[RELz] Really AEVWD - Thread #6

Post » Tue Mar 08, 2011 8:51 pm


RAEVWD Version 1.9



Appears I was behind by a few version upgrading thank you
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RaeAnne
 
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Post » Wed Mar 09, 2011 6:42 am

Arthmoor or another helpful soul,
I remember vaguely from an earlier thread long purged from the Beth archives that you recommended to fiddle manually in the Oblivion.ini on the outside distance settings to give a better impression of the distant views. I do remember you had the one value set by 2 higher than the other. But I can't remember though if TreeRange were higher or lower than DistantCount? I *think* Trees you set LOWER, but not sure... If somebody could refresh me on that, I'd much appreciate as I am to install the mod again. Right now I'm using SL Streamsight for that but I would like to disable that fog function and see if my rig can handle it without.

Thanks a ton.

These are the .ini values concerned:
uGridDistantTreeRange=.....
uGridDistantCount=......
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K J S
 
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Post » Wed Mar 09, 2011 1:48 am

I've got both of those set to 18 right now which seems to work out well. I discovered that it doesn't work to set the tree distance longer than the other one anyway, uGridDistantCount functions as a master value for displaying anything in the distance other than landscape.
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Sunnii Bebiieh
 
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Post » Wed Mar 09, 2011 4:34 am

These are the .ini values concerned:
uGridDistantTreeRange=.....
uGridDistantCount=......

I've set these to 6 and 8 respectively. A bit hardcoe overkill maybe, but it does allow me to run this batch of awesomeness :D
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Ezekiel Macallister
 
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Post » Wed Mar 09, 2011 12:22 pm

Hmmm... ok thanks Arthmoor and Torello.
Well up to now, I set the 2 values to 15 each, and fog range in SL to correspond to that. So that trick of using different values did not work out after all, huh :) OK, I'll disable SL streamsight now and see what gives. I understand Arthmoor has an ATI 4870 card with 1 gig of RAM, mine is a Nvidia GTX260-216 with a little less RAM, I think 896MB or so. I think overall they are about equal, I'll stay with the 15 range for now, maybe will experiment later.

(I'm curious as to how it will play out when diving in the water without Streamsight. I think at least with Vanilla water the diving sight is very bad and murky, you see not much beyond your arm length IIRC)

I have a somewhat related question with regards to All Natural weather mod, I'll post it over there if I find no ready answer. Again thanks!
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Sweets Sweets
 
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Post » Tue Mar 08, 2011 9:36 pm

Actually mine has 2GB on it, but that doesn't help any with polygon overload from too many distant objects. That's why I brought the grid distances down to 18.

Unfortunately Streamsight's fog code also operates indoors which I found to be highly disruptive in dungeon crawls since it would let you see insane distances.
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katie TWAVA
 
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Post » Wed Mar 09, 2011 7:41 am

When I got my new nVidea 9800GT with 1Gb vram the 1st thing I did was install RAEVWD and was very dissappointed to find my PC still couldn't handle it :cry: so perhaps its more of a CPU issue. :shrug:
It wasn't until Arthmoor made it more modular and I fully utillised the UGrids... tweaks that I was able to enjoy VWD goodness without performance issues.
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Tinkerbells
 
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Post » Tue Mar 08, 2011 10:20 pm

Unfortunately Streamsight's fog code also operates indoors which I found to be highly disruptive in dungeon crawls since it would let you see insane distances.

You are right, I noticed that too now that you mention it! And then it would suddenly go closing down "holes" in the far distance like shutters (those blades anyway) of a SLR camera lens. We remember those still, do we? :lol: Yeah that is quite annoying. Anyway I disabled that aspect of SL now but since I'm crawling through Vilverin I haven't seen the sky in days and what how the weather is doing.... Later :)
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Jordyn Youngman
 
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Post » Wed Mar 09, 2011 12:17 am

Installed Really AEVWD 1.9, but I can't see any difference. Everything looks exactly as before.
Only my framerate drops.


What's going wrong?


I got Qarls Texture Pack 3 installed, graphic adapter is an ATI 5850.


(I tried MTAEVWD and also it's lite version. Both work fine, it's an huge improvemant as I can see many objects in the distance, but it makes framerate too slow for playing.)
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Courtney Foren
 
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Post » Wed Mar 09, 2011 2:35 am

Installed Really AEVWD 1.9, but I can't see any difference. Everything looks exactly as before.
Only my framerate drops.


What's going wrong?


I got Qarls Texture Pack 3 installed, graphic adapter is an ATI 5850.


(I tried MTAEVWD and also it's lite version. Both work fine, it's an huge improvemant as I can see many objects in the distance, but it makes framerate too slow for playing.)

Did you run http://www.tesnexus.com/downloads/file.php?id=15781? It is required in order for you to see the new additions to the LOD.
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Damien Mulvenna
 
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Post » Wed Mar 09, 2011 2:38 am

You should also make sure you don't still have leftover junk from MTAEVWD installed. That mod is filled to the brim with horribly unoptimized meshes which will harm performance regardless.
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Shirley BEltran
 
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Post » Wed Mar 09, 2011 6:10 am

Re my graphical issues in the ordered Fringe reported a while ago:

I have a thread going on about http://www.gamesas.com/index.php?/topic/1118225-graphical-weirdness-in-the-fringe/, but I'm posting the update here as it seems to be connected to RAEVWD SI. I'm using the 1.8 version but I still have black VWDs and colored blobs. The blobs seem to be directly connected to the black VWD, i.e. when looking straight at a black VWD section I get a blob:

http://www.bluemelon.com/photo/18688/855119.jpg
http://www.bluemelon.com/photo/18688/855118.jpg

Also note the "invisible" part under/to the left of the black VWD. I have lots of those blacks VWDs and "invisible"/blurry sections - and thus a lot of colored blobs when moving around.

EDIT: The colored blobs definitely seem to be connected to RAEVWD SI, as they are gone after uninstalling it.

I still get http://www.bluemelon.com/photo/18688/856500.jpg, though (which curiously get colored when my char casts spells). Perhaps those are in the vanilla game - but I've never noticed it before this and the last play through and as it's very noticeable I suspect some other mod might be involved.

Anyway, guess I'll skip RAEVWD SI for now.


Most of these issues turned out to be connected with http://www.gamesas.com/index.php?/topic/1155913-issue-with-corrupt-streamsaves/ and went away when setting it at default. Guess the symptoms of the issue was just worsened by using RAEVWD SI. I still get the LOD sections in the distance (last pic above) that aren't affected by the fog and so pops out - but no idea what's causing them and not a big issue anyway. In short, it was not caused by RAEVWD SI.
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Shiarra Curtis
 
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Post » Wed Mar 09, 2011 10:35 am

Version 1.9.1

* Brumbek has updated many of the meshes for various errors, such as UV mapping issues, non-glowing windows, vertex colors, and other things.
* All meshes have been run through PyFFI 2.1.7 to take advantage of better optimizations.
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Milad Hajipour
 
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Post » Wed Mar 09, 2011 4:57 am

Thank you

Any plans for an unlit SI?
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~Sylvia~
 
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Post » Wed Mar 09, 2011 3:19 am

That's going to be up to Brumbek since I've got no intention of spending the time on it. The only reason an unlit option exists now for Cyrodiil is because he spent the time to do it for someone.
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John N
 
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Post » Wed Mar 09, 2011 11:24 am

Version 1.9.1

* Brumbek has updated many of the meshes for various errors, such as UV mapping issues, non-glowing windows, vertex colors, and other things.
* All meshes have been run through PyFFI 2.1.7 to take advantage of better optimizations.

Awesome! Thanks for putting it up!

Thank you

Any plans for an unlit SI?


That's going to be up to Brumbek since I've got no intention of spending the time on it. The only reason an unlit option exists now for Cyrodiil is because he spent the time to do it for someone.

Hmm, unlit SI would be very simple to do. And since I just can't stop helping people, sure I'll do it! But seriously, why am I so nice? Who knows...

Oh, and to everyone, I've just finished a new version of AWLS that features full RAEVWD support! Now your every choice of AWLS windows will also apply to the RAEVWD illuminted windows! ...it was a lot of work...
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Doniesha World
 
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Post » Wed Mar 09, 2011 9:58 am

Oh, and to everyone, I've just finished a new version of AWLS that features full RAEVWD support! Now your every choice of AWLS windows will also apply to the RAEVWD illuminted windows! ...it was a lot of work...

Is that the 5-2-1 version available on the AWLS page?

thanks too btw
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LittleMiss
 
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Post » Wed Mar 09, 2011 4:43 am

@Arthmoor
There is one question that has always bugged me about this mod and for which I have not managed to find an answer. Have you ever attempted to reduce the polygon count for any of the VWD meshes? If so, which ones?
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Alexis Estrada
 
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Post » Wed Mar 09, 2011 9:43 am

They're all polygon reduced meshes already. Do you mean further reductions by hand or something? Doing that would require Blender or some other editor and a lot of hand tweaking. I've taken every mesh in the package as far down as the automatic methods in Milkshape 3D would allow without tearing them up into ugly chunks.
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Miss Hayley
 
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Post » Tue Mar 08, 2011 9:22 pm

Is that the 5-2-1 version available on the AWLS page?

thanks too btw

No, it will be version 5.4, but it isn't out yet...I broke the BAIN Wizard somehow and can't get it to work atm...http://www.4shared.com/file/1B0is8F9/AWLS_-_Brumbek_Mixed_Textures_.html if anyone wants to check it out...hopefully the omod works right. Anyway, you can PM me if you figure anything out rather than clutter this thread. Thanks.

http://www.4shared.com/file/rqLc7BU3/RAEVWD_Unlit_Windows_SI_v1-0.html.
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Courtney Foren
 
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Post » Tue Mar 08, 2011 10:24 pm

No, it will be version 5.4, but it isn't out yet...I broke the BAIN Wizard somehow and can't get it to work atm...http://www.4shared.com/file/1B0is8F9/AWLS_-_Brumbek_Mixed_Textures_.html if anyone wants to check it out...hopefully the omod works right. Anyway, you can PM me if you figure anything out rather than clutter this thread. Thanks.

http://www.4shared.com/file/rqLc7BU3/RAEVWD_Unlit_Windows_SI_v1-0.html.

I DL'd the new textures but need a bit of guidance. First, at present I have AWLS (both textures & meshes) installed via Wrye Bash just prior to RAEVWD. With AWLS textures now supporting RAEVWD should I reverse this so that AWLS overwrites as appropriate? Second, does if matter one way or other if I select, say, a Cheydinhal RAEVWD option in AWLS if I don't use the RAEVWD inner-city esps? Third, for those options that don't have numerical designation, should I choose both the standard option AND its RAEVWD equivalent (Chorrol Curtains / Chorrol Curtains RAEVWD) or only one?
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Harry Leon
 
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Post » Wed Mar 09, 2011 1:52 am

They're all polygon reduced meshes already. Do you mean further reductions by hand or something? Doing that would require Blender or some other editor and a lot of hand tweaking. I've taken every mesh in the package as far down as the automatic methods in Milkshape 3D would allow without tearing them up into ugly chunks.

Thank you for the reply. I did mean further reductions but not necessarily by hand. I imagined that performance might be improved if you removed excess vertices from the FAR meshes but it seems you have already done so.
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trisha punch
 
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Post » Wed Mar 09, 2011 5:11 am

I broke the BAIN Wizard somehow and can't get it to work atm...


You did? It worked perfectly fine for me. And it made the installation so easy! Maybe a bit too easy......
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Everardo Montano
 
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Post » Tue Mar 08, 2011 9:24 pm

Bad news with 1.9.1.

I'm having major issues with 1.9.1. I can't go for more than a few minutes, if that depending on location, without a CTD. Upgrading to 1.9.1 is the only change I've made since having a rather stable installation. Prior, I could play anywhere from 2-6 hours without a crash. Crashes happen in many different wilderness areas, including Elsweyr. Cities, and interior/dungeon cells work just fine, since RAEVWD doen't effect those. However if I unistall 1.9.1 (running no VWD mods) and rerun TES4LODGen, the exact same areas, from the same saves, work fine. No CTD's. I deleted, well overwrote 1.9.0, which I rarely ever do :banghead: , so I cannot revert to 1.9.0. However I have 1.8 still, and upon installing it, running TES4LODGen, and testing the same areas, from the same saves, the game works. No CTD's.

I'm not sure where to begin helping you to find what meshes would be causing this since it happens in many different areas, from Blackwood, to Anvil, Colovian, Skingrad, and even beyond the border to Elsweyr. However if you have any suggestions as to how I can help find the issues please do say. I'm more than willing to help troubleshoot this, as currently 1.9.1 is totally unplayable for me. As mentioned that's the only change made since yesterday, when everything was working, and reverting to 1.8 also works.

I notice no one else has reported this, here or @ Nexus, so either I'm the only one having issues, or others haven't upgraded or reported back yet.
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Johnny
 
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Post » Wed Mar 09, 2011 9:14 am

You did? It worked perfectly fine for me. And it made the installation so easy! Maybe a bit too easy......

I checked it out (and sent Brumbek a copy of my fix, via a PM) The BAIN Wizard breaks down in/after the Mages guild section, but does so in a way that looks like it finished normally. So you should notice that nothing after that (Imperial City, Blood and Mud and Shivering Isles) was asked about, or selected.
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Victoria Bartel
 
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