[RELz / WIPz] Reneer's Interiors Mod

Post » Wed Mar 09, 2011 7:30 am

The delay can't be helped. I'll fix the lock issue for 0.94.


Good stuff. Version 0.93 was a playable mod, that is until I discovered the locked door issue.

The delay is very minor, so that's no big deal.
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biiibi
 
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Post » Wed Mar 09, 2011 9:27 am

But surely AN works by swapping out the mesh in base objects, effectively a mesh replacer for meshes with windows? I don't know, I've never looked into it, but for AN to automatically work with any mod using the vanilla house interior meshes, this is the only way it could be done. In which case every time any mod uses a vanilla building interior which has windows, AN will automatically make the windows see-through, regardless of whether there would realistically have been anything to see through them. Isn't it a mesh edit to get see-through windows, not an ESP edit? The ESP edits are for the weather and to swap out the meshes in the base objects (the statics).

display name is exactly right. The AN esp edits the cells to "Behave as exterior" and simply redirects the static mesh interiors from the default \architecture folder to our custom \allnatural\architecture folder. To create our special AN static meshes we (I) open the mesh, add a NiAlpha node to the window block in the .nif and change the texture path to a custom transparent window texture.

So as display name says, ANY mod that uses vanilla static mesh interiors, such as Cheydinhal, Chorrol, ect interiors, will have those redirected to use the AN transparent window meshes. We did this precisely so other modders could easily make their mods AN compatible.

The issue arises when mod authors don't use the interior meshes *as intended*. For instance, Bethesda's DLC takes a pirate ship interior that should realistically have windows but they place it underground as part of a hideout. With AN installed you'll get transparent windows (because the DLC uses the vanilla pirate ship interior) even though technically there shouldn't be...one way to solve this is to make Thieves Den use a custom static that's a copy of the vanilla original.

Speaking of that, how do we handle those DLC issues in AN? I assume we just don't care and let the windows be transparent???
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Annika Marziniak
 
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Post » Wed Mar 09, 2011 11:45 am

display name is exactly right. The AN esp edits the cells to "Behave as exterior" and simply redirects the static mesh interiors from the default \architecture folder to our custom \allnatural\architecture folder. To create our special AN static meshes we (I) open the mesh, add a NiAlpha node to the window block in the .nif and change the texture path to a custom transparent window texture.

So as display name says, ANY mod that uses vanilla static mesh interiors, such as Cheydinhal, Chorrol, ect interiors, will have those redirected to use the AN transparent window meshes. We did this precisely so other modders could easily make their mods AN compatible.
Right. That's what I thought AN did. Which, in practice, allows my mod to only change cells that have been "modified" by AN - because those static interior meshes now have a NIF path of \allnatural\architecture\ instead of simply \architecture\. Which means that the mod will only work for those meshes that have been changed by AN, etc, etc.

The issue arises when mod authors don't use the interior meshes *as intended*. For instance, Bethesda's DLC takes a pirate ship interior that should realistically have windows but they place it underground as part of a hideout. With AN installed you'll get transparent windows even though technically there shouldn't be...one way to solve this is to make Thieves Den use a custom static that's a copy of the vanilla original.
Ok, that makes sense.

Basically what this boils down to in my head is that I'll have to add exceptions for Thieves Den and Mehrune's Razor DLC at the very worst and maybe buy Thieves Den / Mehrune's Razor and see what my mod even does in a case like this.

The real problem, of course, is that there is no real way to tell if an interior is meant to be on the ground, above the ground, or in the air. A good number of interior cells are located at 0, 0, 0 units, which tells us nothing about their location relative to the outside exterior. And even if it did, I've seen vanilla ground floor cells with 0, 0, 500 units, which would tell us that the cell is 500 units in the air, when it is clearly not.
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Rob Davidson
 
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Post » Wed Mar 09, 2011 11:48 am

Right. That's what I thought AN did. Which, in practice, allows my mod to only change cells that have been "modified" by AN - because those static interior meshes now have a NIF path of \allnatural\architecture\ instead of simply \architecture\. Which means that the mod will only work for those meshes that have been changed by AN, etc, etc.


No, wrong :) AN doesn't work how you think, it works how I described. Just because the meshes are renamed and/or in a new folder directory, does NOT mean they cannot replace vanilla meshes. In Oblivion.esm, every single placed object as found in the worldspaces and interiors has a base object - such as the house interior statics. These statics contain the directory path and filename of the NIF they will display. This directory path and filename can be edited (redirected) to a different file in a different folder, so that everything in-game, whether vanilla or mod-added, which uses that base object will continue to use that base object, but will now use the alternate mesh. The reason AN uses a different folder and filename is to ensure that any OTHER mod which provides replacement meshes for those same base objects as direct replacements (same folder, same filename) without an ESP, such mods will not override AN and remove the see-through windows. So, once again, ANY mod using the vanilla base object will automatically make use of the AN meshes, without AN actually editing the interior cell itself.

It is NOT the interiors being edited by AN which will tell you whether or not the windows should display the world outside, as AN does NOT need to edit an interior for the windows to be see-through.
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Lou
 
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Post » Tue Mar 08, 2011 10:40 pm

No, wrong :) AN doesn't work how you think, it works how I described. Just because the meshes are renamed and/or in a new folder directory, does NOT mean they cannot replace vanilla meshes. In Oblivion.esm, every single placed object as found in the worldspaces and interiors has a base object - such as the house interior statics. These statics contain the directory path and filename of the NIF they will display. This directory path and filename can be edited (redirected) to a different file in a different folder, so that everything in-game, whether vanilla or mod-added, which uses that base object will continue to use that base object, but will now use the alternate mesh. The reason AN uses a different folder and filename is to ensure that any OTHER mod which provides replacement meshes for those same base objects as direct replacements (same folder, same filename) without an ESP, such mods will not override AN and remove the see-through windows. So, once again, ANY mod using the vanilla base object will automatically make use of the AN meshes, without AN actually editing the interior cell itself.

It is NOT the interiors being edited by AN which will tell you whether or not the windows should display the world outside, as AN does NOT need to edit an interior for the windows to be see-through.
No need to be condescending. Thanks for the unnecessary refresher course on Oblivion Modding 101, though.
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Prue
 
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Post » Wed Mar 09, 2011 3:05 am

No need to be condescending. Thanks for the unnecessary refresher course on Oblivion Modding 101, though.

I don't think he was trying to be condescending, just trying to help I think. I personally prefer more details than less, but that might be because I'm a noob. ;)

At any rate, you're right that you'll probably just need some exception list for the few places where Bethesda did strange things.

Also, some places like the IC and Shivering Isles Bliss and Crucible, the interior meshes don't match the exteriors at all really, so in those places I don't know how the automated system could work without manual editing. Does your mod cover IC so far? I'll test in-game soon.

Also, just so you know, if a mod uses vanilla interiors, then AN will redirect those to the AN versions and in-game the mod added interiors will have transparent windows but no visible sky, so the result is pure black outside the transparent windows. Mods that use vanilla windows must also include a compatibility patch to enable "Behave as Exterior" in the cell and pick a NIW weather type. (Or that mod could be included in a our Filter Patch, which does what I just said.) Just letting you know that in case it helps.
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Alan Cutler
 
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Post » Tue Mar 08, 2011 9:27 pm

I don't think he was trying to be condescending, just trying to help I think. I personally prefer more details than less, but that might be because I'm a noob. ;)
Yeah, that's probably the case. Sorry if I was a bit flippant about him simply trying to help.

At any rate, you're right that you'll probably just need some exception list for the few places where Bethesda did strange things.

Also, some places like the IC and Shivering Isles Bliss and Crucible, the interior meshes don't match the exteriors at all really, so in those places I don't know how the automated system could work without manual editing. Does your mod cover IC so far? I'll test in-game soon.
The mod covers every cell that AN covers - as of 0.94, anyway. Once I get a few kinks worked out (hooray for ConScribe!) I'll be releasing it.

Also, just so you know, if a mod uses vanilla interiors, then AN will redirect those to the AN versions and in-game the mod added interiors will have transparent windows but no visible sky, so the result is pure black outside the transparent windows. Mods that use vanilla windows must also include a compatibility patch to enable "Behave as Exterior" in the cell and pick a NIW weather type. (Or that mod could be included in a our Filter Patch, which does what I just said.) Just letting you know that in case it helps.
It does. OBSE 19c may support some new commands (that I suggested) which allow a script to modify the "Behaves as Exterior" and the Cell Climate, amongst other things, so that won't be a problem anymore. :)
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alicia hillier
 
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Post » Wed Mar 09, 2011 12:29 pm

No need to be condescending. Thanks for the unnecessary refresher course on Oblivion Modding 101, though.


I didn't mean to sound like that, sorry. Simply that you still appeared to be thinking that AN worked in a way it did not after my previous explanation, so I provided more detail to be absolutely clear. Since I have no idea what level or depth of modding you are aware of (many modders are capable of creating great and detailed mods, yet don't know the fundamentals or the foundations of how the game is put together and how it works - they simply had no need of that knowledge and got on fine without it), I tried to provide the most basic details necessary to explain how AN handles the windows.
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brandon frier
 
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Post » Wed Mar 09, 2011 3:54 am

If this automatically copies the surrounding exterior, how does it take into consideration that some interior spaces are larger or smaller than what their exterior counterparts may suggest? Wouldn't that cause mesh clipping?



He did mention some clipping issues that he's trying to work out. So i assume that's a yes. But hopefully he flexes those math muscles and figures it out!!

On a diff note, Wow! Great job Reneer, I'm going to have to go with All natural instead of NE when you get a slightly less bugged release!! thanks, man.
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Maddy Paul
 
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Post » Wed Mar 09, 2011 2:28 am

Reneer's Interiors Mod 0.94 Released!

0.94 – 'Floating object' issues should be virtually eliminated now (though some exterior objects may not be moved into interiors). Landscape issues are still being examined. The mod now ignores Ayleid ruins and basemants without using name-based searching.
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Doniesha World
 
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Post » Tue Mar 08, 2011 9:13 pm

Hi Reneer!

Mod looking very promising.

Did not test very much but one thing looked strange - you can see the basemant and the landscape is looking strange
http://www.imagebanana.com/view/4se4iz5u/ScreenShot15.jpg

Thanks for your work
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laila hassan
 
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Post » Wed Mar 09, 2011 2:13 am

Hi Reneer!

Mod looking very promising.

Did not test very much but one thing looked strange - you can see the basemant and the landscape is looking strange
http://www.imagebanana.com/view/4se4iz5u/ScreenShot15.jpg

Thanks for your work
Mind telling me what version of the mod you are running and what interior you're in? That would be really helpful.
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lilmissparty
 
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Post » Wed Mar 09, 2011 6:32 am

Mind telling me what version of the mod you are running and what interior you're in? That would be really helpful.


Running the newest version 0.94.

Interior can be seen on the picture... let me have a look:

Leyawiin - Ahdarhi's House 2nd floor West - but the same appears on the east windows.
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Annika Marziniak
 
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Post » Wed Mar 09, 2011 7:34 am

Running the newest version 0.94.

Interior can be seen on the picture... let me have a look:

Leyawiin - Ahdarhi's House 2nd floor West - but the same appears on the east windows.
I was able to reproduce the error. As for the landscape issues, I'll look into it. The problem with the lower level (it's not the basemant) is something I can't fix - whoever designed the cell didn't ever seem to think that a person would be able to see out the windows (as in the interior cell, for whatever reason, contains both the second floor interior and part of the first floor interior as well).

Edit: Actually, the error may be with my mod. I'll keep looking into it...
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Dan Wright
 
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Post » Wed Mar 09, 2011 11:02 am

Reneer's Interiors Mod 0.95 Released!

0.95 – Tree problems should be fixed. Fixed an issue with interiors being improperly rotated 180 degrees opposite to the outside exterior.
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Ells
 
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Post » Tue Mar 08, 2011 9:41 pm

Thanks for the new version.

I tested Bruma a little bit with 0.95 and there some small issues.

- In Jerall View there is some black muddy "thing" inside. Looks like something from the generated black floor is inside the building.

- For all three buildings (Jerall View, Novarome and Nord Winds) there are the parts of the floor directly in front of the buildings missing.
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Noraima Vega
 
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Post » Wed Mar 09, 2011 6:34 am

Thanks for the new version.

I tested Bruma a little bit with 0.95 and there some small issues.

- In Jerall View there is some black muddy "thing" inside. Looks like something from the generated black floor is inside the building.

- For all three buildings (Jerall View, Novarome and Nord Winds) there are the parts of the floor directly in front of the buildings missing.
The "thing" inside the interior are the landscape issues. The current code that removes objects inside the interior is a little overzealous right now, which explains the "dead zone" outside of the building's interior. Essentially those two issues cannot be completely fixed as of yet (though the object removal system can certainly be tweaked some more).
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Anthony Diaz
 
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Post » Wed Mar 09, 2011 1:44 am

I'm getting strange grey landscapes, as how in this picture:

[img]http://i1216.photobucket.com/albums/dd367/mlonnemann/ScreenShot4-1.jpg[/img]

I've traveled to several interiors and they are mostly like that. This particular picture was taken from Novaroma in Bruma.

I'm using version 0.95.
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Nomee
 
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Post » Wed Mar 09, 2011 5:36 am

It's because the textures for the LOD meshes aren't as detailed as the normal textures for up-close landscape, and I can't figure out a way to make the textures any more detailed than they already are. Gray areas generally mean roads.

If I could get access to the source code for TES4qLOD then I could probably have a shot at creating more detailed textures - but the source code for that program is not available.
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bonita mathews
 
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Post » Tue Mar 08, 2011 10:53 pm

I'm also experiencing black triangular shapes in caves. They may be at other places, but I've only been to caves since I installed 0.95. Also, there are trees in interiors.
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Jennifer Rose
 
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Post » Wed Mar 09, 2011 3:59 am

I'm also experiencing black triangular shapes in caves. They may be at other places, but I've only been to caves since I installed 0.95. Also, there are trees in interiors.
What caves? What interiors? If you give me specifics it will make debugging a lot easier.
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Ria dell
 
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Post » Wed Mar 09, 2011 1:38 am

So far the only cave I've been to is Mingo Cave. I would put money down that it happens in other places to, but can't say for sure.

Also, disabling the mod causes my game to crash, every time, when trying to load the save game.
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Emma Parkinson
 
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Post » Tue Mar 08, 2011 9:33 pm

So far the only cave I've been to is Mingo Cave. I would put money down that it happens in other places to, but can't say for sure.

Also, disabling the mod causes my game to crash, every time, when trying to load the save game.
I just checked out Mingo Cave using 0.95 and found nothing unusual - no trees, no floating items, nothing. I even TCL'ed outside just to be sure. Everything was fine.

As for the CTDs, you need to clean-save or disable the mod while outside of an interior.
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Flesh Tunnel
 
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Post » Wed Mar 09, 2011 5:48 am

Well, I don't know what to say, Reneer. Mingo Cave was messed up for me. Strange black triangular things, trees everywhere.

I'll try going to an exterior and saving without the mod. See if that helps.

By the way, how many mods are you running?
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Claire Lynham
 
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Post » Tue Mar 08, 2011 10:48 pm

Well, I don't know what to say, Reneer. Mingo Cave was messed up for me. Strange black triangular things, trees everywhere.

I'll try going to an exterior and saving without the mod. See if that helps.

By the way, how many mods are you running?
Very, very few. Less than 20. Think you could check out the console (tilda key) and tell me briefly what it says immediately after you enter Mingo Cave?
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nath
 
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