SILGRAD TOWER: THE FORGOTTEN GARDEN - Beta 2.5

Post » Fri May 27, 2011 12:46 pm

It only affects our own ST worldspaces, the vanilla rumors are fine (Cyrodiil).

Ah, cool! I just misunderstood. Downloading now! :D
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Paula Rose
 
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Post » Fri May 27, 2011 12:29 pm

Sweet - thanks for sharing :tops:
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CxvIII
 
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Post » Fri May 27, 2011 4:30 am

Am I the only person who the teleport scroll spell does not work for?
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Nicholas C
 
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Post » Fri May 27, 2011 11:39 am

Am I the only person who the teleport scroll spell does not work for?


Hi meloncholyroar,

From the release notes in the first post:

"NOTE: The transportation spell only works outside city walls and when you're not in combat."
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Kari Depp
 
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Post » Fri May 27, 2011 10:16 am

Hi meloncholyroar,

From the release notes in the first post:

"NOTE: The transportation spell only works outside city walls and when you're not in combat."


Yeah I saw that. It still didnt work.

HOWEVER, I restarted my game and activated it right next to the IC stables and it worked. Awesome mod, just finished the estate quest.
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Rebecca Clare Smith
 
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Post » Fri May 27, 2011 7:06 am

Might be a good idea to update those meshes as well.



Sounds scaring, I got no idea how time consuming that would be and the mod seems to be good.

Very good...
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Vera Maslar
 
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Post » Fri May 27, 2011 1:12 am

Instant DL...even with the slowtardedness.
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stevie trent
 
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Post » Fri May 27, 2011 11:54 am

This looks totaly awesome! Thanks for sharing and keep up the good work!

Cheers!




p
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Anthony Santillan
 
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Post » Fri May 27, 2011 12:33 pm

Downing now!

Will this be posted on TES Nexus? Then I can give it good ratings :celebration:

cheers!
Chareos Rantras
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Naughty not Nice
 
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Post » Fri May 27, 2011 1:09 am

Ok bought the tele scroll, used the spell and I arrived http://screenshot.xfire.com/screenshot/natural/3b7378e12182df811db2b6715cbdb7c3bc4918be.png.

Any suggestions :brokencomputer: ?

cheers!
Chareos Rantras
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Stephani Silva
 
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Post » Fri May 27, 2011 2:24 pm

If you update every (Packed)TriStripsShape you can find to MOPP the slowdowns should be gone. And as a side effect dead actors won't get stuck in the floor/walls anymore as well.


Semi-related, if one were to want to look into this for other meshes, how would that be done? Is this something that can be changed in nifskope or would it require something like 3dsmax or Blender?
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Mrs. Patton
 
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Post » Fri May 27, 2011 4:02 pm

Ok bought the tele scroll, used the spell and I arrived http://screenshot.xfire.com/screenshot/natural/3b7378e12182df811db2b6715cbdb7c3bc4918be.png.

Any suggestions :brokencomputer: ?

cheers!
Chareos Rantras


Looks like you only installed the ESM/ESP and didn't install any of the resources. The big yellow symbols mean missing meshes, and anything purple means missing textures, so you haven't installed the meshes and textures.
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chinadoll
 
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Post » Fri May 27, 2011 3:58 pm

Looks like you only installed the ESM/ESP and didn't install any of the resources. The big yellow symbols mean missing meshes, and anything purple means missing textures, so you haven't installed the meshes and textures.


Yea just saw it, I extracted the whole folder containing the files, that didnt work so I copy pasted the files out of the folder in my data file, BUT forgot the .esp file, so it's corrected and now all works http://screenshot.xfire.com/screenshot/natural/31ac55ac427d035897cc54d82148c6775f4d089e.png.

Like the mod, like the story, cant wait to play more :clap:

cheers!
Chareos Rantras
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Roberto Gaeta
 
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Post » Fri May 27, 2011 1:25 am

Will this be posted on TES Nexus? Then I can give it good ratings :celebration:

cheers!
Chareos Rantras

http://www.tesnexus.com/downloads/file.php?id=24937
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Daddy Cool!
 
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Post » Fri May 27, 2011 2:58 am

I hope that you'll update the meshes. The mod looks great from pics and descriptions, and it's a must have for MW fan like myself. But, bad performance is something that my low end PC can't live with...
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Keeley Stevens
 
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Post » Fri May 27, 2011 9:58 am

http://www.tesnexus.com/downloads/file.php?id=24937


/rated :foodndrink:


cheers!
Chareos Rantras
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xxLindsAffec
 
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Post » Fri May 27, 2011 8:33 am

/rated :foodndrink:

Me too, with a much deserved 10. :D
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Danger Mouse
 
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Post » Fri May 27, 2011 6:21 am

Sounds scaring, I got no idea how time consuming that would be and the mod seems to be good.

Very good...


It is actually only a bit scaring because of the amount of meshes. The process itself takes about one minute per mesh only. And most of them are fine already, so it should be possible to update everything within a few hours.

Semi-related, if one were to want to look into this for other meshes, how would that be done? Is this something that can be changed in nifskope or would it require something like 3dsmax or Blender?


For collision you'd need a modeling program, although it's just a matter of import and export with slightly different settings. For the faulty meshes with too many strips you only need Nifskope (simply triangulate and strippify to get them down to 1).

Rated the file on Nexus, thanks for sharing! Wish there were some more dungeons to discover.
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yermom
 
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Post » Fri May 27, 2011 5:24 pm

A quick question- do you include the full versions of the meshes you've created, or are they still the low-quality "keep you from stealing our model" models?
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Brooke Turner
 
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Post » Fri May 27, 2011 4:40 am

Semi-related, if one were to want to look into this for other meshes, how would that be done? Is this something that can be changed in nifskope or would it require something like 3dsmax or Blender?

for creating collision (as Phitt said) you need a modeling program, gmax/3dsmax works fine for static but don't export non-static collision, for anything else you need to use blender (which is actually fairly simple for just making a collision, I can make a brand new collision with blender in about 48s (not including export/import which are a bit slow, but I can be doing the mesh creation in gmax which is much easier while it is doing that).
Nifskope you can clean the collision and make a basic square or sphere collision.

Pacific Morrowind
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Matt Gammond
 
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Post » Fri May 27, 2011 3:18 am

A quick question- do you include the full versions of the meshes you've created, or are they still the low-quality "keep you from stealing our model" models?


The meshes we have used in the forgotten garden are the real deal.
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Celestine Stardust
 
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Post » Fri May 27, 2011 6:02 am

It is actually only a bit scaring because of the amount of meshes. The process itself takes about one minute per mesh only. And most of them are fine already, so it should be possible to update everything within a few hours.

For collision you'd need a modeling program, although it's just a matter of import and export with slightly different settings. For the faulty meshes with too many strips you only need Nifskope (simply triangulate and strippify to get them down to 1).


Forgive the ignorance, but how do you tell if the mesh has the wrong collision, or has too many strips? And can PyFFI fix the strips issue?
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Prohibited
 
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Post » Fri May 27, 2011 4:34 pm

Forgive the ignorance, but how do you tell if the mesh has the wrong collision, or has too many strips? And can PyFFI fix the strips issue?


Not sure wether PyFFI will automatically correct the meshes, but it won't correct any collision issues. For the meshes it would be worth a try. You can see in Nifskope wether a mesh is 'wrong' or not.

1. In block details of TriStripsData is a line called 'Num Strips'. Anything higher then 1 is wrong. Maybe PyFFI can correct issues like that automatically, not sure.

2. For collision every mesh based collision that doesn't have a MoppBvTreeShape is bad. Mopp collision is easily 100% more efficient then 'regular' collision.

3. The worst case is a non-packed NiTriStripsShape for collision. If the TriStripsData of a collision shape like that has Num Strips more then 1 it is an absolute FPS killer. While the other things are rather bad for performance and could need an improvement this is probably the single reason for the extreme lag. I know that from a few years ago when the problem was relevant. Even a single collision mesh like that can cripple performance completely. The more actors are around the worse it becomes.

The easiest way to solve the collision issues would be to import the meshes into a 3d app and export them with Mopp collision. Takes only a few seconds per mesh. Only problem is to go through all the meshes one by one (1437 meshes in the st folder) to see if there is anything wrong with them.
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Gill Mackin
 
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Post » Fri May 27, 2011 2:42 am

...
The easiest way to solve the collision issues would be to import the meshes into a 3d app and export them with Mopp collision. Takes only a few seconds per mesh. Only problem is to go through all the meshes one by one (1437 meshes in the st folder) to see if there is anything wrong with them.


Oh! That's really much!
So, importing in blender and exporting with proper settings that you've mentioned would do the trick? But given the number of meshes, it's a work for 10 people!
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Jose ordaz
 
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Post » Fri May 27, 2011 4:56 am

Oh! That's really much!
So, importing in blender and exporting with proper settings that you've mentioned would do the trick? But given the number of meshes, it's a work for 10 people!


You'd only need to check all the meshes in Nifskope (and you could probably leave out the interior meshes for now as those didn't cause any significant performance drop). Import/export is only needed for those that have problems. Like I said, most of them are fine or at least ok. Certainly a very boring task, but could be done in a few hours.
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Yama Pi
 
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