TESIV:POSItive -Performance & Optimization Info

Post » Wed Jan 26, 2011 10:26 am

I use Diskeeper Home for real-time defrag, but the other features sound nice. Thank you. I will add this. I am in the process of restructuring the site right now, but you will see it up there within a few weeks (finals and all coming up.)


You're doing good work on that site, I am using it right now for my new installation. After all these years allways something new to learn and it is nice to find it in one place. As for Game Booster I took another look and it has options to edit the services it should or should not turn off. I hope there is great participation on that site as there must be some nice utilities that we don't know about. I found Game Booster on one of the bathesda forums, which is very nice, but the information is so spread out that the same questions get answered over and over since it is difficult to find one comprehensive guide.
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Wed Jan 26, 2011 12:44 pm

That is what I am trying to do. I know it is a pain to track down various links, and I am still surprised to find neat guides and solutions all over the place. You have to worry about valuable threads being recycled, or information dying out as certain members of the community move on, etc.
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Wed Jan 26, 2011 1:53 am

That is what I am trying to do. I know it is a pain to track down various links, and I am still surprised to find neat guides and solutions all over the place. You have to worry about valuable threads being recycled, or information dying out as certain members of the community move on, etc.


You can take that to the bank. On another note: On web site the following instruction may need to be clarified:
Walkthroughs‎ > ‎BAIN Installation of Modded Oblivion‎ > ‎
Part II: Before Installing Mods

Install OBSE, TES4Edit, TES4Files, TES4Gecko, TES4LODGen, Wrye Bash:
Move all of the archives to the Oblivion folder
Extract them there using 7-zip's "extract here" function
OBSE's contents are contained within another folder, so open that OBSE folder up
Copy the following: "obse_1_2_416.dll", "obse_editor_1_2.dll", and "obse_loader.exe"
Paste them into the Oblivion folder
>> notes: when updating, when prompted to overwrite, choose "yes"
Delete the empty folder afterward
>> notes: now that OBSE is installed, only use the obse_loader.exe to launch the game

Extract here for TES4Gecko (at least the one I downloaded from Tesnexus) extracts it to it own folder \TES4Gecko 15.2 - same as OBSE and its own folder. Is it your opinion that it would be better served in the \Oblivion folder or kept separate in its own folder? Perhaps you addressed this at another point on the site which I may have skipped. Also, I seem to have run across something which may have needed Java, but it may have been another link or site.
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Wed Jan 26, 2011 8:40 am

No. Thank you for checking that. As I am nowhere near my Oblivion setup (time or space-wise) I have not been able to double-check all directions. I will edit that now. As you see, I already took care of OBSE's exception. The revamped site separates OBSE from that group anyway. The reason to leave TES4Gecko in the Oblivion folder is because that is where Wrye Bash looks for it by default. It is kind of convient to be able to launch it from one of Wrye Bash's shortcut (along the bottom of Bash's window.) ...However, I think it makes the Oblivion folder look like it is cluttered with unnecessary junk. Do you think changing the instructions to install all of the utilities to a "Utilities" folder in the Oblivion folder? You can change the paths by which Wrye Bash looks for the utilities with the bash.ini. I would even suggest leaving TES4Gecko in its own folder inside that Utilities folder. Of course, OBSE cannot be moved, but I hardly consider that mod's DLLs cluttering.
User avatar
Emilie Joseph
 
Posts: 3387
Joined: Thu Mar 15, 2007 6:28 am

Post » Wed Jan 26, 2011 5:16 am

No. Thank you for checking that. As I am nowhere near my Oblivion setup (time or space-wise) I have not been able to double-check all directions. I will edit that now. As you see, I already took care of OBSE's exception. The revamped site separates OBSE from that group anyway. The reason to leave TES4Gecko in the Oblivion folder is because that is where Wrye Bash looks for it by default. It is kind of convient to be able to launch it from one of Wrye Bash's shortcut (along the bottom of Bash's window.) ...However, I think it makes the Oblivion folder look like it is cluttered with unnecessary junk. Do you think changing the instructions to install all of the utilities to a "Utilities" folder in the Oblivion folder? You can change the paths by which Wrye Bash looks for the utilities with the bash.ini. I would even suggest leaving TES4Gecko in its own folder inside that Utilities folder. Of course, OBSE cannot be moved, but I hardly consider that mod's DLLs cluttering.


There is clutter and there is CLUTTER. The 51 files added to the oblivion folder by the suggested utilities will not make a difference (at leas a human measurable one) on a fully modded game that has 54,000 files and 3,500 folders in the data directory. Since it is my opinion that the majority of Oblivion players just want a few click solution to work with mods and utilities, not having to modify ini files and track multiple directories, puting things in default places is a good idea. But it is all a personal preference. At some point everyone has to make a decision and say this is how I do it. If someone is obsessive about clean directories and perceive a perfomance difference, they can modify a setup to their heart's content. I would venture to say that 99% of the people reading your guide are like me, looking for one stop shopping and quick and easy answers. If I do it exactly like you lay out I know I should have a similar game experience as the author (you in this case).

Anyone wanting to do it a bit different can ask and that is what the forums are for :)
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Wed Jan 26, 2011 5:51 am

Could you read it over quickly again? I just updated that page, using the Utilities folder method. I can switch it back to the "fewer clicks" method too. I have been aiming to keep things as simple as possible. The other problem is that the current version of Wrye Bash has a bug that may cause Wrye Bash to fail to load after renaming the bash.ini. It has something to do with a typo or something in the bosh.py file. I will make a giant heads up post for the time being. The problem should be fixed in the next release, however.
User avatar
Eduardo Rosas
 
Posts: 3381
Joined: Thu Oct 18, 2007 3:15 pm

Post » Wed Jan 26, 2011 4:12 pm

Could you read it over quickly again? I just updated that page, using the Utilities folder method. I can switch it back to the "fewer clicks" method too. I have been aiming to keep things as simple as possible. The other problem is that the current version of Wrye Bash has a bug that may cause Wrye Bash to fail to load after renaming the bash.ini. It has something to do with a typo or something in the bosh.py file. I will make a giant heads up post for the time being. The problem should be fixed in the next release, however.


http://www.gamesas.com/index.php?/topic/1083993-in-depth-guide-for-installing-fcom-and-non-fcom-setups-with-bain/page__view__findpost__p__15815621
should be fixed with version v281, along with the importing eye records bashed patch error
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Wed Jan 26, 2011 12:20 am

Could you read it over quickly again? I just updated that page, using the Utilities folder method. I can switch it back to the "fewer clicks" method too. I have been aiming to keep things as simple as possible. The other problem is that the current version of Wrye Bash has a bug that may cause Wrye Bash to fail to load after renaming the bash.ini. It has something to do with a typo or something in the bosh.py file. I will make a giant heads up post for the time being. The problem should be fixed in the next release, however.


Wrye Bash you do not want in the Utilities folder to 'extract here' as it should be done in the Oblivion folder. The other 4, well other than TES4Gecko should be in Oblivion folder, especially TES4LodGen. My preference. Look at it this way. Whether you put it in a utilities folder unde Oblivion or extract into Oblivion folder, the file count is the same. How often do you work in the Oblivion directory? 51 files is nothing compared to the data directory where you probably spend more time. Your choice. I prefer your original suggestion to extract them to the Oblivion folder, I jst need to manually copy from OBSE and TES4Gecko folders after extracting and then delete those folders..

I am having a hard time puting the Bash shortcut into my taskbar, it launches the console version. I either am not familiar with Windows 7 enough (very possible) or it does not work. OBSE Launcher pinned works fine.
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Wed Jan 26, 2011 2:00 pm

Could you read it over quickly again? I just updated that page, using the Utilities folder method. I can switch it back to the "fewer clicks" method too. I have been aiming to keep things as simple as possible. The other problem is that the current version of Wrye Bash has a bug that may cause Wrye Bash to fail to load after renaming the bash.ini. It has something to do with a typo or something in the bosh.py file. I will make a giant heads up post for the time being. The problem should be fixed in the next release, however.


http://www.gamesas.com/index.php?/topic/1083993-in-depth-guide-for-installing-fcom-and-non-fcom-setups-with-bain/page__view__findpost__p__15815621
should be fixed with version v281, along with the importing eye records bashed patch error


Correct, it did not start for me after creating bash.ini and setting path to mod folder.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Wed Jan 26, 2011 4:35 am

"Console" version? I do not use Win7, but I have set it up for a few people and notice that awesome feature. I happen to be a neat freak....Anyhow, I look in the Oblivion folder all of the time because I use Oblvion's screen shots feature. I also use Fraps, but I do not try to get good quality pictures when I am taking pics of bugs. I do not want to mix my appreciation screenies with troubleshooting ventures. (See what I mean.) It bugs me to no end to have those screen shots cluttering my Oblivion folder.
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Wed Jan 26, 2011 11:09 am

"Console" version? I do not use Win7, but I have set it up for a few people and notice that awesome feature. I happen to be a neat freak....Anyhow, I look in the Oblivion folder all of the time because I use Oblvion's screen shots feature. I also use Fraps, but I do not try to get good quality pictures when I am taking pics of bugs. I do not want to mix my appreciation screenies with troubleshooting ventures. (See what I mean.) It bugs me to no end to have those screen shots cluttering my Oblivion folder.


I get that way about things also, that is why I have 3 drives with all my mods separated. But in this case the initial suggestion stuck with me and feels right to have all these utilities in Oblivion folder itself and I DO APPRECIATE not having to mess with the bash ini file :), the default always worked well for me. As for the bash.ini, I noticed that even though Wry does not start, it still created the subdirectories under my mod directory I specified in the bash.ini. Figuring maybe now it would start with a bash.ini I recreated bash.ini but it still did not work.
User avatar
Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Wed Jan 26, 2011 2:26 pm

Did you read my last post? Follow the link for the fix. Someone else reading through my guide had the same issue. It is v280-specific I think. I have not had a problem for some reason, and I am using v280. Oh well. The issue should be resolved with the next release, anyway.
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Wed Jan 26, 2011 3:29 am

Did you read my last post? Follow the link for the fix. Someone else reading through my guide had the same issue. It is v280-specific I think. I have not had a problem for some reason, and I am using v280. Oh well. The issue should be resolved with the next release, anyway.


Yes I did and I will wait for the next version. What was interesting is the feedback from Psymon. He makes valid points. However, my take on your site was quite different and I did not find your instructions ambigious. Maybe you and I think along the same lines and that is why I understand what you are saying. Anyway, your guide seems to work for me. There is the potential, by trying to include too much, where it becomes confuding with too many links and too many variations. I use the KISS principal and hope you do too. However your site progresses, it has become my holy grail and I can see how everything fits together. I just need to get my configuration set before it grows beyond my understanding.

From what I have read of your posts I am sure you will produce a quality site.
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Wed Jan 26, 2011 9:03 am

Thank you. I also agree. I am incorporating many of Pysmon's suggestion, but I want to try to convey a lot of information in as compact a format as possible. I think it is easier to get through when you see less unbroken paragraphs of continuous text and more examples intersperse reinforcing points. It will be even nicer when I return home and get screen shots up for all of the main points and guides.

One of my concerns with linking outside too much is that users will get sidetracked. I really want to make this site a one-stop source for common questions and problems. There will be links to backup resources and more specific resources, and the site will stay on the topic of modded Oblivion, not how to make mods or modeling or any of that. Thereby, the site will guide users through getting everything installed, configured and running properly step-by-step. If users finish the installing Oblivion step, follow a link out to the Oblivion Mods FAQ, install OBMM and some mods...I think you can see where that is going. I use many other resources for reference all of the time, and I will provide users with links to those, but I do not want them confused or rushing ahead of the site's pace on the first time through. More experienced users, and users who have already gone through the process, can pick around as much as they want, and I would encourage it. (Who would want to waste time reading the "intro to modded Oblivion" after installing FCOM?)

I will have to think on the layout a lot keeping that concern in mind, but I am biased toward certain methods of setting up Oblivion for the track record and logic. However, I do not want to waste a page convincing everyone either. The site explode if it has to caters to every user mixing installation of mods between manual and OBMM, for example. The guide will show users how to use both methods, briefly, but encourage "safer" methods...lots to think about...rambling now...
User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Wed Jan 26, 2011 3:30 am

Thank you. I also agree. I am incorporating many of Pysmon's suggestion, but I want to try to convey a lot of information in as compact a format as possible. I think it is easier to get through when you see less unbroken paragraphs of continuous text and more examples intersperse reinforcing points. It will be even nicer when I return home and get screen shots up for all of the main points and guides.

One of my concerns with linking outside too much is that users will get sidetracked. I really want to make this site a one-stop source for common questions and problems. There will be links to backup resources and more specific resources, and the site will stay on the topic of modded Oblivion, not how to make mods or modeling or any of that. Thereby, the site will guide users through getting everything installed, configured and running properly step-by-step. If users finish the installing Oblivion step, follow a link out to the Oblivion Mods FAQ, install OBMM and some mods...I think you can see where that is going. I use many other resources for reference all of the time, and I will provide users with links to those, but I do not want them confused or rushing ahead of the site's pace on the first time through. More experienced users, and users who have already gone through the process, can pick around as much as they want, and I would encourage it. (Who would want to waste time reading the "intro to modded Oblivion" after installing FCOM?)

I will have to think on the layout a lot keeping that concern in mind, but I am biased toward certain methods of setting up Oblivion for the track record and logic. However, I do not want to waste a page convincing everyone either. The site explode if it has to caters to every user mixing installation of mods between manual and OBMM, for example. The guide will show users how to use both methods, briefly, but encourage "safer" methods...lots to think about...rambling now...


Rambling is OK as long as you can organize your thoughts at the end :) From my point of view, having someone who has alot of experience state the way they do it works for me. I do not want to re-invent the wheel. I am looking forward to your BAIN instructions as I see that being the future of MOD installation. OBMM is pretty good but stuck in the past. With all the work being done on Wrye Bash, it is only logical to jump on that train and ride it to the end.

I will be using your guide as much as possible to install on Win7 64-bit. Is this forumn the best way to provide feedback or would you rather I use another method? Perhaps a forum with a more relevant name?
I hope to see feedback and suggestions from some of the more experienced moddes like Arthmoor, Corpec, Psymon, ..., that would be very helpful.
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Wed Jan 26, 2011 5:38 pm

If you check my sig, there is actually a thread for the guide. Thank you for asking. I will ask them to review it periodically after restructuring. I really want to make sure nothing is missed in the FCOM guide. Even though I use the full mod, it is easy to miss the important little details after you get used to installing it. That is why I am most looking forward to hearing from newer users, then the most experienced users.
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Wed Jan 26, 2011 7:07 am

If you check my sig, there is actually a thread for the guide. Thank you for asking. I will ask them to review it periodically after restructuring. I really want to make sure nothing is missed in the FCOM guide. Even though I use the full mod, it is easy to miss the important little details after you get used to installing it. That is why I am most looking forward to hearing from newer users, then the most experienced users.


So which link in your sig is best to use for the POSItive site feedback, this one or the BAIN one? I haven't been on the forums long enough to pick up on ther newspeak :)
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Wed Jan 26, 2011 2:41 am

This is the thread for the site. (I know the name is misleading, but I was not around for the gamesas forums update. I had been in a rush to get the thread up, and I do not think the site was too far along then.) The thread for the guide, is the "in-depth" one.
User avatar
.X chantelle .x Smith
 
Posts: 3399
Joined: Thu Jun 15, 2006 6:25 pm

Post » Wed Jan 26, 2011 10:08 am

This is the thread for the site. (I know the name is misleading, but I was not around for the gamesas forums update. I had been in a rush to get the thread up, and I do not think the site was too far along then.) The thread for the guide, is the "in-depth" one.


10-4. I will post the site feedback here.
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Wed Jan 26, 2011 10:07 am

You can find links to the restructured version of the site I am working on in my last post in the guide's thread. Actually, I will copy that information over here in a sec.


Edit: copied over the info from the other thread

Revamp Plan - turning the whole site into a guide (with more detailed branches)

The Spine

Site Introduction - How to use this site, How the site is organized

http://sites.google.com/site/oblivionpoinfo/intro - What are mods? How to use the gamesas forums and get help. FAQs to Know, links to various term glossaries
>> Site-specific term glossary

http://sites.google.com/site/oblivionpoinfo/install - Where? How? The exceptions, Win7 and WinVista, How to uninstall properly? Keeping your system clean? Oblivion.ini

http://sites.google.com/site/oblivionpoinfo/prep - What are the different utilities used for modded Oblivion? How do they compare? with Manual Installation?
>> In-depth introduction pages for each tool, links for specific tutorial, downloads and installation instructions

http://sites.google.com/site/oblivionpoinfo/downloadmods - Where? Compatibility? Hardware considerations? "Starter packs," "required," general, performance, what affects performance the most

Installing Mods - Installation Order? How to install? Archive Invalidation. Re-summarize comparison of install methods.
>> BAIN Installation
>> Manual Installation
>> Mixed Installation - reservations and suggestions
>> OBMM Installation

Installation Maintenance - Advanced topics. Plugin Cleaning, BSA Repacking, Merging Plugins, Creating patches, PyFFI Optimization
>> Guide FCOM - A Complete Walk-through, What can you run with it? What is it? How to properly install it.

Finishing the installation - Load Order? INIs? Plugin dependency, INIs, Load ordering, checking your setup, bashed patch
>> Guide First Run Instructions - A method to help begin your new setup with few or no crashes, from activating the plugins one-by-one to doing the start of the game tweaks

Running Modded Oblivion - Adding and removing mods, Updating Saves
>> Real Load Orders - Load Orders from various users , "Why I chose this?" paragraph + hardware specs + performance

Troubleshooting - HowTo links, modules and utilities to help, crash and problems library, more links
>> Crashes and Problems - library of problems, with pictures and solutions

Optimization - Recommended modules, PyFFI Optimization, BSA Repacking

Stabilization - Recommended modules, Plugin Cleaning, Troubleshooting, Hardware recommendations

Walkthroughs - Step-by-step instruction for various things that have been requested of me overtime

Links - Related Resources on page, links underneath

Contacts
Acknowledgments


Additional Resources to link:
http://www.gamesas.com/?showtopic=775917
http://cs.elderscrolls.com/constwiki/index.php?title=Oblivion_Mods_FAQ&oldid=42672
http://www.tesnexus.com/articles/article.php?id=26
http://elderscrolls.filefront.com/
http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownload&cid=8
http://www.gamesas.com/bgsforums/index.php?showtopic=323218
http://www.tesnexus.com/articles/cat.php?id=31
User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am

Post » Wed Jan 26, 2011 8:20 am

My suggestion would be to have a section for installing Oblivion at the top (I believe it was there a few days back). In my experience so far, after I installed Oblivion, I wanted to setup all the utilities and optimization (including oblivion.ini and sl.ini changes) before I start installing mods. For this I jumped to the BAIN mod installation section and optimization section where I used that information to setup TES4Edit, TES4LodGen, OBMM, Wrye, OSR, etc. Once I have my installation with the tools I need to optimize and manage mods, then I would back that up as it would be used as the starting point for however I proceed to mod.

On another note, the QTP section does not seem correct, especially if you follow the FCOM installation order suggested by Corpec where you do not install any textures until after the FCOM installation. Yours suggests otherwise which is probably corrcct for non-FCOM but I do not know enough to say this for certain. I CAN say that the texture section (I would even delete QTP from the title) will be of great interest as I have never found anything comprehensive about installing those.
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Wed Jan 26, 2011 6:53 pm

No, QTP3 should not be installed after FCOM. The reason why QTP3 is an exception is because it replaces meshes as well. I asked tons of questions about getting that part of the installation right over two years ago when I started using QTP3 and OOO. It has nothing to do with FCOM or non-FCOM. QTP3 should be one of the first mods installed that replaces meshes. Did you look at my BAIN package list? Also, I do have Oblivion installation first, with INI tweaks, followed by installing utilities. That is true of the guide and the restructured site, which posted links to in my last post.
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Wed Jan 26, 2011 2:11 pm

No, QTP3 should not be installed after FCOM. The reason why QTP3 is an exception is because it replaces meshes as well. I asked tons of questions about getting that part of the installation right over two years ago when I started using QTP3 and OOO. It has nothing to do with FCOM or non-FCOM. QTP3 should be one of the first mods installed that replaces meshes. Did you look at my BAIN package list? Also, I do have Oblivion installation first, with INI tweaks, followed by installing utilities. That is true of the guide and the restructured site, which posted links to in my last post.


Good to know about QTP3, I will take that to the bank. Maybe a good idea to state that in the section. The way you wrote this in the message was straightforward and would serve well in the guide. As for BAIN, the way you do it is a bit different than how I did it (never had the time to really do it right) so I will be scratching my head for a bit and take my time with it to get it done corrctly. Reading the manual is one thing, understanding is another :) Need to read the entire BAIN quide a few times before starting that.
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Wed Jan 26, 2011 8:14 am

I wish more readers were as thorough as you, haha. Now, I will suggest users read the guide through once before starting. That may help with the understanding part, which is part of the main purpose of the site. My guide does show QTP3 installed before FCOM. The BAIN package list is the installation order of mods. Therefore, my BAIN list shows the order in which to install mods generally and, about 400+ mods, specifically.
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Wed Jan 26, 2011 6:51 am

I wish more readers were as thorough as you, haha. Now, I will suggest users read the guide through once before starting. That may help with the understanding part, which is part of the main purpose of the site. My guide does show QTP3 installed before FCOM. The BAIN package list is the installation order of mods. Therefore, my BAIN list shows the order in which to install mods generally and, about 400+ mods, specifically.


Lucky for me your mod list has 99% of the mods I want to use. Thanks for working that out for me :)

Now, if you could zip your entire configuration and uploaded it then we would be in business!!! :)
User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

PreviousNext

Return to IV - Oblivion