[RELz / WIPz] Reneer's Interiors Mod

Post » Tue Mar 08, 2011 10:31 pm

Just so we are all clear: this mod is still a Work In Progress. I would recommend that you use this mod with a copied savegame file if you are very concerned about a rock appearing where it shouldn't - though many of the floating object errors have been fixed as of 0.95.

Here is my answer to those frosted up windows inside (almost) every interior cell in the game.

Name: Reneer's Interiors Mod

Version: 0.95

Requirements: Latest Oblivion Patch, All Natural / Natural Interiors and OBSE 19+.

Description:
This mod intends to allow the player to view outside scenery from inside interior cells. This includes landscape, buildings, lights, sky and water - though water will need OBSE 19c+ to be released to work. This mod will also allow for landscape viewing outside of the cities – so long as the windows of the interior cell are transparent.

Currently this mod is very much alpha / beta stage – I can almost guarantee that you will experience problems with it in some fashion. The mod requires the use of PlaceAtMe, but also uses OBSE's DeleteReference command to minimize as much as possible any bloat that may occur by using PlaceAtMe. This system is not yet perfected and I advise that you test this mod on a new / copied save.

Screenshots:
See http://www.tesnexus.com/downloads/file.php?id=35897 page for screenshots. I'm rather fond of http://www.tesnexus.com/downloads/images/35897-1-1291598168.jpg that I took early in the mod's development.

If you have any screenshots you would like to submit to the mod's gallery, please feel free.

Changelog:
0.95 – Tree problems should be fixed. Fixed an issue with interiors being improperly rotated 180 degrees opposite to the outside exterior.
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.
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.
0.92 - Major bugfixes, many interiors should function properly with little mesh collision occurring.
0.91 - ESP file update.
0.9 - Initial Release.

Download:
http://www.tesnexus.com/downloads/file.php?id=35897 (version 0.95)
Note: The "base" file is very large (~250MB). Updates to this mod will likely only include minor texture tweaks and ESP files, so you (should) only have to download the "base" file once.
User avatar
dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Wed Mar 09, 2011 6:13 am

Hi Reneer... very interesting.

I guess this takes a different approach from Immersive Interiors as it works outside of cities. :goodjob: Does this make them incompatible or complimentary? Anyhow will download to investigate when I can.
:foodndrink:
User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Tue Mar 08, 2011 10:08 pm

Hi Reneer... very interesting.

I guess this takes a different approach from Immersive Interiors as it works outside of cities. :goodjob: Does this make them incompatible or complimentary? Anyhow will download to investigate when I can.
:foodndrink:
This mod is very much incompatible with Immersive Interiors and will, unfortunately, likely remain that way.
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Tue Mar 08, 2011 8:39 pm

Does this mod automatically generate things outside of interiors, or did you manually build exteriors like SomeWelshGuy?
User avatar
djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Tue Mar 08, 2011 11:11 pm

Does this mod automatically generate things outside of interiors, or did you manually build exteriors like SomeWelshGuy?
It does it automatically. :)

Though I just ran into a bug... bleh. Rather bad one too... crap. A problem with the scripting, so people can keep downloading the Base file and I will fix the script bug soon.
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Wed Mar 09, 2011 11:27 am

It does it automatically. :)

So this mod would technically work if you went into a completely new interior cell?
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Tue Mar 08, 2011 9:30 pm

So this mod would technically work if you went into a completely new interior cell?
Yup, exactly. :)
User avatar
Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Tue Mar 08, 2011 8:25 pm

Interesting. Though I'm guessing that if it's auto-generated, the scene visible will either be random or one of a set of possible scenes and so not necessarily match up with the exterior scene, am I right?
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Wed Mar 09, 2011 5:35 am

Yup, exactly. :)

:ahhh:! That's amazing! I'm gonna try it out.
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Tue Mar 08, 2011 9:24 pm

Interesting. Though I'm guessing that if it's auto-generated, the scene visible will either be random or one of a set of possible scenes and so not necessarily match up with the exterior scene, am I right?
You are incorrect. :P

It matches exactly to the exterior. Whether that exterior is vanilla or modded - it matches up perfectly. Of course, it would match up perfectly if I could get my math right... (trying to figure out some strange bugs that are likely because I am not a mathlete :P)

This is very much a preview of coming attractions, however. Once OBSE 19c is released I will be making some necessary additions so that all interiors will work properly and that actual water will be inside the interior cell. But right now I am more concerned about my math problems. :(
User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Wed Mar 09, 2011 2:36 am

You are incorrect. :P

It matches exactly to the exterior. Whether that exterior is vanilla or modded - it matches up perfectly. Of course, it would match up perfectly if I could get my math right... (trying to figure out some strange bugs that are likely because I am not a mathlete :P)

That's quite impressive.

To what extent are exteriors shown? For example, is an entire city rendered when going in one building where you can't even see most of the other buildings?
User avatar
N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Wed Mar 09, 2011 10:15 am

Hi Reneer... very interesting.

I guess this takes a different approach from Immersive Interiors as it works outside of cities. :goodjob: Does this make them incompatible or complimentary? Anyhow will download to investigate when I can.
:foodndrink:


Very interesting and impressive indeed..

Thanks Reneer, tracking on TESNexus and eager to test it :)
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Wed Mar 09, 2011 1:03 am

That's quite impressive.

To what extent are exteriors shown? For example, is an entire city rendered when going in one building where you can't even see most of the other buildings?
For the moment, yes. It copies the exterior exactly, with no regard to if the player can see outside the building or not. I haven't experienced any major FPS drop with this method, though I do have a relatively powerful computer.
User avatar
Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Tue Mar 08, 2011 9:26 pm

Wow, I actually was just thinking what it would be like if someone made a mod like this just yesterday!
User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Tue Mar 08, 2011 8:46 pm

Ran into some bugs...

http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot250.jpg

http://i888.photobucket.com/albums/ac87/MartutTES/ScreenShot251.jpg

:shrug:
User avatar
Elisabete Gaspar
 
Posts: 3558
Joined: Thu Aug 31, 2006 1:15 pm

Post » Wed Mar 09, 2011 4:48 am

For the moment, yes. It copies the exterior exactly, with no regard to if the player can see outside the building or not. I haven't experienced any major FPS drop with this method, though I do have a relatively powerful computer.

Okay.

There is a mod for Morrowind, I'm not sure if it's finished yet or not, but it automatically removes objects when you can't see them, such as when something else is in the way. It works like Umbra software I believe. If this could be done for Oblivion, and utilized by this mod, it could really fix any possible performance issues.
User avatar
Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Wed Mar 09, 2011 2:15 am

Most interesting. When it copies the exterior, does it do so from the current modded state of the cells or from the base layout?

Woops, missed your reply to wrinklyninja. That's quite impressive.
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Wed Mar 09, 2011 11:31 am

So SomeWelshGuy's work will soon be obsolete? Eh, all that work.
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Tue Mar 08, 2011 8:40 pm

Wow that's extremely impressive Reneer, great job. I can't imagine how you got all that to work, but I'm really looking forward to trying it out. :foodndrink:
User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Tue Mar 08, 2011 8:45 pm

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?
User avatar
Emma Louise Adams
 
Posts: 3527
Joined: Wed Jun 28, 2006 4:15 pm

Post » Wed Mar 09, 2011 9:11 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?
The answer is it doesn't (and it likely won't ever be able to). But, I've checked many different areas / buildings and haven't yet come across an issue - interiors are generally either just a little bit smaller or bigger than their exterior counterparts and not enough to cause clipping issues.
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Wed Mar 09, 2011 6:20 am

Reneer's Interior Mod Update Released!

0.91 - Updated ESP file.
User avatar
Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Wed Mar 09, 2011 2:17 am

This is very much a preview of coming attractions, however. Once OBSE 19c is released I will be making some necessary additions so that all interiors will work properly and that actual water will be inside the interior cell. But right now I am more concerned about my math problems. :(

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.
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Wed Mar 09, 2011 2:46 am

It might be worth posting some of the math you're struggling with - maybe one of us could help out.
I -think- I've figured it out with the latest update (0.91, a simple ESP update). Time will tell, however. :P
User avatar
BlackaneseB
 
Posts: 3431
Joined: Sat Sep 23, 2006 1:21 am

Post » Wed Mar 09, 2011 5:10 am

I -think- I've figured it out with the latest update (0.91, a simple ESP update). Time will tell, however. :P

Awesome, congrats ;)
User avatar
Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Next

Return to IV - Oblivion