[Wipz] ImpeREAL Empire-Unique Forts

Post » Wed Mar 30, 2011 5:02 am

Just saying, the interior modeling is not the only culprit here. It is common knowledge that this game svcks at crowds.


Point. That's almost certainly the issue causing the performance hit.

Could be the center of the mesh (crosshairs in the CS) needs to be relatively close to where you want the door?


As far as I could tell that was pretty much the issue.

Visible interiors aren't under threat, in case anyone is worried, but I'm not against making an alternative version without visible interiors for the people that want it if there is enough demand (though if there aren't any performance benefits from having them closed then I doubt the demand will materialize).

Anyway, I will look into finding another way to have the doors teleport the player character without having to activate the collision box, though that'll have to wait when I've got a little bit more time on my hands (probably when I go on holidays in couple of weeks).
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Spencey!
 
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Post » Wed Mar 30, 2011 6:14 am

You might want to check yourself what the performance improvement is like having the interiors unseen. What Thomas Kaira says is probably correct, and I was trying to figure that out myself when I noticed the big dip in performance. Is it the interiors, or the new soldiers and horses? Like, I'm not even going to "demand" you do a no-interior version unless there's a performance increase, and like you said unless everyone's delusional and ignoring reality no one else will demand it either. I am curious what the difference is, though, and if I was more capable modding I'd try to edit it myself.
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WYatt REed
 
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Post » Wed Mar 30, 2011 2:12 am

@Palidoo; you shouldn't have to much trouble trying it out yourself. All you've have to do is clear out all the clutter, which is little more than a few pieces of furniture and light sources. Which is why is highly unlikely that the 'open fort' design is bogging down the game; there is very little inside the fort. All the levels, except for the ground one are in fact empty hollow spaces.
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nath
 
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Post » Wed Mar 30, 2011 12:44 am

@Palidoo; you shouldn't have to much trouble trying it out yourself. All you've have to do is clear out all the clutter, which is little more than a few pieces of furniture and light sources. Which is why is highly unlikely that the 'open fort' design is bogging down the game; there is very little inside the fort. All the levels, except for the ground one are in fact empty hollow spaces.

Ah okay, it'd actually be a good opportunity to learn a little bit, anyway. The entirety of my modding experience is finding a script in the http://www.tesnexus.com/downloads/file.php?id=2523 mod so I could change a value from 5 to 20. Oh wait I actually modified a few other things in that too, I'm such an advanced modder lolol
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Lady Shocka
 
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Post » Wed Mar 30, 2011 1:19 am

Great News, SilentResisdent has returned to modding ImpeREAL Forts to bring you

http://www.tesnexus.com/downloads/file.php?id=22965

Changelog

--------Changes made to all the 4 forts:--------
-The Hospital Healer now has Expert Restoration Skill (Up from Novice). In addition, he has learned most of the Healing spells and now he can actually cast healing spells to injured people.
-Hospital Patients have been overhauled, with each on having a unique identity, an owned bed and their own chest. They have also have had their health and fatigue significantly lowered and sleep all the time (being too weak to keep themselves upright)
-The Blacksmith NPCs now have Expert Armorer Skill. (Up from Novice). In addition, they now have Repair Hammers in their inventory. A Blacksmith without his tools is not a Blacksmith. Those hammers belong to them, so if you want to take them, you have to break the law. :)
-All the NPCs have their levels balanced and adjusted: Now, the Legion Captains and the Legion Commanders are higher level than the Guards, for more realism. Also, all the NPCs have their HitPoints adjusted, depending on their class and role. Such a Hospital Healer does not has as many HitPoints (Health), as a fully-geared Legion Guard. Also, the Legion Commanders now have better stats and are stronger than their Guards.
-Outdoor Windows and banners have been removed from the Fort's interiors so they no longer hit FPS without reason. Outdoor windows and banners are visible from the Exterior of the fort only, so no point to have them in the Fort Interior Cells as well.
-All the archers in fort rooftops have their positions re-located as some of them were watching the "pillars" of the roof's wall
-Duplicated meshes have been removed from walls of the fort exteriors.
-Removed flowers that have somehow made their way into the walls of the Fort Interiors
--------------------------------------
SPECIFIC CHANGES PER FORT:
--------------------------------------
--------Changes made to Legion Fort Bouayard:--------
-Some clipping graphics fixes.
--------Changes made to Legion Fort Ordeal:--------
-Some clipping graphics fixes.
-Dead NPC Guards and Prisoners added to the fort's basemant floor for more realism.
-Removed some injured Guards from the Hospital floor, in order to increase FPS and performance in the games of most players.
-The Goblins now are much much more stronger, so their invasion to the well-guarded fort can actually make sense.
--------Changes made to Legion Fort Sunset Vista:--------
-Some clipping graphics fixes.
-Removed a big fort wall from the Fort's roof. It was misplaced here by mistake.
-Adjusted the landscape in front of the Fort's gate, to match better with the rest of the road.
-The road itself has also had many of the edits made to it removed in order to make it less steep
-Added Lighting pole near the Stables.
-Re-rotated a portion of the wall in the Fort Interior's Hospital Floor, closing up a hole.
-The Pathgrid has been fixed. NPCs and creatures of the wilderness are no longer trying to walk though the Fort walls.
-Fix for the Ground Floor-To-Basemant Door of fort Sunset Vista which was sunk partially to the ground.
--------Changes made to Legion Fort Black Rock:--------
-Some clipping graphics fixes.
-The outdoor of Black Rock, and especially the long stairs, (that connect the Fort on the hill, with the road bellow the hill), have been improved drastically. The stairs now look a lot better.
-The Pathgrid has been fixed and expanded, expecially on rooftop.


SilentResisdent and I are currently collaborating on the quest for Fort Ordeal, look out for it in the near future.
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sally coker
 
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Post » Wed Mar 30, 2011 11:46 am

Thanx mucho for the update. This mod has progressed from good to indispensable. :thumbsup:
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jodie
 
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Post » Wed Mar 30, 2011 2:53 pm

I have one word to describe how I felt when I first saw one of your castles/forts in game.


SPEECHLESS!!!!! It's absolutely amazing! I'd looked at the screenshots on the Nexus but when I actually saw them full screen as my character I was amazed.
Well done :)
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Karen anwyn Green
 
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Post » Wed Mar 30, 2011 1:50 am

Thanx mucho for the update. This mod has progressed from good to indispensable. :thumbsup:

Thanks! Are these changes gonna affect the current patches for Brina Village and/or Lost Spires or are those still good to go as is?

-Decrepit-
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Jack
 
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Post » Wed Mar 30, 2011 5:24 am

Lost spires should be fine. Brina Village may not be, and as I haven't looked at it in-game before I can't say for sure, however, my suspicion is probably not.

I may as well download the files and have a look though :)

EDIT; having looked at it in-game, there doesn't seem to be any issues. Though I was very much impressed with Brina Cross Village; I think I'll be adding it to my gaming load order.
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Nick Tyler
 
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Post » Wed Mar 30, 2011 12:06 am

Subject: Solid Color Objects in Fort Ordeal.

Greetings!
I've had ImpeREAL Forts installed for ages. It's a solid addition to my load-order. However, from the beginning I've been plagued with a number of solid-color objects within Fort Ordeal. I've never before associated these anomalies specifically with ImpreREAL, since the mod provides no meshes or textures of its own. That said, readme comments for the recent update, in conjunction with a change in at least one afflicted object, make me wonder if Forts is somehow at fault.

Here's a screenshot of http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/Error_SolidColor2.jpg...03-10-2011. This particular object has always been solid gray when seen at certain angles. It was not the only gray object seen at the time, merely the most convenient to capture. I do not recall which version of Forts I ran then. Certainly not the latest. Likely v2.0 but that's a guess. At any rate solid object existed with 1x too.

Here's a couple of shots taken today, 03-31-2011, running v2.4. The first is interesting because it shows http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/SolidColorObject_FortOrdeal_2011-03-31_b.jpg seen above. Now, however, it appears "normal". No matter how I moved and angled my viewpoint, it would not turn gray. It does have a somewhat "hazy" look now. This too is not quite normal, but better than being gray!

The second capture, taken on the first floor very near the large wood object, shows http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/SolidColorObject_FortOrdeal_2011-03-31_a.jpg when viewed at certain angles.

In fairness, I must point out that Fort Ordeal is not the only area in which I see solid gray objects. I get them at Weye too. This is why I've never thought to mention it here before. One v2.4 update comment got me wondering. I quote.

"-Duplicated meshes have been removed from walls of the fort exteriors."

Is it possible there are duplicate interior meshes too? Would they cause objects to go solid? (Walls never did.)

Again, it's likely Forts is the innocent victim of some mesh issue originating elsewhere. Still, I though I'd run it by you "just in case". If nothing else you guys might have some idea of what I should look for to locate the source of this anomaly.

Thanks for the ear!
-Decrepit-
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le GraiN
 
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Post » Wed Mar 30, 2011 2:03 am

I don't think duplicated meshes cause the objects to go solid, though you can sometimes clearly see them clipping. Looking at you images its possible that the second picture could show a duplicated mesh (I will have a look as soon as I get the chance).

Personally however I don't know why the solid color problems occur, and so far have not witnessed them with the mod. All the meshes are vanilla meshes, so I think the problem may lie elsewhere.

However, I will look into it.
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Causon-Chambers
 
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Post » Wed Mar 30, 2011 2:24 am

Since I've got nowhere else to make this little announcement

http://www.tesnexus.com/downloads/file.php?id=37933

is now released.

Basically, it adds a total of seven fully crewed vessels to the waters of Cyrodiil between in four different locations; one north of Anvil, one South of Leyawiin, one east of Bravil and one north of Weye.

The mod is fully usable; the ships can all be fast traveled to and accessed via the rowboats that serve as teleporters to the ships decks, however, the interiors haven't been done yet and the NPC's don't have any packages beyond wander.

The update containing the interiors won't be to far away as well, hopefully.
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Ronald
 
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Post » Wed Mar 30, 2011 12:39 am

Why not start a new thread for it?

Also, your link doesn't go to the mod, which is http://www.tesnexus.com/downloads/file.php?id=37933.

Anyway...sweet! I was looking forward to this. I can't tell from the screenshots, though--does this realize my dream of having immersion-boosting boats off the coasts of Anvil and Leyawiin a little ways, or are all of the boats pretty close to shore? Picky, I know, but it's one of the things on my "immersion-boosting stuff Oblivion still needs" list!
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Robyn Howlett
 
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Post » Wed Mar 30, 2011 4:35 am

@Palidoo -> D'OH! Why didn't I notice that! Anyway, its fixed now.

I will start a new thread if there is enough attention, but there's not to much to discuss about the mod right now - when I get V1 out it might be different.

Also, the boats aren't a terrible distance from shore, but they are still well out of the way of the docks, by that measure.
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ijohnnny
 
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Post » Wed Mar 30, 2011 1:42 pm

I'll be using your new mod either way, heh. It's just been kind of surprising to me that after five years no one has made a mod that adds boats off the coast, since you'd expect some sort of commercial and military presence, I suppose. There could be schedules, boats that are small silhouettes way out on the horizon, closer boats moving along slowly, I don't know. Maybe I'll take a stab at it after I try to incorporate the Oblivion crisis into the ImpeREAL Forts mod like I talked about. Oh, crazy ambitions.
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Heather Dawson
 
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Post » Wed Mar 30, 2011 2:28 am

Scheduling boats isn't actually too hard; Arthmoor does it all the time, but it is fairly tedious to do on a large scale, particularly if you want the effect of a boat 'moving' up and down the coast or whatever. Anyway, we'll see how it goes.

Also, I'm currently working on the Fort Ordeal quest, so it might not be a good time to try and incorporate another mod into ImpeREAL forts.
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Greg Cavaliere
 
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Post » Wed Mar 30, 2011 3:42 am

It'll be quite a while before I approach the Forts + Oblivion Crisis idea anyway. Will finish my website in the next few weeks, then I'm going to take on some texturing, and there's probably something else I've got in my "Everything except actually playing the game" Oblivion queue before the Forts stuff. Besides, I'm so inexperienced I'll probably spend most of my time banging my head against walls when I finally try real modding. We'll see how it goes indeed!!

Anyway, I'll try the new mod very soon and give some feedback if necessary, plus I'll take some pretty screenshots with the new boats in the new water and upload them to tesnexus as well.
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Charlotte Buckley
 
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Post » Wed Mar 30, 2011 8:33 am

I just love this mod. Finally my legionnaire char has some places to sleep while in his travels and to feel proud of!

Please, keep up the good work! :D
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Rachel Eloise Getoutofmyface
 
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Post » Tue Mar 29, 2011 11:49 pm

You'll like the upcoming quest involving the fight to re-take Fort Ordeal then, though your character may have to suffer the indignity of being mistaken for a normal citizen. :D
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Lily Something
 
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Post » Wed Mar 30, 2011 2:00 am

You'll like the upcoming quest involving the fight to re-take Fort Ordeal then, though your character may have to suffer the indignity of being mistaken for a normal citizen. :D


You've touched a sensible fiber there...that's precisely what I hate the most (mostly with all Legion greetings).

Oh, well...imagination ftw :(
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Etta Hargrave
 
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Post » Wed Mar 30, 2011 2:34 pm

http://www.tesnexus.com/downloads/file.php?id=22965 is now released.

The battle for Fort Ordeal has now begun! Take the fight to the Goblins and take back the lower levels. But be careful, the Goblins are more cunning than you may believe...

Also note that there are no silent voice files included, so Elys Silent Voice is effectively necessary. I'm assuming that the majority of users either use it or won't mind installing it, though if there are requests I will lump in some silent voice files.

Have fun, and report any problems to here.
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Natalie J Webster
 
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Post » Wed Mar 30, 2011 11:59 am

http://www.tesnexus.com/downloads/file.php?id=22965 is now released.

The battle for Fort Ordeal has now begun! Take the fight to the Goblins and take back the lower levels. But be careful, the Goblins are more cunning than you may believe...

Also note that there are no silent voice files included, so Elys Silent Voice is effectively necessary. I'm assuming that the majority of users either use it or won't mind installing it, though if there are requests I will lump in some silent voice files.

Have fun, and report any problems to here.


Updated, many thx! My Legion Battlemage will be thrilled to help!
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TRIsha FEnnesse
 
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Post » Wed Mar 30, 2011 10:26 am

Thanx mucho for the update, prettyfly. :biggrin:
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Kayla Oatney
 
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Post » Wed Mar 30, 2011 1:01 am

I am getting a lot of missing meshes etc. from this mod, especially the OOO-FCOM patch. Refscope log for a few missing meshes:
Armor C400081FName: Bloddy Orcish CuirassDefined in ImpeREAL Empire - Unique Forts - OOO FCOM patch by Xtudo.espMissing resources:ImpeREAL_Unique_Forts\Armor\Orcish\BloodyCuirass.NIF----[ 2011-05-20 20:02:06]Clothing C4000819Name: Barbarian Hair - BrownDefined in ImpeREAL Empire - Unique Forts - OOO FCOM patch by Xtudo.espMissing resources:ImpeREAL_Unique_Forts\Clothes\tkwigs\Barbarian5.nifImpeREAL_Unique_Forts\Clothes\tkwigs\aswigground5_gnd.nif(No male icon defined!)


Anybody else notice this? I installed using BAIN, and everything looks to be installed properly.
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Skrapp Stephens
 
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Post » Tue Mar 29, 2011 11:54 pm

Hmm...there was only one missing mesh when I tested the last OOO/FCOM patch, and Xtudo added that to the archive for release. Which would make me think tat you were missing resources, except BAIN doesn't tend to lie about these things. It's difficult for me to test this now because my OOO gaming install no longer works for me, but if you could provide some screenshots I could ask Xtudo to have a look at it.
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Jason Wolf
 
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