[RELz] Really AEVWD - Thread #5

Post » Tue Mar 08, 2011 11:08 pm

No, actually I would them installed. ;) Then maybe the http://www.tesnexus.com/downloads/file.php?id=24701 (made by The NiceOne) has failed their installations, or maybe I just did something wrong with it. I dunno.
Anyway I'm going to extract and install the .esps manually, that should fix the problem. :)

You must have done something wrong. I have those, and the SI OMOD installs the RAEVWD New Sheoth.esp just fine. (I choose not to install the others.) Do you the the expected LOD results?
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FoReVeR_Me_N
 
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Post » Wed Mar 09, 2011 5:50 am

You must have done something wrong.


Probably. As you already know, http://www.tesnexus.com/downloads/file.php?id=24701 by TheNiceOne is a script which allows to convert RAEVWD and RAEVWD SI in OMODs and install them without the need of converting them to OMOD manually or messing around with individual folders and so... For the lazy people as me. Very easy, You only need to follow the following steps:

1. Download RAEVWD
2. Download RAEVWD omod Installer
(Don't extract either)
3. Start OBMM, and click "Create"
4. In the "omod creator" window, click "Add archive"
5. Select RAEVWD_v1_6-20053.7z and click "Open"
6. OBMM will now work for a time, and then give you a warning about esp in sub-directories. Answer "Yes".
7. Click "Add archive" again, and select RAEVWD OMOD Installer, and answer "Yes" to import omod conversion data
8. Click "Create omod" and let OBMM take its time compressing the OMOD.
9. Install the RAEVWD OMOD by double-clicking it.
10. Answer the pop-ups.
11. Installation is complete!

To create a RAEVWD SI Edition OMOD, follow the same steps, but with RAEVWD SI Edition and RAEVWD SI omod Installer instead.

... but as you said, probably I just did something wrong (can't remember what at the moment, though). So I installed the .esps manually, and then updated the LOD with TES4LodGen.

Do you the the expected LOD results?


Not really. I can see the distand buildings (not distant rocks or vegetation, even if I installed all the files), but with the issue Arthmoor has described in the first post:

Sometimes when viewing the world at odd or extreme angles, the LOD objects will turn bright yellow or completely black and then revert to normal when you move. One known reason for this is another LOD mesh that has specular properties enabled on it. Another known cause are LOD meshes with vertex color properties.


That's strange because I don't run any other LOD mod and just a few basic plugins which have nothing to do with LODs + http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=708 + http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4314, which aren't other LOD mods but simple texture replacers. But maybe the issue is related to some mystakes I did, so I'm going to re-install both RAEVWD mods, that should solve the problem.
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gary lee
 
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Post » Wed Mar 09, 2011 5:36 am

Not really. I can see the distand buildings (not distant rocks or vegetation, even if I installed all the files), but with the issue Arthmoor has described in the first post:


Distant rocks are limited to the 2080 rocks, otherwise you'd be crippled most places by excessive polygon counts. The Gold Coast is the only place where smaller sizes are used because the viewing area is dominated by open sea.

Landscape LOD packs will have no bearing on RAEVWD. If you're still seeing yellow/black LOD and you're positive none of the mods you use installed their own _far.nif files, the only other possibility left would be your lighting mode. Bloom is known to have issues with LODs and switching to HDR solves those.
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james reed
 
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Post » Wed Mar 09, 2011 12:29 pm

Distant rocks are limited to the 2080 rocks, otherwise you'd be crippled most places by excessive polygon counts. The Gold Coast is the only place where smaller sizes are used because the viewing area is dominated by open sea.


Now that I remember, that's right. I should have checked the mod description better.


If you're still seeing yellow/black LOD and you're positive none of the mods you use installed their own _far.nif files, the only other possibility left would be your lighting mode. Bloom is known to have issues with LODs and switching to HDR solves those.


Never used Bloom lighting in Oblivion, always HDR. Will reinstall RAEVWD very soon and see. :)
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Pixie
 
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Post » Tue Mar 08, 2011 10:54 pm

Bloom is known to have issues with LODs and switching to HDR solves those.


Ah, this will presumably explain a problem I have with RAEVWD SI. Using Bloom lighting (my preferred option), all distant mushroom trees are black. Switching to either HDR or switching off both Bloom and HDR solves my problem. Looks like I'll be playing without the advanced lighting options as I don't like the HDR effect.

Thank you for your continuing work on this by the way, it makes a huge difference to the visual appeal of the game.
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Matt Terry
 
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Post » Wed Mar 09, 2011 12:14 pm

Have you created a tutorial on how you do all this?

I would be interested in the technical details.

I am sure (some) others would be interested also.

I have a project that will require exactly that.

Metallicow
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Kelli Wolfe
 
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Post » Wed Mar 09, 2011 8:13 am

Ok, I have reinstalled RAEVWD and RAEVWD SI and they're working better now, they definitely adds a lot to the visual experience of the game.

I have only one remaining issue, that 'bright yellow distant windows problem' you described in the first post, as you can see in http://img130.imageshack.us/img130/3416/oblivion201001201957317.jpg.
Here's my tiny load list:

00 Oblivion.esm
01 TR_OoT_Main.esm
02 DLCOrrery.esp
03 Capucines Character Expansion.esp
04 Knights.esp
05 DLCShiveringIsles.esp
06 MaleBodyReplacerV4.esp
07 TR_Stirk.esp
08 RAEVWD Imperial City.esp [Version 1.4]
09 RAEVWD Cities.esp [Version 1.4]
0A RAEVWD New Sheoth.esp [Version 1.5]

Maybe it's a conflicy with TR_Stirk.esp? The island of http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=5293 takes place in the Tamriel worldspace (I have no similar issue at all in the Shivering Isles) and the mod itself comes with a DistantLOD folder containing 128 LOD files whose prefix always starts with 'Tamriel_'. For example:

Tamriel_0_34.lod
Tamriel_0_35.lod
Tamriel_0_36.lod
...

... and so on. If it's Stirk conflicting with RAEVWD (or even if the error has a different origin), do you know how could I fix this? That would be much appreciated. :)
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Yung Prince
 
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Post » Wed Mar 09, 2011 12:55 am

Ok, I have reinstalled RAEVWD and RAEVWD SI and they're working better now, they definitely adds a lot to the visual experience of the game.

I have only one remaining issue, that 'bright yellow distant windows problem' you described in the first post, as you can see in http://img130.imageshack.us/img130/3416/oblivion201001201957317.jpg.


That would be normal with REAVWD.

Unless you edit each and every single far nif, you can't remove the window lighting feature easily..
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Eileen Müller
 
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Post » Wed Mar 09, 2011 12:44 pm

That would be normal with REAVWD.

Unless you edit each and every single far nif, you can't remove the window lighting feature easily..


Hum. So it's a simple almost unavoidable feature? I thought it was a conflict with other mods adding LOD nifs... :confused:

Sometimes when viewing the world at odd or extreme angles, the LOD objects will turn bright yellow or completely black and then revert to normal when you move. One known reason for this is another LOD mesh that has specular properties enabled on it. Another known cause are LOD meshes with vertex color properties.

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joannARRGH
 
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Post » Wed Mar 09, 2011 7:42 am

What you're showing is normal. The windows on buildings with RAEVWD are illuminated. The error that's discussed would be turning the entire mesh a sickly yellow color along with all of the other LODs in the view.
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saxon
 
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Post » Wed Mar 09, 2011 8:15 am

What you're showing is normal. The windows on buildings with RAEVWD are illuminated. The error that's discussed would be turning the entire mesh a sickly yellow color along with all of the other LODs in the view.


Thanks again. Probably I only have to read posts better then, eheh. ;) Sorry for the noobyness, but after some time of only vanilla Oblivion I'm still inexperienced with complex mods. ;)
Congratulations to the mod, works good with a very minor FPS hit on my machine. And I don't have any FPS problem even when I'm close to the IC.
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Grace Francis
 
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Post » Wed Mar 09, 2011 11:45 am

Hum. So it's a simple almost unavoidable feature? I thought it was a conflict with other mods adding LOD nifs... :confused:

But you will learn to love the lit windows if you use other immersion mods. I use the following:

RAEVWD for long-distance buildings (and other objects).
Streamline to add fog at the distance the long-distance objects become invisible
DarnUI to remove the hud quest arrow.
Map Marker Overhaul to remove the world map quest icon and player arrow.
Map Marker Overhaul to prevent the world map from centering on the player.
Enhanced Weather for much darker nights.
Animated Windows Lightning System for lit windows.


Combined, this makes it really interesting to go out at night, as it becomes very easy to get lost for real. Then, when running within a dark forest, unsure of where I am, I sigh in releif when I spot a small lightsource far away - a lit window added by RAEVWD. Moments like that really adds to the gameplay experience. :)
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Claire Lynham
 
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Post » Wed Mar 09, 2011 7:17 am

But you will learn to love the lit windows if you use other immersion mods.


Thanks for the list, NiceOne, I'll certainly give these mods a try. :)
In my game the windows are illuminated only when viewed from afar and come back to the vanilla look as I approach them, so some mods to make their appearance more stable (for example, illuminated only at night or always illuminated) would be really useful to have.
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Melissa De Thomasis
 
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Post » Wed Mar 09, 2011 8:54 am

Thanks for the list, NiceOne, I'll certainly give these mods a try. :)
In my game the windows are illuminated only when viewed from afar and come back to the vanilla look as I approach them, so some mods to make their appearance more stable (for example, illuminated only at night or always illuminated) would be really useful to have.


http://www.tesnexus.com/downloads/file.php?id=19628 is excellent. Perfect combo with RAEVWD.
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Kim Kay
 
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Post » Wed Mar 09, 2011 5:40 am

Thanks, Arkngt. :) Added to the list of mods I need to download.
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Eileen Collinson
 
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Post » Wed Mar 09, 2011 11:39 am

Thanks for the list, NiceOne, I'll certainly give these mods a try. :)
In my game the windows are illuminated only when viewed from afar and come back to the vanilla look as I approach them, so some mods to make their appearance more stable (for example, illuminated only at night or always illuminated) would be really useful to have.

As Arkngt writes, AWLS is the perfect combo (and the last one on my list). It only lits the windows at night (or during bad weather), but during clear weather you hardly notice that the distant-lod windows are lit, but not when you get close. AWLS is great for immersion with its lit windows and smoking chimneys, and at (almost) no FPS hit.
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Jennifer Munroe
 
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Post » Tue Mar 08, 2011 11:14 pm

It could be just me, but is the installation file hosted at ModDB.com corrupted? Whenever I tried to unpack it I kept received error messages. I then downloaded the one hosted at Nexus and it worked fine.
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Anna S
 
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Post » Tue Mar 08, 2011 11:09 pm

I hope not, but I'll check. If it is, I can try re-uploading. Was going to end up doing that soon anyway since I'm shuffling the package options slightly.

EDIT: Downloaded and unpacked just fine. Which file were you trying to get?
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Stacey Mason
 
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Post » Wed Mar 09, 2011 12:29 am

I hope not, but I'll check. If it is, I can try re-uploading. Was going to end up doing that soon anyway since I'm shuffling the package options slightly.

EDIT: Downloaded and unpacked just fine. Which file were you trying to get?

It was the Really AEVWD Base Package file, I downloaded the whole 41.12 mb, but error messages popped up whenever I tried to unpack it.

But it's all right now, I have already downloaded the other one from Nexus. It's amazing to see the amount of FPS increased from the previous version, thanks! :goodjob:
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Camden Unglesbee
 
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Post » Wed Mar 09, 2011 12:36 am

Version 1.7

* Added a mesh for the large sentinel statue for the Pale Pass quest.
* Some missing fort ruin meshes have been added which should plug rogue holes in the sides of distant forts.
* Split the Imperial City architecture into a separate install option due to the performance issues it can cause.
Now you don't need to sacrifice all of the city architecture to avoid the issue.
* Added optional higher detail Imperial City bridge pieces.
* Added Malacath statue to the Daedric statue pieces.

Please note that the download locations listed in the OP have changed!!!!!

Due to a persistent ongoing problem with Nexus that I have not been able to resolve, RAEVWD will be located at TESA and ModDB.com from now on. The Nexus page has not been updated and unless something gives, it won't be. I'll take one more shot at posting with the issue I'm having there, but if it continues to remain unresolvable I will begin removing entries from the site as I update my mods.
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Stephanie Valentine
 
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Post » Wed Mar 09, 2011 5:15 am

So normally I would go to nexus because it would tell me which of the optional packages are updated and the links are accompanied by a release/update date.

But that does not exist on alliance.

Are all the packages to be downloaded again - did you update the Elsweyr parts as well and as discussed in that thread?

thanks
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Cesar Gomez
 
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Post » Wed Mar 09, 2011 11:49 am

Everything on TESA is the updated copy since I didn't even have it listed there before. ModDB.com has already approved the base package update but not the Elsweyr file, but when they do that'll be current.
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Racheal Robertson
 
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Post » Wed Mar 09, 2011 9:22 am

can you still use the nice ones omod installer for 1.7? Thanks for all the great work on RAEVWD :celebration:
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Amy Gibson
 
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Post » Wed Mar 09, 2011 11:57 am

can you still use the nice ones omod installer for 1.7?

No you cannot, as Arthmoor has changed almost all the folder names. I will upload a new omod installer for 1.7 within a few hours though.
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Alister Scott
 
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Post » Wed Mar 09, 2011 8:39 am

So which packages exactly have been updated? Just RAEVWD base and Elsweyr? Or has the rest received updates as well?
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Rozlyn Robinson
 
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