PYFFI Optimized - Increased performance without adding more

Post » Fri May 27, 2011 3:50 am

Ah, missed that step. OBMM will have the instructions on unpaking and repacking right?


Yes. It's under the Utilities menu, IIRC.
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Alyce Argabright
 
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Post » Fri May 27, 2011 12:31 pm

Hi there!

I was having problems with the Optimized QTP3 Files by Beyonder, posted here.
After checking the file structure I noticed a lot more meshes and folders than just the ones for Architecture, Dungeons and Rocks.

As indicated by Citizen86 on Tesnexus:
Extracting the files to a separate folder and taking a look at the file structure, for some reason there are a LOT more meshes here than just architecture and other things that QTP3 replaces. There are Armor, Character, Clothes, even COBL meshes being replaced.... the author has added many more meshes than just QTP3. I think he may have added his whole data folder as this mod.

I'm sure it's a good mod, but it would explain why some people are having problems. If they don't have the mods that the author does, then they are going to get missing textures and/or meshes in game.

Edit: I unzipped QTP3:R again, and there are only 3 mesh folders: architecture, dungeons, and rocks. That means there are 16 extra folders of meshes that come with this mod that shouldn't be there. I would say you could delete those folders, but then again... there may be extra meshes in there as well that many people don't want...

Edit2: There are only 999 meshes in QTP3... so there are almost a 1000 extra meshes in this pack....


I decided to make a repack of the file to only include the 999 meshes needed to optimize QTP3 and upload it to Tesnexus

This is the download link http://www.tesnexus.com/downloads/file.php?id=26756

Could you add this link to the First post of the thread, to prevent people from downloading the wrong file? Thanks!
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Ysabelle
 
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Post » Fri May 27, 2011 9:51 am

Hi there!

I was having problems with the Optimized QTP3 Files by Beyonder, posted here.
After checking the file structure I noticed a lot more meshes and folders than just the ones for Architecture, Dungeons and Rocks.

As indicated by Citizen86 on Tesnexus:


I decided to make a repack of the file to only include the 999 meshes needed to optimize QTP3 and upload it to Tesnexus

This is the download link http://www.tesnexus.com/downloads/file.php?id=26756

Could you add this link to the First post of the thread, to prevent people from downloading the wrong file? Thanks!
I will, and I have already downloaded your package.


Thank you!
- Tomlong75210
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lillian luna
 
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Post » Fri May 27, 2011 8:31 am

Just one question... I want to know if there is something that I am doing wrong...

I applied Pyffi to these armors: HGEC_Queens_Armory http://www.tesnexus.com/downloads/file.php?id=19531

After Pyffied them, go down from 51 fps go 40 fps!

Any ideas? Thanks!

SO... Any ideas :D
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Alexxxxxx
 
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Post » Fri May 27, 2011 7:20 am

Just one question... I want to know if there is something that I am doing wrong...

I applied Pyffi to these armors: HGEC_Queens_Armory http://www.tesnexus.com/downloads/file.php?id=19531

After Pyffied them, go down from 51 fps go 40 fps!

Any ideas? Thanks!

SO... Any ideas :D
If it worked and didn't screw up any meshes, then I don't have a clue...Did you try running PyFFI on them again? Maybe you should try adding the PyFFI-ed versions a few at a time to see if it is only a certain file, or group of files.
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Amanda savory
 
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Post » Fri May 27, 2011 1:02 am

If it worked and didn't screw up any meshes, then I don't have a clue...Did you try running PyFFI on them again? Maybe you should try adding the PyFFI-ed versions a few at a time to see if it is only a certain file, or group of files.


It worked, and the meshes seems allright.

I will try to PyFFi them again.

I will only applied the PyFFi to the cuirass nif file.

Will report later, thanks.
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Avril Churchill
 
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Post » Fri May 27, 2011 2:34 pm

I seem to recall there having been some talk at one point that PyFFI'ing some armors can actually reduce performance instead of helping. You appear to have found one of those cases, so if it keeps happening, don't optimize them. PyFFI is of the most value on things you see repeatedly, not something you might only ever see once.
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alyssa ALYSSA
 
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Post » Fri May 27, 2011 1:20 am

I have downloaded the Pyffi automization tool, and I can't find how to use and install it in the readme. Can anyone help me with this?
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REVLUTIN
 
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Post » Fri May 27, 2011 3:30 am

Does this have ANYTHING at all to do with archive invalidation? Will I need to invalidate afterwards, invalidate before, anything?
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Nuno Castro
 
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Post » Fri May 27, 2011 1:53 pm

Depends how you plan on implementing the optimized meshes. Most extract the bsa's, run the pyffi tool on them, then repack into an uncompressed bsa, and use OBMM and reset the date on the bsa so it loads early. In this case, no archive invalidation is not needed.
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*Chloe*
 
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Post » Fri May 27, 2011 3:53 am

Does this have ANYTHING at all to do with archive invalidation? Will I need to invalidate afterwards, invalidate before, anything?
As the above poster said, you can get around archive invalidation; however, if you have the Oblivion Mod Manager, it can take care of it for you automatically. If you don't want to use the Oblivion Mod Manager or Wrye Bash, get Archive Invalidation Invalidated!. Although I have not yet tried the method myself, I recommend going with BSA repacking because of the space and clutter it saves.

Make sure to BACK UP the original BSAs!!!
- Tomlong75210
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Claire Lynham
 
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Post » Fri May 27, 2011 7:15 am

As the above poster said, you can get around archive invalidation; however, if you have the Oblivion Mod Manager, it can take care of it for you automatically. If you don't want to use the Oblivion Mod Manager or Wrye Bash, get Archive Invalidation Invalidated!. Although I have not yet tried the method myself, I recommend going with BSA repacking because of the space and clutter it saves.

Make sure to BACK UP the original BSAs!!!
- Tomlong75210

Won't fps increase if they are unpacked tho because then it doesn't have to extract the files from a compressed archive??? I honestly dont care much about space (still have 375g free on my hardrive) and right now would just like to increase my 15 fps as much as possible. Would I have more of an fps gain if I leave them unpacked, repack them, or does it matter?
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Ben sutton
 
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Post » Fri May 27, 2011 7:27 am

Flinging a bunch of loose files across your drive will eliminate the BSA decompression problem, but it will replace it with disk stutter as it goes looking for the files. Even if your drive is well defraged this can still be an issue. The best approach for handling this is to repack whatever you're doing into a non-compressed BSA file.
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Chrissie Pillinger
 
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Post » Fri May 27, 2011 1:34 am

Flinging a bunch of loose files across your drive will eliminate the BSA decompression problem, but it will replace it with disk stutter as it goes looking for the files. Even if your drive is well defraged this can still be an issue. The best approach for handling this is to repack whatever you're doing into a non-compressed BSA file.

Thanks Arthmoor! A help as always!
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Rozlyn Robinson
 
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Post » Fri May 27, 2011 5:24 am

A few more questions. I'm doing a reinstall soon, and I want to do it right! All these questions might have been asked before, but:
1. Should I download and install operation optimization? (the PYFFI version) I'm going to PYFFI my files anyway, and is there a bonus to installing this? What does it do to exactly to enhance your performence that PYFFIing your mods doesn't?
2. If I install QTP3 redimized and PYFFI the meshes (I saw the link to the already PYFFIed files, but would rather do it myself) is there still a reason to PYFFI the origional oblivion files? How much does Quarl's replace?
3. Can I reach all the results of the files http://www.tesnexus.com/downloads/file.php?id=19911 by myself with just the program? Or was more done to them that would up my performence.
4. Say's better cities are already PYFFIed, so if I use the better cites version with blood and mud and quarl is it already PYFFIed or should I PYFFI it myself?
5. If I think of more I will post them here.
6. Thought of another one! Is MMM 3.7 beta 3 already PYFFIed? The link on the site links to beta 1, should I PYFFI beta 3?
Thank's in advance! Will begin my reinstall soon.
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Natalie Harvey
 
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Post » Fri May 27, 2011 5:59 am

A few more questions. I'm doing a reinstall soon, and I want to do it right! All these questions might have been asked before, but:
1. Should I download and install operation optimization? (the PYFFI version) I'm going to PYFFI my files anyway, and is there a bonus to installing this? What does it do to exactly to enhance your performence that PYFFIing your mods doesn't?
2. If I install QTP3 redimized and PYFFI the meshes (I saw the link to the already PYFFIed files, but would rather do it myself) is there still a reason to PYFFI the origional oblivion files? How much does Quarl's replace?
3. Can I reach all the results of the files http://www.tesnexus.com/downloads/file.php?id=19911 by myself with just the program? Or was more done to them that would up my performence.
4. Say's better cities are already PYFFIed, so if I use the better cites version with blood and mud and quarl is it already PYFFIed or should I PYFFI it myself?
5. If I think of more I will post them here.
6. Thought of another one! Is MMM 3.7 beta 3 already PYFFIed? The link on the site links to beta 1, should I PYFFI beta 3?
Thank's in advance! Will begin my reinstall soon.

I'm not an authority, but I can shed some light on a few of these.
2 - QTP3 has 999 meshes; the Oblivion meshes patch has 6039 mesh patches in it (out of 20,182 in the .bsa). So I'd say it's worth it!
3 - The OOO v133 meshes on that page include armour. I've downloaded it and am using it, but I haven't tested enough to say whether it causes any problems or not. I'm taking it on faith at the moment that he/she knows what they're doing and has made a patch that I would not make because I would take the advice on this thread and not PyFFi armour! If I'm right, I get more files optimised than if I did it myself.
6 - I'm pretty sure the latest version is PyFFied too.

I've a question myself: I'm not sure what 'triggers' are; if I'm optimising files from other mods (as I am for COBL at the moment), how would I recognise a trigger mesh?

P.S. Thanks for this, Tom! Guess you're a tomboy, then?! :facepalm:
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SaVino GοΜ
 
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Post » Fri May 27, 2011 9:17 am

I just figured out that patching the Vanilla meshes according to http://www.tesnexus.com/downloads/file.php?id=19911 didn't work, and it seems that a lot of people using Vista or Windows 7 have the same problem. Admin mode and compatibility mode don't seem to fix it; though one commenter said it did, it didn't for me on W7. I guess the batch file isn't any good for Vista/W7, so if anyone who knows their batch files could suggest a fix, it'd be very helpful.
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Brandon Bernardi
 
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Post » Fri May 27, 2011 6:16 am

I couldn't get the patches to work at all, so I pyffied the stuff myself using the patch files as a guide to what can and cannot be optimized.

I also had a hell of a trouble with BSA Commander and it's refusal to do anything but say "incorrect params" when try to repack the BSAs. Finally had to use the command line option to get it to work.
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Antony Holdsworth
 
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Post » Fri May 27, 2011 5:05 am

Yeah, I'm doing it myself now too. I got the BSA Commander thing sorted before. IIRC, it was a case of having to have the complete path in both sections of the dialogue box. Did you flag the .bsa as having .spt files? I missed that before and trees were missing all over the place...
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Unstoppable Judge
 
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Post » Fri May 27, 2011 2:13 am

I had read that comment about the trees, and therefore avoided that issue.

Y'know, I think typing "C:\bsacmd\Oblivion - Meshes.bsa" instead of just "Oblivion - Meshes.bsa" was the only thing I didn't try.

Funny, because in the command line arguments you need to type in the full path, but it never occurred to me in the GUI.

I'll have to try that later today. I'm currently searching for better collision nifs (inspired by the better book collision one)
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Micah Judaeah
 
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Post » Fri May 27, 2011 7:26 am

Hi,

I tried to Pyffi my Oblivion vanilla meshes.

Doing so, the pyffi tools skipped around 50% of the files and did 1 error before I decided to stop the process.

Is it normal? I followed instruction as to which folder I shouldn't pass through the program, etc.
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Angel Torres
 
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Post » Fri May 27, 2011 11:51 am

Ive done a lot of PyFFiing using Vista64 with a few glitches which have been fixed.
The problem with not being able to run a batch file in Vista is known and somehow, i dont get plagued by it any longer.

Here's a http://www.gamesas.com/bgsforums/index.php?showtopic=890860&st=0&p=13043015&#entry13043015 to and old PyFFi thread.
I know it worked for me so its worth to give it a go.

(I havent played Oblivion for a while, waiting for those 5850/5870 to be reasonable priced :)
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remi lasisi
 
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Post » Fri May 27, 2011 1:50 pm

I was trying to Pyffi in Vista using the Automation tool.

I am now using the right-click way and everything seems to work! :D
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A Boy called Marilyn
 
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Post » Fri May 27, 2011 8:57 am

Should I PYFFI the meshes from DLC Shivering Isles.BSA?
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Wanda Maximoff
 
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Post » Fri May 27, 2011 8:41 am

well seeing as how this is an optimization thread:

Can you guys give me some INI changing tips. Alot of the INI tweak guides are pretty old, so what would you guys recommend doing? Are there any safe tweaks that will help out visually or increase peformance?
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Sarah Unwin
 
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