Nehrim mesh data and PyFFI

Post » Thu May 03, 2012 4:37 am

I'm trying to get my game working with pyffied meshes and it works okay when I do the Oblivion meshes, but when I do the NehrimData it crashes in the game exteriors. I followed all the steps; installed Python 2.6.6 for Win 32, PyFFI 2.1.11, extracted the NehrimData with OBMM to the "in" folder, ran the oblivion_optimize bat file, created the new BSA with the "in" folder added first and the "out" folder overriding it, and reset the BSA timestamps with OBMM. Here's a mod list if it helps:
Spoiler
00  Nehrim.esm01  All Natural Base - Nehrim.esm  [Version 1.0]02  Progress.esm  [Version 2.2]03  TGND.esp04  NehrimData.esp05  All Natural Nehrim.esp  [Version 1.0]06  NehrimEnglish.esp07  NehrimEnglishUpdate.esp08  Nehrim Improvment.esp09  CreatureIdles.esp0A  NehrimCameraMod.esp0B  Display Stats.esp  [Version 2.0.1]0C  Harvest_Flora for Nehrim.esp0D  kuerteeAttributeAndSkillBasedDamageModifiers.esp++  NehrimBrighterTorches_v1.2.esp0E  NIE.esp0F  Toggleable Quantity Prompt.esp  [Version 3.2.0]10  SM Encumbrance and Fatigue.esp  [Version 2.6]11  NehrimBedrolls.esp12  SDR_Core.esp  [Version 4.3.0]13  SDR_NPC Behavior.esp  [Version 4.3.0]14  SDR_Perks And Patches (Nehrim).esp  [Version 4.3.0]15  ZumbsLockpickingMod - OBSE.esp16  ZumbsLockpickingMod - Hide Difficulty Addon.esp17  Phitt's Phighting Phixes.esp18  Attribute_steps.esp19  ProgressGSD.esp  [Version 2.0]1A  ProgressMBSP.esp  [Version 2.0]1B  ProgressSBSP.esp  [Version 1.0]1C  ProgressRBSP.esp  [Version 1.0]1D  ProgressArmorer.esp  [Version 1.0]1E  ProgressMercantile.esp  [Version 1.11]++  Initial_Glow-all.esp++  NehrimRTMaleReplacer.esp1F  Bashed Patch, 0.esp
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Wed May 02, 2012 11:19 pm

I'm not a Nehrim user, but I run PyFFI pretty often for various projects. It has a rather large list of files that it is supposed to skip, and that list is finely tuned to vanilla Oblivion. Take a peek into toaster\oblivion_optimize_01.ini and you'll see what it tries to avoid. The thing is, it uses this on the file name only, so if any Nehrim files have a different naming convention, PyFFI will mistakenly run and produce an unusable NIF. At least, that's what I suspect is the case.
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Thu May 03, 2012 3:29 am

I'm probably not the person to ask about using PyFFI as I've only done it twice by reading instructions and following as best I can.

I do know of one issue though with Nehrim and particularly Vista or Win 7 OS. Cave entrances. In those two OS no file can have a leading space in its name. The specific files that have this are all cave entrance meshes - so they will be missing if you PyFFI them and move the files on the OS at any time.

With regular Oblivion there was a temporary mod that redirected those file paths to non leading space names, but it is no longer available and has since been integrated into the UOP. But you can't use the UOP for Nehrim.

I think there is a way to skip those files - might want to ask in a PyFFI thread though. ... hmmm well http://www.gamesas.com/topic/1172342-relzwipzpyffi-python-file-format-interface.

Well if you get that far and you want the temp mod that redirects just PM me and I'll send it. Maybe I should upload to 4shared and put on the Nehrim thread (just never heard of anyone else but me PyFFIing for Nehrim).
User avatar
Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Wed May 02, 2012 9:56 pm

It's not the problem with the leading spaces because I didn't move the files after I extracted them from the BSA. I looked in my Oblivion meshes BSA too and found the files with the leading spaces there. The problem is when I'm doing Nehrim's meshes. Maybe it's what Manka says with the files having a different naming convention. I did a google search though and see some people say they can use PyFFI on Nehrim's meshes, but I didn't find out how they did.
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Thu May 03, 2012 11:18 am

I remember having issues with PyFFI on Nehrim specific data, but that turned out to be due to using one of those optimizer kits people have put out. If you use the 3-step process included with the latest PyFFI, this shouldn't be an issue. It can even correct meshes that were botched by other processes.

The CTDs tend to come from it having botched _far.nif files btw, which is what some of the optimization kits were getting wrong.
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Thu May 03, 2012 1:09 am

The CTDs tend to come from it having botched _far.nif files btw, which is what some of the optimization kits were getting wrong.
That was it! I tried it again deleting the _far.nif files in the "out" folder after running PyFFI before repacking the BSA and it works now. I don't know why it was getting the _far.nif files wrong when I tried it. I'm not using any optimizer kit, just the bat file that does the 3 steps with the oblivion_optimize ini files.
User avatar
Tessa Mullins
 
Posts: 3354
Joined: Mon Oct 22, 2007 5:17 am


Return to IV - Oblivion