual landscape (see pics)?

http://img5.imagebanana.com/view/5kumxj74/Oblivion2009091514414951.jpg
http://img5.imagebanana.com/view/5nrkeeck/Oblivion2009091514432072.jpg

Again, thank you for this absolutely must-have mod!!!


EDIT\ Perhaps have a look at this http://www.tesnexus.com/downloads/file.php?id=27185
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Harry Hearing
 
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Post » Wed Mar 30, 2011 10:57 am

Fantastic! Played a bit with your September Addon Pack and Elsweyr is becoming more and more beautiful. Excellent!
Just a small question:
Why is the heightmap LOD so different from the actual landscape (see pics)?
http://img5.imagebanana.com/view/5kumxj74/Oblivion2009091514414951.jpg
http://img5.imagebanana.com/view/5nrkeeck/Oblivion2009091514432072.jpg
Again, thank you for this absolutely must-have mod!!!
EDIT\ Perhaps have a look at this http://www.tesnexus.com/downloads/file.php?id=27185


That area is some way beyond the invisible border of collision boxes I added.

All the region west of Corinthe never existed in-game. But Bethesda did include distant LODs for the landscape . . . presumably they created it, generated the LODs, but deleted that actual land quad before release.

I have recreated some parts of it, like the huge mountain NW of Corinthe, which I (painstakingly!) built up to match Beth's LOD.
In the south I simply patched the huge end-of-world chasm that used to exist there, but haven't extended the land much further.
If you wander further west, all you will find is phantom LOD land.

EDIT:--
If you're curious, here's a screen of what Elsweyr looked like with the original end-of-world chasm--
http://img206.imageshack.us/img206/8328/elsweyrmountainxt2.jpg
The big mountain, centre-background is the phantom LOD one, I rebuilt.

You'll still see something similar up in Skyrim if you travel up that way.
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SWagg KId
 
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Post » Wed Mar 30, 2011 1:20 pm

Illiana, I send you a PM (via TESNexus) with Elswyr DarkUI loading screens.

Give them a look.

Regards! :D
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Lalla Vu
 
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Post » Wed Mar 30, 2011 8:40 am

Its not so important. The building interiors don't really need to be optimised, since they are all just tiny cells. I did try them out, and was testing out a quest, and noticed half the NPCs in Orcrest had vanished! I found them all trapped inside their houses. It was pretty funny.
The most important ones were those meshes for the city exterior.


Hmm. Well, you could just drop the ones that are an issue unless it's really the whole Orcrest interior set. The solid bottoms on the meshes makes it too hard to find the nodes that might be blocking the doors in Blender.

If you want, I can look at those meshes in Blender... I'm sure I could find the bad collision verts.
Pacifci Morrowind
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Josh Dagreat
 
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Post » Wed Mar 30, 2011 8:54 am

PM, if you could do that, that would be great. I tried looking through the interior meshes for potential issues but the floor and walls kept obstructing my view and I couldn't deal with it :)
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Paula Ramos
 
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Post » Wed Mar 30, 2011 1:03 am

PM, if you could do that, that would be great. I tried looking through the interior meshes for potential issues but the floor and walls kept obstructing my view and I couldn't deal with it :)

sure, its the easiest thing for me so far. the most recent meshes for those in the 3 files on tesn and the one just linked to a few posts back on megaupload? (or is there a different small update with newer version... don't want to overwrite other changes).
Pacific Morrowind
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Roanne Bardsley
 
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Post » Wed Mar 30, 2011 1:43 pm

I linked a megaupload package somewhere back in the threads that has the optimized buildings in it, including the interiors. I don't remember where the post is or what the link was now but it's back there somewhere.
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Hannah Barnard
 
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Post » Wed Mar 30, 2011 12:35 am

I found a bug. I wandered into the Corinthe Caravanserie, and now I can't get back out - the door doesn't have an activation icon. I don't know any of the Corinthe coc codes, so I'll have to jump somewhere else and then come back. :(
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Izzy Coleman
 
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