[RELz/BETA] TES4LODGen

Post » Thu May 12, 2011 8:50 am

Today, I just wanted to test my rig, so I installed REAVWD.(Also I updated TES4LODGen to 2.2.1 and ran it)
It resulted in great fps loss. In addition I found IC Lod went wrong.


I think I manually deleted all files of REAVWD, but the wrong LoDs remained.

Considering they were gone when I deleted DinstantLOD folder, it's related to files in the folder. But I cannot single out culprit.. Although I deleted all IC whatever in the folder, they were still there.

Anyone who know about it give me a hint.. I cannot simply test 11,000 files manually :(


Screenshots

http://img13.imageshack.us/my.php?image=oblivion200902242154052xq4.jpg see left
http://img13.imageshack.us/my.php?image=oblivion200902242154129eq5.jpg see right
http://img13.imageshack.us/my.php?image=oblivion200902242154524up8.jpg
http://img12.imageshack.us/my.php?image=oblivion200902242155156ox3.jpg

they are gone when I get near to them.
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Taylor Tifany
 
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Post » Thu May 12, 2011 7:32 pm

Today, I just wanted to test my rig, so I installed REAVWD.(Also I updated TES4LODGen to 2.2.1 and ran it)
It resulted in great fps loss. In addition I found IC Lod went wrong.


I think I manually deleted all files of REAVWD, but the wrong LoDs remained.

Considering they were gone when I deleted DinstantLOD folder, it's related to files in the folder. But I cannot single out culprit.. Although I deleted all IC whatever in the folder, they were still there.

Anyone who know about it give me a hint.. I cannot simply test 11,000 files manually :(


Screenshots

http://img13.imageshack.us/my.php?image=oblivion200902242154052xq4.jpg see left
http://img13.imageshack.us/my.php?image=oblivion200902242154129eq5.jpg see right
http://img13.imageshack.us/my.php?image=oblivion200902242154524up8.jpg
http://img12.imageshack.us/my.php?image=oblivion200902242155156ox3.jpg

they are gone when I get near to them.


Having deleted the _far files, have you regenerated distant lod?
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Cheville Thompson
 
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Post » Thu May 12, 2011 6:33 am

Did you deactivate the IC plugin provided by RAEVWD, and then regenerate?
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Dorian Cozens
 
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Post » Thu May 12, 2011 12:47 pm

Having deleted the _far files, have you regenerated distant lod?



Did you deactivate the IC plugin provided by RAEVWD, and then regenerate?




Yes, I regenerated distant LoD even after deleting DistandLoD folder.

And.. well of course I deleted IC plugins.. but I hadn't even activated them because I thought they were optional. Besides I rebuilded bashed patch..



Anyway.. I left some _far files because they were in meshes folder before installing RAEVWD.

ms05dreamworldelementb_far.nif

ANCastleComplete01_far.NIF

DaedricStatueBoethia01_Far.NIF

FightersKeepCastle_far.NIF

MagesTower01_far.NIF


Anything wrong? Nothing seems related to the problem though..
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N Only WhiTe girl
 
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Post » Thu May 12, 2011 5:57 am

http://img145.imageshack.us/img145/1549/screenshot95.jpg
http://img145.imageshack.us/img145/2650/screenshot96.jpg

Confirmation. Using version 2.2.1 of tes4lodgen produces destructive results. The only change I've made in my setup in the last few days is updating this program, and I hadn't had the chance yet to try it out. Last time I ran my LOD was with 1.whatever and the results were all perfectly normal.

And just to be absolutely clear, none of the meshes have been altered in between.

Reported malfunction by a Nexus use:

http://img22.imageshack.us/img22/3267/94256148av9.jpg
http://img22.imageshack.us/img22/5449/35074032kq9.jpg
http://img22.imageshack.us/img22/591/41938831pk3.jpg
http://img22.imageshack.us/img22/6780/81702216xw9.jpg
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Melly Angelic
 
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Post » Thu May 12, 2011 6:31 pm

Wow that's really whack , like very whack !

At least the 1.2.44 beta is still available for now ! Thanks for the heads up Arthmoor !
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Pete Schmitzer
 
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Post » Thu May 12, 2011 11:02 am

daaaaaaaaaamn, now that is messed up :) And I was about to update my LOD files
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Kaley X
 
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Post » Thu May 12, 2011 9:56 pm

Version 2.2.2 has been posted at http://www.tesnexus.com/downloads/file.php?id=15781.

This version fixed the rotation problem reported here.
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NO suckers In Here
 
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Post » Thu May 12, 2011 10:32 am

Version 2.2.2 has been posted at http://www.tesnexus.com/downloads/file.php?id=15781.

This version fixed the rotation problem reported here.
Thanks ElminsterEU. I really appreciate your work with this. This tool, combined with RAEVWD is really on my "must-have" list. ...though I think the pics posted by Arthmoor were really cool ;)
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louise fortin
 
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Post » Thu May 12, 2011 7:58 am

Edit: I had the previous version 1.2.2.4beta. Once I used 2.2.2 and got rid of the Carry_All_You_Want.esp the tes4lodgen worked fine. Carry all you want mod is corrupt and shouldn't be used, IMHO.
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Sophie Miller
 
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Post » Thu May 12, 2011 3:34 pm

Question for clarification - does this tool only include far meshes from mods that reference the far meshes?

For instance - if I install a castle mod
and don't activate the esp will this tool then scan the data folder and include the far meshes even though the mod that references them is not active? Or does that mod need to be active?

Arthmoor, Vorians & anyone else. Axil made reference to the BSA question that we discussed: http://www.gamesas.com/bgsforums/index.php?showtopic=965275&view=findpost&p=14009535

He states that the game engine gets confused about which resources to use when two BSAs that contain similarly named resources (like meshes) are in separate BSAs.

This could explain why I get effects like this: http://i361.photobucket.com/albums/oo54/psymon11b/ICnotDark.jpg
OR this: http://i361.photobucket.com/albums/oo54/psymon11b/MissingICWalls.jpg
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MARLON JOHNSON
 
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Post » Thu May 12, 2011 3:07 pm

If the mod comes with _far.nif files that go to custom meshes, then the mod's ESP will need to be active before the lodgen knows about them.

If it comes with _far.nif files for vanilla stuff that does not ordinarily have them, no ESP is needed and tes4lodgen will find them and use them. This is how RAEVWD works.

Axil's explanation for what happens when the engine gets the same file name in different BSAs can't account for why RAEVWD gets trumped since RAEVWD is all loose files. With archive invalidation, loose files trump BSA files every time. I've seen this with my own eyes on countless tests. His explanation also only holds true for filenames that are identical. Like two BSAs with citywall.nif in them.
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Teghan Harris
 
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Post » Thu May 12, 2011 2:02 pm

I think the BSA's trumping loose files is a datestamp issue , at least that's the only time I've seen it happen (BSA more recent than loose file) though it's again some thing weird as normally the game searches in loose files first and then halts it's search once it finds one

The problem with Files in BSA's is again to do with the mesh/texture searching algorithm , I wonder if the game itself can only cope with searching a certain number of file per cell spawn, made worst as it ends up having to search through increasing numbers of BSAs
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Emmie Cate
 
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Post » Thu May 12, 2011 11:19 pm

I actually had that happen when I installed the newest version of Better Cities...the new BSA content trumped my RAEVWD (I only noticed because of the reverting to green roof textures instead of the red ones from Brumbek's texture pack). Reinstalling RAEVWD (with Brumbek's TP) fixed the issue. I then double checked this by reinstalling BC again--got the same problem, and then re-dated the BC BSAs, which also solved the problem.

Note: I used TES4LODGen after each install step.
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SWagg KId
 
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Post » Thu May 12, 2011 7:58 am

Axil those screenshots were the result of using better cities with RAEVWD and Darker IC.

The Darker IC and RAEVWD files are loose and the BC files are in BSA. Without Better Cities installed I get this: http://i361.photobucket.com/albums/oo54/psymon11b/ICallDark.jpg

This bugs Arthmoor as Darker IC textures are overiding RAEVWD.

The BC BSA has city wall nifs.

Hey you know what - I just checked the date on the BC BSAs - they are 2009 - this needs to be reported in the BC thread - no wonder.

thanks xXAequitasXx
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Prohibited
 
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Post » Fri May 13, 2011 12:20 am

Well I don't know what you guys are doing to invalidate archives, but I use this: http://www.tesnexus.com/downloads/file.php?id=10724 and it's never once failed me. Loose files trump BSAs with this in the mix every single time. Even on a freshly created BSA in which the timestamp has not been altered. I've verified this in some rather dramatic ways in the past by naming a rock the same thing as a building mesh that's in a fresh BSA, and every time the rock is where the building should be. Even if the rock is dated older than the BSA.

The issue with Darker Regal IC is not the same because RAEVWD *DOES NOT COVER THOSE FILES* I don't know how many times I need to mention it, but the LOD files for the stock vanilla IC city walls are not something I override so you'll get texture oddities from here until doomsday and back again until I've done something about that in RAEVWD itself as long as other people insist on replacing LOD textures when they weren't intending to.
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Emma Louise Adams
 
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Post » Thu May 12, 2011 5:29 pm

I've used the same method of invalidation since you recommended it to me months ago (also it is part of Wrye Bash now).

Sorry - wasn't trying to imply there is something wrong with RAEVWD - but that without BC BSAs present I get consistent and uniform Darker IC when viewed while distant: http://i361.photobucket.com/albums/oo54/psymon11b/ICallDark.jpg

I understand that RAEVWD doesn't cover those files nor was I really expecting it to. I was just pointing out the phenomenon as it appeared to me.

I'm more interested in understanding how the BSAs from BC throw off the uniformity of either the Darker IC or regular RAEVWD. Which it does - for me.
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Sweets Sweets
 
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Post » Thu May 12, 2011 9:24 am

Because Ismelda is overriding the same textures in her BSA. Which, again, I feel I must point out, I don't touch. So there's simply no purpose in bringing RAEVWD into the middle of this when the fault lies elsewhere. All you're doing is creating confusion about who's fault it is. And yes, it's SOMEONE'S fault. Just not mine. See where I'm coming from here?
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Wane Peters
 
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Post » Thu May 12, 2011 6:20 pm

Again apologies.

Myself I didn't take it as a fault that needed to be pointed out or derided.

I thought it was just a new set of problems that were appearing when combining BSA with loose files in that manner.

Sorry Arthmoor - peace brother - thought I was just trying to spread light and info not misinfo or disinfo.

For all concerned - Yeah I push (sometimes punish) my load order - RAEVWD works as advertised.
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Emily Jones
 
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Post » Thu May 12, 2011 11:14 pm

Arthmoor, you might want to have a look at the latest user comment on TESNexus. Maybe RAEVWD shouldn't be allowed to be used by people with IQ under room temperature?
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Jose ordaz
 
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Post » Thu May 12, 2011 12:57 pm

Arthmoor, you might want to have a look at the latest user comment on TESNexus. Maybe RAEVWD shouldn't be allowed to be used by people with IQ under room temperature?

:lol: Classic. This fellow certainly shouldn't be modding Oblivion. Or doing a lot of other things... :P
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Spaceman
 
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Post » Thu May 12, 2011 6:41 pm

:lol: Classic. This fellow certainly shouldn't be modding Oblivion. Or doing a lot of other things... :P

The only thing that really annoys me is how that 6 rating is going to drop my rating.
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naana
 
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Post » Thu May 12, 2011 5:55 pm

The only thing that really annoys me is how that 6 rating is going to drop my rating.

Indeed; and its completely unjust. TES4LODGen is as an essential utility as Wrye Bash, TES4Edit, OBMM, etc. for for anyone adding to or altering the landscape. :)
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KU Fint
 
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Post » Thu May 12, 2011 10:10 am

what this do
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Ashley Campos
 
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Post » Thu May 12, 2011 5:42 pm

what this do

It generates .lod files in your Data\DistantLOD folder based on all the mods you have currently installed.
These .lod files are used by the game engine to draw objects (but NOT the landscape, that comes from somewhere else).
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Mylizards Dot com
 
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