[RELz / WIPz] Reneer's Interiors Mod

Post » Wed Mar 09, 2011 10:38 am

This is starting to look more and more beta and less and less alpha. :)

Question/suggestion: I'm not sure what your plans are for optimizing things further down the road in terms of minimizing the amount of objects placed but would it a good idea to have like an ini with meshes and their view-radius from their various windows? Obviously just as a supporting feature and when a mesh isn't in the ini list you just generate everything that is outside. Dunno if it would even be nessecary (in terms of performance) as I haven't tried it yet.

-kyoma
I personally haven't noticed any real slowdown with all the objects moved - a blacklist of sorts could be useful for keeping certain objects (like rocks) from clipping into interior spaces. It also wouldn't be too hard to set up.
User avatar
ShOrty
 
Posts: 3392
Joined: Sun Jul 02, 2006 8:15 pm

Post » Wed Mar 09, 2011 7:42 am

Which interiors are you referring to? There are a whole lot of them in Tamriel.


Most interiors in Bruma. That's all I went to.
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Wed Mar 09, 2011 10:20 am

=== Edit ===
This needs a more explicit noob warning in the op.


I'm not a noob. Been playing modded Oblivion since 2006. Tried all kinds of mods. I just think that if a mod is released, it should work half-way correctly. With version 0.92 I tested in Bruma, and every single interior I went into was screwed up. Random meshes floating in the air, the inability to walk throughout the interior cell, etc.
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Tue Mar 08, 2011 11:15 pm

I'm not a noob. Been playing modded Oblivion since 2006. Tried all kinds of mods. I just think that if a mod is released, it should work half-way correctly. With version 0.92 I tested in Bruma, and every single interior I went into was screwed up. Random meshes floating in the air, the inability to walk throughout the interior cell, etc.
There are warnings in the opening post, in the mod's ReadMe and on TES Nexus that clearly state that this mod, in its current form, will not always work correctly. It's called a work in progress. If you don't like how it functions right now - don't use it.
User avatar
meghan lock
 
Posts: 3451
Joined: Thu Jan 11, 2007 10:26 pm

Post » Tue Mar 08, 2011 8:52 pm

There are warnings in the opening post, in the mod's ReadMe and on TES Nexus that clearly state that this mod, in its current form, will not always work correctly. It's called a work in progress. If you don't like how it functions right now - don't use it. It's that simple.


I know, I read the readme. I meant no offense by what I typed. And you're right: if the mod doesn't do what I want it to, don't use it. Which is exactly what I'm doing -- not using it. I still have it packaged up in my BAIN directory, in hopes that a future version will not be fooked.
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Wed Mar 09, 2011 12:34 am

I know, I read the readme. I meant no offense by what I typed. And you're right: if the mod doesn't do what I want it to, don't use it. Which is exactly what I'm doing -- not using it. I still have it packaged up in my BAIN directory, in hopes that a future version will not be fooked.
I'm hoping that 0.93 will drastically reduce the amount of mesh clipping - I've devised a rather ingenious (if I do say so myself) system for determining if an object is inside the interior mesh or not. It's not perfect, but it's pretty close.
User avatar
Angela Woods
 
Posts: 3336
Joined: Fri Feb 09, 2007 2:15 pm

Post » Tue Mar 08, 2011 11:25 pm

I hope you do get it working correctly. This is shaping up to be a must-have mod for me. Once it gets squared away.
User avatar
James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Wed Mar 09, 2011 7:29 am

I have been wanting this mod to exist for several years now and it is finally happening. When I asked about something like this being possible it was impossible at the time and now the impossible is becoming reality.

Thank you Reneer.
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Post » Tue Mar 08, 2011 9:09 pm

I'm not a noob. Been playing modded Oblivion since 2006. Tried all kinds of mods. I just think that if a mod is released, it should work half-way correctly. With version 0.92 I tested in Bruma, and every single interior I went into was screwed up. Random meshes floating in the air, the inability to walk throughout the interior cell, etc.


you're neglecting to take into account that some WIPs really do NEED as many people to test them as possible and report back to the modder. If a mod is announced as fully functioning and just needing a few tweaks, then you should expect it to work half-way correctly. In this case, Reneer wants your help to get the mod to that stage, so if you're willing to keep trying new releases and report back, please do so rather than wait for a fully working release - otherwise there may never be a fully working release if nobody is willing to offer assistance.
User avatar
claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Tue Mar 08, 2011 11:09 pm

you're neglecting to take into account that some WIPs really do NEED as many people to test them as possible and report back to the modder. If a mod is announced as fully functioning and just needing a few tweaks, then you should expect it to work half-way correctly. In this case, Reneer wants your help to get the mod to that stage, so if you're willing to keep trying new releases and report back, please do so rather than wait for a fully working release - otherwise there may never be a fully working release if nobody is willing to offer assistance.


Good point.
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Wed Mar 09, 2011 2:34 am

Reneer's Interiors Mod Update 0.93 Released!

0.93 – Most issues regarding meshes being improperly placed inside interior spaces should be fixed – one issue that still remains is landscape sometimes poking into interior meshes.
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Wed Mar 09, 2011 4:46 am

Vast improvement. Most of the interiors I checked looked ok. There's still some issues with rocks and trees that are outside near the exterior being copied inside.

It would still be nice to have some way to skip the process if the interior has no windows. I know that's not easy to detect, but in the case of the manor for AFK_Weye, it was putting stuff in the basemant, some of which is still blocking paths. It also placed things on the second and third floors where no windows exist. I don't really know of any other way to check that besides a giant array of meshes with windows, or to do climate detection since AN knows which ones are used in places with windows. I have yet to see what happens when you go into a cave or something that clearly shouldn't be covered.

There's also a curious issue with trees: http://img153.imageshack.us/img153/9022/screenshot807p.jpg

It seems to be totally random as to whether you'll see leaves or just bare branches, much like the one outside that window, and the one next to it on the right. If you TCL outside the interior mesh, the leaves are often only viewable from one angle and from the rest all you see are branches.
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Wed Mar 09, 2011 11:30 am

Vast improvement. Most of the interiors I checked looked ok. There's still some issues with rocks and trees that are outside near the exterior being copied inside.

It would still be nice to have some way to skip the process if the interior has no windows. I know that's not easy to detect, but in the case of the manor for AFK_Weye, it was putting stuff in the basemant, some of which is still blocking paths. It also placed things on the second and third floors where no windows exist. I don't really know of any other way to check that besides a giant array of meshes with windows, or to do climate detection since AN knows which ones are used in places with windows. I have yet to see what happens when you go into a cave or something that clearly shouldn't be covered.

There's also a curious issue with trees: http://img153.imageshack.us/img153/9022/screenshot807p.jpg

It seems to be totally random as to whether you'll see leaves or just bare branches, much like the one outside that window, and the one next to it on the right. If you TCL outside the interior mesh, the leaves are often only viewable from one angle and from the rest all you see are branches.
I have no clue what is up with the trees - I'll look into it.

The basemant issue should be pretty easy to fix - I'll just check to see if the cell's name includes "basemant", though I doubt it will be that easy.

I may be able to figure out which cell is a cave by checking the meshes / the cell name.

Edit: Basemant issue is fixed (checking cell names) for 0.94. Still trying to figure out tree issue. Looking into some possible CS setting values... but the Wiki has no info on them. :/

The one major issue I'm still puzzled about is what to do about buildings that go underground (like the Mages Guild in Bruma) - obviously the landscape mesh will overlap any area that is underground and I may have to figure out if NifSE can properly deal with it, or try to find some other way.
User avatar
Big mike
 
Posts: 3423
Joined: Fri Sep 21, 2007 6:38 pm

Post » Wed Mar 09, 2011 3:29 am

Interiors are much better now with version 0.93. Like you said in the post and readme, exterior meshes are showing up in the interiors. Another thing I noticed: Looking out through windows, sometimes the data and meshes are not what they are supposed to be. I'm still in Bruma, but, for example, looking out through the window in the Fighter's Guild, I saw the castle meshes, not the building meshes that they are supposed to be.
User avatar
Elle H
 
Posts: 3407
Joined: Sun Aug 06, 2006 3:15 am

Post » Wed Mar 09, 2011 3:07 am

Reneer i have a quick question for ya, how does this work with dungeons and those type interiors? also is anything like weather all natural required? thx
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Wed Mar 09, 2011 7:47 am

Interiors are much better now with version 0.93. Like you said in the post and readme, exterior meshes are showing up in the interiors. Another thing I noticed: Looking out through windows, sometimes the data and meshes are not what they are supposed to be. I'm still in Bruma, but, for example, looking out through the window in the Fighter's Guild, I saw the castle meshes, not the building meshes that they are supposed to be.
Mind posting a screenshot? When I just went to the Bruma Fighter's Guild I did not see the castle when looking out through any of the windows.
User avatar
Nikki Morse
 
Posts: 3494
Joined: Fri Aug 25, 2006 12:08 pm

Post » Wed Mar 09, 2011 6:34 am

Maybe a bit soon to be asking, but I am curious: will you be implementing anything modders can do to flag their own interiors as having windows or not, without creating any dependencies? For example, checking to see if a particularly obscure vanilla object at a particularly specific scale exists in the cell, or some other such trick?
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Tue Mar 08, 2011 8:52 pm

Maybe a bit soon to be asking, but I am curious: will you be implementing anything modders can do to flag their own interiors as having windows or not, without creating any dependencies? For example, checking to see if a particularly obscure vanilla object at a particularly specific scale exists in the cell, or some other such trick?
Since this mod uses OBSE, there are lots of ways this could be accomplished - like placing an invisible item in the interior and naming it "thisinteriorhaswindows" :P
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Wed Mar 09, 2011 1:03 am

Well yeah, that's true! Is that a yes? :hubbahubba:
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Tue Mar 08, 2011 11:52 pm

Well yeah, that's true! Is that a yes? :hubbahubba:
That's a yes. :)

The only outstanding issue right now is how to deal with third-party mods that modify the landscape - this mod unfortunately has the issue of making the landscape into NIF meshes and adding it into interiors, so any changes to the landscape made by a third-party mod won't appear (yet).
User avatar
Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Tue Mar 08, 2011 11:03 pm

That's a yes. :)


:wub:
User avatar
LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Post » Wed Mar 09, 2011 12:39 pm

I was thinking about something like that too. So if that's easier, and doesn't require the 3rd party mod to have OBSE, that sounds like a good way to handle it assuming one can get enough modders on board. Obviously I'd be on board for that in my own stuff and I'm sure with a bit of nudging Vorians and I could get the ULs in line where applicable.

If you're going to use cell name detection, might I also offer up "cellar" in addition to "basemant" as things to scan for?
User avatar
Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Tue Mar 08, 2011 8:23 pm

If you're going to use cell name detection, might I also offer up "cellar" in addition to "basemant" as things to scan for?
Already done. :)
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Tue Mar 08, 2011 9:41 pm

Already done. :)

Does your mod work with the foreign versions of Oblivion? :rolleyes:
User avatar
Beulah Bell
 
Posts: 3372
Joined: Thu Nov 23, 2006 7:08 pm

Post » Wed Mar 09, 2011 5:35 am

Reneer's Interiors Mod Update 0.93 Released!

0.93 – Most issues regarding meshes being improperly placed inside interior spaces should be fixed – one issue that still remains is landscape sometimes poking into interior meshes.


I saw a big mesh in the Tiber Septim hotel in the Talos Plaza district, but I was also using the Better Cities mod.
Also, and this may be unrelated, I am unable to travel to other cells of the city from that district; the game crashes to desktop when i attempt to go to the other IC districts or leave the IC.
User avatar
TOYA toys
 
Posts: 3455
Joined: Sat Jan 13, 2007 4:22 am

PreviousNext

Return to IV - Oblivion