[RELz] Really AEVWD - Thread #7

Post » Wed Mar 30, 2011 12:52 am

I'd love to know how I can instantly, transparently, seamlessly and completely switch all control of installed mods from OBMM to BAIN, including shader tweaks like Timeslip's nighteye shaders and Detailed Terrain. AFAIK, BAIN has no idea WTF I've done in OBMM and this is impossible. Correct me?

Even though I sympathize with your views, it is still time consuming to adhere and use any other tool, regardless of how much easier or simple it is.

The only way to transfer OBMM mods to BAIN is to unpack each non-scripted OMOD, go to the respective folder and compress it to a zip/7z archive. For scripted OMODs, such as the Detailed Terrain II shader packages, you'd have to know better. Make backup of shader folder, install Detailed Terrain II and the DT-patch OMODs in OBMM as normal, zip/7z the shader archive. Now you can use the archive in BAIN from now on without any script because the necessary scripted changes are already done in the package. Same for the rest of scripted shader installs or similar mods.

For some mods that have options, you'd have to check the directory tree structure for optional assets or versions. However, it is much easier to take hold of the BAIN packaging process, since it suppresses more exquisite scripted installs in favour of selecting options with a tick which corresponds directly to the directory structure.

Some things that only OMOD scripting can do is extracting assets from BSA and making BSA on the fly. BSA management is the only thing that can not be done in BAIN. For the rest, it is generally much more simple and straight forward, specially with the pictorial guides.
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Kelsey Anna Farley
 
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Post » Wed Mar 30, 2011 8:52 am

Hopefully BAIN will be getting BSA management at some point :P BSA management and easy access to BSA redating is all I use OBMM for.
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Jerry Cox
 
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Post » Tue Mar 29, 2011 9:25 pm

Sorry, Arthmoor. I didn't intend to generate so many OT replies in your thread. I am redacting my post and moving that content to http://www.gamesas.com/index.php?/topic/1172035-mod-installation-management-methods/ to minimize further clutter in your yard.

=====
Back On-Topic, RAEVWD rocks. Thank you so much for that and your other wonderful contributions.
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BlackaneseB
 
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Post » Tue Mar 29, 2011 9:17 pm

Also back on topic, I've recombined the RAEVWD 1.9.1 files in with the main distribution again since nobody whatsoever reported a problem with Brumbek's updated files.

I haven't included anything from Metallicow yet because I still need to get back in touch with him to see if there's anything more pending. 25 files in the IC update is pretty good, but there's plenty more with just the IC stuff - not to mention everything else.

I also still have to check the stuff Brumbek sent me for RAEVWD-SI and get that updated too.

Malonn's BAIN wizard is in the main package now too for those who were hoping to see that.
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Tamara Primo
 
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Post » Tue Mar 29, 2011 9:30 pm

Hey Arthmoor.
Re: the New RAEVWD (v1.9.1) Wizard script. Drop the last, and extraneous, backslash (\) off the end of all those "No" lines in the SelectOnes.
Breaks the script don't ya know? ;)

E.g.
"No","Imperial City architecture ill not be installed.","_Screenshots\\Imperial City.jpg"\
should read
"No","Imperial City architecture ill not be installed.","_Screenshots\\Imperial City.jpg"

Full fixed script:
Spoiler
RequireVersions "1.2.0.416","","","285"bBetterCities = FalsebBCVWD = FalseDeSelectAllSelectSubPackage "00 Core"If DataFileExists ("Better Imperial City.esp")	bBetterCities = TrueEndIfIf DataFileExists ("Better Cities - VWD of the IC.esp")	bBCVWD = TrueEndIfSelectOne "Do you wish to install city architecture?",\	"|Yes","City architecture includes the buildings used primarily within the cities. These are also used in the wilderness by some village and town mods, but in vanilla this doesn't happen much.","_Screenshots\\Leyawiin.jpg"\	"No","City architecture will not be installed.","_Screenshots\\Leyawiin.jpg"	Case "Yes"		SelectSubPackage "02 City Architecture"		Break	Case "No"		BreakEndSelect;================================================================================SelectOne "Do you wish to install Imperial City architecture?",\	"|Yes","Architecture files primarily used by the Imperial City. Rarely used by other mods.","_Screenshots\\Imperial City.jpg"\	"No","Imperial City architecture ill not be installed.","_Screenshots\\Imperial City.jpg"	Case "Yes"		SelectSubPackage "03 Imperial City Architecture"		Break	Case "No"		BreakEndSelect;================================================================================SelectOne "Do you wish to install wilderness architecture?",\	"|Yes","Contains buildings normally found outside the major cities. Farmhouses, the lower class buildings, priories, docks, and wayshrines.","_Screenshots\\Buildings.jpg"\	"No","Wilderness architecture will not be installed.","_Screenshots\\Buildings.jpg"	Case "Yes"		SelectSubPackage "04 Wilderness Architecture"		Break	Case "No"		BreakEndSelect;=================================================================================SelectOne "Do you wish to install Ayleid ruin architecture?",\	"|Yes","Contains the necessary meshes to view Ayleid ruins at a distance.","_Screenshots\\Ayleid.jpg"\	"No","Ayleid ruin architecture will not be installed.","_Screenshots\\Ayleid.jpg"	Case "Yes"		SelectSubPackage "05 Ayleid Ruins"		Break	Case "No"		BreakEndSelect;==================================================================================SelectOne "Do you wish to install Imperial fort architecture?",\	"|Yes","Contains the necessary meshes to view Imperial forts at a distance.","_Screenshots\\Forts.jpg"\	"No","Select if you don't have a computer that can handle the strain of the extra files.","_Screenshots\\Forts.jpg"	Case "Yes"		SelectSubPackage "06 Imperial Forts"		Break	Case "No"		BreakEndSelect;===================================================================================SelectOne "Do you wish to install the large rock files?",\	"Yes","Contains files necessary to view the largest rocks, plus all of the large rocks in the Gold Coast region near Anvil.","_Screenshots\\Rocks.jpg"\	"|No","Large rocks will not be installed.","_Screenshots\\Rocks.jpg"	Case "Yes"		SelectSubPackage "07 Large Rocks"		Break	Case "No"		BreakEndSelect;===================================================================================SelectOne "Do you wish to install ship and shipwreck files?",\	"|Yes","Files required to view ships and shipwrecks from a distance.","_Screenshots\\Shipwreck.jpg"\	"No","Ship and shipwreck files will not be installed.","_Screenshots\\Shipwreck.jpg"	Case "Yes"		SelectSubPackage "08 Ships"		Break	Case "No"		BreakEndSelect;===================================================================================SelectOne "Do you wish to install the statue files?",\	"|Yes","Files required to view various statues, such as daedric statues and deity statues in cities.","_Screenshots\\Statues.jpg"\	"No","Statue files will not be installed.","_Screenshots\\Statues.jpg"	Case "Yes"		SelectSubPackage "09 Statues"		Break	Case "No"		BreakEndSelect;====================================================================================SelectOne "Do you wish to use higher detail meshes for castles?"\	"|Yes","Files required for higher detail castles.","_Screenshots\\Castles.jpg"\	"No","Higher detail castles will not be installed.","_Screenshots\\Castles.jpg"	Case "Yes"		SelectSubPackage "10 Higher Detail Castles"		Break	Case "No"		BreakEndSelect;=====================================================================================SelectOne "Do you wish to install higher detail Imperial bridges?",\	"|Yes","Files required for higher detail Imperial bridges.","_Screenshots\\ICBridge.jpg"\	"No","Select if you don't have a computer that can handle the strain of the extra detail.","_Screenshots\\ICBridge.jpg"	Case "Yes"		SelectSubPackage "11 Higher Detail IC Bridges"		Break	Case "No"		BreakEndSelect;======================================================================================SelectOne "Do you want to install the cities plugin?",\	"|Yes","Install this plugin to enable viewing city buildings from a distance. Requires the city architecture folder, which will be selected if this plugin is chosen.",""\	"No","The cities plugin will not be installed.",""	Case "Yes"		If bBetterCities ;= True			DeSelectSubPackage "01 City Plugins"			Note "Better Cities detected. The cities plugin will not be installed."		Else			SelectSubPackage "01 City Plugins"			DeSelectAllEspms			SelectEspm "RAEVWD Cities.esp"			SelectSubPackage "02 City Architecture"		EndIf		Break	Case "No"		BreakEndSelect;======================================================================================SelectOne "Do you want to use the Imperial City plugin?",\	"|Yes","Install the plugin to enable viewing the Imperial city from a distance. Requires the Imperial City architecture folder which will be slected if this plugin is chosen.",""\	"No","The Imperial City plugin will not be installed.",""	Case "Yes"		If bBCVWD ;= True			DeSelectSubPackage "01 City Plugins"			Note "Better Cities VWD - IC detected. The Imperial City plugin will not be installed."		Else			SelectSubPackage "01 City Plugins"			DeSelectAllEspms			SelectEspm "RAEVWD Imperial City.esp"			SelectSubPackage "03 Imperial City Architecture"		EndIf		Break	Case "No"		BreakEndSelectNote "You will need to run TES4LODGen in order to see the items from a distance in-game. All this mod does is install the far_nif files, the actual VWD (LOD) files are generated separately."

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Liii BLATES
 
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Post » Wed Mar 30, 2011 12:08 pm

Ugh. It's always something. I even ran that script through several tests and got to the point where it presented me with the stuff it wanted to install. Sad part is, now I'll have to re-up the whole thing 3 more times because of one little file :P

But thanks. If it's broke, I certainly don't want broken stuff out there.
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teeny
 
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Post » Tue Mar 29, 2011 8:56 pm

I've got an easy one... I think.

At present I run RAEVWD with everything selected except city plugins (esps), the two City Architectures related sub-packages, and the high-res stuff. That's fine for the most part, though I'm sometimes tempted to add in City Architecture and see the whole of Verona Village. But that's another matter.

After having installed UL Cliffs of Anvil and the Cliffs+GoldCoast+Seaview landscapeLOD, it dawned on me that in all this time I've never seen the Anvil Lighthouse at distance. I'd like to. I assume I could simply enable City Architecture and VOILA...lighthouse. But for now I'd prefer to limit myself to the lighthouse alone. Looking through extracted RAEVWD files, it seems easy enough. These two files in meshes\architecture\anvil specifically mention it:

  • anvillighthouse01_far.nif
  • AnvilLightHouseBaseEntrance_far.NIF

Since I obviously already have RAEVWD Core installed, which looks to contain all needed Anvil textures, can I create a simple RAEVWD_AnvilLighthouse_meshes BAIN package from those two files and at last be able to see the lighthouse from afar, or is there more to it than that?


Hmm... there must be something more to it. I finally got around to creating and installing the proposed RAEVWD mini-supplemental package from the two lighthouse mesh files. To my disappointment, my caravan could not see the lighthouse from Brina Cross Village (where we'd gone to collect taxes). I'm prolly overlooking something obvious, and will look through RAEVWD for other possibly needed files, but any pointers would be appreciated.

Thanks!
-Decrepit-
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Craig Martin
 
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Post » Tue Mar 29, 2011 11:16 pm

Hmm... there must be something more to it. I finally got around to creating and installing the proposed RAEVWD mini-supplemental package from the two lighthouse mesh files. To my disappointment, my caravan could not see the lighthouse from Brina Cross Village (where we'd gone to collect taxes). I'm prolly overlooking something obvious, and will look through RAEVWD for other possibly needed files, but any pointers would be appreciated.
Just checking the obvious first, you did rerun TES4LodGen after installing them?
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benjamin corsini
 
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Post » Wed Mar 30, 2011 8:12 am

Just checking the obvious first, you did rerun TES4LodGen after installing them?

How embarrassing. No, I did NOT fail to run TES4LODgen after installing the mini-supplemental. My mistake was more basic. When preparing the BAIN package, I made a typo creating the sub-directories, typing "meshes \ achitecture \ Anvil" rather than the correct "meshes \ architecture \ Anvil". I've not been in game since rebuilding the package, but hope for the best.

Thanks ever so much for the suggestion. Though it wasn't the issue, I noticed the incorrectly spelled directory while rummaging through my Oblivion installation to verify TES4LODgen run date/time.

UPDATE: I ran TES4LODgen, then launched the game. VOILA, lighthouse seen from Brina Cross. As expected, correcting my spelling error did the trick.

-Decrepit-
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Dona BlackHeart
 
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Post » Wed Mar 30, 2011 4:29 am

SI Edition Version 1.7

* Added BAIN wizard for easier installation.

Changes by Brumbek:

* Updated one Mania texture that was too low res.
* Updated the default Bethesda palace LOD texture to be much, much better.
* Fixed countless UV errors on default LOD Palace meshes.
* Added glowing windows to default LOD Palace meshes.
* Added glowing windows to default LOD Sesacellum Arden Sul tower.
* Added emissive orange color to nearly all Mania buildings that incorrectly were set to black. Now all Mania windows glow from distance.
* Added new option to use the regular high-detail meshes for the SI Palace for those who want the best visual quality with very minimal performance loss. With this option there is zero structural difference between the far mesh and up close mesh.
* Added new option to use the regular high-detail meshes for the New Sheoth walls surrounding Bliss and Crucible for those who want the best visual quality with very minimal performance loss. With this option there is zero structural difference between the far mesh and up close mesh. This option also includes the regular high-detail mesh for the Gates of Madness.
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Harry Leon
 
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Post » Wed Mar 30, 2011 10:30 am

Thanks for the SI update. I'm grabbing both it and 1.9.1 (which I downloaded before but deleted back when it purportedly had issues). Will you need to redo the Bomret SI package too or is it still perfectly good as is?
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Abi Emily
 
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Post » Wed Mar 30, 2011 6:58 am

The texture packs should both still be fine and won't need to be updated.
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Jennifer Munroe
 
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Post » Tue Mar 29, 2011 11:38 pm

SI Edition Version 1.7
* Added BAIN wizard for easier installation.


Thank you for the Update Arthmoor and Brumbek
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Donald Richards
 
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Post » Wed Mar 30, 2011 2:33 am

Arthmoor, are you aware that there is no _far.nif for CastleTowerCheydinhal01.nif being packaged in RAEVWD? If so, is there a particular reason why the archive does not contain it?

I'm looking in the 1.9.1 archive right now, and that particular mesh appears to not be present where it is supposed to be (meshes/architecture/cheydinhal).
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Breautiful
 
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Post » Wed Mar 30, 2011 4:47 am

Strangely enough that mesh is never used in the vanilla game. Might be why it got skipped. Sure wish I'd seen that before I went to the trouble of hacking towers off of the city gate structure for OCR.
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Andy durkan
 
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Post » Wed Mar 30, 2011 3:44 am

Strangely enough that mesh is never used in the vanilla game. Might be why it got skipped. Sure wish I'd seen that before I went to the trouble of hacking towers off of the city gate structure for OCR.


:rofl:

The only reason I noticed was because ImpeREAL Castles actually does utilize that model for the Cheydinhal Castle, and I noticed when I was checking out the Cheydinhal LOD that the tops had been cut off. Sure enough, there's the culprit.

My current solution for this unfortunately only works for the OCR versions (I reassigned the towers to use the OCR version of it instead), but that isn't going to work for the OCC version, and I would actually prefer that that particular patch not be released, as it's kinda hacky-slashy.

If you don't want to add the resources you have in the OCR archive for this tower mesh's LOD to RAEVWD (since most would never see it anyways), then might I politely ask if I could borrow them for use in Unique Castles?
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Camden Unglesbee
 
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Post » Wed Mar 30, 2011 5:08 am

Do it! Share the love! Unique Castles is tha bom, really adds to the cities and looks great at a distance
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lucy chadwick
 
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Post » Wed Mar 30, 2011 6:21 am

Just used the great BAIN wizard to install RAEVWD. However, one thing is strange. No matter if I choose yes or no when asked about the City.esp, it will not get activated. The Imperial city one does, though. Not a big deal, since I can activate manually, but could somebody confirm this behaviour?

Regards,

Buford
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Lewis Morel
 
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Post » Wed Mar 30, 2011 1:09 pm

isn't it that unlike OBMM an esp is not activated just because it is installed.
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A Dardzz
 
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Post » Wed Mar 30, 2011 6:14 am

isn't it that unlike OBMM an esp is not activated just because it is installed.


Excuse me, I was not precise. It does not get selected in the installers tab, so it is not installed via BAIN.
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Liii BLATES
 
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Post » Wed Mar 30, 2011 8:01 am

Yes I can confirm that too. I had actually forgotten to install the update! Thanks for reminding me :D
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Damned_Queen
 
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Post » Tue Mar 29, 2011 11:13 pm

Excuse me, I was not precise. It does not get selected in the installers tab, so it is not installed via BAIN.

Ah I see the problem:
Both (the Cities and Imperial City) functions start by deselecting the esps in the "01 City Plugins" folder.
This means that even if the "RAEVWD Cities.esp" is selected in that function, it is subsequently deselected again in the next!

Best bet I think is to separate the two esps (RAEVWD Cities.esp and RAEVWD Imperial City.esp) into two folders, something like:
01 Cities Plugin
02 Imperial City Plugin
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Tom Flanagan
 
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Post » Wed Mar 30, 2011 2:14 am

Ah I see the problem:
Both (the Cities and Imperial City) functions start by deselecting the esps in the "01 City Plugins" folder.
This means that even if the "RAEVWD Cities.esp" is selected in that function, it is subsequently deselected again in the next!

Best bet I think is to separate the two esps (RAEVWD Cities.esp and RAEVWD Imperial City.esp) into two folders, something like:
01 Cities Plugin
02 Imperial City Plugin


Ah okay, thanks! :smile: At least I didn't mess up something...
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LijLuva
 
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Post » Tue Mar 29, 2011 9:48 pm

Question about something popping into view in SI:

Took http://img854.imageshack.us/img854/2435/cleardementiascenery1.jpg, moved my character forward into the area some (he's out of the frame to the right), then took http://img12.imageshack.us/img12/2973/cleardementiascenery4.jpg. Notice the small ruins appearing on the left side. It kind of surprised me when it popped into view suddenly, since I've been used to RAEVWD covering so many distant objects.

Is this normal? Like is it too small of a thing to be covered maybe? I've got the most recent version of RAEVWD installed properly as far as I can tell, I was just a little surprised by it and wanted to check to make sure something isn't screwed up or missing.
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Lady Shocka
 
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Post » Wed Mar 30, 2011 8:18 am

Hmm. Wizard issues. That's going to require redoing the folder structure for the whole package. Gah.

As far as the pop-in ruin, that isn't normal unless that's not a vanilla SI ruin mesh. You'd have to walk up to it and see if it's mod added before I could tell you for sure.
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Sophie Morrell
 
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