[RELz] Really AEVWD - Thread #4

Post » Thu Aug 19, 2010 2:56 am

Version 1.5

* Fixed the Imperial City meshes to specifically call on textures from within RAEVWD's own file structure to prevent other mods from interfering with the lowres LOD. Thanks to Corepc for doing the grunt work on this :)
* Repackaged for BAIN installations.

New for this update - requires regenerating your LOD information to view:

* Added the remainder of the missing Kvatch pieces which are often used for burnt ruins elsewhere in mods.
* By request, added a statue LOD for the Akatosh statue found at the Temple of the One after the MQ.
* Added an LOD mesh for shipwrecks.

Before someone asks, yes the QTP3 package was synced with the updates to the main one.

Also FYI - I've asked PES to remove the package from their site as it's become too much hassle to deal with updating anything larger than 25MB. I will have a new mirror up at moddb.com as soon as the entry is approved.

And for those of you who wanted an easier way to pick and choose, you now have it. Do let me know if the BAIN setup is working right. It should, but one never knows.
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Spencey!
 
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Post » Wed Aug 18, 2010 12:06 pm

Version 1.5
Thanks. Instant download ans install :)


And for those of you who wanted an easier way to pick and choose, you now have it. Do let me know if the BAIN setup is working right. It should, but one never knows.
But for us that still prefer OBMM for all mods, you made it a bit more difficult. Therefore I created a RAEVWD omod Installer, inspired by my MMM and FCOM omod Installers. I hope that's OK. If not, tell me and I'll remove it. The installer only contains omod conversion data, including a script that lets you pick and choose during omod installation, but does of course require download of RAEVWD 1.5.

For download and a detailed install instruction, see http://www.tesnexus.com/downloads/file.php?id=24701.
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Alycia Leann grace
 
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Post » Wed Aug 18, 2010 11:01 pm

Well since OBMM wouldn't have given you the ability to pick and choose it can't be any more difficult now than it was before :)

And I've no problem with you creating a script for it as long as you're willing to field support for it. I've pretty much given up on OBMM as anything resembling a useful tool for anything more than BSA creation.
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SEXY QUEEN
 
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Post » Wed Aug 18, 2010 1:20 pm

Well since OBMM wouldn't have given you the ability to pick and choose it can't be any more difficult now than it was before :)
For me who have the hardware to run RAEVWD with all meshes, I could just create an omod of the archive, and then install it, with 1.4 or earlier, but with 1.5 I either had to copy/paste all Meshes/Textures sub-folders to the same folder and create an omod from that - or make an omod script that did the same - of which I did the latter.

I have actually been thinking of making an omod script that let you choose which parts to install before, and when you divided it in different folders for 1.5 you made that job extremely much easier, so I'm not really complaining - I'm quite happy that you made it easy for me to make this script.

And I've no problem with you creating a script for it as long as you're willing to field support for it. I've pretty much given up on OBMM as anything resembling a useful tool for anything more than BSA creation.
I don't think OBMM is perfect, but the possibility of install scripts for complex mods or for mods that have ini files where options can be chosen during installation, makes OBMM an invaluable tool in my opinion.
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Jennifer Rose
 
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Post » Wed Aug 18, 2010 11:41 am

Thanks for the update Arthmoor! I'll be using RAEVWD on my next playthrough; I think I have done enough optimizations this time around to where I can run it without much of a performance hit. :)

And thank you for the OMOD script, NiceOne; I haven't really started using BAIN yet, so an OMOD script is quite invaluable to me too. :)
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Natasha Biss
 
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Post » Wed Aug 18, 2010 9:44 pm

Version 1.5

* Fixed the Imperial City meshes to specifically call on textures from within RAEVWD's own file structure to prevent other mods from interfering with the lowres LOD. Thanks to Corepc for doing the grunt work on this :)


Thank you for the update has always.

I am still working on vibrant raevwd and since I have to redo them, can't seem to figure out why they are so sharp at a distance , until up close...

Corepc
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mollypop
 
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Post » Wed Aug 18, 2010 10:06 pm

Version 1.5


Thanks for the update :celebration: !
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meg knight
 
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Post » Wed Aug 18, 2010 4:27 pm

I don't think OBMM is perfect, but the possibility of install scripts for complex mods or for mods that have ini files where options can be chosen during installation, makes OBMM an invaluable tool in my opinion.


So people tell me, but I've never gotten anything but grief from the thing when using it for mod management, which drove me to doing things manually. It was also responsible for my being apprehensive about working with BAIN, but that fear is long gone now since BAIN "just works". If Bash or BAIN ever gets BSA archive handling, OBMM will just be an unpleasant memory for me.
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Evaa
 
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Post » Wed Aug 18, 2010 4:45 pm

Hmmm...I keep hearing how good BAIN is; maybe its time I figure out how it works and learn to use it. Heck, its as good of a time as any; I started doing a clean Oblivion install last night. :D
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Killer McCracken
 
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Post » Thu Aug 19, 2010 2:40 am

I have now added an http://www.tesnexus.com/downloads/file.php?id=24701 in addition to the non-SI one. If you want to use "RAEVWD SI Bomret Textures", just download and then add that archive too to the omod. The RAEVWD SI omod Installer will then recognize that Bomret textures are included in the omod, and let you choose textures to install. I will probably add this feature to the non-SI omod installer as well, if anyone wants it.

So people tell me, but I've never gotten anything but grief from the thing when using it for mod management, which drove me to doing things manually.
Now I'm getting curious - what kind of grief? I am pretty happy with OBMM overall, and very happy with its scripting ability. I understand Wrye's view that every mod user should know exactly what they're doing, but having install scripts for mods like BC, AWLS or MMM makes the installation so much simpler.

It was also responsible for my being apprehensive about working with BAIN, but that fear is long gone now since BAIN "just works". If Bash or BAIN ever gets BSA archive handling, OBMM will just be an unpleasant memory for me.
I don't mean to be negative to BAIN of course - I love Wrye Bash in general, and if BAIN had some install script functionaility I would swith over instantly.


P.S. I now have a higher TESNexus rating for my omod installer script than you for your RAEVWD - which just is another good example of how bad the voting system there is. I now feel that giving anything less than a perfect 10 is negative, so I've stopped rating any mods except those relative few I really think deserve 10 - and RAEVWD are one of them. :foodndrink:
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Imy Davies
 
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Post » Thu Aug 19, 2010 12:50 am

Now I'm getting curious - what kind of grief? I am pretty happy with OBMM overall, and very happy with its scripting ability. I understand Wrye's view that every mod user should know exactly what they're doing, but having install scripts for mods like BC, AWLS or MMM makes the installation so much simpler.


Mostly that it svcks at properly cleaning up after a mod install you decide you don't want. I ended up with tons of crap left in my Data folder that I'd specifically asked it to remove and it simply didn't. I also absolutely hate the scripting, it's way too picky and counter to common sense, and if you followed the Open Cities thread in any way you'd have seen how long it took and how many people had to offer help before a working install script came into being - only I tested it for proper removal and it STILL failed to do as it was told and left half the OC files dangling with no ESPs to go with them. It's the kind of thing I get highly irritated over with any Windows based app.

I don't mean to be negative to BAIN of course - I love Wrye Bash in general, and if BAIN had some install script functionaility I would swith over instantly.


Well, if you look at it, BC, AWLS, and MMM all have BAIN installs too. Proof that the OMOD script is completely unnecessary. I thought OC needed one too because of the optional setups, but that proved unnecessary too and once XFrancis showed me how to structure it all, I had one of those facepalm moments where it all just clicked. The only things I see OBMM does that BAIN doesn't are BSA archiving and the ability to install shader mods. Since there aren't any shader mods I actually want, the only thing OBMM ever sees use for is BSA packaging, and that's only because BSA Commander always breaks them when I try to build them.

P.S. I now have a higher TESNexus rating for my omod installer script than you for your RAEVWD - which just is another good example of how bad the voting system there is. I now feel that giving anything less than a perfect 10 is negative, so I've stopped rating any mods except those relative few I really think deserve 10 - and RAEVWD are one of them. :foodndrink:


Yeah, well, the entire ratings system at Nexus is fatally flawed. A 1-10 scale is intended to be fully utilized. But as often as the banhammer drops, people have naturally reacted by either not voting at all, or by treating a 7 as "this completely svcks". So they have in essence evolved into a 4-star system. They just haven't realized it yet. Of course, if mod authors would stop reporting every low rating as abuse the problem would go away. Personally I think they'd be best served by dropping the ratings entirely. They're useless. When a mod for a single piece of armor carries equal weight to an epically large quest/expansion mod, something is terribly wrong.
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Jade Payton
 
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Post » Wed Aug 18, 2010 2:53 pm

The only things I see OBMM does that BAIN doesn't are BSA archiving and the ability to install shader mods. Since there aren't any shader mods I actually want, the only thing OBMM ever sees use for is BSA packaging, and that's only because BSA Commander always breaks them when I try to build them.


You don't even need a script for shader mods if you go about it correctly. I have Detailed Terrain set up as a BAIN (though I don't formally use it). I basically use OBMM (every time I open it I can see dust blowing off my screen :lol: ) to install it on a Dummy data folder then copy my brand shaders/textures into a BAIN-ready archive. I think the bottomline would be use w.e you want.
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Chloe Lou
 
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Post » Thu Aug 19, 2010 1:28 am

Version 1.5

* Fixed the Imperial City meshes to specifically call on textures from within RAEVWD's own file structure to prevent other mods from interfering with the lowres LOD. Thanks to Corepc for doing the grunt work on this :)


Well, whatever it was you guys did it's awesome because it completely solves the performance hit when you turn to face the IC from an exterior cell when using this mod + qtp3 + better cities IC, which occurs even without any city plugins enabled with the 1.4 version, as well as performance issues while inside the IC itself. I guess better cities or some other mod in my load order was making it use full res qtp3 textures for LOD instead of Brumbeks? That would explain the 7fps vs 16fps or so I get now... I had switched most of the city architecture to CorePCs vibrant textures to solve this before, but now I don't have to. Nothing against CorePCs textures they are great, but I just like the detail of QTP3.

Thanks so much.
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Katie Louise Ingram
 
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Post » Thu Aug 19, 2010 2:55 am

I can't imagine why changing the LOD texture path on those walls made that much of a difference, but I'm glad it's working out. And at least this way nobody can come along and do what you described and usurp the textures with full-res versions. Kudos to Corepc for having spotted it and provided the fix though. :)
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Marcin Tomkow
 
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Post » Wed Aug 18, 2010 2:32 pm

I can't imagine why changing the LOD texture path on those walls made that much of a difference, but I'm glad it's working out. And at least this way nobody can come along and do what you described and usurp the textures with full-res versions. Kudos to Corepc for having spotted it and provided the fix though. :)


I been so busy with MMM stuff that I have not had time to install 1.5 version yet and find out myself how much improvement it will be.. :hubbahubba:
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Chloé
 
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Post » Thu Aug 19, 2010 1:17 am

I been so busy with MMM stuff that I have not had time to install 1.5 version yet and find out myself how much improvement it will be.. :hubbahubba:


It's improved to the point where I can tollerate it... but still not as fast as using your vibrant textures. I guess I was too exhuberant when I said "completely solved" - that's in the eye of the beholder. To me it's resolved as I can play happily at 14fps, I just don't really like 6fps very much :). But if some fps weenie who can't stand 14fps tried it they would still want your vibrant textures instead. Your vibrant textures are quite useful, I'm using them in Bravil (BC Bravil + QTP3 + Blood and Mud + AEVWD = DOOM... DOOOM), and I may still use some in the IC. Depends on how well the Better Cities FPS boosters work out in the beta that I've not installed yet and/or if how they change BC annoys me.
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Kill Bill
 
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Post » Wed Aug 18, 2010 9:10 pm

Arthmoor, great work on this mod. I had a somewhat on topic question about my video card upgrade - I think it was you who said earlier in the thread you had upgraded to a 1gb or 2gb VRAM card. I'm looking to do the same, and I was just wondering what your FPS was like while running this mod and if you run QTP3 or anything else along side of it.

Specifically, I'm looking at an EVGA GTX 295 (or 285) with 2gb VRAM. My gut feelings tell me this should be enough to run Oblivion with everything maxed out and the RAEVWD mod installed, but I'd just like some more input from anyone with a comparable card and the type of performance you get with it.
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Ben sutton
 
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Post » Wed Aug 18, 2010 10:29 pm

I average high 20s to low 30s outdoors in the wilderness - which is more than adequate. My texture replacers are numerous to the point of near insanity, but the big players being QTP3R and RAEVWD. Rates inside the IC are easily over 40, which is way more than needed. At this stage I think my main problem is a lack of CPU power to match the video card, so I'm waiting on a nice new 3.2Ghz CPU to ship. Currently I'm on a 2.5GHz, though for some reason I kept thinking I had a 2.7.

As far as the GPU you're looking at, it seems somewhat insane to spend $600 when you can get the 4870 2GB for $239 and have performance that's more or less equal.
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Jessica Raven
 
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Post » Thu Aug 19, 2010 12:33 am

Thanks, what video card do you have again? The price isn't the issue, I get a discount through my work's partner program, so it ends up being as cheap, if not cheaper than competing ATI cards.
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Natasha Callaghan
 
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Post » Wed Aug 18, 2010 2:21 pm

The Sapphire Vapor-X Radeon HD 4870 2GB. It's the only 4870 I've seen with an actual 2GB on the card, not faked with an X2 configuration that only brings 1GB. Newegg has them running $219 now, which makes me want to strangle someone because I paid $249 for it brand new not that long ago :)

Considering nVidia can't seem to get their drivers to work right and their fans all sound like jet motors preparing for take-off I'm unlikely to ever switch back to them.
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Josephine Gowing
 
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Post » Wed Aug 18, 2010 8:31 pm

Hey Arthmoor and/or Brumbek, would you consider adding in the low walls that are surrounding Ayleid wells to the LOD objects in a future version of RAEVWD?

And is it possible to add in the ledge on forts to the LOD and make the join between the main circle parts and the rectangular blocks on the outside more noticable?

Oh and btw, I noticed the colour of the Ayleid Ruins LOD in the base install doesn't match the colour of them in Vanilla, they seem to match the colour they are when you have All Natural changing the colour of the game world. :P I found an easy work around though, the textures in Brumbeks QTP3 pack are the vanilla colour. Do you think it would be a good idea to note this in the installation notes/readme?

Screenshots, All Natural isn't installed atm. Here is what I mean about the Ayleid wells.

http://i703.photobucket.com/albums/ww32/JagerZeroX/Oblivion%20Mod%20Troubleshooting/ScreenShot48.jpg
http://i703.photobucket.com/albums/ww32/JagerZeroX/Oblivion%20Mod%20Troubleshooting/ScreenShot49.jpg

With the forts, I realise something obvious that I should have before. There are different meshes for diffrent forts, so I don't know if it would be worth the trouble if there are too many meshes/textures to change.

I can't rember what fort I noticed it on before, here's a different one but its not as clear on the difference, I'll go check for another one.

http://i703.photobucket.com/albums/ww32/JagerZeroX/Oblivion%20Mod%20Troubleshooting/ScreenShot55.jpg
http://i703.photobucket.com/albums/ww32/JagerZeroX/Oblivion%20Mod%20Troubleshooting/ScreenShot56.jpg - ledge appears, and the shape of the left part of the ruin is square instead of circle(and the join/corner bewteen the two parts becomes noticable), is it possible to change the LOD to match this? Sorry If i'm being fussy, but the Ayleid Ruin meshes blend in so well with the close up version and I was hoping to get the same for forts. :)

Here is something that might need a fix though, it looks to me as if part of the structure is missing. This is Fort Urasek I believe, looking north at it.

http://i703.photobucket.com/albums/ww32/JagerZeroX/Oblivion%20Mod%20Troubleshooting/ScreenShot51.jpg - It also looks like there is something funny extra on the top left of the fort in this image.
http://i703.photobucket.com/albums/ww32/JagerZeroX/Oblivion%20Mod%20Troubleshooting/ScreenShot52.jpg

Damn it why do the forums keep logging me out. :(

Here are some more pictures of the fort ruin LOD and the close up versions showing how the ledge is visisble on the close up version, the archway and the joining between the fort parts are more defined close up, in case it helps you find which meshes could be changed.

A fort thats just a surface ruin near Weynon Priory(not named as it has no dungeon)
http://i703.photobucket.com/albums/ww32/JagerZeroX/Oblivion%20Mod%20Troubleshooting/ScreenShot60.jpg
http://i703.photobucket.com/albums/ww32/JagerZeroX/Oblivion%20Mod%20Troubleshooting/ScreenShot61.jpg

Fort Nikel(I think this was the one I first noticed the missing ledges on)
http://i703.photobucket.com/albums/ww32/JagerZeroX/Oblivion%20Mod%20Troubleshooting/ScreenShot57-1.jpg
http://i703.photobucket.com/albums/ww32/JagerZeroX/Oblivion%20Mod%20Troubleshooting/ScreenShot58-1.jpg

Fort Ash
http://i703.photobucket.com/albums/ww32/JagerZeroX/Oblivion%20Mod%20Troubleshooting/ScreenShot62.jpg
http://i703.photobucket.com/albums/ww32/JagerZeroX/Oblivion%20Mod%20Troubleshooting/ScreenShot63.jpg
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jasminε
 
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Post » Wed Aug 18, 2010 1:22 pm

Adding the walls around the wells is easy enough. I don't think those will have a significant additional burden on polygon counts since they're spread out pretty well.

I can't tell what you mean by the ledge being missing on the forts. It looks fine to me. As far as the corner being more defined, that's not feasible since it means leaving too much detail in the low-poly mesh. What you're apparently seeing is the area between low and high detail that's often called "middle" LOD. Close enough to start seeing the flaws in the reduced meshes, not close enough to get them to pop over. The fort set will be among the more obvious where this sort of thing happens.

There's also the rather unpleasant fact that the angle you're looking at on that fort in particular is composed of 4 pieces. It's not all one chunk. If the corner join is the part where you get the shading, that's not something that can be put back without resulting in visual anomalies like black LOD and those ugly colored blobs. It's one of the limitations of how LOD works in this game. The ledges are for the most part still there, but the need for removing the vertex coloring loses the detail at mid-range distances. There's not much that can be done about that since the poly counts can't get lowered to reasonable levels and still retain it. Unless someone wants to offer to hand fix any issues like this. That person won't be me because the interfaces on all these modeling programs is like Greek.

The one you shot with a missing piece on the upper right corner looks like one that was missed. There's a lot of pieces in the exterior fort set. :)
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Kelly John
 
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Post » Wed Aug 18, 2010 9:33 pm

I can't tell what you mean by the ledge being missing on the forts.

I'm not sure if that's what he meant, but on all his examples, there is a clear darker, horizontal line going around each fort, sort of dividing the lowest part from the upper part. That line is clearly visible on all the non-LOD pictures, but missing when looked at far away.

I have never noticed this during play, and I'm (as you probably know) an avid fan of RAEVWD, so I wouldn't exactly call it a problem, but it is noticable in the images provided.
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m Gardner
 
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Post » Wed Aug 18, 2010 3:23 pm

I figured he may have meant that. Those ledge markers are shaded areas of the mesh that get lost when removing the information needed for a stable LOD. The ledge itself is still there, just the shadow line is missing. I hadn't really paid that much attention to it, but it is noticeable if you're looking for it.
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CArlos BArrera
 
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Post » Wed Aug 18, 2010 11:30 pm

I'm not sure if that's what he meant, but on all his examples, there is a clear darker, horizontal line going around each fort, sort of dividing the lowest part from the upper part. That line is clearly visible on all the non-LOD pictures, but missing when looked at far away.

I have never noticed this during play, and I'm (as you probably know) an avid fan of RAEVWD, so I wouldn't exactly call it a problem, but it is noticable in the images provided.

Yeah I did, thanks. :embarrass:

I figured he may have meant that. Those ledge markers are shaded areas of the mesh that get lost when removing the information needed for a stable LOD. The ledge itself is still there, just the shadow line is missing. I hadn't really paid that much attention to it, but it is noticeable if you're looking for it.

Is it possible to put them back in please, and any other shaded areas like the archways if they got lost? Or will this make it have too much detail? But your saying it can't be added back to the joins between pieces without visual anomalies, is that right? Could the fort mesh piece to the left in the first screenshot of them be checked if it could be made to look more square as well(by making its vertical edge(s) more noticable), or would that make visual anomalies too?
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jaideep singh
 
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