PYFFI Optimized - Increased performance without adding more

Post » Fri May 27, 2011 3:13 pm

If you mean for mods, yes. The stock files should have their timestamps reset though.



landscapewaterfall01.nif
landscapewaterfall02.nif
landscapewaterfall03.nif
landscapewaterfallfoam01.nif
landscapewaterhoriz01.nif
landscapewaterhoriz02.nif
landscapewaterhoriz03.nif
landscapewatervertbot.nif
landscapewatervertmid.nif
landscapewaterverttop.nif



Several of the ULs, OC Leyawiin Reborn, Elsweyr Anequina, and I'm sure there's others too. Any mod that drops files into meshes\landscape\LOD you should avoid touching those files.

If you install mods with BAIN, all you have to do is give the optimized Vanilla Oblivion meshes a lower priority than other mods that change meshes. I have organized all 450+ packages in my BAIN folder, and I do not have to worry about reinstallation or overwriting things I do not want to. Plus, the conflicts with every installed package is visible at all times. (You can toggle different conflict viewing settings, such as enabling view of inactive package conflicts.)

@Arthmoor: Thank you for the information. I will add and organize it all when I get back in a few hours. What do you recommend for the shadowmapresolution setting? Mine is still at the default setting because I was unaware of such an issue.

Edit: One more thing, are the UL mods' meshes optimized, any of them?
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Andres Lechuga
 
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Post » Fri May 27, 2011 4:24 am

Here is my SArchive list...I didnt think you need to anything more than having ArchiveInvalidationInvalidated!.bsa activated through wrye bash:

SArchiveList=ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa, FraNewItems.bsa

Do I need to go through the BSA timestamp process as well and use a program like ElChE's Oblivion Automatic Content Validator 1.1.0? Im all confused now by the BSA timestamp issue.
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Mylizards Dot com
 
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Post » Fri May 27, 2011 4:06 am

@Arthmoor: Thank you for the information. I will add and organize it all when I get back in a few hours. What do you recommend for the shadowmapresolution setting? Mine is still at the default setting because I was unaware of such an issue.

Edit: One more thing, are the UL mods' meshes optimized, any of them?


I usually set my shadowmapresolution to 1024, but 512 works too. I'm not really sure if it does much that's noticeable. Just that at 256 it has been documented to crash some systems.

All of the UL mods I've cleaned and updated recently that have meshes have been PyFFI'd in the process. Except for the landscape LOD meshes since those are all CS generated.

Here is my SArchive list...I didnt think you need to anything more than having ArchiveInvalidationInvalidated!.bsa activated through wrye bash:

SArchiveList=ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa, FraNewItems.bsa

Do I need to go through the BSA timestamp process as well and use a program like ElChE's Oblivion Automatic Content Validator 1.1.0? Im all confused now by the BSA timestamp issue.


The timestamps on the BSAs set them as the baseline files. Whether that's custom repack or 100% stock doesn't matter. You want them to be overridden by what's in your data folder and if the dates on the BSAs are wrong they'll block the Data folder loose files.
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Chris BEvan
 
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Post » Fri May 27, 2011 1:44 am

I usually set my shadowmapresolution to 1024, but 512 works too. I'm not really sure if it does much that's noticeable. Just that at 256 it has been documented to crash some systems.

All of the UL mods I've cleaned and updated recently that have meshes have been PyFFI'd in the process. Except for the landscape LOD meshes since those are all CS generated.



The timestamps on the BSAs set them as the baseline files. Whether that's custom repack or 100% stock doesn't matter. You want them to be overridden by what's in your data folder and if the dates on the BSAs are wrong they'll block the Data folder loose files.

1. Does the resolution setting have anything to do with your screen resolution?

2. I will add the UL mods to the list. Should I also warn against optimizing their LOD meshes, or just not say anything?

3. That's why I keep emphasizing OBMM's Reset BSA Timestamp function. (Utilities --> Archive Invalidation.)


Edit: Which UL-related mods that you have cleaned and/or optimized am I missing?

EditII: I will re-organize the page, hopefully, after I have recovered from sleep deprivation. :blink:
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Emilie M
 
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Post » Fri May 27, 2011 1:14 pm

7. Use Oblivion Mod Manager's "Reset BSA Timestamps" function to make sure Oblivion loads the (uncompressed) data files,
instead of their BSA-counterparts.
>>> Warning!!! This sets ALL BSAs to the same date.
--->>> Move BSAs that overwrite other BSA files out of your "Data" folder beforehand.
--->>> If you reinstall them the timestamp will be set back to normal
--->>> This function is still useful for mod-related BSAs to make sure loose data files overwrite their files.
>>> http://timeslip.chorrol.com/obmmm/index.html
>>> "Reset BSA Timestamps" location: Utilities --> Archive Invalidation


What's the disadvantage if its set to the same date?
Cause I have all of the Shivering Isles, Enhanced Weather, Harvest [Flora], Knights, ect.BSA set to the same date


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Tha King o Geekz
 
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Post » Fri May 27, 2011 9:57 am

What is the origional size of Oblivion - Meshes.Bsa?
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Dylan Markese
 
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Post » Fri May 27, 2011 1:49 pm

What's the disadvantage if its set to the same date?
Cause I have all of the Shivering Isles, Enhanced Weather, Harvest [Flora], Knights, ect.BSA set to the same date


As long as you do not have BSAs that overwrite files in other BSAs, it does not matter if they have the same date. A way to think of this is that Oblivion does not have to do order dependent loading of data files unless there are multiple copies of a data file, files overwriting other files.

What is the origional size of Oblivion - Meshes.Bsa?

675,355 KB

In case different versions of Oblivion do not have the same size BSA, I have regular (non-GOTY) Oblivion patched to the latest version. Could someone using GOTY edition please confirm whether or not both versions have the same size BSA(s)?
- Tomlong75210
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Danny Blight
 
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Post » Fri May 27, 2011 8:46 am

As long as you do not have BSAs that overwrite files in other BSAs, it does not matter if they have the same date. A way to think of this is that Oblivion does not have to do order dependent loading of data files unless there are multiple copies of a data file, files overwriting other files.


675,355 KB

In case different versions of Oblivion do not have the same size BSA, I have regular (non-GOTY) Oblivion patched to the latest version. Could someone using GOTY edition please confirm whether or not both versions have the same size BSA(s)?
- Tomlong75210


Thank you. I wanted to check if my backup was actually the original.
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Ana Torrecilla Cabeza
 
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Post » Fri May 27, 2011 7:43 am

This could be a problem with a PYFFed mesh?

Link here: http://www.gamesas.com/bgsforums/lofiversion/index.php?t1009082.html

Any help? Thanks
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Laura-Lee Gerwing
 
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Post » Fri May 27, 2011 6:36 am

This could be a problem with a PYFFed mesh?

Link here: http://www.gamesas.com/bgsforums/lofiversion/index.php?t1009082.html

Any help? Thanks

Those guys use your body meshes. 1) People should avoid using PyFFI on the "Characters" and "Creatures" folders. You have Robert's mod installed, right? Unless you used PyFFI on it by accident, it should not be a PyFFI problem. Try turning off that "Specular fix" mod. You want to either look for shader conflicts or something related.
- Tomlong75210


Edit: When you find the fix, I may be interested in using the solution information and your picture in my information site's crash database. I would use the mods involved in the instance of this problem as an example for the general case, which would be whatever the actual conflict is (i.e., a bad override or something.)
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^~LIL B0NE5~^
 
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Post » Fri May 27, 2011 3:02 pm

Those guys use your body meshes. 1) People should avoid using PyFFI on the "Characters" and "Creatures" folders. You have Robert's mod installed, right? Unless you used PyFFI on it by accident, it should not be a PyFFI problem. Try turning off that "Specular fix" mod. You want to either look for shader conflicts or something related.
- Tomlong75210


Edit: When you find the fix, I may be interested in using the solution information and your picture in my information site's crash database. I would use the mods involved in the instance of this problem as an example for the general case, which would be whatever the actual conflict is (i.e., a bad override or something.)


Hey, thanks for the tips. I used PyFFI on creatures and characters too.

Gonna try and post results!
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Marcus Jordan
 
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Post » Fri May 27, 2011 11:20 am

I've heard that Streamline's Kill Corpses feature should be disabled. Recently, while testing, I saw some wolves corpses that weren't on the floor but upright. And so, I turned the Kill Corpses on. Is there a problem with this feature?
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Hazel Sian ogden
 
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Post » Fri May 27, 2011 11:39 am

I've heard that Streamline's Kill Corpses feature should be disabled. Recently, while testing, I saw some wolves corpses that weren't on the floor but upright. And so, I turned the Kill Corpses on. Is there a problem with this feature?

It has been a while since I have asked/seen that question...If someone can answer this well, I will add it to the "sl.ini" section. Most notes in the INI sections are supported by many users and/or logical explanations. More of them just have numbers though, and because the default setting for that is 0, a lot of people may have missed out on that problem. It would be really nice to get a consensus on that issue.
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Zosia Cetnar
 
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Post » Fri May 27, 2011 1:09 am

I've heard that Streamline's Kill Corpses feature should be disabled. Recently, while testing, I saw some wolves corpses that weren't on the floor but upright. And so, I turned the Kill Corpses on. Is there a problem with this feature?


I've never used it myself, but supposedly all it does is automatically knock down any corpses in the "Jesus pose", or creatures standing upright that are really dead. I see these every now and then, and I usually just whack the things with my sword :)
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Emmie Cate
 
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Post » Fri May 27, 2011 4:37 pm

I've never used it myself, but supposedly all it does is automatically knock down any corpses in the "Jesus pose", or creatures standing upright that are really dead. I see these every now and then, and I usually just whack the things with my sword :)

I just let them hang up there sporting Robert's bodies, Enayla's New Face Textures and a wide variety of clothing and armors...I do not care enough to do much about it, anymore. If someone created a clean method of doing just that function, I'd try it out.
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Queen of Spades
 
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Post » Fri May 27, 2011 12:02 pm

PyFFI Optimized Modules ... we just overwrite the original files with these?

"Bad meshes, generated by PyFFI or by hand, can cause
problems, that is why it is important to check meshes after running PyFFI." what are we looking for, how do we know what a bad mesh?
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Lisa Robb
 
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Post » Fri May 27, 2011 1:05 pm

Those guys use your body meshes. 1) People should avoid using PyFFI on the "Characters" and "Creatures" folders. You have Robert's mod installed, right? Unless you used PyFFI on it by accident, it should not be a PyFFI problem. Try turning off that "Specular fix" mod. You want to either look for shader conflicts or something related.
- Tomlong75210


Edit: When you find the fix, I may be interested in using the solution information and your picture in my information site's crash database. I would use the mods involved in the instance of this problem as an example for the general case, which would be whatever the actual conflict is (i.e., a bad override or something.)


About my problem: This one -> http://www.gamesas.com/bgsforums/lofiversion/index.php?t1009082.html

Ok, tested a lot.

The Spectral Warriors are from OOO (but it's not an OOO problem). They are Dremoras, with steel armors (full set, helm, gloves, etc) and shader Ghosteffect applied to them and weapons.

Turn off that "Specular fix" mod (thanks for the tip, it was unnecessary)

Restored original vanilla meshes and textures:

- Male and female body meshes.
- Skeleton.nif and headhuman.nif, ears, etc.
- "Meshes\effects" folder and its equal texture folder.
- "Meshes\magic" folder and its equal texture folder.
- "Meshes\armors\Steel" folder and its equal texture folder.
- "Meshes\characters\dremora" folder and its equal texture folder.
- Vanilla "Shaders" folder.

Set VeryLow configuration. No bloom. No HDR.

Disable almost all mods.

One of the facts is that is NOT a shader problem.

-----------------------------------------------------
And nothing ...

Gonna test more things tonight.

If someone has any ideas, please I am all ears!

Regards :D


EDIT:

GOOD NEWS!!!

Found the culprit!

It was the meshes\armor\steel\m\helm.nif file (vanilla one, no modiffications)

So, changed in the "Obscuro Oblivion Overhaul.esm file", in the GostlyHelm armor, the word "steel" for "ebony" and all fixed.

Now the Spectral Warriors use Ebony helmets, but no problem, even better they look cooler!

Hope this helps others.
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Jessica White
 
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Post » Fri May 27, 2011 8:40 am

About my problem: This one -> http://www.gamesas.com/bgsforums/lofiversion/index.php?t1009082.html

Ok, tested a lot.

The Spectral Warriors are from OOO (but it's not an OOO problem). They are Dremoras, with steel armors (full set, helm, gloves, etc) and shader Ghosteffect applied to them and weapons.

Turn off that "Specular fix" mod (thanks for the tip, it was unnecessary)

Restored original vanilla meshes and textures:

- Male and female body meshes.
- Skeleton.nif and headhuman.nif, ears, etc.
- "Meshes\effects" folder and its equal texture folder.
- "Meshes\magic" folder and its equal texture folder.
- "Meshes\armors\Steel" folder and its equal texture folder.
- "Meshes\characters\dremora" folder and its equal texture folder.
- Vanilla "Shaders" folder.

Set VeryLow configuration. No bloom. No HDR.

Disable almost all mods.

One of the facts is that is NOT a shader problem.

-----------------------------------------------------
And nothing ...

Gonna test more things tonight.

If someone has any ideas, please I am all ears!

Regards :D


EDIT:

GOOD NEWS!!!

Found the culprit!

It was the meshes\armor\steel\m\helm.nif file (vanilla one, no modiffications)

So, changed in the "Obscuro Oblivion Overhaul.esm file", in the GostlyHelm armor, the word "steel" for "ebony" and all fixed.

Now the Spectral Warriors use Ebony helmets, but no problem, even better they look cooler!

Hope this helps others.

Thank you very much. I posted in your thread, before I saw this.
- Tomlong75210
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KU Fint
 
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Post » Fri May 27, 2011 2:25 am

Thank you very much. I posted in your thread, before I saw this.
- Tomlong75210


Your welcome!

And it IS the vanilla NIF file, 100% sure, copied it from a fresh patched Oblivion installation of another computer.
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Aaron Clark
 
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Post » Fri May 27, 2011 5:10 am

Idea Notice: If certain lists seem to fall to the way-side too often, I would like to host the "list" component.

All lists will have their (main) authors in the title and links to their gamesas Threads at the top. If their are many authors on a number of the list, I can just maintain an author section at the bottom or underneath the title, author's preference. These lists would remain their author's list, and unless information is give to someone else, only the authors would be allowed to send me the updated lists or updates. No amendments could be made through the site. I want all of those topics to persist, here, in the forums. Some of these lists are not as "popular" as the others, or posted in frequently enough.
- Tomlong75210
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Amysaurusrex
 
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Post » Fri May 27, 2011 8:22 am

Hey I just finished cleaning almost all of my mods, but when I open some of them(especially Knights.esp) with TESCS, some had missing reference, pthgrid doesn't right, basically had warnings in them. Is this normal or am I doing it wrong?
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Sasha Brown
 
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Post » Fri May 27, 2011 2:38 am

Hey I just finished cleaning almost all of my mods, but when I open some of them(especially Knights.esp) with TESCS, some had missing reference, pthgrid doesn't right, basically had warnings in them. Is this normal or am I doing it wrong?

Are you doing Remove Identical and then Undelete and Disable references? Make sure to use the second function as well, and it is the safe of the two. Knights is definitely on of the "safe-to-clean" plugins. You should not be loading any plugins with it when you do, just the Oblivion ESM file.
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Nancy RIP
 
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Post » Fri May 27, 2011 2:36 pm

Are you doing Remove Identical and then Undelete and Disable references? Make sure to use the second function as well, and it is the safe of the two. Knights is definitely on of the "safe-to-clean" plugins. You should not be loading any plugins with it when you do, just the Oblivion ESM file.

Yes, I did only load Oblivion.esm and Knights.esp, not anything else. Removed identical, and then undeleted and disabled references. After this, I opened Knights.esp with TESCS, only to found some warnings about missing objects, duplicated references, etc. Now I wonder if those warnings should be ignored or not....
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stevie trent
 
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Post » Fri May 27, 2011 9:59 am

Yes, I did only load Oblivion.esm and Knights.esp, not anything else. Removed identical, and then undeleted and disabled references. After this, I opened Knights.esp with TESCS, only to found some warnings about missing objects, duplicated references, etc. Now I wonder if those warnings should be ignored or not....

Do you have these warnings with the original plugin?
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Judy Lynch
 
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Post » Fri May 27, 2011 2:11 am

Just checked, and yes I had the very same warnings. Now don't tell me my KOTN cd is broken......
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jessica sonny
 
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