[relz] Land Magic

Post » Thu Jan 14, 2010 8:22 am

Will be giving this another shot! Thanks for the version update!

EDIT - It worked!!!

Total number of cells fixed: 4502Repacking Heights...Number of cells that couldn't get repacked properly: 2646They will not be saved.Cleaning the tree for the patch...Building list of master mods and correcting formIDs...Creating Patch...LandMagicPatch.esp created, don't forget to activate it!


Now, question is... do I run TES4LODGen before or after this?
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Dj Matty P
 
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Post » Thu Jan 14, 2010 2:04 am


Now, question is... do I run TES4LODGen before or after this?


Same Question here as it is this is my order...May change per responses...

1) Add a Mod\Remove a Mod\OR just Move one around in List
2) Boss
3) Bash Patch
4) Land Magic
5 Check its Active
6) TES4LOD
7) Play

I could be Wrong But Being I have 196 Mods Loaded and Yesterday I took 3 Screen shots that show Oblivion's Process @ 2 hours 2.5 and 1.5 For a total of 6 hours In Game. have to say this works for me. I always take a screeney when I crash /exit. Bout the only crashes I see are Say I just Spent an Hour Outside and I Go to an Interior I sometimes Crash. Instant Reload and go to same Load and all is Well. Same if I spent massive time in Cave/town Then Load an exterior sometimes it will Crash . No biggie as 2 hours to me is Perfectly Stable.
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Oceavision
 
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Post » Wed Jan 13, 2010 9:02 pm

Now, question is... do I run TES4LODGen before or after this?


If you're running this for the first time then yes, as you've created a new ESP for your load order. However if you then run this again, then no. You only need to re-run TES4LODGen if you change your load order (add/remove/shuffle ESMs or ESPs), or if you edit one of the ESMs or ESPs in your load order and place or (re)move any object for which you have a _far mesh in your Data folder (either BSA'd or loose).

Since this tool deals with LAND records, it has no relation to what TES4LODGen handles.
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biiibi
 
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Post » Thu Jan 14, 2010 5:15 am

@camaro-69_327:
You don't need to run Land Magic app after the bashing patch anymore with v0.3 as it ignores the bashed patch(at least if your bashed patch is named "Bashed Patch, 0.esp", the default).

You should also now put LandMagicPatch.esp before the bashed patch(it doesn't matter where as long as it's after its last master) as the bashed patch may modify cell entries and since I don't read the bashed patch anymore the cell entries of my patch would overwrite the ones in the bashed patch(bad idea).

You should only run Land Magic if you add/remove/update a mod that change exterior cells.

@far327:
As "display name is already in use" said, tes4lodgen has no link with this program, it only create files describing which object should be visible when distant in a cell. My program modifies the landscape height on the border of cells.
And damn 4502...it's a lot, makes me wonder if there is a bug in the way I calculate heightmaps...
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Eoh
 
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Post » Wed Jan 13, 2010 9:02 pm

@camaro-69_327:
You don't need to run Land Magic app after the bashing patch anymore with v0.3 as it ignores the bashed patch(at least if your bashed patch is named "Bashed Patch, 0.esp", the default).

You should also now put LandMagicPatch.esp before the bashed patch(it doesn't matter where as long as it's after its last master) as the bashed patch may modify cell entries and since I don't read the bashed patch anymore the cell entries of my patch would overwrite the ones in the bashed patch(bad idea).

You should only run Land Magic if you add/remove/update a mod that change exterior cells.

@far327:
As "display name is already in use" said, tes4lodgen has no link with this program, it only create files describing which object should be visible when distant in a cell. My program modifies the landscape height on the border of cells.
And damn 4502...it's a lot, makes me wonder if there is a bug in the way I calculate heightmaps...


Ohhh....lol...Got it Now..Will Install New Version and update where BOSS is placing the Patch Thanks for the Info Guys!!! and im Pretty Sure I am also upwards of 4,000 edits...Back in a few...

Edit:

Number of HeightMaps processed: [b]70991[/b]Total number of cells fixed: 4484Repacking Heights...Number of cells that couldn't get repacked properly: 2642They will not be saved.Cleaning the tree for the patch...Building list of master mods and correcting formIDs...Creating Patch...LandMagicPatch.esp created, don't forget to activate it!


The magic patch ends up with 8 masters!
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Elisha KIng
 
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Post » Thu Jan 14, 2010 1:01 am

Total number of cells fixed: 1055

Everything ran smooth on 0.3 :)

BTW, you might want to consider not adding a change record if Oblivion.esm is the only mod altering a cell. We can be fairly confident that there are no tears in playable areas from the game's master file. It would save a bunch of unnecessary cell edits.
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Javaun Thompson
 
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Post » Thu Jan 14, 2010 4:11 am

And damn 4502...it's a lot, makes me wonder if there is a bug in the way I calculate heightmaps...

Shouldn't be. I use a modified version of what you posted in CBash's thread, and it calculates it just fine. Verified it in the CS by dropping gold coins at the edges of a cell, and comparing the z-axis with what CBash calculated. It was dead-on every time.

float LANDRecord::CalcHeight(const unsigned int &row, const unsigned int &column)    {    if(!VHGT.IsLoaded())        return 0.0f;    float fRetValue = http://forums.bethsoft.com/index.php?/topic/1082348-relz-land-magic/VHGT->offset * 8.0f;    for(unsigned int curRow = 0; curRow <= row; ++curRow)        fRetValue += (VHGT->VHGT[curRow][0] * 8.0f);    for(unsigned int curColumn = 1; curColumn <= column; ++curColumn)        fRetValue += (VHGT->VHGT[row][curColumn] * 8.0f);    return fRetValue;    }


My bet is that you're fixing LAND records in the various test worlds in Oblivion.esm. From what I remember when I poked around those places in-game, I remember seeing a ton of tears. They're not normally accessible, so it wouldn't hurt for Land Magic to explicitly skip them.
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Mylizards Dot com
 
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Post » Thu Jan 14, 2010 1:52 am

I hope this project isn't completely dead. I keep checking for updates!

:whistling:
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vanuza
 
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