TESIV:POSItive --Performance, Optimiation & Stabilizatio

Post » Wed Aug 18, 2010 3:11 pm

Raestloz, I think you better Verify that you still have spaces after moving your files... (Win 7 cuts them off for me, but I have Win 7-64(could be differant))

Actually that is correct - and Tomlong noted that http://sites.google.com/site/oblivionpoinfo/optimization/pyffi - see notes 1.

well so far I would say I notice a pretty good boost in performance with this current bsa of optimized meshes.

I have this thing I call the trial run in my game. Can I have my character run without stopping from the Arcane University through the waterfront to Weye and back to the IC.
While there is a boost in performance and there is no way my character can do that.
I still get freezing after about 20-30 cell loads. Now if he doesn't run and I wait for the 'area loading message' to go away then continue he would make it.

I mostly blame mods for those areas being as bad as they are because I currently do not have that many replacers installed.
Still looking for more explicit instructions on my questions above about Vorians optimization addition to PyFFI. Then it is on to repacking texture BSAs after I get a solid baseline for performance with the new meshes.
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Melly Angelic
 
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Post » Wed Aug 18, 2010 8:11 pm

I can verify that the spaces are still there :) I copied the optimized nifs from "out" folder and replaced the meshes from "in" folder with them, making sure that "nightmotherbasestatue" file is not changed (still vanilla) and just now I looked at it again, I even tried to rename them and sure enough, the spaces are still there.

Since I haven't packed the BSA yet, and Tomlong's note #2 actually makes me a bit confused, I want to clarify:
What I am supposed to do is to pack distandlod, meshes, and tree folders into one BSA, not the "in" folder, or the contents of the folders, right?
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Brooks Hardison
 
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Post » Thu Aug 19, 2010 12:30 am

I can verify that the spaces are still there :) I copied the optimized nifs from "out" folder and replaced the meshes from "in" folder with them, making sure that "nightmotherbasestatue" file is not changed (still vanilla) and just now I looked at it again, I even tried to rename them and sure enough, the spaces are still there.

Since I haven't packed the BSA yet, and Tomlong's note #2 actually makes me a bit confused, I want to clarify:
What I am supposed to do is to pack distandlod, meshes, and tree folders into one BSA, not the "in" folder, or the contents of the folders, right?

You want the BSa to contain exactly what it had before extracting.

The best way to check that is to extract it again to another location then as you copy over from the in folder to overwrite you check to make sure the final product looks the same as the original product. so that means LOD and Trees go in there too.
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kirsty williams
 
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Post » Thu Aug 19, 2010 1:32 am

I can't believe it. the whole bsa is worth 1.15 GB while the vanilla is worth 654MB :ph34r: maybe it's because the "no compression" thing?

Anyway, I've packed the bsa, and in the BSA browser they looked the same. Well, here goes nothing!
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Juanita Hernandez
 
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Post » Wed Aug 18, 2010 12:21 pm

I can't believe it. the whole bsa is worth 1.15 GB while the vanilla is worth 654MB :ph34r: maybe it's because the "no compression" thing?

Anyway, I've packed the bsa, and in the BSA browser they looked the same. Well, here goes nothing!

Most likely because the vanilla BSA is compressed.
Make sure to redate the BSA timestamp to early 2006 as Ulrim posted above.
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stevie trent
 
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Post » Wed Aug 18, 2010 3:39 pm

@Psymon

The optimization for the *_far.nif files must be done independently.

Either you:
- copy the path of each file to an instruction file, so the niftoaster script only optimizes the *_far.nif's with Vorians optimization suggestion
or
- apply the *_far.nif optimization to a copy of the PyFFi'ed meshes folder
- copy-paste the *_far.nifs' to the corresponding folder in the main PyFFi'ed folders
(edit:) or
- you do one by one in the command line.

Still, the way I'd do it would be to write a batch file to run niftoaster on the selected files I wanted.



@Raestloz
Well, here goes nothing!

You've done it. The objective is to have the same files as before, only that now almost all of them are optimized.
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Portions
 
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Post » Thu Aug 19, 2010 12:32 am

The optimization for the *_far.nif files must be done independently.

Either you:
- copy the path of each file to an instruction file, so the niftoaster script only optimizes the *_far.nif's with Vorians optimization suggestion
or
- apply the *_far.nif optimization to a copy of the PyFFi'ed meshes folder
- copy-paste the *_far.nifs' to the corresponding folder in the main PyFFi'ed folders
(edit:) or
- you do one by one in the command line.

Still, the way I'd do it would be to write a batch file to run niftoaster on the selected files I wanted.

And after that - I give up. Seems with each post you lose me a bit more. Damn ... maybe I'm tired and need sleep.
I can't even seem to navigate the cmd prompt with cd command as per .. http://www.watchingthenet.com/how-to-navigate-through-folders-when-using-windows-command-prompt.html.

goodnight ... morning - whatever it is wherever you are.
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Amy Cooper
 
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Post » Wed Aug 18, 2010 7:42 pm

Well, the game loads fine, and after setting the date with SetFileDate to 1st of June 2006 the game works fine. :) Only now I need to defrag the hard drive. Currently doing it, and I'm looking forward to a happier gaming Oblivion experience
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Christina Trayler
 
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Post » Wed Aug 18, 2010 11:34 pm

[quote name='Psymon' date='30 May 2010 - 06:15 PM' timestamp='1275268515' post='15992884']
Ok finally getting around to re-PyFFIing my meshes.

Doing all the Official and DLC today (or tonight), but then is there a list of known BSAs or popular mods that need PyFFIing? I do use a lot of content discussed in this forum, so things along the OOO/FCOM line. I figured better than badgering 10 different modders in their threads about that - hopefully someone who has been through this ordeal knows off hand. Here is my load order if one would not mind taking a look:
I assume Dragon Captions stuff needs it, but uncertain about things like OOO/FCOM.
Also then is there a problem with foreign language file names (ie things like those found in B&M or Ivellon, etc).
MMM has been PyFFIed, the rest of FCOM will on next release; pretty much anything from Arthmoor has - as has any ercently updated UL... anything else go by the readme or ask I think.
[quote]
Also then there is this bit with reference to Vorians and far nifs:

What the heck does that mean? I assume I'm to insert a line of text into a python file, but cannot find where it goes. That needs more explaining please. I mean a few extra sentences would shed so much more light on that arcane bit of tech-spiel.
[/quote]
The simplest way to use that command is to open notepad (or other text editor) and past that in

and replace the C:\Program Files\Python26\ part with teh path to your installation of Python if it is not Python2.6 in default install location
and replace Meshes with the path to your meshes that you want to run that spell on.
and save as *whatevernameyouwant*.bat and then doubleclick that file, say yes run (if asked by UAC or something)

However I would reccomend this batch file instead: (replacing python path as above if required)

and replace the "meshes" in that with the whole meshes folder, no need to worry about seperating out the _far meshes... the --only command does that (with the argument that I supplied above anyways).
Hope that helps
Pacific Morrowind
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JR Cash
 
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Post » Wed Aug 18, 2010 4:51 pm

"C:\Program Files\Python26\python.exe" "C:\Program Files\Python26\Scripts\niftoaster.py" modify_makefarnif  --only _far.nif$ "Meshes"

Pacific Morrowind

I was going to post a batch scrip that uses bsa commander to pack the bsa automatically (bsa commander accepts command line instructions) but that would be overkill.

That line in a batch file is all you need.
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Jessica Thomson
 
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Post » Wed Aug 18, 2010 9:57 pm

Hi,
I've decided to PyFFI my meshes after reading about the performance boosts people are experiencing but I have a few questions and I dont think they've been answered so please bear with me if I seem a bit thick to all this.
First I unpacked my meshes BSA and I got three folders Meshes, Trees and DistantLOD and im wondering if I should optimise all three or just the meshes folder?
Second im running the game using Qarls texture pack 3 Redimised and im wondering should I just PyFFI those meshes or should I do the vanilla Oblivion ones as well?
Third it says in the guide to leave out the characters and creatures meshes from PyFFI, does that mean I should put all folders except those ones into the IN folder?
Finally im not entirely sure what im supposed to do with the meshes once they've been optimised. It says in the guide to make a BSA of the optimised meshes and then what do I do, should I drop it into the Data folder or what and can I not just put the meshes into the data folder witout BSA'ing them?
Again sorry for the questions and if I seem a bit stupid for not knowing what to do
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matt white
 
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Post » Wed Aug 18, 2010 7:36 pm

Hi,
I've decided to PyFFI my meshes after reading about the performance boosts people are experiencing but I have a few questions and I dont think they've been answered so please bear with me if I seem a bit thick to all this.
First I unpacked my meshes BSA and I got three folders Meshes, Trees and DistantLOD and im wondering if I should optimise all three or just the meshes folder?
Second im running the game using Qarls texture pack 3 Redimised and im wondering should I just PyFFI those meshes or should I do the vanilla Oblivion ones as well?
Third it says in the guide to leave out the characters and creatures meshes from PyFFI, does that mean I should put all folders except those ones into the IN folder?
Finally im not entirely sure what im supposed to do with the meshes once they've been optimised. It says in the guide to make a BSA of the optimised meshes and then what do I do, should I drop it into the Data folder or what and can I not just put the meshes into the data folder witout BSA'ing them?
Again sorry for the questions and if I seem a bit stupid for not knowing what to do

1. PyFFI doesn't do anything to spt (the Oblivion Tree format) or distant lod files at this time... so will just take extra time for PyFFI to check those files types... might as well just give it the Meshes folder.
2. What I'd recommend is copy the QTP meshes over the bsa meshes (saying yes to overwrite), then run PyFFI - you'll get the most optimized meshes and the QTP changes.
3. Creatures you can add - character almost everything there you don't want to PyFFI so skip that.
4. you can put them loose into data or BSA... fine either way but tidier to BSA them (using BSACommander or OBMM)... either way the meshes or the BSA goes into data (if making a BSA also include the Trees and DistantLOD folder in the BSA, name the BSA the same name as the vanilla one (and backup/delete the vanilla bsa), and redate it back to the vanilla bsa).
Pacific Morrowind
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Justin Bywater
 
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Post » Wed Aug 18, 2010 3:31 pm

Okay great thanks for the reply, i'll make sure to do what you say

Edit: Okay I put the meshes BSA into the data folder, I gave it the name the original Oblivion Meshes had and I used the BSA reset time stamp so that the BSA is from 2006 but now when I load up my game it just crashes instantly when loading and sometimes theres a vague white exclamation mark in the middle of the screen as well, does anyone know what this means?
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Richard
 
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Post » Wed Aug 18, 2010 11:47 pm

Hello,
I'm back at my fast computer :-). After the FCOM-install I've added a couple other mods, but somehow now I get a CTD every 10-20 minutes. I tried uninstalling some mods to pinpoint the problem, but I fail to see a pattern, though.
That's my current setup:

Spoiler
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Race Balancing Project EV_v105-22124.7z (12755A2E) (Installed)++ 184 - Robert Male Body_v5-25365.7z (EA1A2BCB) (Installed)++ 185 - Robert BASE 1st person fixes_v12-14982.7z (177CF3A3) (Installed)++ 186 - Robert Muscular Stock Clothing & Armor_v12-14982.7z (DFBC1F2A) (Installed)++ 187 - Robert Muscular SI Clothing and Armor_v11-14983.7z (8D3467F4) (Installed)++ 188 - Robert_Muscular_Fran_Armor_v10-15097.7z (3444DC75) (Installed)++ 189 - Robert_Muscular_MMM_Armor_v10-15096.7z (1E8FED6D) (Installed)++ 190 - Robert_Muscular_OOO_Armor_v11-14984.7z (533DB61E) (Installed)++ 192 - Female EyeCandy - Body Replacer_v10-10171.7z (BED73853) (Installed)++ 193 - HGECBody_v121-15802.7z (990BA6CF) (Installed)++ 194 - Body Seam Reducer-BAIN_v10-19738.7z (42772EAE) (Installed)++ 195 - EVE_HGEC_BodyStock_and_Clothing_Wrye_Bash_BAIN_v10-24078.7z (4C684974) (Installed)++ 196 - EVEUpperShirt04CcupFix_v10-24078.7z (DE7AECA8) (Installed)++ 197 - EVE_for_Francesco_BAIN_Installer_update_v10-24078.7z (736691AE) (Installed)++ 198 - EVE_for_Martigen_Monster_Mod_BAIN_V10-24078.7z (C5BFDAE2) (Installed)++ 199 - EVE_for_Oscuro_Oblivion_Overhaul_1_3_BAIN_v10-24078.7z (1FEE0F34) (Installed)++ 200 - EVE_Stock_Equipment_Replacer_for_FCOM_1_4_v10-24078.7z (761D67A5) (Installed)++ 201 - Ozmo_Tex_Mus_Nor_N1.7z (7A0DBD7C) (Installed)++ 203 - Enhanced Economy_Menus_v406-25078.7z (093698CC) (Installed)++ 204 - nGCD_menus-14065.7z (BB0A650D) (Installed)



Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.72]04  Harvest[Containers].esm05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Armamentarium.esm  [Version 1.35]09  Artifacts.esm  [Version 1.1]0A  Better Cities Resources.esm0B  Progress.esm  [Version 2.2]0C  CM Partners.esm0D  Unofficial Oblivion Patch.esp  [Version 3.2.6]0E  Oblivion Citadel Door Fix.esp0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp11  Better Cities .esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  MIS.esp18  MIS Low Wind.esp19  MIS New Sounds Optional Part.esp1A  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.76]1B  Immersive Combat Music.esp  [Version 1.00]1C  RAEVWD Cities.esp  [Version 1.7]1D  RAEVWD New Sheoth.esp  [Version 1.5]1E  RAEVWD Imperial City.esp  [Version 1.7]++  Harvest[Containers] - SI.esp1F  Enhanced Economy.esp  [Version 4.1]20  Map Marker Overhaul.esp  [Version 3.4]21  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]22  DLCHorseArmor.esp23  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]++  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.90]24  DLCOrrery.esp25  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]26  DLCVileLair.esp27  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]28  DLCMehrunesRazor.esp29  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2A  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp2B  DLCThievesDen.esp2C  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2D  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2E  Slof's Oblivion Robe Trader.esp2F  Cobl Glue.esp  [Version 1.72]30  Cobl Si.esp  [Version 1.63]31  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]32  Bob's Armory Oblivion.esp33  FCOM_BobsArmory.esp  [Version 0.9.9]34  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]35  Oblivion WarCry EV.esp36  FCOM_WarCry.esp  [Version 0.9.9MB3]37  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OMOBS.esp  [Version 1.0]++  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLLMagic.esp  [Version 1.35]38  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]39  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]3A  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]3B  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]3C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]3D  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]3F  FCOM_Archery.esp  [Version 0.9.9]40  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  Fransfemale.esp41  OOO-WaterFish.esp  [Version 1.34]42  EVE_StockEquipmentReplacer4FCOM.esp43  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]44  Apachii_Goddess_Store.esp45  Apachii_Heroes_Store.esp46  DLCBattlehornCastle.esp47  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]48  DLCFrostcrag.esp49  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]4A  Knights.esp4B  Knights - Unofficial Patch.esp  [Version 1.0.9]4C  EVE_KnightsoftheNine.esp4D  SM Plugin Refurbish(Merged).esp  [Version 1.30]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]4E  xuldarkforest.esp  [Version 1.0.5]4F  LostSpires-DarkForest patch.esp50  xulStendarrValley.esp  [Version 1.2.2]51  xulTheHeath.esp52  MMMMWL-TheHeath patch.esp53  XulEntiusGorge.esp54  xulFallenleafEverglade.esp  [Version 1.3.1]55  LostSpires-Everglade patch.esp  [Version 1.2]56  xulColovianHighlands_EV.esp  [Version 1.2.1]57  xulChorrolHinterland.esp  [Version 1.2.2]58  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]59  xulBravilBarrowfields.esp  [Version 1.3.2]5A  xulLushWoodlands.esp  [Version 1.3]5B  xulAncientYews.esp  [Version 1.4.2]5C  xulAncientRedwoods.esp  [Version 1.6]5D  xulCloudtopMountains.esp  [Version 1.0.3]5E  xulArriusCreek.esp  [Version 1.1.3]5F  xulPatch_AY_AC.esp  [Version 1.1]60  xulRollingHills_EV.esp  [Version 1.3.2]61  MMMMWL-RollingHills patch.esp62  xulPantherRiver.esp63  xulRiverEthe.esp  [Version 1.0.2]64  xulBrenaRiverRavine.esp  [Version 1.0.2]65  xulImperialIsle.esp  [Version 1.6.5]66  xulBlackwoodForest.esp67  xulCheydinhalFalls.esp  [Version 1.0.1]68  xulAspenWood.esp  [Version 1.0.1]69  xulSkingradOutskirts.esp6A  Bartholm-Panther River Patch.esp  [Version 1.0]6B  Better Cities - House price patch.esp  [Version 1.0]6C  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]6D  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]6E  EVE_ShiveringIslesEasterEggs.esp6F  ImprovedSoulgems.esp  [Version 1.11]70  ReneerNPCNameMod.esp71  ReneerAutoTorchMod.esp72  RenCorpseMod.esp73  ReneerShipMod.esp74  Toggleable Quantity Prompt.esp  [Version 3.1.1]75  ATakesAll.esp76  UNKNOWNYMOUS Social NPCs.esp77  Enhanced Economy - House prices.esp  [Version 1.0]78  StartChoices.esp79  RenGuardOverhaul.esp7A  Denock Arrows.esp7B  nGCD.esp++  nGCD Birthsigns.esp++  nGCD Skeleton Key.esp7C  ProgressGSD.esp  [Version 2.0]7D  ProgressMBSP.esp  [Version 2.0]7E  ProgressSBSP.esp  [Version 1.0]7F  ProgressRBSP.esp  [Version 1.0]80  ProgressRacial.esp81  ProgressArmorer.esp  [Version 1.0]82  ProgressMercantile.esp  [Version 1.11]++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  EVE_KhajiitFix.esp83  X.Races.Comp.esp84  Ren_Soya_KD's.esp85  _Ren_BeautyPack_full + Soya's hair.esp86  CM Partners.esp87  CM Partners Special NPCs.esp88  CM Partners NPC.esp89  CM Partners More NPCs.esp8A  CM Partners Extra NPCs.esp8B  bgBalancingEVCore.esp  [Version 10.5EV-D]8C  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]8D  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]8E  bgMagicEVPaperChase.esp  [Version 1.68EV]8F  bgMagicAlchemy.esp  [Version 1.57]90  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]91  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]92  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]93  Better Cities - Full City Defences.esp94  Better Cities Full.esp95  BCBravilFULL-Barrowfields patch.esp96  BCChorrol-ChorrolHinterland fix.esp97  BCCheydinhalFULL-CheydinhalFalls patch.esp98  BCSkingrad-SkingradOutskirts patch.esp99  Better Cities - VWD of the IC.esp9A  Better Imperial City.esp9B  Better Cities - COBL.esp  [Version 2]9C  Better Cities Full FPS Patch.esp9D  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]9E  bgMagicLightningbolt.esp9F  Enhanced Economy - Soulgems.esp  [Version 1.0]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]A0  Cobl Silent Equip Misc.esp  [Version 01]++  Artifacts - EE patch.esp  [Version 1.0]A1  Bashed Patch, 0.espA2  FormID Finder4.espA3  kuerteeActorDetails.espA4  Streamline 3.1.esp


Any obvious misconfigs? I'd greatly appreciate some help. I uninstalled all the quest mods so far, they don't seem to be the problem...

I also have another question. Is there a way to see the last notification message (upper left corner of screen) again? I mean the ones that say e.g. "Streamline initialized", "You succussfully harvested ..." and so on.
Cheers and have a great weekend!


The only obvious config problem I see is using Ren's hairs with RBP. RBP includes (most of) Ren's hairs already, and you could use the Ren+KD+Soya plugin instead of the two separate plugins. Try dropping RGO and check your Streamline settings. Often, those initialization messages (not the Harvest Flora messages) are printed to the console. If you cannot see them there because it has been to long, you can use ConScribe to catch your sessions' console messages.

@Trooperdx3117: It sounds like the BSA repacking went awry, probably the leading spaces. I do not know what the white exclamation is, exactly. I'd need a picture, but it sounds like a missing meshes marker. I use to have one like that, and it was very annoying.
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Wed Aug 18, 2010 4:46 pm

Oh sorry to ask this but what do I do about those leading spaces. Just to clarify when I was making the BSA I moved everything from the "In" folder to the "Out" folder and said "No to all" when asked to overwrite. I then put the character and creature folder into the meshes folder in the "Out" folder and then when repacking the BSA I included the trees and DistantLOD folder as well. I named the BSA "Oblivion - Meshes" just like the original BSA, put it into the Data folder and used the reset BSA timestaps in OBMM, so there's nothing wrong with what I did there right?

Edit: Okay as an experiment I put the original meshes BSA into the Data folder and Oblivion loads again. So I re-Pyffi'd the meshes again and packed them into a BSA again and still the same thing the game crashes. There are a few things that confuse me though when I moved the "Out" folder to the "In" folder there was no prompt for me to overwrite any files except those meshes which weren't in folders, I was only asked if I wanted to merge folders which doesnt sound right. And if there is a problem with these meshes with loading spaces what exactly am I supposed to do?
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Thu Aug 19, 2010 1:13 am

Hi,
Has anyone used "Game Booster 1.4" with modded oblivion?

If so what are your thoughts?

I'm trying to squeeze some extra FPS as my rig is getting a bit long in the tooth! (3800+ AMD dual core, 2gb ram, 9800gt 512mb (cheap one tho), on board sound).
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Wed Aug 18, 2010 9:32 pm

Oh sorry to ask this but what do I do about those leading spaces. Just to clarify when I was making the BSA I moved everything from the "In" folder to the "Out" folder and said "No to all" when asked to overwrite. I then put the character and creature folder into the meshes folder in the "Out" folder and then when repacking the BSA I included the trees and DistantLOD folder as well. I named the BSA "Oblivion - Meshes" just like the original BSA, put it into the Data folder and used the reset BSA timestaps in OBMM, so there's nothing wrong with what I did there right?

Edit: Okay as an experiment I put the original meshes BSA into the Data folder and Oblivion loads again. So I re-Pyffi'd the meshes again and packed them into a BSA again and still the same thing the game crashes. There are a few things that confuse me though when I moved the "Out" folder to the "In" folder there was no prompt for me to overwrite any files except those meshes which weren't in folders, I was only asked if I wanted to merge folders which doesnt sound right. And if there is a problem with these meshes with loading spaces what exactly am I supposed to do?

I do not get this step: I then put the character and creature folder into the meshes folder in the "Out" folder


@WastedUK: Game Booster should be fine and definitely helpful.
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Wed Aug 18, 2010 7:46 pm

I do not get this step: I then put the character and creature folder into the meshes folder in the "Out" folder


@WastedUK: Game Booster should be fine and definitely helpful.


What I meant was that before I Pyffi'd the meshes folder I removed the "Characters" and "Creatures" folder because I know that the process can mess up their meshes, so once the process was completed I simply put those folders back into the optimised meshes folder that was in the "out" folder
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Thu Aug 19, 2010 1:39 am

What I meant was that before I Pyffi'd the meshes folder I removed the "Characters" and "Creatures" folder because I know that the process can mess up their meshes, so once the process was completed I simply put those folders back into the optimised meshes folder that was in the "out" folder

That should not cause a problem, but that step is unnecessary. Are you running Win7 64-bit?
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Wed Aug 18, 2010 7:55 pm

Hi,
Has anyone used "Game Booster 1.4" with modded oblivion?

If so what are your thoughts?

I'm trying to squeeze some extra FPS as my rig is getting a bit long in the tooth! (3800+ AMD dual core, 2gb ram, 9800gt 512mb (cheap one tho), on board sound).

I tried it, ages ago, and it actually used more resources than it saved! Heh.

So uh, haven't used it since. YMMV. I do keep a very tight ship with the PC in question, mind.
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Thu Aug 19, 2010 12:57 am

I tried it, ages ago, and it actually used more resources than it saved! Heh.

So uh, haven't used it since. YMMV. I do keep a very tight ship with the PC in question, mind.

It runs while you play? I thought you could just use it to automate the process killing process, haha.

Anyway,

ROBERT v5 is now OMOD and BAIN-Ready. The repackage is up. ^___^
(*nudity warning*)
Spoiler
http://www.gamesas.com/redirect.php?site=http://www.tesnexus.com/downloads/file.php?id=25365

User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Wed Aug 18, 2010 9:29 pm

That should not cause a problem, but that step is unnecessary. Are you running Win7 64-bit?


No im running Vista 64 bit, would that make a major difference?
User avatar
{Richies Mommy}
 
Posts: 3398
Joined: Wed Jun 21, 2006 2:40 pm

Post » Wed Aug 18, 2010 3:15 pm

No im running Vista 64 bit, would that make a major difference?

Probably not. In that case, check the list of the leading spaces meshes posted in the opening post of this thread. In the optimized BSA, do you see those meshes with or without the leading space? If the meshes do not have the leading space, you need to use a small patch to change the file path for those. I will make a quick patch for that and upload it to the site.
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Wed Aug 18, 2010 8:20 pm

Probably not. In that case, check the list of the leading spaces meshes posted in the opening post of this thread. In the optimized BSA, do you see those meshes with or without the leading space? If the meshes do not have the leading space, you need to use a small patch to change the file path for those. I will make a quick patch for that and upload it to the site.


As far as I can tell from reading the BSA browser there doesnt seem to be a leading space on those files, here is an example of one of them
"dungeons\caves\exterior\centrancechighlandsm01"
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Thu Aug 19, 2010 1:45 am

Okay. I will have the file uploaded in a bit then.

Here it is: http://www.4shared.com/file/O0_2Lk5K/PyFFI-Optimized_Vanilla_Meshes.html

I don't know how to attach files to the site yet, haha. I will have to learn how to do that. ^___^


Edit: It does not conflict with the UOP, and I have already added the appropriate Bash tags. Let me know if that works.
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james kite
 
Posts: 3460
Joined: Sun Jul 22, 2007 8:52 am

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