[RELz] Really AEVWD - Thread #4

Post » Wed Aug 18, 2010 10:57 pm

@master: Update to the August 30 release for the Elsweyr add-on. The number of rocks visible will jump dramatically. Just be aware that with greater detail comes larger FPS hits.

@All: Got any bugs to report? Missing pieces you would like to see added? Now's your chance. I'm in the middle of a package cleanup to weed out unecessary files and to tidy up any lingering quality issues I run across. So the window of opportunity is open.

One thing I'm looking at doing is generating higher quality Imperial City wall LODs, and perhaps higher quality city wall pieces for the other cities as well. Would take a bit of time, but I've not been terribly happy with how the stock city wall LODs fit in with everything else. It would come at a bit of cost in the polygon counts though. Bethesda's city wall LODs are phenomenally lean.

I did a turnaround with how I render graphics in game. I think (I've done it peu ? peu) I installed all of your meshes, rocks and all, and set the slider for Object rendering in game to about 50 instead of 100. Yes there is some slight "popping" but with your rock lods it is not so bad and I gained some fps and have a generally smoother game.

So instead of getting fps hit because everthing is Really AEVWD I gained some!

Also I had one almost seamless transition between Lod and full mesh and that was one of the bridges in New roads and Bridges, very nice indeed. Actually I would wish the fort meshes where more like the Lod's, a little simpler, so they wouldn't change so much when you get near. One might start thinking of going the other way around and simplyfi the big meshes to fit the Lod's better :ahhh: yeah, crazy I know.

Anyway, wanted to thank you for a great add on.

Cheers!
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QuinDINGDONGcey
 
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Post » Wed Aug 18, 2010 1:12 pm

Interesting solution, but that would have worked for FPS improvement regardless. Obviously that setting has a more profound impact on things than lowering the grass sliders.

How much of a difference in FPS does that make?
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Queen of Spades
 
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Post » Thu Aug 19, 2010 3:07 am

Hard to say, might have been a couple of frames. The most important thing is when there are allot of textures to be loaded, like around BC rendering most of the buildings (we are talking in Tamriel world here), less of a slide show.

It's the graphics memory really - I play with all bells and whistles cause my GFX cpu is not working that hard, got shadows from torch light, 8 shadows outdoors, all gfx effects set on max, and thats no problem. The problem is my memory. Now I am running a watercooled rig so I can pretty much do what I want - overclocking is insane :ahhh:

So I wouldn't mind more lod's to see if there is a sweetspot between lod's loaded in memory and having a really low object slider.

Running around in Elswyer is a little bit more annoying with all the Small stones popping, but since there is usually less to render there one can up the object slider a bit - loses a bit of immersion but hey, better than a CTD.

Cheers!
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Iain Lamb
 
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Post » Wed Aug 18, 2010 6:21 pm

Hi Arthmoor.

Sorry to butt in on your thread. I have tried to ask this in a stand alone thread without success. I know you have a high end graphics card (2gb Ram) and that you have a lot of textures mod experience, so your (and any others that care to reply) advice
would be greatly appreciated.

I have finally been able to upgrade my computer to my liking and am about to re-install OBL again. It will be heavilly modded and will include:- QTP3 redimized, Bomrets texture pack for SI, RAEVWD full version, Blade9722's 2048 X 2048 LOD replacement for border areas and AWLS.

To compliment the above I had planned to load:- Qarl non tiling 1.1 BTQ 4096LOD Qarls LOD normal 4096 Koldorns LOD noise replacer-final.

My main qestion is:- is the 4096 texture size worthwhile or am I better off to stick with 2048? Are there any other texture replacers I should include? Is Koldorns noise replacer still worthwhile in a high end computer?

One other thing, I came across a download that purports to further compliment QTP3 R without downgrading the visuals. It was called "Optimized QTP3 meshes-fixed". It is actually for QTP3 R. Is this worthwhile?

Regards

Graham
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Lizbeth Ruiz
 
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Post » Wed Aug 18, 2010 3:32 pm

I'd stick to the 2048x2048 land textures. The 4096 sized ones are just too big to be practical even on 2GB cards. The difference in quality is usually not noticeable anyway.
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Sierra Ritsuka
 
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Post » Wed Aug 18, 2010 10:19 pm

Thanks Arthmoor.

I had a feeling the gain may well be negligible. Do you use a noise replacer such as Koldorns?

Graham
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jessica sonny
 
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Post » Wed Aug 18, 2010 5:21 pm

Yes, I think the one I'm using is Koldorn's actually. I don't really remember. It got tossed into my BSA repack and the original download archive got lost when my hard drive crashed ~2 months ago.
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Chris Ellis
 
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Post » Wed Aug 18, 2010 8:56 pm

Thanks again Arthmoor.

I was reading a newish thread on texture replacers and member/modder PK has reworked a number of the mods I was about to intall. I may give them a try. Seems to have downsized the files without loss of visuals.

I couldn't run without RAEVWD though, so thanks again for that.

Graham
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jessica breen
 
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Post » Wed Aug 18, 2010 11:45 am

Arthmoor, sorry to trouble you again.

I am a little puzzled as to when to install the Unofficial patches. I have previously been installing them prior to all other mods. However, when doing some texture research, I read for example that they need to be
installed after, for example QTP3 Redemized, so as to make the improvements it makes to that mod work. If that is so, what about mods such as yours, that you are constantly updating, making your own improvements.

When do you pesonally install the patches?

Regards

Graham
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Killer McCracken
 
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Post » Thu Aug 19, 2010 2:44 am

would it be possible to fix the UL: Lost Beaches LOD? Right now there is a big piece of stone and a tree sitting up above the ocean.
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Life long Observer
 
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Post » Thu Aug 19, 2010 3:53 am

I've given this another try as the BAIN archive allows for easy chosen installation. At first I thought it hadn't worked because there was no change in performance when outside. I then realised it WAS working which is awesome! :D Been increasing my uGridsToLoad up from 6 to get more VWD goodness.

However, I have a couple teeny tiny problems I've been trying to work out, which I hope you can help with. The first is an Ayleid Ruin near Cloud Ruler Temple (Rielle I presume) is showing up as pinky purple, which means some textures are missing(?) I can't figure out whats missing though as Bain is happy with the installation. Not checked others as I've not had time, but Cloud Ruler and some other forts etc were all fine :tops:

The other prob is when I activate either of the optional city .esp my save refuses to load, even if outside :( I need to test with a new game really
It crashes Ob before any progress starts. Not really bothered about them at the mo, but just perplexed as to why :shrug:
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Schel[Anne]FTL
 
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Post » Wed Aug 18, 2010 6:51 pm

I'm not able to duplicate your problem with Rielle. There are no missing textures, provided you've installed the Core folder. How close are you to the ruin when the purple textures show up?

As for the city ESPs, try running them through tes4edit and doing the undelete+disable. Seems I forgot to do that step the last time I looked at the files and there's always a chance that could be screwing something up. If you mean it's failing to load past the initial startup screen then I don't know, the city ESPs only have oblivion.esm as their masters.
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Judy Lynch
 
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Post » Wed Aug 18, 2010 11:21 am

Ha ha. Done some more testing, the textures for the far away ruins are fine, its my actual Ayleid textures that are missing. Very strange. Stupid :brokencomputer: dunno where on earth they've gone!?!?!?!?!

Gonna throw Koldorns textures into my data folder, then install the RAEVWD koldorn stuff on top
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Susan
 
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Post » Thu Aug 19, 2010 2:28 am

Yep Koldors textures did the trick. Guess it was another archive invalidation issue catching me out again! Due to OBMM and Bash's methods of getting round it I always forget to consider it when this happens. :embarrass:

So via Bain, I'm only having forts, ruins statues and ships in my distant LOD, uGridsToLoad at 12 and streamview set accordingly and everything is smooth and lovely. No probs when getting involved with several bandits, wolves and my 3 summons. Honestly, having grass enabled is more of a system killer than this!

So, in conclusion, I now have a modest amount of the modest approach to VWD. Awesome, I'm a very happy chappy. :celebration:
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Blessed DIVA
 
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Post » Thu Aug 19, 2010 1:24 am

I have an issue that might be connected to Bain perhaps as I'm rather new to it. The issue is that some stuff show up and some don't and I can't figure out what I'm doing wrong. Here's how I install it:

1. I'm using 2009-05-27-Really_AEVWD.7z and install via Bain - just Core, Ayleid Ruins and Imperial Forts for now.
2. Then I run Tes4LODGen.

My char is outside Vilverin and the Ayleid Ruins that I can view from there show up fine. But Frostcrag (which I of course have and have checked) sometimes do and sometimes don't. When I finished the game yesterday it seemed fine, but when reloading an earlier save today (I had reset the stats via showracemenu) the ruins show up but not Frostcrag.

I tried reinstalling Really_AEVWD with the "install last" option and also ran Tes4LODGen again - but it still doesn't show up. Guess I've missed something obvious but I can't figure out what.
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Jessica Raven
 
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Post » Wed Aug 18, 2010 12:04 pm

The Frostcrag file should end up here: Meshes\Architecture\magestower

If it's there, then it should be working. Provided tes4lodgen is not aborting prematurely.

If it's not there, then I'm not sure why Bain would be dropping it. That nif is part of the Core package.
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Josee Leach
 
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Post » Wed Aug 18, 2010 3:07 pm

The Frostcrag file should end up here: Meshes\Architecture\magestower

If it's there, then it should be working. Provided tes4lodgen is not aborting prematurely.

If it's not there, then I'm not sure why Bain would be dropping it. That nif is part of the Core package.


Thanks. Yes, it's there:

AtronarchAltar01.NIF
magestower01_far.nif

It's not showing up, though. Weird.

EDIT: Just checked the lowres textures it points to and they are there as well.

EDIT 2: Using ArchiveInvalidationInvalidated! btw.
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Ellie English
 
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Post » Wed Aug 18, 2010 9:30 pm

Tes4lodgen isn't aborting prematurely is it?

You don't have a mod disabling the close-up version of the Frostcrag tower do you?
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Suzy Santana
 
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Post » Thu Aug 19, 2010 2:34 am

Tes4lodgen isn't aborting prematurely is it?

You don't have a mod disabling the close-up version of the Frostcrag tower do you?


Tes4LODGen works and no mod disabling the close-up version of the Frostcrag.

Anyway, it works now. I made a "clean save" with Really AEVWD uninstalled and the DistantLODs deleted - then I reinstalled RAEVWD and ran Tes4LODGen again. And now it works. Still have no idea what the issue was to begin with, though. I'm not going to touch anything for a while now.

Thanks for this awesome AEVWD version - and thanks to Jaga for the Streamsight feature in Streamline, which makes it possible to run RAEVWD for us with less than stellar rigs. Excellent combo.
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Markie Mark
 
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Post » Wed Aug 18, 2010 5:16 pm

Just a quick question.... I had installed New Roads/Bridges, but removed it again ... but even after re-running Tes4LOD I've still got a couple pieces of the new bridges that show up from a distance (two in Lake Rumare, and one further down the Niben I think). They're not game-breaking or anything, but... Is there any way to remove them short of deleting the whole LOD folder (these are not RAEVWD files as I've unins/reinstalled that, I'm hoping Arthmoor might know which LOD files are specific to NRB)?
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Ebony Lawson
 
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Post » Wed Aug 18, 2010 10:16 pm

Just delete the DistantLOD folder and rerun tes4lodgen. You'll have that over and done long before I could find which cells file's to delete and tell you :)
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Albert Wesker
 
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Post » Wed Aug 18, 2010 11:52 am

Version 1.6

* Added Pale Pass ice sheet mesh. The texture already existed.
* Removed a layer from anvilupperclass01_far.nif which is not visible unless you're standing under or directly on the LOD mesh. Which is impossible.
* Removed a layer from cheydinhalbridge01_far.nif and cheydinhalbridge02_far.nif that is also impossible to view.
* All textures have been checked for size and resized when needed to bring the VRAM usage down further. No texture should exceed 256x256 in size now, with the exception of Imperial City textures.
* All meshes dealing with vanilla provided LOD textures have been checked and redirected to RAEVWD copies to prevent other mods from overwriting those textures.
* Unneeded textures have been removed from the package.
* Added the optional higher detail city walls subpackage.

Highly recommended to rebuild LOD with this version to make sure all the updates get handled properly.

Oh, and http://www.gamesas.com/index.php?showtopic=1046403
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Hussnein Amin
 
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Post » Wed Aug 18, 2010 2:43 pm

Is this compatible with Qarl's Texture pack?
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Hot
 
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Post » Wed Aug 18, 2010 5:47 pm

Oh, and http://www.gamesas.com/index.php?showtopic=1046403

Closed.
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April D. F
 
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