[RELz] Really AEVWD - Thread #6

Post » Wed Mar 09, 2011 8:33 am

Thanx guys......I appreciate your taking the time to respond......as well as the information provided.
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Wed Mar 09, 2011 7:22 am

That might be why, I don't think tes4lodgen does anything if it encounters the initially disabled flag. The game has no mechanism to enable a VWD mesh after the fact, so there'd be no way for it to know if that should be on or off when it builds the DistantLOD files. It will go by whatever the final state of the flag is once all mods are loaded.
User avatar
Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Wed Mar 09, 2011 6:33 am

Here is my first attempt at using RAEVWD. Could someone please critique this http://i56.tinypic.com/ivz3aw.jpg? I'm looking for suggestions on what I could possibly do to make the grass less neon green. It looks way too bright to me. I'm currently running:

QTP3 Redimized
Better Tiling 4096 LOD
Qarl's 4096 Normal Maps
Mikal33's Textures (Trees, Doors, Flora)
HTF's #2 Noise Replacer
Phinix Waterfix

(misc. other stuff such as Enhanced Vegetation, Natural Habitat, etc.)

Thanks
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Wed Mar 09, 2011 3:29 am

I need a little help with this. I installed the core parts and everything looks good except for Frostcrag. I'm using Frostcrag Reborn and when I stand outside of the IC Market District I see the vanilla Frostcrag instead of the Reborn version. ALSO I have UL Snowdale with the FR patch. SO my question is, Where should I look so that I can replace Frostcrag with the right one I'm using?
User avatar
sas
 
Posts: 3435
Joined: Thu Aug 03, 2006 8:40 am

Post » Wed Mar 09, 2011 3:53 am

What a coincidence, Arth and I were just talking about that in here!

Frostcrag Reborn is one of those rare mods that doesn't cooperate well with TES4LODGen, and TES4LODGen is most likely ignoring the two other towers because they are flagged as initially disabled. The workaround I recommend is to manually reinstall FR's provided DistantLOD folder, and take note you will have to do this EVERY time you run TES4LODGen, so keep that folder close.
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Wed Mar 09, 2011 5:11 am

What a coincidence, Arth and I were just talking about that in here!

Frostcrag Reborn is one of those rare mods that doesn't cooperate well with TES4LODGen, and TES4LODGen is most likely ignoring the two other towers because they are flagged as initially disabled. The workaround I recommend is to manually reinstall FR's provided DistantLOD folder, and take note you will have to do this EVERY time you run TES4LODGen, so keep that folder close.

Well that's annoying. I guess it's something I can live with unless I feel like taking a screen shot with it in the background.
User avatar
Kate Murrell
 
Posts: 3537
Joined: Mon Oct 16, 2006 4:02 am

Post » Wed Mar 09, 2011 1:05 pm

I'm using the latest RAEVWD with QTP3 and a whole load of other mods (can list them if needed). Can't play without RAEVWD, love it!

Minor annoyance aboput this bridge connecting the Imperial Isle to the mainland (possibly from NRAB): http://bildr.no/view/748986. Has this been reported and usual? Any known fix for this?

EDIT: The bridge realigns itself correctly as I approach, so it is a VWD issue I guess.
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Wed Mar 09, 2011 8:19 am

Make sure you are not using TESLODGEN 3.0.13
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Tue Mar 08, 2011 8:37 pm

Here is my first attempt at using RAEVWD. Could someone please critique this screenshot? I'm looking for suggestions on what I could possibly do to make the grass less neon green. It looks way too bright to me. I'm currently running:

QTP3 Redimized
Better Tiling 4096 LOD
Qarl's 4096 Normal Maps
Mikal33's Textures (Trees, Doors, Flora)
HTF's #2 Noise Replacer
Phinix Waterfix

(misc. other stuff such as Enhanced Vegetation, Natural Habitat, etc.)

Thanks


As far as I'm aware REAVWD doesn't touch distant landscape textures; it only either replaces or provides files for objects, so it has nothing to do with the brightness of that grass. That grass actually looks pretty normal to me for HDR lighting. Changing to having no lighting effects should make it less bright.
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Wed Mar 09, 2011 8:43 am

I'm using the latest RAEVWD with QTP3 and a whole load of other mods (can list them if needed). Can't play without RAEVWD, love it!

Minor annoyance aboput this bridge connecting the Imperial Isle to the mainland (possibly from NRAB): http://bildr.no/view/748986. Has this been reported and usual? Any known fix for this?

EDIT: The bridge realigns itself correctly as I approach, so it is a VWD issue I guess.

Yep that was a known glitch in version 3.0.13 of TES4LODGen. Update to http://www.tesnexus.com/downloads/file.php?id=15781
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Wed Mar 09, 2011 12:21 am

Ah, the radians bug made a brief appearance again :P
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Wed Mar 09, 2011 2:14 am

Thanks for the solution, Vargr, Psymon and Arthmoor :)
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Wed Mar 09, 2011 3:25 am

Is there a lighter version of this with much less of a performance hit and still able to see everything at a distance?
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Wed Mar 09, 2011 1:20 am

Nope. This is as light as it gets. If you're having performance issues, follow the advice in the readme for how to resolve that.
User avatar
Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Wed Mar 09, 2011 1:40 am

I have a request for a future version of RAEVWD - Brumbek recently came out with some great new AWLS meshes for the cities in Elsweyr that use different window meshes. Unfortunately, the windows of Dune don't light up until you get close enough to the city.

It would be great if these could be incorporated into a future edition of RAEVWD, similar to what you've already done with the other cities in Cyrodiil. New Sheoth also could use the same treatment, although I believe I requested that already. :)
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Wed Mar 09, 2011 1:52 am

After noticing that Dune (in Elsweyr) wasn't showing up as a LOD, I downloaded and installed RAEVWD Anequina v2. I can see Dune now... most of it, at any rate - the city floats above the ground because the walls aren't showing up. I can see the rest of the city fine, though. Which files am I missing?
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Wed Mar 09, 2011 7:37 am

After noticing that Dune (in Elsweyr) wasn't showing up as a LOD, I downloaded and installed RAEVWD Anequina v2. I can see Dune now... most of it, at any rate - the city floats above the ground because the walls aren't showing up. I can see the rest of the city fine, though. Which files am I missing?


I haven't noticed any problems with the LOD for Dune with RAEVWD, other than the lights on the windows not showing up in the distance (which isn't a problem, of course - it's a feature request). I should probably mention I installed all components for Elsweyr except for the trees.

Did you verify you have everything in the architecture folders installed, and did you remember to run TES4LOD again after installing the Anequina addition to RAEVWD?
User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Tue Mar 08, 2011 11:40 pm

After noticing that Dune (in Elsweyr) wasn't showing up as a LOD, I downloaded and installed RAEVWD Anequina v2. I can see Dune now... most of it, at any rate - the city floats above the ground because the walls aren't showing up. I can see the rest of the city fine, though. Which files am I missing?

Probably no files, but you should http://www.gamesas.com/index.php?/topic/1115554-anybody-knows-what-has-happened-with-elsweyr-anequina/page__view__findpost__p__16627967 this. :read:
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Wed Mar 09, 2011 12:24 am

I'll double check Anequina again since it appears that each version of it has slightly different contents and it's possible what was once handled internally for the mod is not anymore.

In other news....

RAEVWD Version 1.9

* All meshes have been run through a full PyFFI reoptimization with the new vertex caching algorithm, plus checked with the cleanfarnif spell to make sure all stray nodes are now removed.
* Some meshes have been moved around after realizing the Core package installed more than it should have, and missed other things it wasn't taking care of.
* The Night Mother statue in Bravil has been added to the Statues subpackage.
* The statues of the 9 divines have been added to the Statues subpackage, as they were originally intended to be.

RAEVWD SI Edition Version 1.6.1

* The core SI meshes had never been optimized and included before.
* All meshes in the package have been run through the latest version of PyFFI that does vertex caching. There should be a small boost in frame rates as a result.

Since the PyFFI checks cleaned up a few straggling nodes here and there, things should be as good as they'll get as far as visual anomalies. The big thing was the core package cleanups. A lot of the SI core meshes were in bad shape and I hadn't noticed they never got fixed.
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm

Post » Wed Mar 09, 2011 7:13 am

By the looks of things fixed and the obvious amount of work gone into updating glad you decided to revisit this one Arthmoor - Just installed and no hiccups ( well one, I forgot to use the Wilderness architecture sub-package so was scratching my head wondering why Weye buildings were not showing VWD :facepalm: )

Using the new experimental TES4LodGen all seems to be fine, I might be able to tweak a bit more performance out of my machines with this ... Thank you.
User avatar
Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am

Post » Wed Mar 09, 2011 9:12 am

I'll double check Anequina again since it appears that each version of it has slightly different contents and it's possible what was once handled internally for the mod is not anymore.

In other news....

RAEVWD Version 1.9

RAEVWD SI Edition Version 1.6.1


Another updates? WOW... That's a fantastic achievement of you Arthmoor and thanks for sharing this. :celebration: :celebration: :celebration:
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Wed Mar 09, 2011 3:43 am

Hey Arthmoor

I`m currently using 1.8 and I`m getting texture flickering from the Imperial city. Can you look into a video I made to show the flickering? You can get it here (1 MB size):

http://www.file-upload.net/download-3002318/Flickering.avi.html

Is that a problem probably caused by RAEVWD? If yes, is it fixed by 1.9? I hope you can answer me.

Greetings, Klaus
User avatar
James Potter
 
Posts: 3418
Joined: Sat Jul 07, 2007 11:40 am

Post » Wed Mar 09, 2011 1:11 pm

There's nothing that can be done about that flickering. You're at an abnormally high altitude and the VWD mesh is very near the ground. You get the same kind of thing in the CS too when zooming out to extreme height.

From the normal viewing angles the IC is visible from, that small flicker is of no consequence.
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Wed Mar 09, 2011 1:39 am

I`m looking for some spectacular shots for my new map loop replacer, that`s why I am floating in the air, looking down to the IC from this altitude. Guess I`ll have to deactivate the IC meshes for the shots ;(

Anyways, thanks!
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Wed Mar 09, 2011 8:11 am

I'll double check Anequina again since it appears that each version of it has slightly different contents and it's possible what was once handled internally for the mod is not anymore.

In other news....

RAEVWD Version 1.9

RAEVWD SI Edition Version 1.6.1


I don't know if you're aware of this, but I know there is a new http://www.tesnexus.com/downloads/file.php?id=25023 version on TESNexus.
It can be useful especially if you're updating the RAEVWD mod in the future.
User avatar
Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

PreviousNext

Return to IV - Oblivion