[RELz] Oblivion - PyFFI Optimization Kit

Post » Wed Mar 30, 2011 1:01 am

If no one has any clue, I'll wait for patches because optimising was took too long on my PC.


If no one objects, I may upload a binary diff of the meshes I optimize from Oblivion BSA archives and a couple mods such as Warcry, OOO and QTP3. The difference (from another author who has uploaded some of the binary diffs already) being that these are going to be made using the Optimization Kit standard method.



That's interesting.When I was reporting CTD after optmizing oblivion-meshes.bsa, I was actually doing my test around Skingrad west gate.Didn't try fadt travel cause I thought I did something wrongI had some fell through meshes at Frostcrag Spire entrance (the first stairs next to the doors).I'm going to wait for a Pyffi fix


One suggestion is to check for correct bsa redirection (Wrye Bash has the option to apply the simple patch ArchiveInvalidationInvalidated!.bsa) and - in case you are using TES4LODGen, rebuilding the lod files. Regarding Arthmoor's RAEVWD, I can't play without it :) Usually rebuild the lod with a new test. Haven't had problems so far with the exception when I used an incorrect spell to optimize the far.nif meshes :lmao: - but that's fixed now.



Then again Dunkerlore might be one of those mods that simply renames .nif's as _far.nif's without much if any optimizing.


I don't understand.

The method used in the Optimization Kit does not rename files.



You say your Optimization batch file includes opt_cleanfarnif's ability to strip out specular flags from far_nif's? I ask because I have been told those flags might well be the source of visual anomalies encountered in my current Oblivion installation.Thanks again!


Yes, PyFFI 2.1.9 beta 6 fixed the collision mesh problem in my tests. I'm currently optimizing the full 'Oblivion - Meshes.bsa' for testing that release.

The optimization pass which takes care of the far.nif meshes is the last one, configured in 'oblivion_optimize_04.ini'. It uses the spell 'modify_makefarnif' that cleans all the unwanted flags (source of visual anomalies just like you said). It is basically the same as 'opt_cleanfarnif' but also runs 'optimize' spell at the end and produces valid far.nif meshes ('opt_cleanfarnif' spell alone causes CTD on exterior).
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Noraima Vega
 
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Post » Wed Mar 30, 2011 6:43 am

I can also confirm that PyFFI 2.1.9 beta 6 has fixed the collision mesh issues I was having. At least the MOPP based static collision meshes are working (which I think were the only ones affected). I will have to continue to test with other types of static collision meshes (yes, Imperial Furniture uses several different kinds of static collision mesh - it depends on the object). I used version 6 of the optimization kit.
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Cameron Garrod
 
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Post » Wed Mar 30, 2011 10:26 am

I used meshes from an old version of Castle Dunkerlore as my test guinea pig. Was surprised how much several of its far NIFs got reduced. Then again Dunkerlore might be one of those mods that simply renames .nif's as _far.nif's without much if any optimizing.

I don't understand. The method used in the Optimization Kit does not rename files.

Oh my. I did no mean to imply that your Kit renames NIFs as far_NIFs. I simply observed that in this case, the creator of Castle Dunkerlore might have needed far NIF versions of several meshes, and rather than make truly stripped down and optimized files he or she simply changed file names from xxxxxxx.nif to xxxxxxx_far.nif. I of course don't know that that's the case, but have noticed at least one mod (a long time ago) whose supplied NIFs and equivalent far_NIFs were identical in size. That seems fishy to me.
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Betsy Humpledink
 
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Post » Wed Mar 30, 2011 5:24 am

That seems fishy to me.


:lmao: Agreed!

I've got some good news amd some bad news!

Good news:

I've been playing with 'Oblivion - Meshes.bsa' optimized with PyFFI 2.1.9 beta 6 and Optimization Kit v7 and from the first looks it seems this is really great stuff!


Bad news:

I don't know how to make binary diffs yet. The idea is to upload the diffs so other people can test this right away instead of having to endure quite some time before anything happens.

Does anyone want to hint this newb of yours? :lmao:
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Markie Mark
 
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Post » Wed Mar 30, 2011 9:50 am

('opt_cleanfarnif' spell alone causes CTD on exterior).


That isn't true because I ran opt_cleanfarnif on everything in RAEVWD using 2.1.8 and there are zero problems with those meshes.
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Mason Nevitt
 
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Post » Wed Mar 30, 2011 12:18 am

That isn't true because I ran opt_cleanfarnif on everything in RAEVWD using 2.1.8 and there are zero problems with those meshes.

You might want to check it out for the random CTD you were having.

My testing showed that running the spell 'opt_cleanfarnif' alone on far.nif meshes from Oblivion - Meshes.bsa made Oblivion crash on exteriors. CTD happened instantly if I loaded a game while my character was on exterior cell and CTD would happen randomly while traveling in exterior world. The spell 'modify_makefarnif' used in the latest configuration fixed that.

Perhaps I should also point out Vorians in the credits since he's also the one who made that suggestion for the far.nif.
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Heather M
 
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Post » Wed Mar 30, 2011 11:42 am

I have lost track of the discussion between the two threads. Have the collision issues been fully resolved?
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Chantel Hopkin
 
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Post » Wed Mar 30, 2011 3:56 am

I have lost track of the discussion between the two threads. Have the collision issues been fully resolved?

Supposedly yes, by upgrading to PyFFi v2.1.9 beta 6. I just finished redoing my Oblivion - Meshes.bsa with the combination of it and the Optimization Kit, but haven't had time to install it, much less test. I hope to do so by day's end.
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neil slattery
 
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Post » Wed Mar 30, 2011 11:53 am

You might want to check it out for the random CTD you were having.


I did, by fast traveling from and to random locations, including into Anvil and Skingrad, which were not random crashes but guaranteed crashes. I don't know what actually fixed the problem, because it had only been an issue with adding the files Brumbek gave me for the RAEVWD 1.9.1 update. All of the other files in the package had already been optimized with PyFFI 2.1.8 using my batch files which only call the opt_cleanfarnif spell on _far.nif files.

Somewhere along the way, something either changed or was done differently because I was able to add Brumbek's files to the mix and haven't had a CTD since, no matter where I travel from or to, all while having used the same procedure I always use.
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Laura-Jayne Lee
 
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Post » Wed Mar 30, 2011 12:07 pm

So, PyFFi 2.1.7 is the last stable realize, right? I am going to setup higly moded Oblivion(QTP3R and others PyFFied,FCOM etc) and need tested and most stable version. Is the risk of having v2.1.9b6 worth advatages, that v2.1.9b6 gives under v2.1.7?
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Kevin Jay
 
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Post » Wed Mar 30, 2011 6:11 am

So, PyFFi 2.1.7 is the last stable realize, right? I am going to setup higly moded Oblivion(QTP3R and others PyFFied,FCOM etc) and need tested and most stable version. Is the risk of having v2.1.9b6 worth advatages, that v2.1.9b6 gives under v2.1.7?


The current change log from 2.1.8 to 2.1.9b6 reads like this:

Spoiler
Release 2.1.9 (in development)
==============================

* Improved documentation of .dir/.img unpack and pack scripts.

* Bugfix in .dir format, so it can now also handle single record
images.

* Added new script to make and apply patches (functionality is identical to
and OnmyojiOmn's and jonwd7's pyffi patcher scripts, but it is
written in Python to work on all platforms).

* New fix_emptyskeletonroots spell (automatically included in the
optimize spell) to fix issues with nifs that do not have their
NiSkinInstance skeleton root set (fixes #3174085, reported by
xjdhdr).

* Fixed logging issue on Windows platform with multithreading enabled
(fixes issue #3174339, reported by xjdhdr).

* Fixed QSkope shortcut issue when path contains spaces (reported by
Brumbek).

* Added support for BSPackedAdditionalGeometryData (reported by
Ghostwalker71, niftools issue #3177847).

* Skip terminal chars in mopper output (fixes issues with running
mopper under wine).

* Bugfix in patch_recursive_make/apply scripts for "deep" folder
layouts (fixes issue #3193914, reported by xjdhdr).

* Do not pack collisions in OL_CLUTTER (fixes issue #3194017 reported
by Gratis_monsta).

* Fixed issue with skipping terminal chars in mopper output on Windows
platform (fixes issue #3205569, reported and diagnosed by ulrim).

Release 2.1.8 (4 February 2011)
===============================

* Quickhull bugfix for precision argument in degenerate cases
(issue #3163949, fix contributed by liuhuanjim013).

* Fixed issue with detecting box shapes on degenerate collision meshes
(fixes issue #3145104, reported by Gratis_monsta).

* Ensure that enum has valid default value.

* Added CStreamableAssetData for Divinity 2 (reported by pertinen,
niftools issue #3164929).

* NiPixelData.save_as_dds fourcc flag bugfix.

* Added Rockstar .dir format (used in Bully SE).

* Added Rockstar .dir/.img unpack and pack scripts (only tested for Bully SE).


It seems that nothing major changed. Updates are bug fixes mostly. I've been running 2.1.9b6 without issues yet. The earlier 2.1.9b5 had a nasty bug but it's fixed now.
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quinnnn
 
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Post » Wed Mar 30, 2011 4:01 am

I like this project you've got going here, ulrim. I'll check this out after I grab mod updates and do a little work on the new layout for TESPositive.


Happy gaming!
- Tomlong75210
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Richard Dixon
 
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Post » Wed Mar 30, 2011 7:09 am

Thanks for the compliment. The standard method to apply PyFFI came out very well. You might want to update your site, too ;)
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Jessica Nash
 
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Post » Wed Mar 30, 2011 8:49 am

Thanks a lot!
Kit is great! It makes a lot of work instead of you.
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Astargoth Rockin' Design
 
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Post » Wed Mar 30, 2011 10:35 am

Thankyou thankyou ulrim for sharing this great mod/ Utility...you're a star! Finally I got a chance to use V6....I simply 'ignored' the dll Dos box error message ( I posted earlier in the thread ) that I got on initiating the Batch file. It did take around 4hrs to Optimise my Meshes....but it seems to have made the game much more playable. ( I suppose not all error message can be ignored...but whatever it was doesn't seem to have stopped your Kit from working).

Best of Luck
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X(S.a.R.a.H)X
 
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Post » Wed Mar 30, 2011 5:40 am

Need to use it with pyffi 2.1.9?
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Amy Masters
 
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Post » Wed Mar 30, 2011 12:19 pm

Just popping in to give a big thumbs up for this utility. Used it and the binary patcher for Oblivion Meshes, along with BSA Commander. I cleaned and pyffied each mod before installing with Wrye Bash. Stellar results. So good that performance remains top notch with all graphics maxed out.

Can't thank you enough.
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Da Missz
 
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Post » Wed Mar 30, 2011 7:05 am

I'm just gonna repeat what everybody is saying, great utility files... PYFFI-ing for the common adventurer! (and even the less than common... me!)

I ran a post through TK's PYFFI thread and he gave me some great guidance. Like I said over there... I'm in an OCD mood (Optimization Compulsion Disorder) and leaving no stone unturned... yep every stone mesh and texture. :)

The only thing I want to through out here is a feeling about PYFFI that I'm pulling right from my post over TKs thread.
It's part C (right after 2 and before Finally)...

C). I'm currently using the PyFFI Optimization Kit v7 and it's IN/OUT functions with the most current version of PYFFI 2.1.9 Stable. It seemed to work great with the Original Oblivion - Meshes BSA. Am I more confident than I should be? Should I push forward into armor and even FAR lod directories? Or should I pause, get myself a Jack Daniels and think about maybe fearing the PYFFI more than I do?

This Binary patch that I'm reading about kinda scares me. I probably should just read more about it. Because I think I don't need it, but maybe I'm missing something.

Anyway, thanks again TES4 Gurus and Masters.

Wadda game! And, more importantly, WADDA GAME COMMUNITY!
Drinks on me! :celebration:
Hawk
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darnell waddington
 
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Post » Wed Mar 30, 2011 8:12 am

This Binary patch that I'm reading about kinda scares me. I probably should just read more about it. Because I think I don't need it, but maybe I'm missing something.


Binary patch is just like buying a bottle of milk instead of having cow. More convenient. :celebrate:
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Stacey Mason
 
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Post » Wed Mar 30, 2011 8:53 am

Edit: Nevermind, when I upgraded I neglected to do a few things I should have oiy... >_>
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Nicholas C
 
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