DOS box (16 bit MS-DOS Subsystem) saying: 'Oblivion - PyFFI Optimization KitC:\PROGRA~1\Symantec\S32EVNT1.DLL. An installable Virtual Device Driver failed Dll initialization. Choose 'Close' to terminate the application.'
It seems you are having an issue with Norton software.
Check out these links, maybe they can help:
http://service1.symantec.com/SUPPORT/sunset-c2002kb.nsf/f7d6cb402f0b760785256ee600549628/136bd9321cd5f66185256edd00478e08?OpenDocument&src=http://forums.bethsoft.com/index.php?/topic/1172029-relz-oblivion-pyffi-optimization-kit/bar_sch_nam from Symantec Support
http://forums.cnet.com/7723-6142_102-64327.html in CNET forum
http://www.computing.net/answers/windows-xp/16-bit-windows-subsystem/125464.html in Computing.net by tom's guide
Just measured time i takes optimizing with PyFFI 2.1.9b5 on my machine - it takes roughly 2 hours.
Actually in my case, the issue is that I don't have the first clue as to what PyFFI does, I just know that it's something I should do

Perfectly understood. This is why it matters to me to study what commands must be used so the optimization can be as straightforward as fire-and-forget. I'll see what I can do with the right mouse button menus.
I'm CTDing after running the oblivion-meshes through V6I'm sure it's something I'm doing wrongPython2.6.6 - PyFFI 2.19b5, PFOK V61) unpacking the entire bsa to the "in" folder with OBMMGot 3 folders: Distant Lod, Meshes, Trees2) run run_oblivion_optimize.bat3) Copy over the meshes folder inside the "out" folder back to the "in" folder
I'm about to start up my last bsa test with PyFFI 2.1.9b5 optimization. This time I'm going to document it thoroughly so I can report whatever happens in the PyFFI bugtracker. I was running with a bay horse arround and when I crossed the imperial city bridge we just passed through the bridge and fell in the water... That was odd! I was using a bsa with meshes optimized with 2.1.7 and then 2.1.9b5 on top. Now I have a clean default bsa only optimized with 2.1.9b5.
Also, you might want to check the end of my first post on this thread. There are some files with leading space in the file name, namely:
meshes\dungeons\caves\exterior\ centrancechighlandsm01.nifmeshes\dungeons\caves\exterior\ centrancegoldcoastsm01.nifmeshes\dungeons\caves\exterior\ centrancegreatforestsm02.nifmeshes\dungeons\caves\exterior\ centrancemtnsnowlg01.nifmeshes\dungeons\caves\exterior\ centrancemtnsnowlg02.nifmeshes\dungeons\caves\exterior\ centrancemtnsnowlg03.nifmeshes\dungeons\caves\exterior\ centrancemtnsnowsm01.nifmeshes\dungeons\caves\exterior\ centrancemtnsnowsm02.nifmeshes\dungeons\caves\exterior\ centrancemtnsnowsm03.nifmeshes\dungeons\caves\exterior\ centrancerockmosssm01.nifmeshes\dungeons\caves\exterior\ centrancerockybeachsm01.nifmeshes\dungeons\caves\exterior\ centrancewestwsm01.nifmeshes\dungeons\caves\exterior\ centrancewestwsm02.nif
If using windows 7, when you move these files from the "out" folder to the "in" folder, the leading space is pruned.
This means you will end up with two versions of the files with leading spaces inside the "
in" folder - the original (unoptimized) files with leading spaces and the ones from the "
out" folder (which do not overwrite the respective original because Windows prunes the leading space).
Took me 20 h to finish. (8 years old PC, yeah). Do I really need to repeat the process or do the latter updates just improve optimised meshes even further?http://www.tesnexus.com/downloads/file.php?id=36882has nice detailed instructions of the process including options for creating BSA. Maybe you (Ulrim) could also include them modified into your readme?
Optimization result is the same from version 3 to version 6 of the Kit. I may have to check for collision safeguards in next version because I suspect PyFFI is breaking it since 2.1.7.
About the PyFFI patcher, I may be able to share the patches so you do not have to build it for so long. About the bsa creation method - there's plenty of documentation namely on the site http://tesivpositive.animolious.com/?page=pyffi but I'll read that too.
The one caveat is that the game limits how big a BSA can be, so that in certain cases one must break what was one BSA into several BSAs. But that won't be an issue with stock Oblivion meshes BSA, unless you're doing exotic modifications in addition to PyFFi.
I don't understand the limits people tell about them. For what is worth, I'm using an uncompressed 'Oblivion - Textures - Compressed.bsa' with about 2GB without issues (perhaps worth taking into account that I'm also using a 64 bit system). There may be issues with larger BSAs - however, that is an unlikely amount of files to pack together!