[RELz / WIPz] Reneer's Interiors Mod

Post » Tue Mar 08, 2011 10:33 pm

It might be worth posting some of the math you're struggling with - maybe one of us could help out.

edit: I'm looking forward to finding the underwater interiors (basemants and the like,) that will add a new dimension to gameplay.
Uh, no underwater areas, thankfully. That will likely come with a later release, when I add in water level support. :P
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Tue Mar 08, 2011 8:59 pm

Took a quick spin with this. Popped over to the Wawnet Inn, and was unable to move once inside. Some structures of some kind were blocking the door, and when I TCL'd through, there were rocks and trees inside.

Went to go see what it did for the manor in AFK_Weye, and for some very strange reason entering the manor caused a quest stage in AFK_Weye to update long before it should have been possible for it to happen. It also dropped several statics inside the manor - fences, a building, and several rocks and trees. The middle and upper floors had similar stuff, looked like probably in the same locations as downstairs.

Every interior was forcing some kind of strange white fog weather as well.

I'll grab some screens in a bit here to show. This all happened with the 0.91 update.

Ok, screenshots:

http://img4.imageshack.us/img4/5359/screenshot801k.jpg - I circled the rock in the corner since it's supposed to be outside the building. The wooden beams overhead seemed awfully low to the ground until I realized what happened. The building's own exterior mesh was copied into the cell with everything else. Though you can't see it, the two NPCs at the table are actually trapped on the outside of the exterior mesh wall.

http://img202.imageshack.us/img202/4919/screenshot802s.jpg is another shot inside the Wawnet Inn showing the beams coming down far enough to block access to the door and the upstairs level.

http://img249.imageshack.us/i/screenshot803.jpg/ - I TCL'd outside the wall to get a look at what was outside. That farmhouse and several miscellaneous items embedded into the big manor house should not be there. It seems items are being placed without regard to weather the exterior items have been disabled.

http://img130.imageshack.us/i/screenshot804q.jpg/ - Inside the manor house, with a different farmhouse that shouldn't be there. That one is from outside the building, it's next door. This also shows the white fog. That big light next to the door, I have no idea where it came from.

Also, while TCL'ing in the cell, if I went up high enough the landscape that should be visible underneath the objects is there. It just seems to have been placed too high. Also saw some missing mesh icons scattered about.

It looks over all like this system is a huge success as long as the disabled items can be handled and a cell's own exterior mesh isn't placed in the interior. Though I'd have no idea how you'd single it out.
User avatar
Ebony Lawson
 
Posts: 3504
Joined: Fri Feb 16, 2007 11:00 am

Post » Wed Mar 09, 2011 6:11 am

Took a quick spin with this. Popped over to the Wawnet Inn, and was unable to move once inside. Some structures of some kind were blocking the door, and when I TCL'd through, there were rocks and trees inside.

Went to go see what it did for the manor in AFK_Weye, and for some very strange reason entering the manor caused a quest stage in AFK_Weye to update long before it should have been possible for it to happen. It also dropped several statics inside the manor - fences, a building, and several rocks and trees. The middle and upper floors had similar stuff, looked like probably in the same locations as downstairs.

Every interior was forcing some kind of strange white fog weather as well.

I'll grab some screens in a bit here to show. This all happened with the 0.91 update.

Ok, screenshots:

http://img4.imageshack.us/img4/5359/screenshot801k.jpg - I circled the rock in the corner since it's supposed to be outside the building. The wooden beams overhead seemed awfully low to the ground until I realized what happened. The building's own exterior mesh was copied into the cell with everything else. Though you can't see it, the two NPCs at the table are actually trapped on the outside of the exterior mesh wall.

http://img202.imageshack.us/img202/4919/screenshot802s.jpg is another shot inside the Wawnet Inn showing the beams coming down far enough to block access to the door and the upstairs level.

http://img249.imageshack.us/i/screenshot803.jpg/ - I TCL'd outside the wall to get a look at what was outside. That farmhouse and several miscellaneous items embedded into the big manor house should not be there. It seems items are being placed without regard to weather the exterior items have been disabled.

http://img130.imageshack.us/i/screenshot804q.jpg/ - Inside the manor house, with a different farmhouse that shouldn't be there. That one is from outside the building, it's next door. This also shows the white fog. That big light next to the door, I have no idea where it came from.

Also, while TCL'ing in the cell, if I went up high enough the landscape that should be visible underneath the objects is there. It just seems to have been placed too high. Also saw some missing mesh icons scattered about.

It looks over all like this system is a huge success as long as the disabled items can be handled and a cell's own exterior mesh isn't placed in the interior. Though I'd have no idea how you'd single it out.
The problem with all the objects being inside the house is (probably) due to my math not working out properly. I'll look into it.

The disabled objects appearing again is a little strange - I'll download AFK_Weye and see what I come up with. But I just added in a check for disabled objects in the script's search function, so it shouldn't grab disabled objects again.

The ground being 'above' ground level is likely due to the issue of determining where ground level is - that is to say, the system I'm using could likely be tweaked a little more to make sure it is accurate.
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Wed Mar 09, 2011 6:53 am

Oh, I also had Reynald Jemane popping up behind me everywhere I went like a ghost, and then "poofing" away only to appear in the same spot, no matter where I went.

No idea why.
User avatar
Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Wed Mar 09, 2011 4:49 am

Oh, I also had Reynald Jemane popping up behind me everywhere I went like a ghost, and then "poofing" away only to appear in the same spot, no matter where I went.

No idea why.
He's a copy of Reynald Jemane that I'm using to try and get the height of the landscape. Did you update to 0.91? I made him invisible.
User avatar
Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

Post » Tue Mar 08, 2011 9:23 pm

Oh wow, this mod is really creepy. Houses and objects clipping into and through each other, fog everywhere, being stalked by a ghost ... freaking surreal. :ahhh:

This has got potential to be mod of the century if you can fix it, but I think it's still worth installing now just for the freakout factor. :hehe:

I kinda feel sorry for the Immersive Interiors team though, that's gonna svck if you obsolete their mod before they've even finished it. At least they still got those awesome weather boxes.
User avatar
sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Wed Mar 09, 2011 6:59 am

Oh wow, this mod is really creepy. Houses and objects clipping into and through each other, fog everywhere, being stalked by a ghost ... freaking surreal. :ahhh:

This has got potential to be mod of the century if you can fix it, but I think it's still worth installing now just for the freakout factor. :hehe:

I kinda feel sorry for the Immersive Interiors team though, that's gonna svck if you obsolete their mod before they've even finished it. At least they still got those awesome weather boxes.
I think I've fixed (most) of the object clipping issues in 0.92 - the problem is that some objects are simply positioned in such a way in the exterior that, even if my math is right, they end up inside the interior building (this typically applies to rocks, which tend to be deeply embedded into the "ground" in the exterior and so pop up in the interior). Another (theoretical) issue right now are houses that are embedded into the ground like in Bruma - hopefully there is something I can do to avoid the added landscape from breaking into the houses.

Also, Arthmoor - I think the problem with AFK_Weye is that the landscape has been modified (I believe), and my mod only currently supports vanilla landscapes, though it won't be difficult at all to coax out a patch for AFK_Weye (or any other mod that modifies the landscape).

Edit: A thought I just had regarding the underground buildings would be to either modify the textures so that the area around the buildings is transparent (the landscape has no collision mesh right now) but that obviously would mean that there would be no way to make the landscape have a collision mesh (so no NPCs or creatures walking around without some serious hackery). Another method would be to figure out if there was a way to modify the NIF files so either they have a "hole" around the house, or figure out a way that the NIF will do it automatically (very unlikely).
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Tue Mar 08, 2011 9:40 pm

Also, Arthmoor - I think the problem with AFK_Weye is that the landscape has been modified (I believe), and my mod only currently supports vanilla landscapes, though it won't be difficult at all to coax out a patch for AFK_Weye (or any other mod that modifies the landscape).

If I'm not mistaken that will be a huge number of mods.
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Wed Mar 09, 2011 8:30 am

If I'm not mistaken that will be a huge number of mods.
True enough, but it doesn't take long at all to make compatibility patches.
User avatar
Angela Woods
 
Posts: 3336
Joined: Fri Feb 09, 2007 2:15 pm

Post » Wed Mar 09, 2011 3:32 am

I'll give 0.92 a shot, but AFK_Weye doesn't make changes to the landscape drastic enough to have raised it well above the height of the surrounding buildings.

Also, I should have mentioned it, but the farmhouse clipping into the manor comes from Ruined Tail 3.0 and was relocated by a compatibility patch to much farther away.

As far as stuff from outside that shouldn't be inside, isn't it possible to mathematically determine if an object would violate the interior space of the mesh? A few missing rocks here and there won't be missed.
User avatar
Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am

Post » Wed Mar 09, 2011 5:11 am

I'll give 0.92 a shot, but AFK_Weye doesn't make changes to the landscape drastic enough to have raised it well above the height of the surrounding buildings.

Also, I should have mentioned it, but the farmhouse clipping into the manor comes from Ruined Tail 3.0 and was relocated by a compatibility patch to much farther away.

As far as stuff from outside that shouldn't be inside, isn't it possible to mathematically determine if an object would violate the interior space of the mesh? A few missing rocks here and there won't be missed.
0.92 isn't quite ready yet to be released. It is likely that the landscape issue has much more to do with the math being wonky in my mod. I'm still trying to figure out a good system to determine the landscape height.

The farmhouse is odd - I don't know why it has reverted back. It really shouldn't, as the mod takes stuff like that into account.

And it is mathematically possible, but the problem is that it is impossible (or at least very difficult) to get the size of the interior meshes. More than likely I will simply instigate a rock kill-zone around the buildings. :P
User avatar
Lizzie
 
Posts: 3476
Joined: Sun Nov 19, 2006 5:51 am

Post » Wed Mar 09, 2011 10:50 am

For what it is worth when I had AFK-Weye and RTT installed - several times I had the RTT inn show up in both places even though I was using Arthmoor's patch to move the inn.

I attributed it to loading errors and overload as I also had three other mods in the surrounding cells that were also a drain on system resources. A reload usually fixed it.
User avatar
Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Wed Mar 09, 2011 9:34 am

For what it is worth when I had AFK-Weye and RTT installed - several times I had the RTT inn show up in both places even though I was using Arthmoor's patch to move the inn.

I attributed it to loading errors and overload as I also had three other mods in the surrounding cells that were also a drain on system resources. A reload usually fixed it.
You know, now that you mention it, I had some issues like that too (though very intermittent). I'll see what I can do for 0.92. Maybe slow things down a little...

The places where I did the majority of my testing were in Anvil and Skingrad - Anvil in particular was where I did a lot of the landscape testing.
User avatar
Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Tue Mar 08, 2011 10:45 pm

For what it is worth when I had AFK-Weye and RTT installed - several times I had the RTT inn show up in both places even though I was using Arthmoor's patch to move the inn.


That's not surprising. The inn and nearly all of its accompanying decorations are persistent objects due to the scripting for the opening part of the RTT quest. Oblivion does not properly handle it when the persistence is removed and you reload the game without first exiting to the desktop. It's the same issue that causes trouble with the city gates in Open Cities, and it's one reason I asked for OBSE safe versions of SetPos and Enable/Disable.
User avatar
trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Wed Mar 09, 2011 12:47 am

This is very impressive, but I personally think it would work best in its current form as a modder resource. More about that later.

A possible way of estimating roughly the size of an interior would be to to use its pathgrid, by prohibiting placement within a certain distance of path nodes. It's likely that this couldn't be done by script though, so for that you might need yet another helper NPC that would move around removing all the added meshes within a certain radius. That would be very clumsy if you didn't take the mod in the resource direction though.

As to what I mean by a modder resource, this could very well be of use for the people doing Immersive Interiors. If you made it list what it adds, then give it a possibility of marking which objects to keep (And maybe a fast way to hide the ones that are obviously in the way), and then export this to a series of list files. Another script could then handle adding objects into the game for gameplay, looking through the previously exported database for meshes/objects and their locations. Separating the reference files into one file per cell name could also make it relatively easy to handle mod support.
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Tue Mar 08, 2011 8:25 pm

This is very impressive, but I personally think it would work best in its current form as a modder resource. More about that later.

A possible way of estimating roughly the size of an interior would be to to use its pathgrid, by prohibiting placement within a certain distance of path nodes. It's likely that this couldn't be done by script though, so for that you might need yet another helper NPC that would move around removing all the added meshes within a certain radius. That would be very clumsy if you didn't take the mod in the resource direction though.

As to what I mean by a modder resource, this could very well be of use for the people doing Immersive Interiors. If you made it list what it adds, then give it a possibility of marking which objects to keep (And maybe a fast way to hide the ones that are obviously in the way), and then export this to a series of list files. Another script could then handle adding objects into the game for gameplay, looking through the previously exported database for meshes/objects and their locations. Separating the reference files into one file per cell name could also make it relatively easy to handle mod support.
Short answer: No.

Longer answer: I do not intend this to be a modder's resource because that is counter-productive - not only does it already do much of what Immersive Interiors does, but it does it better because it can automatically deal with mod-added buildings / content, which Immersive Interiors, due to the way it is designed, cannot.

Back when I was having lots of trouble with the landscape (in terms of simply getting it into the cells) I had thought about releasing what I had to SWG, but after a breakthrough in that area I decided to keep working on the mod for myself.

The idea of creating list-files, while interesting in theory, in practice would simply cause annoyance and incompatibility. If we had a list file of the buildings in a particular cell, what would we do if the user had a mod that deleted all those buildings? Recreate the list? Try and merge things? It would be an utterly overwrought system prone to breakages at every turn.
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Wed Mar 09, 2011 8:01 am

I guess I should clarify that by "modder's resource" I don't mean necessarily released to others as much as not intended for play.

The list files are really only a quickly sketched out idea of a way to avoid adding "junk" objects, that cannot be seen, and removing those that cause problems by poking in where they don't belong.
Of course, only the latter issue is known to be much of one, and the sooner is only a hypothetical solution in case all the unseen meshes are still demanding resources. If it turns out they don't, though, it would be better left out.
User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Tue Mar 08, 2011 11:41 pm

I guess I should clarify that by "modder's resource" I don't mean necessarily released to others as much as not intended for play.

The list files are really only a quickly sketched out idea of a way to avoid adding "junk" objects, that cannot be seen, and removing those that cause problems by poking in where they don't belong.
Of course, only the latter issue is known to be much of one, and the sooner is only a hypothetical solution in case all the unseen meshes are still demanding resources. If it turns out they don't, though, it would be better left out.
Again, the problem with the list files is that they are static. Rebuilding them would be useless - everything you are proposing they be used for (unseen objects, etc) would be just as well accomplished via scripting while the game is running and without writing static files to the user's hard-drive.

Your idea of a "black" list - object FormIDs that should not be touched by the scripts / not moved into interiors might be good. The problem with this is getting the script to acknowledge these FormIDs from files on the hard-drive.
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Wed Mar 09, 2011 10:27 am

Again, the problem with the list files is that they are static. Rebuilding them would be useless - everything you are proposing they be used for (unseen objects, etc) would be just as well accomplished via scripting while the game is running and without writing static files to the user's hard-drive.

What might be useful would to create a "black" list - object FormIDs that should not be touched by the scripts / not moved into interiors. The problem with this is getting the script to acknowledge these FormIDs from files on the hard-drive.

That thought does sound reasonable. If you make the list additive (It adds new entries rather than rewriting the file) and have it be referenced during the placement or gathering (When it figures out what's outside) phase (Likely would be simplest to search by location former to FormID/WhateverotherapplicableID) to figure out which ones not to add. One thing more you could add would be quick checks for cells with no windows if you aren't using All Natural's system to check for such.

Edit: I must admit I keep forgetting that the script would likely only need to run once for any cell entered, so it might not need much worrying about trimming.
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Wed Mar 09, 2011 4:23 am

That thought does sound reasonable. If you make the list additive (It adds new entries rather than rewriting the file) and have it be referenced during the placement or gathering (When it figures out what's outside) phase (Likely would be simplest to search by location former to FormID/WhateverotherapplicableID) to figure out which ones not to add. One thing more you could add would be quick checks for cells with no windows if you aren't using All Natural's system to check for such.
All Natural doesn't "check" for windows (as far as I know). It simply modifies the meshes so that the windows are transparent. There's no system in place to know where the windows are or if there even are any windows in place.
User avatar
JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Wed Mar 09, 2011 3:53 am

All Natural doesn't "check" for windows (as far as I know). It simply modifies the meshes so that the windows are transparent. There's no system in place to know where the windows are or if there even are any windows in place.

Well, not directly, but I believe they used some method such as checking if the cell were marked as "work like exterior", since they only added that to the interiors with windows. I'm not too sure about this, though, they may have simply made windowless versions of the interior weathers too and assigned those to the windowless cells
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Wed Mar 09, 2011 6:21 am

Well, not directly, but I believe they used some method such as checking if the cell were marked as "work like exterior", since they only added that to the interiors with windows. I'm not too sure about this, though, they may have simply made windowless versions of the interior weathers too and assigned those to the windowless cells
Right. So, not terribly helpful. :P

Plus, they haven't done all the interiors in the game (I believe).
User avatar
Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Wed Mar 09, 2011 12:50 am

Plus, they haven't done all the interiors in the game (I believe).


Someone correct me if I'm wrong, but I believe that all of the vanilla Oblivion interiors have been done. The only ones that have not are those from New Sheoth (Bliss & Crucible only) and maybe other parts of the Shivering Isles. Also, some mods may not be in there. The standard unmodded, no-DLC addons Oblivion, however, is complete.
User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Wed Mar 09, 2011 1:24 am

Well, not directly, but I believe they used some method such as checking if the cell were marked as "work like exterior", since they only added that to the interiors with windows.

Plus, they haven't done all the interiors in the game (I believe).


We added climates to all vanilla building interiors that have levels at or above ground level. Or I should say, we did this with the vast majority of them. Yes, this also means buildings with no windows are included since we're still syncing for weather sounds in those locations. No dungeons, forts, or Ayleid ruins were included in the climate setup. No building levels that are undergound have climates, and some parts of castles don't either where we felt they'd be far enough indoors to be insulated from sound.

The indoor weather filter mod that accompanies All Natural extends support for that into many interiors provided by mods, but they're all picked by hand and added on a case by case basis because of the limited master slots available.

One thing I did notice with this mod, it isn't taking windowless locations into account. I have no idea how you'd go about bypassing this though so that it only works on interiors with windows, unless you made the mod dependent on our master and checked it for the specific climates.
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Tue Mar 08, 2011 9:08 pm

It looks awesome. But I feel bad for somewelshguy. :(
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

PreviousNext

Return to IV - Oblivion