[RELz] Really AEVWD - Thread #4

Post » Wed Aug 18, 2010 4:44 pm

You have to plan by what quads you want and only load those mods in those areas. It means you have to be reasonably sure of where everything is because the CS will die on you if you overload it with mods since it needs memory to perform these actions. In most cases it's probably not necessary to be quite so compulsive about all this. Updated ULs have LOD land meshes and textures to fit what they do and they account for most of the major differences.

You can get the textures by looking for TES4QLod, but IMO that program is flaky and produces sub-par quality results. The CS actually seems to produce higher quality stuff.

The LOD land meshes are generated using the heightmap editor in the CS: http://cs.elderscrolls.com/constwiki/index.php/Landscape_LOD_Tutorial#Creating_the_LOD_Meshes and that page also outlines how to use the CS to generate the textures in the next block down. It's not something to be done casually though.

Jeez...now that is a master at work. Or you're obsessive-compulsive, Arthmoor. :P I'm leaning towards an obsessive-compulsive master. Yeah, that's it! :D
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Gill Mackin
 
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Post » Wed Aug 18, 2010 12:55 pm

Hello Arthmoor,

I was just going through the Frostcrag Reborn meshes and came across a few _far.nif meshes that were simply copies of the original. I used the GenerateFar program created by Igge to reduce as many as possible. However, a few meshes caused the program to crash while "computing edge collapse cost". I really need to reduce this one mesh which is 587kb, but how do I do so?

I was going to use a mesh from your mod as a replacement. Do you have a far mesh for a dragon statue (such as the one in the Imperial City (I forgot which district, I think its the one next to the stables IIRC). I looked in the Imperial City folder of the Architecture folder, but found none.
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Motionsharp
 
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Post » Thu Aug 19, 2010 3:33 am

GenerateFar.exe is a piece of junk, even when it does work it produces meshes with lots of holes in them and with BSX flags still attached.

No, there's no _far.nif for a dragon statue. Wouldn't take long for me to make one, I was thinking about it for the next update anyway.

I don't know what all Frostcrag Reborn adds that need LOD but I can look at it if you send me a link with the needed files in it. Meshes and textures.
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dean Cutler
 
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Post » Wed Aug 18, 2010 2:17 pm

For the record, I use both Frostcrag Reborn and RAEVWD. I just let RAEVWD overwrite the FR _far.nif's and AFAIC there isn't any problems.

-Francisco-
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CHARLODDE
 
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Post » Wed Aug 18, 2010 6:26 pm

For the record, I use both Frostcrag Reborn and RAEVWD. I just let RAEVWD overwrite the FR _far.nif's and AFAIC there isn't any problems.

-Francisco-


How do you know when to allow a mod to overwrite a mesh or texture of another mod...and if you allow it to overwrite and dont like it, do you have to re-install the original.

I ask cause I got confused about mod installation using obmm and wyre bash a year ago and am about to start a new game...if I didnt like a mod but it already overwrote the first mod, how do you restore the original (does obmm do that automatically or do you have to reinstall original mod)? I asked this in fcom thread of dev_akm just a minute ago but this is my main frustration in understanding how mods interact and overwrite nif files (which I assume are meshes, textures, etc).

I guess my question is how do you keep track of mod overwrites in case you want to uninstall a mod you dont like?
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Danny Blight
 
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Post » Thu Aug 19, 2010 2:58 am

How do you know when to allow a mod to overwrite a mesh or texture of another mod...and if you allow it to overwrite and dont like it, do you have to re-install the original.

I ask cause I got confused about mod installation using obmm and wyre bash a year ago and am about to start a new game...if I didnt like a mod but it already overwrote the first mod, how do you restore the original (does obmm do that automatically or do you have to reinstall original mod)? I asked this in fcom thread of dev_akm just a minute ago but this is my main frustration in understanding how mods interact and overwrite nif files (which I assume are meshes, textures, etc).

I guess my question is how do you keep track of mod overwrites in case you want to uninstall a mod you dont like?


I answered your similar question on the FCOM thread.

-Francisco-
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Emmie Cate
 
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Post » Wed Aug 18, 2010 6:33 pm

I answered your similar question on the FCOM thread.

-Francisco-


Got it - thanks.
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Sami Blackburn
 
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Post » Wed Aug 18, 2010 1:29 pm

I answered your similar question on the FCOM thread.


Wouldn't hurt to post the solution here either for those who don't use FCOM and don't have the thread link handy.
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john palmer
 
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Post » Wed Aug 18, 2010 11:45 pm

Wouldn't hurt to post the solution here either for those who don't use FCOM and don't have the thread link handy.


Oh no it wasn't anything specific. I just noticed he asked here a similar question after I answered it. Basically I just gave a brief... eh okay I'll post it here:

Example:
1) OMODS (OBMM)
- 'OMOD A' installs texture1.dds.
- 'OMOD B' installed texture1.dds and texture2.dds. Thus overwriting texture1.dds from 'OMOD A'
- You uninstall 'OMOD B', but your only left with texture2.dds because OBMM won't reapply texture1.dds.

2) BAIN (Wrye Bash)
- 'Package A' installs texture1.dds.
- 'Package B' installs texture1.dds and texture2.dds. Thus overwriting texture1.dds from 'Package A' (because 'Package B' has a higher http://wrye.ufrealms.net/Wrye%20Bash.html#Ordering).
- You uninstall 'Package B' and you are left with texture1.dds from 'Package A'.

That's how I understand it. But I only use BAIN, so don't quote me on my OBMM example. I know BAIN does things like this though.

As far as what's okay and what's not okay to overwrite, that's really for you to decide which mod you want to have in your game. For FCOM, just follow the order from the http://devnull.sweetdanger.net/fcominstall.html and if anything has to be overwritten, just do it; it won't be a big deal.

Hope this made sense and helped you somewhat,
-Francisco-


There ya go.

-Francisco-
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gemma king
 
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Post » Wed Aug 18, 2010 7:40 pm

Please see this photobucket screenshot of the imperial city from a distance

http://img.photobucket.com/albums/v461/jay0216/ScreenShot20.jpg

How can I correct the problem of not being able to see the imperial city defensive walls from a distance. They, of course, do come into view as I get closer, but they are distractingly missing from a distance.

I use RAEVWD, QTP 3 reduced and redimized (spelling?), etc.

Here are my PC specs:

EVGA nVidia nForce 680i SLI
Intel Core 2 Due E6600 @ 2.40 Ghz
2 GB Corsair PC2-6400 DDR2
Creative Soundblaster x-Fi extreme fatality
nVidia Geforce 8800 GTX 768 MB
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Austin Suggs
 
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Post » Wed Aug 18, 2010 1:12 pm

Oh no it wasn't anything specific. I just noticed he asked here a similar question after I answered it. Basically I just gave a brief... eh okay I'll post it here:

There ya go.


Thanks :)

Please see this photobucket screenshot of the imperial city from a distance

http://img.photobucket.com/albums/v461/jay0216/ScreenShot20.jpg

How can I correct the problem of not being able to see the imperial city defensive walls from a distance. They, of course, do come into view as I get closer, but they are distractingly missing from a distance.

I use RAEVWD, QTP 3 reduced and redimized (spelling?), etc.

Here are my PC specs:

EVGA nVidia nForce 680i SLI
Intel Core 2 Due E6600 @ 2.40 Ghz
2 GB Corsair PC2-6400 DDR2
Creative Soundblaster x-Fi extreme fatality
nVidia Geforce 8800 GTX 768 MB


The screenshot is awfully small but it looks as though some of the walls are rotated out of position, not missing. Are you using tes4lodgen 2.2.2? There was a bug in 2.2.0 with the rotation calcs that caused it to produce wonky results.

I also don't see the stable buildings in front of the city. Are you sure there aren't other problems in play and that RAEVWD is in fact installed properly?
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AnDres MeZa
 
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Post » Thu Aug 19, 2010 12:41 am

Yes that is how BAIN works!

It can do that both between different packages and different subpackages within the same package.

Also - say, for instance, that you overwrite a texture that was installed using BAIN with one using OBMM. BAIN will tell you the texture was overwritten - OBMM wont do that much less tell you anything after it had done its install - as far as it is concerned - that is it. BAIN will monitor what overwrites what it installs.

Hell even cleaning an esp is recognized by BAIN!

It color codes packages to let you know if it has info that is overwritten or overwrites and windows to tell you exactly what is the conflict losers and winners (if the winners are BAIN installed).

For missing castel walls - I've had that when updating and not running teslodgen.
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Khamaji Taylor
 
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Post » Wed Aug 18, 2010 4:04 pm

The screenshot is awfully small but it looks as though some of the walls are rotated out of position, not missing. Are you using tes4lodgen 2.2.2? There was a bug in 2.2.0 with the rotation calcs that caused it to produce wonky results.

I also don't see the stable buildings in front of the city. Are you sure there aren't other problems in play and that RAEVWD is in fact installed properly?


Arthmoor, thanks for these tips. I'll troubleshoot this when I get home from work.
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Matt Bee
 
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Post » Thu Aug 19, 2010 12:21 am

Im planning on loading RAEVWD soon, but Im getting confused again on lod mods in general. I know that dev_akm has a section on this, but your RAEVWD is getting great reviews and now I see that corepc is also working on alternatives as well that provide high quality using minimal cpu/gpu resources. Is there a thread that lists out the different options and provides recommendations on the newest lod mods (similar to the weather mod list just done by the w-ninja)? I just cant seem to find a good and simplified guide to read through...thanks.

(looking into your roads and bridges mod as well...dont plan to fast travel in my next playthrough).
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Zosia Cetnar
 
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Post » Wed Aug 18, 2010 11:22 am

I don't think there's a guide anywhere on the various LOD mods and what they do. Probably because consensus has been reached that RAEVWD is the only sensible choice because of the mesh optimizations I've made and the fact that it covers the most actual distant viewable objects without completely crippling the game. Maybe I should throw together a quickie guide though. I'll think about it.

I don't know what Corepc has in mind for this type of LOD, I skimmed through his Vibrant Distant LOD thread once and got the impression he's building a texture pack for RAEVWD to go with his other work so that everything stays consistent.
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Dawn Porter
 
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Post » Wed Aug 18, 2010 2:31 pm

I don't know what Corepc has in mind for this type of LOD, I skimmed through his Vibrant Distant LOD thread once and got the impression he's building a texture pack for RAEVWD to go with his other work so that everything stays consistent.


My stuff is all texture related..Distant LOD Color Maps and Normals..But I am still converting my textures into low rez for raevwd and still have to test them..So that close up and far away textures are somewhat consistent..If photoshop could handle odd size textures I would have been done a long time ago..but never the less I have to manually resize almost 25% - 40% of my textures..Sure Brumbek had to do the same..
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Lewis Morel
 
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Post » Wed Aug 18, 2010 12:01 pm

I don't know what Corepc has in mind for this type of LOD, I skimmed through his Vibrant Distant LOD thread once and got the impression he's building a texture pack for RAEVWD to go with his other work so that everything stays consistent.

That's what I thought as well, based on what I've read. I could be wrong, though, I suppose. :shrug:
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Harinder Ghag
 
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Post » Thu Aug 19, 2010 12:20 am

Arthmoor,

Status of my Vibrant RAEVWD textures..

Well I have the textures resized but something is a miss, most likely mip map setting themselves with my textures..

The far away detail is too sharp..

The color are right do not get me wrong

But, I ran around to various spot and noticed that all my low rez textures looked like this and once I got up close that detail would go back to what it normally would be.

Some early pic with mem screen..textures are still in dxt5 format and normals are in dxt 5..because of batch process, I will convert them to dxt1 / dxt3 has needed once I figure out mip map issue..

http://i131.photobucket.com/albums/p305/corepc/ScreenShot171.jpg - Ayelid Ruins color are right

http://i131.photobucket.com/albums/p305/corepc/ScreenShot175.jpg - Something amiss for sure in Anvil

http://i131.photobucket.com/albums/p305/corepc/ScreenShot172.jpg - Ruins look okay from a distance,..but you can see the sharp textures in skingrad in far distance..toward buildings in back itself.

Corepc
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Joey Bel
 
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Post » Wed Aug 18, 2010 1:27 pm

Problem with Mod

I am having a problem with the mod Shadow Ranger, by Hobbs. In playing the role of a Shadow Ranger it is necessary to periodically visit the Shadow Ranger campsite which is in the wilderness of The West Weald,
near enough to directly between Skingrad and Bravil. My problem is that when I get close to the campsite, my FPS drops to almost lockup stage. It takes several minutes to load that area then operates in ultra slow motion.
Talking to NPC's in the campsite is the same. As is going into their barter menu. However opening my menu within the camp is fine.

I am running on a new install of OBL with a fresh Operating System (Windows 7) and high grade hardware - Intel i7, GTX280 etc. I don't have this problem in any other sector (so far) whether wilderness or city.

I have used the Shadow Ranger mod in previous installs without this problem. What is different about this install and why I am posting on this thread, is, I am using RAEVWD and all its subsiduaries whereas previously I used AEVWD.

I have also installed IWR lighting mods. I have read on this thread that illuminated lighting is provided in RAEVWD (or one of its subsidiary). In the middle of the Ranger campsite is a bright fire that burns 24 hours. Could this be the cause of my problem?
Could there be a conflict between IWR and what I have installed of RAEVWD? I am using 4096 textures. Could this be causing a problem with the campfire? As stated previously my hardware is coping well with the 4096 textures elsewhere in the game

Any help would be greatly appreciated.

Regards

Graham
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Max Van Morrison
 
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Post » Wed Aug 18, 2010 4:20 pm

I assume this would be a bad mod to run with a 128 mb VRAM video card...
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Frank Firefly
 
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Post » Wed Aug 18, 2010 11:22 am

Probably.

I run it on a 256mb radeon x1300pro, I don't experience much slowdown (I have a good HDD), however I do get the lighting slowdown thing dead mentions - I hadn't linked the two, and can't really see how they're related, but I get it too. Obviously without the texture packs.
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Euan
 
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Post » Wed Aug 18, 2010 7:39 pm

I have a request which might be considered a bit too demanding... So, please don't get me wrong and bite all my fingers. I'll totally accept a "c'mon dude, do it yourself" as I know it's a lot of work and/but part of the reason I'm ever putting this request here is that I personally do not have the time available to do it myself. Uhm, I hope that was at least marginally clear...

But onward to the request:
Would it be possible to have RAEVWD be Bainified in a way to make it modular in nature? I don' t have a rig that allows me to use it fully with all the other mods, textures and so on, but it annoys me greatly to look out and just see a white blot on the floor where a huge Ayleid Ruin should be. So, what I'm looking for is a way to select only the ruins, chapels, forts and big structures and leave all the smaller stuff out.

Thanks in advance, even if the answer is "no, no way".

Cheers,

Alryon
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Darren
 
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Post » Wed Aug 18, 2010 7:03 pm

Problem with Mod

I am having a problem with the mod Shadow Ranger, by Hobbs. In playing the role of a Shadow Ranger it is necessary to periodically visit the Shadow Ranger campsite which is in the wilderness of The West Weald,
near enough to directly between Skingrad and Bravil. My problem is that when I get close to the campsite, my FPS drops to almost lockup stage. It takes several minutes to load that area then operates in ultra slow motion.
Talking to NPC's in the campsite is the same. As is going into their barter menu. However opening my menu within the camp is fine.

I am running on a new install of OBL with a fresh Operating System (Windows 7) and high grade hardware - Intel i7, GTX280 etc. I don't have this problem in any other sector (so far) whether wilderness or city.

I have used the Shadow Ranger mod in previous installs without this problem. What is different about this install and why I am posting on this thread, is, I am using RAEVWD and all its subsiduaries whereas previously I used AEVWD.

I have also installed IWR lighting mods. I have read on this thread that illuminated lighting is provided in RAEVWD (or one of its subsidiary). In the middle of the Ranger campsite is a bright fire that burns 24 hours. Could this be the cause of my problem?
Could there be a conflict between IWR and what I have installed of RAEVWD? I am using 4096 textures. Could this be causing a problem with the campfire? As stated previously my hardware is coping well with the 4096 textures elsewhere in the game

Any help would be greatly appreciated.


I'm not familiar with the Shadow Ranger mod, but it should be far enough away from the cities that IWR isn't playing a part in your problem. As far as the illumination provided by RAEVWD, that's basically just yellow window coloring with some glow maps attached. It's not "real" lighting. The problem you're having may simply be that the number of polygons RAEVWD is asking your system to render is just enough to trip the usual problems with Oblivion's crap lighting engine. Even the best of hardware suffers frame hits with lighting. I'm not sure what you mean by "all its subsidiaries" referring to RAEVWD. But you also mention 4096 textures. I assume you're talking about the distant landscape? A GTX280 only has 1GB of memory on it, and depending on what other texture packs you have you could simply have run yourself out of VRAM. You can verify that at the camp by opening the console, typing sdt 13 and then tdt to see how much texture memory is in use. If it's anything above 800MB you've got issues especially if you're also trying to crank AA+AF out of it.

I assume this would be a bad mod to run with a 128 mb VRAM video card...


Could be. This mod adds an additional 50MB demand on your VRAM above vanilla, I'd be surprised if a 128 could handle it without a lot of stuttering.

I have a request which might be considered a bit too demanding... So, please don't get me wrong and bite all my fingers. I'll totally accept a "c'mon dude, do it yourself" as I know it's a lot of work and/but part of the reason I'm ever putting this request here is that I personally do not have the time available to do it myself. Uhm, I hope that was at least marginally clear...

But onward to the request:
Would it be possible to have RAEVWD be Bainified in a way to make it modular in nature? I don' t have a rig that allows me to use it fully with all the other mods, textures and so on, but it annoys me greatly to look out and just see a white blot on the floor where a huge Ayleid Ruin should be. So, what I'm looking for is a way to select only the ruins, chapels, forts and big structures and leave all the smaller stuff out.

Thanks in advance, even if the answer is "no, no way".


Heh. I have been poking around with BAIN and was just thinking that it would make splitting chunks of RAEVWD up into groups would make sense. I'd probably lump all the textures as the core and only split the meshes though since that's the only real way to know you've got a clean grouping. Architecture would remain one large group, I'm certainly not about to try and break things down by type or by city or anything crazy like that. Then installing everything would only be a matter of a few mouse clicks. So the answer isn't no, but it's also not going to happen right away.
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Ernesto Salinas
 
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Post » Wed Aug 18, 2010 1:27 pm

For now, couldn't one delete the _far.nif files they don't wish to own?
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Angus Poole
 
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Post » Wed Aug 18, 2010 2:52 pm

One could, but it's far easier to never install them if you don't want them.
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Talitha Kukk
 
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