So, Vality's tree mods and Slartibartfat's Texture Fix...

Post » Mon Mar 14, 2011 5:23 pm

So, yeah, I'm finally breaking down and giving the tree mods another go. I've always liked Vality's work, I just was never sure how I felt about the fact that the overall effects it had on the game's "feel". That's not really the point, though.

Anyways, it looks like the landscape edits in Vality's mods undo all of the fixes from Slartibartfast's Texture Fix. It seems that I can remove this conflict by deleting all of the landscape edits from Vality's mod, which doesn't affect the trees at all because those are contained in the cell edits. But given the before-and-after file size of Vality's mods, it looks like the bulk of the mod's data was contained in those landscape edits. this begs the question...

What in the hell do the landscape edits in Vality's mod actually do? I seriously can't tell.

Once I get a satisfactory answer, I'll prep my mod list for an update with Vality's mod, complete with the Texture Fix compatability edits.aw
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Sherry Speakman
 
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Post » Mon Mar 14, 2011 4:57 pm

So, yeah, I'm finally breaking down and giving the tree mods another go. I've always liked Vality's work, I just was never sure how I felt about the fact that the overall effects it had on the game's "feel". That's not really the point, though.

Anyways, it looks like the landscape edits in Vality's mods undo all of the fixes from Slartibartfast's Texture Fix. It seems that I can remove this conflict by deleting all of the landscape edits from Vality's mod, which doesn't affect the trees at all because those are contained in the cell edits. But given the before-and-after file size of Vality's mods, it looks like the bulk of the mod's data was contained in those landscape edits. this begs the question...

What in the hell do the landscape edits in Vality's mod actually do? I seriously can't tell.

Once I get a satisfactory answer, I'll prep my mod list for an update with Vality's mod, complete with the Texture Fix compatability edits.aw


Among adding a whole bunch of trees there is a bit of alteration between other objects like plants, rocks and very minor terrain changes, and those are mostly the places where Vality7 added trees that originally weren't there, obviously, or trees where the original model was 2 times smaller in size (since bc_tree_01 and 05 and double sized).

As for texture fix, I don't know the nature of the fix, but if it's like a texture replacer for the tree it should work on Vality's trees since he doesn't change the bark texture, but if it doesn't I'll assume its a mesh fix (or to say, UV fix). I wouldn't know tho so I can't tell, but I definitively suggest you to try out Vality7's trees, they are awesome ;) +if you don't like his textures there are tons of alpha channeled leaf textures out there today so you can replace his if you don't like 'em.
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Big mike
 
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Post » Mon Mar 14, 2011 8:32 pm

Among adding a whole bunch of trees there is a bit of alteration between other objects like plants, rocks and very minor terrain changes, and those are mostly the places where Vality7 added trees that originally weren't there, obviously, or trees where the original model was 2 times smaller in size (since bc_tree_01 and 05 and double sized).


I figured that was probably the case.

So now, my mission is to walk around and see if any of the trees don't look like they belong.

As for texture fix, I don't know the nature of the fix, but if it's like a texture replacer for the tree it should work on Vality's trees since he doesn't change the bark texture, but if it doesn't I'll assume its a mesh fix (or to say, UV fix). I wouldn't know tho so I can't tell, but I definitively suggest you to try out Vality7's trees, they are awesome ;) +if you don't like his textures there are tons of alpha channeled leaf textures out there today so you can replace his if you don't like 'em.


You know not of Slartibartfast's Texture Fix? It's one of the prime requirements for a seamless game.

...no, really >.>
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Elina
 
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Post » Mon Mar 14, 2011 5:10 pm

Well i noticed that texture conflict too, it is very annoying especially on the way to Balmore. I tried to fix with CS well results not very successful. I'm eagerly waiting the compatibility fix! :bowdown:
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Taylah Illies
 
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Post » Mon Mar 14, 2011 8:56 pm

I figured that was probably the case.

So now, my mission is to walk around and see if any of the trees don't look like they belong.


Aside from texture, all trees look "in place" as they are all handmade, and all surrounding objects were moved properly to fit for every tree. :)

You know not of Slartibartfast's Texture Fix? It's one of the prime requirements for a seamless game.

...no, really >.>


Nope, I fix my stuff myself + I don't play that much either.
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Claudz
 
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Post » Mon Mar 14, 2011 8:53 pm

Well i noticed that texture conflict too, it is very annoying especially on the way to Balmore. I tried to fix with CS well results not very successful. I'm eagerly waiting the compatibility fix! :bowdown:


There's really not much to it... just delete all of the landscape references in both mods. I also deleted the changes to the two main Seyda Neen cells since the new trees were making it impossible to see anything from the lighthouse, or vise versa (making it a pretty [censored] lighthouse).

The only thing I need to do is make sure that I didn't screw anything up in the process.
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James Smart
 
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Post » Mon Mar 14, 2011 2:26 pm

Sooo, you might be able to copy the LTEX records from one mod to another with tes3cmd, and perhaps profit.
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Da Missz
 
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Post » Mon Mar 14, 2011 11:58 pm

Sooo, you might be able to copy the LTEX records from one mod to another with tes3cmd, and perhaps profit.


I might, but that hinges on my ability to actually use Tes3Cmd.

I'm looking through the info for it, and I have to say, it's a little daunting.

*Summons John Moonsugar*
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Deon Knight
 
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Post » Mon Mar 14, 2011 1:32 pm

Well, it's pretty easy to just copy a set of records out of a plugin, and then append them to another. But I haven't done a lot of it and I'm not sure if there are any gotchas associated with the LTEX record type.

But we could try this:
tes3cmd dump --raw ltex.dat --type ltex plugin.esp


This would result in just the raw binary LTEX records from plugin.esp going into a file called "ltex.dat". (tes3cmd may give an error while doing this, I still have a few things to fix with raw output, but the resulting data should be okay). Anyway, it should then be easy to append that file to any other plugin:

copy other_plugin.esp + ltex.dat newplugin.esp

or
type other_plugin.esp ltex.dat > newplugin.esp


Those last two commands have been around since DOS days, and I can't test them right now, but I think they ought to work ok for appending data.

I also recommend just playing around with viewing the text output of the "tes3cmd dump" command to help understand what is going on, and to see if the resulting plugin looks like it has in it what you think it should.
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Abel Vazquez
 
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Post » Mon Mar 14, 2011 10:13 pm

so...

tes3cmd dump --raw ltex.dat --type ltex texturefix.esm

And then.

copy vality_bc.esp + ltex.dat compatability.esp

Seems easy enough, though the harder part seems to be going through and making sure it was all done correctly (as landscapes are one of the many things I know nothing of editing in the CS).

I've updated my mod list with my halfassed compatibility mod for the moment. We'll see how long it stays there.
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KRistina Karlsson
 
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