[WIPz] Immersive Interiors

Post » Tue Jun 08, 2010 10:55 pm

This is a wonderful project. The non-see through windows is my main nitpick with the game. I haven't checked every window in Anvil, but everything works perfectly fine with those I checked. Thanks for taking on this and doing it so professionally! :foodndrink:
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Thomas LEON
 
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Post » Wed Jun 09, 2010 6:52 am

Thanks for all the support and kind words, it's really appreciated :)
Figured I would give this a shot and... holy crap. I honestly did not expect such an amazing change. As if All Natural wasn't good enough! This makes a huge different in the city interiors. I am honestly shocked! The cathedral never looked so good.

Are you going to be doing the other interiors after the cities? Such as the priories and farms?

Yes, all the cities will be covered eventually :)

Apparently he can only do the city interiors due to a game engine limitation. :shrug:

Hehe, what I meant by that is that in the cities, you basically see the other buildings and castle walls. You can't have any "ground" in interiors, so all the ground in the cities from within the interiors is actually custom meshes that have been painfully added one by one to mimick natural ground. It works quite well because it's on a rather small scale, even if it takes hours on end to do :P

The fact that wilderness houses have no cities or "statics" around them means that usually you can stare off into the distance for miles. Because ground, water, hills and LOD are not possible, it's just unfortunately not feasible to be able to do these kind of houses effectively.
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KU Fint
 
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Post » Wed Jun 09, 2010 7:51 am

Just noticed that this made it to the hot files on the nexus and its not even skimpy clothing! :ooo: :icecream:
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Monique Cameron
 
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Post » Tue Jun 08, 2010 11:20 pm

Just noticed that this made it to the hot files on the nexus and its not even skimpy clothing! :ooo: :icecream:

Oh yeah, I didn't notice. Nice work :foodndrink: !

Downloaded this, truely excellent. Just one suggestion: As it is you can see the exterior on the minimap, which often looks ugly (take a look in the upstairs of the Count's Arms). Isn't there a black box object that can be used to hide them (or is it visible) ? It would be nice if there was a way to fix that. Some lights outside would be nice as well. Other than that, amazing, and with no noticable performance hit.
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Monique Cameron
 
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Post » Wed Jun 09, 2010 3:39 am

Just noticed that this made it to the hot files on the nexus and its not even skimpy clothing! :ooo: :icecream:

Wow, I didn't notice that. Over 1000 downloads, 5th in "Top endorsed recent files" and is on the front page in just over two days. I'm stunned :o

Oh yeah, I didn't notice. Nice work :foodndrink: !

Downloaded this, truely excellent. Just one suggestion: As it is you can see the exterior on the minimap, which often looks ugly (take a look in the upstairs of the Count's Arms). Isn't there a black box object that can be used to hide them (or is it visible) ? It would be nice if there was a way to fix that. Some lights outside would be nice as well. Other than that, amazing, and with no noticable performance hit.

Thanks for that. As it's not a game breaking bug I won't release a patch but It'll be fixed on the Skingrad release, should look like so:

http://img829.imageshack.us/img829/4521/minimapbugafter.png
http://img838.imageshack.us/img838/9238/minimapbugbefore.png

And the issue with lights is that they are FPS killers. I might consider adding them later on but for now they're staying out for performance reasons.
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Farrah Lee
 
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Post » Wed Jun 09, 2010 1:40 am

Wow, I didn't notice that. Over 1000 downloads, 5th in "Top endorsed recent files" and is on the front page in just over two days. I'm stunned :o

It's doing great! Good job too, this mod is fantastic.

Thanks for that. As it's not a game breaking bug I won't release a patch but It'll be fixed on the Skingrad release, should look like so:

http://img829.imageshack.us/img829/4521/minimapbugafter.png
http://img838.imageshack.us/img838/9238/minimapbugbefore.png

Nice, that's much better. The reason it annoys me is because I play with a minimap on my HUD (some mod, can't remember its name) so I see it as I walk around, and I use the colour minimap so I can see where the ground is missing.


And the issue with lights is that they are FPS killers. I might consider adding them later on but for now they're staying out for performance reasons.

True. It's just in some houses, like those with a view to the western tree in Anvil, the lack of light from the lamps is quiet noticable at night. Maybe it could be an optional addition? That would be perfect really.
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Poetic Vice
 
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Post » Tue Jun 08, 2010 11:00 pm

Insanely great mod :foodndrink: :celebration:

I absolutely love it and can't wait for the followup cities.

How should I install "Better Benirus Manor" and keep the Immersive Interiors affect?
I understand that the view wouldn't be exactly the same but I was wondering if there are any things I should be aware of?
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Dona BlackHeart
 
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Post » Wed Jun 09, 2010 9:44 am

How should I install "Better Benirus Manor" and keep the Immersive Interiors affect?
I understand that the view wouldn't be exactly the same but I was wondering if there are any things I should be aware of?

It will depend if Better Benirus Manor makes the manor bigger or not. If it does you may get bits of other buildings or walls sticking into the manor. If it doesn't it should be fine. You may need to use a bashed patch as well though.
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Jordan Moreno
 
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Post » Wed Jun 09, 2010 6:18 am

It's doing great! Good job too, this mod is fantastic.


Nice, that's much better. The reason it annoys me is because I play with a minimap on my HUD (some mod, can't remember its name) so I see it as I walk around, and I use the colour minimap so I can see where the ground is missing.



True. It's just in some houses, like those with a view to the western tree in Anvil, the lack of light from the lamps is quiet noticable at night. Maybe it could be an optional addition? That would be perfect really.

Thanks :) Yeah, at the moment I'm going through the Anvil houses and adding the black masks to the appropriate areas. All the Skingrad buildings that have been done so far already have the masks :)

In terms of lights, then yes, I think an optional addon will be a good idea. I may release that with the Skingrad release, but the lights will be put in anvil too of course :)
Insanely great mod :foodndrink: :celebration:

I absolutely love it and can't wait for the followup cities.

How should I install "Better Benirus Manor" and keep the Immersive Interiors affect?
I understand that the view wouldn't be exactly the same but I was wondering if there are any things I should be aware of?

It seems someone had a few issues with that mod showing the exteriors. I'm still investigating the issue and hopefully will have a compatibility patch out, but for now you won't see the exteriors in the Benirus Manor with that mod installed. Everything else will work fine however. Sorry about that.
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Naomi Ward
 
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Post » Wed Jun 09, 2010 2:43 am

It seems someone had a few issues with that mod showing the exteriors. I'm still investigating the issue and hopefully will have a compatibility patch out, but for now you won't see the exteriors in the Benirus Manor with that mod installed. Everything else will work fine however. Sorry about that.
[/quote]

No Worries!
I would rather do without that mod than yours for the time being :wink_smile:
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Scotties Hottie
 
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Post » Wed Jun 09, 2010 4:41 am

I'd lean against including NPCs personally. While they may make for some added realism, NPCs have a tendency to behave in unpredictable ways and you might have them showing up where they don't belong. Not to mention they're the #1 cause of performance issues for most people. Far more so in some cases than even light sources.
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Dustin Brown
 
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Post » Wed Jun 09, 2010 9:38 am

Just a few more screenshots because I know you like them :P

http://img291.imageshack.us/img291/1333/skingradb1.png
http://img840.imageshack.us/img840/6955/skingradb2.png
http://img801.imageshack.us/img801/8439/skingradb3.png
http://img521.imageshack.us/img521/378/skingradb4.png
http://img710.imageshack.us/img710/3120/skingradb5.png
http://img715.imageshack.us/img715/8128/skingradb6.png
http://img832.imageshack.us/img832/6026/skingradb7.png

Immersive Interiors is also the 14th most endorsed file on TESNexus over the last two weeks. Which isn't bad considering it was released less than 3 days ago :D
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Angus Poole
 
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Post » Wed Jun 09, 2010 6:36 am

Wow, you work fast :twirl:

Looking forward to your future releases. Now I better go and endorse your Anvil part :drool:
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Lil Miss
 
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Post » Wed Jun 09, 2010 9:37 am

What about fake NPCs? Low poly meshes, animated and scripted to just "walk"? One mesh per gender/race. Would that be possible?
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john palmer
 
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Post » Wed Jun 09, 2010 7:49 am

Just a few more screenshots because I know you like them :P

http://img291.imageshack.us/img291/1333/skingradb1.png
http://img840.imageshack.us/img840/6955/skingradb2.png
http://img801.imageshack.us/img801/8439/skingradb3.png
http://img521.imageshack.us/img521/378/skingradb4.png
http://img710.imageshack.us/img710/3120/skingradb5.png
http://img715.imageshack.us/img715/8128/skingradb6.png
http://img832.imageshack.us/img832/6026/skingradb7.png


:drool: They look brilliant.
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Crystal Clarke
 
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Post » Tue Jun 08, 2010 10:36 pm

Could you make a version for CHORROL HINTERLANDS that shows the UL additions?
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Angela
 
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Post » Wed Jun 09, 2010 4:15 am

Dude chill out he hasn't even finished 2 complete vanilla cities. Plus building that are not inside the towns won't be done.
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adam holden
 
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Post » Wed Jun 09, 2010 5:32 am

Yeah, the vanilla cities will be done first. I'll then churn out some patches out for people using BC and OCR (although you'll have no issues if you use Immersive Interiors with these, the patches will just correct some inaccuracies). Along with this I'll get the IC done, and an optional Kvatch ESP.

But like br0sk1 said, buildings that are situated outside of the city walls cannot be done for technical reasons. Sorry.

On a more positive note, Skingrad is about half done. It's taking a bit longer than Anvil because alot of the houses have multiple floors, and I need to do collision and masking this time too. But I hope to see Skingrad, which will contain a few minor Anvil bugfixes too, released by Wednesday :)
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Tamika Jett
 
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Post » Wed Jun 09, 2010 8:19 am


But like br0sk1 said, buildings that are situated outside of the city walls cannot be done for technical reasons. Sorry.



I`m not sure why this isn`t possible from a technical aspect (it would be a huge undertaking, that I know) when it looks like Yevic`s "Castle Eltz" have done just that:

- http://www.tesnexus.com/downloads/images/32500-3-1277241542.jpg
- http://www.tesnexus.com/downloads/images/32500-3-1277240585.jpg

Either way, your doing a great job, SomeWelshGuy :icecream:
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My blood
 
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Post » Wed Jun 09, 2010 9:47 am

I`m not sure why this isn`t possible from a technical aspect (it would be a huge undertaking, that I know) when it looks like Yevic`s "Castle Eltz" have done just that:

- http://www.tesnexus.com/downloads/images/32500-3-1277241542.jpg
- http://www.tesnexus.com/downloads/images/32500-3-1277240585.jpg

Either way, your doing a great job, SomeWelshGuy :icecream:


That could be in a separate exterior worldspace, like the Skingrad Castle Courtyard, or the IC Temple building, which would let it do such things. I'm not familiar with the differences between exterior and interior worldspaces, but that's what springs to mind.
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IsAiah AkA figgy
 
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Post » Tue Jun 08, 2010 11:15 pm

Just had a little poke at that mod in the CS, and he does it as I thought, does a static image "dome" mesh with a tree in front of it:
http://img832.imageshack.us/img832/5863/toshow.png

While this works well for the one, single long window he has, it just wouldn't be feasible on a large scale as I'd need to do a mesh dome individually for every single window. Coupled with the fact that I don't think static images look anywhere near as good as the real thing, and as I want to keep the quality of the mod extremely high all round, I won't be doing any interiors outside of the cities. Sorry guys :(
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Gemma Archer
 
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Post » Wed Jun 09, 2010 7:13 am

Just had a little poke at that mod in the CS, and he does it as I thought, does a static image "dome" mesh with a tree in front of it:
http://img832.imageshack.us/img832/5863/toshow.png

While this works well for the one, single long window he has, it just wouldn't be feasible on a large scale as I'd need to do a mesh dome individually for every single window. Coupled with the fact that I don't think static images look anywhere near as good as the real thing, and as I want to keep the quality of the mod extremely high all round, I won't be doing any interiors outside of the cities. Sorry guys :(

Sounds perfectly reasonable to me, no worries :thumbsup: . Maybe with something like Weynon Priory abbey or something you could just stick a few trees around or something because you can't see the ground. It would be nice to see something like that in a few important buildings.
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Angel Torres
 
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Post » Wed Jun 09, 2010 6:00 am

Sounds perfectly reasonable to me, no worries :thumbsup: . Maybe with something like Weynon Priory abbey or something you could just stick a few trees around or something because you can't see the ground. It would be nice to see something like that in a few important buildings.

Yeah, I'm sure that could be arranged :)

The Skingrad release, which should be released in a few days, will include the following changes:
  • Skingrad will have the Immersive Interior "experience"
  • A few clipping issues and collison problems have been fixed in Anvil
  • Anvil and Skingrad now have been "masked" to fix some local map graphical oddities
  • An optional "lights" esp will be included, which will enable the actual streetlight light sources to make things more realistic, if your computer is up to it :)


I've also added a big, bold note to the TESNexus description about requiring All Natural. The amount of OMFG ITS NOT WORKING comments I've had is rather amazing :P
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Jason King
 
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Post » Wed Jun 09, 2010 10:00 am

As for NPCs: What about fake NPCs? Low poly meshes, animated and scripted to just "walk"? One mesh per gender/race. Would that be possible?

And will you be doing this for Shivering Isles also?
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Jason Rice
 
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Post » Wed Jun 09, 2010 7:59 am

I've also added a big, bold note to the TESNexus description about requiring All Natural. The amount of OMFG ITS NOT WORKING comments I've had is rather amazing :P


Yeah, you're gonna get used to it. Releasing a mod with requirements means you'll get a lot of this. The big note should help, it cut down such messages quite a lot for AN. :P
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MARLON JOHNSON
 
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