Visual Anomalies

Post » Wed Mar 30, 2011 9:19 am

Uh huh what Decrepit said! If you could point us in the direction on where the files and folders could be found that would be great, obviously not expecting you to school us on how to use the program that's for us to work out but someone with your knowledge would seem know exactly where and what files are being affected and need treating to that shared info would be nice :)
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Kill Bill
 
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Post » Wed Mar 30, 2011 7:07 am

A few more specifics...

Assuming I found the right "spell" in the main PyFFi thread, I copied it into notepad, made changes to reflect where Python 26 is housed on my PC, and saved the result as PyFFi_optimize_far_nifs.bat. Here it is:
"F:\Utilities\Python26\python.exe" "F:\Utilities\Python26\Scripts\niftoaster.py" --noninteractive

opt_cleanfarnif --dest-dir= --source-dir= --pause --overwrite "%1" > "PyFFILog.txt"

So far so good, I think. But where to I put the batch file? My preferred method for running PyFFi is to copy mesh folders into the PyFFi_Optimization_Kit "in" sub-directory, then run "run_Oblivion_optimize.bat". That of course moves any and all optimized nifs to the "out" sub-directory. I next "copy" the contents of the "in" sub-directory into the "out" sub-directory, specifying NOT to overwrite anything. That ensures all nifs are accounted for and ready to either move into the appropriate BAIN_package_creation sub-directory or, in the case of Oblivion - meshes.BSA, repack.

Assuming what I next want to do is run PyFFi_optimize_far_nits.bat on the treated and otherwise ready-to-go "out" sub-directory, where should the batch file be housed? I don't need it to treat the "in" sub-directory, as that will end up being deleted. Not that that would harm anything. Just needless.

UPDATE: Seems pretty cut and dry. Placing the new bat in my Optimization Kit directory does indeed let it run its magic on whatever is in the "out" sub-folder. (Prolly the "in" sub-folder too, but I deleted that first.) I can't tell that it actually fixes anything, but then far nifs containing excess data are prolly few and far between. Like looking for a needle in a haystack.

Any other pointers on this are most appreciated.

Thanks for the ear!
-Decrepit-
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Chris BEvan
 
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Post » Wed Mar 30, 2011 3:18 am

An update:

1) Water Anomaly
I've another anomaly to run by ya. I've seen this one off and on for quite some time, but it is so minor I neglected to mention it before. It concerns water. http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/VisualAnomalyWater1.jpg, I occasionally see dark patches of water that follow my avatar wherever he goes. The one in this view is about as small as they come. Some are much bigger. Just yesterday we encountered a large one that followed us as he skirted Lake Rumare, then reappeared much later as we neared Anvil. When they occur, exiting and relaunching the game gets rid of 'em. They normally do not return for some times (we're talking weeks/months). This one's no biggie. I just wonder if anyone knowns the cause and/or and a fix.

(No, I do not (yet?) run Liquid Water, as should be apparent.)

2.) Odd Glows (or more aptly "odd transparent glows")
Lowering those two Oblivion.ini flightLOD settings seems to have rid me of these. Once in a while they reappear (occasionally on more objects than before), but a relaunch always ends 'em...until next time. Not an ideal solution, but I've neither the talent nor patience to figure out which meshes cause this.

3.) Odd Solid Color Glows
No change here. Oddly, the ones at Weye don't always kick in. Mostly they do. Those along the Yellow Road near Bartholm remain consistent. The ones seen along the Gold Coast (a heavily modded area for me) are pretty constant too. Gold Coast solid glows are the same color as Yellow Road solid glows. (see captures above) The Weye-area solid glows remain gray, though I swear they are a slightly darker gray now.

I PyFFi'd the meshes in my Bartholm BSA to see if it would make a different. Not only did the solid yellow glows remain, but every single stonework object on screen gained a soft yelllowish transparent glow. Needless to say I reverted to my original Bartholm BSA.

I noticed just yesterday (or the day before) that the solid yellow glows all but match the yellow in Bartholm's banners. Only, so far as I know those don't have distance files. In any case at least one person reported seeing these same solid glows without Bartholm installed.

-Decrepit-
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Matthew Warren
 
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Post » Wed Mar 30, 2011 2:02 pm

Some days it doesn't pay to get out of bed.

This morning's play-session began with my avatar waking in Anvil, having completed a road patrol to there at the end of yesterday evening's session. We slept the night in our local Manor, departing early next game-day. Stops were made in Skingrad for a Merchant Guild package delivery and to collect reimbursemant from Tamika for a Brina Cross wine delivery. We also picked up a wine delivery assignment to Pell's Gate. That became our next destination. We departed Skingrad heading east on the Gold, took the Faregyl turnoff (NR+B ) and eventually reached that village.

All well thus far.

We turned north on the Green and proceeded toward Pell. Not far short of there, just after cresting a slope, we were suddenly faced with a large land-hole, my first since the fix provided by one of the more recent UOPS. I combed the general area for stray objects, finding none. Exited the game. Reloaded my most recent save, made between Halfway Inn and Faregyl. Proceeded on as before. As hoped, no land hole. It was most likely a fluke.

I did, however, notice one of those "dark-water rectangles" (see capture in my 21 April entry). These do no permanent harm. I just play through 'em. I did so. (I hope to eventually switch to OBGE Liquid Water in any case.)

Reached Pell's Gate. Entered the Inn. Dropped of Tamika's wine. Exited. Noticed that distant Imperial City towers were bathed in a bright transparent yellow glow. This is a rare anomaly for me, not quite the same as those previously reported, though it affects some of the same objects. It's appeared no more than twice before this play-though. Reloading always corrects it... until next time. Its problem is that it is too immersion-breaking to ignore. Luckily, I had made a save in the Pell inn. Exited the game. Reloaded. Exited the inn. IC towers okay... no glows.

By this time it was evening in Cyrodiil. Our next and final destination of the game-day was our Manor in Weye. We took the Red there. Entered Weye Village. Discovered the Inn totally missing except for its door, along with some fencing. This is another extremely rare anomaly. I've not seen it in quite some time, and we pass through Weye almost daily, often numerous time.

At this point I decided the gods of game-play were angry with me, and ended my morning session early.

None of these are game-stoppers. As mentioned, all are exceedingly rare. It is, however, unusual for so many to crop up so close together.

My one mod change yesterday was installing WEPON just prior to bedtime. How that could possibly affect any of the above is beyond me.

I think this is all due to amazingly bad luck. Time will tell.

-Decrepit-
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Nicola
 
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Post » Wed Mar 30, 2011 1:49 pm

I'm back, with a bit more input as to one anomaly. Sadly, I've ran into a dead end with it. But that might just be my ignorance about mesh properties.

First off, here's a refreshers on Anaomaly 3: Solid-color objects quoted from my initial entry.
Anomaly 3: Anomaly 3: Solid-color objects
These are an odd one for sure. Some times they appear only at a certain distance and/or angle. At other times they can be walked up to and touched without reverting to vanilla textures, again dependent on angle. Here's one on http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/error_solidColor1.jpg. The towers in question are those nearest Weye Village. None of the other towers suffer the anomaly, just this one. It's one of those that is only present for a tiny time at the exact distance my scene is captured from. Any closer of further and it returns to normal. Note that I have seen other of these anomalies in the Weye area, mostly associated with wood objects like fence, docks and steps, but that rare. This particular one is consistent.

Here's more of 'em. One from http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/Error_SolidColor2.jpg, and http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/yellowvanillaanomalies2.jpg. As can be seen, these can both be approached at close range. The console shows all clicked items to be vanilla resources. (ImpeREAL is just an ESP without other data files). About the only commonality I've been able to ascertain is that the at least one solid object in all three locales is wooden. (The fourth and final place this happens with the shipwrecks out near Castle Seaview.) These almost have to be either mesh or texture issues, don't they?


Forget the yellow Bartholm / Gold Coast stuff for now. This concerns the medium-light gray solid-color objects seen in the Weye Village vacinity, inside at least one ImpeREAL Fort, and at various other locales.

Crossing Lake Rumare on the Imperial City Bridge headed to Weye yesterday I once again ran into the solid gray objects pictured above. And as noticed previously, one small object in Weye itself tends to turn solid before the Bridge Tower and other objects do. I determined via TES4edit that the object in question is 25011c1d added by Region Revive - Lake Rumare, in reality vanilla 00032D05, meshes\architecture\kvatch\woodbarricade.nif. Looked up THAT ID in TES4edit. Checked all mods that reference it. It proved most interesting. As expected ImpeREAL_Forts uses it. So do Bartholm on Slart, where I also experience solid gray objects. So does VeronaHouseBloodlines, where I experienced a lot of grayness in one of its self-contained world-spaces. I recall experiencing solid grayness near this play-through's beginning while saving Kvatch. And of course the mesh itself is in housed with other Kvatch files. There are a few more mods I vaguely recall as seeing grayness in that use this same mesh.

So far so good....or bad. My first idea was that PyFFi had corrupted the mesh. I extracted my original Oblivion - meshes.bsa, found the mesh in question, and created a BAIN package with it. Launched the game and headed from Fort Ordeal, which by sheer coincidence my current save is located close to. No dice. Gray objects inside. Same as always.

When first entering the Fort, only that one Wood Barricade is gray. As I move farther into the Fort (still on the first floor) a goodly number of other items turn gray. Those, including a second barricade, switch from gray to normal and back again depending on view angle. Not so that first barricade. It stays gray no matter what.

If it is indeed this particular mesh, something must be wrong with the original file itself. Here I am stumped. I know nothing of such things. I looked at the mesh in NIFSkope. It's all Greek to me. If someone more knowledgeable on such matter would take a look at the file I'd appreciated it. Even if you find nothing (as I suspect) I'd like to know what properties it SHOULD contain, in case mine has somehow acquired something it shouldn't.

My next thought was that the bad mesh is maybe the Wood Spikes that appear in Fort Ordeal very near the Barricade. Those are vanilla 0002FB9C, KvatchSpicedWall01.NIF. They too turn up in a number of mods where I find solid gray objects. BUT...while they exist in AFK_Weye (but not RR-LR), from what I can tell in TES4edit they are located in one of its self-contained world-spaces and are NOT situated in Weye itself. That tends to rule them out, or at least shift focus back on the Barricade mesh.

That's where things stand. These observances might mean absolutely nothing. But that Barricade is darn fishy.

Thanks in advance as always.

-Decrepit-
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Alyce Argabright
 
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Post » Wed Mar 30, 2011 2:05 am

I'm gonna add another one to the list, though it might be a better fit for my Landscape LOD thread.

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/SkingradMadLOD1.jpg
I'm sure we all suffer this to one extent or other. I had hoped that creating my own LOD meshes with all installed mods affecting landscape in-place would remove them. Alas, such is not the case. I assume it "is" a mesh problem. I don't see how either of the two texture files ("normal" and "color-map") could cause it. Correct me if wrong.

Is there some handy-dandy NIF editor that makes it possible to fix these? I have NifSkope installed, but trying to navigate to the exact spots needing fixed is proving impossible. I'm sure it's doable. But I haven't yet figured it out. And just how does one find these in an editor? The only mismatch I been can halfway see in NifSkope is the one on the rise surrounding the IC prison district. That LOD dips down at one point, making a "V" in the landscape. Yet when close the "V" vanishes. It's pretty obvious in NifSkope. But I can't navigate to near enough to it to be able to work on it. And no, I don't yet know how to work on landscape NIFs in NifSkope. I'll sweat over that once I can reach the area in question.

Is there maybe a better editor? Easier to use? I suspect not. Surely someone would have produced corrected landscape LOD meshes if it was easy? Still, any input on this is appreciated.

Thanks in advance!
-Decrepit-
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Chris BEvan
 
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Post » Wed Mar 30, 2011 3:21 am

Which lighting do you use?? HDR, Bloom, or none?? I remember I had a problem with solid colour objects at some point, and changing the lighting to the one I wasn't using solved the problem. You can just force the AA with Catalyst or the nVidia equivalent (I need to get an nVidia GPU again, I much prefer the application specific settings) as one (or both, I forget) of the lighting disables the AA option in the game.
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Latisha Fry
 
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Post » Wed Mar 30, 2011 12:25 am

I'm gonna add another one to the list, though it might be a better fit for my Landscape LOD thread.

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/SkingradMadLOD1.jpg
I'm sure we all suffer this to one extent or other. I had hoped that creating my own LOD meshes with all installed mods affecting landscape in-place would remove them. Alas, such is not the case. I assume it "is" a mesh problem. I don't see how either of the two texture files ("normal" and "color-map") could cause it. Correct me if wrong.

Is there some handy-dandy NIF editor that makes it possible to fix these? I have NifSkope installed, but trying to navigate to the exact spots needing fixed is proving impossible. I'm sure it's doable. But I haven't yet figured it out. And just how does one find these in an editor? The only mismatch I been can halfway see in NifSkope is the one on the rise surrounding the IC prison district. That LOD dips down at one point, making a "V" in the landscape. Yet when close the "V" vanishes. It's pretty obvious in NifSkope. But I can't navigate to near enough to it to be able to work on it. And no, I don't yet know how to work on landscape NIFs in NifSkope. I'll sweat over that once I can reach the area in question.

Is there maybe a better editor? Easier to use? I suspect not. Surely someone would have produced corrected landscape LOD meshes if it was easy? Still, any input on this is appreciated.

Thanks in advance!
-Decrepit-


You cannot alter a mesh in such a way in NifSkope, you need either Blender or 3DS Max to do that (and Blender doesn't like the Landscape LOD meshes).

However, that issue has been in my game forever across multiple installs, and it is certainly an issue regarding how the CS reduces the mesh quality way too much for the LOD landscape meshes. *pokes shadeMe* :poke:
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Tiffany Holmes
 
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Post » Wed Mar 30, 2011 1:06 am

You cannot alter a mesh in such a way in NifSkope, you need either Blender or 3DS Max to do that (and Blender doesn't like the Landscape LOD meshes).

However, that issue has been in my game forever across multiple installs, and it is certainly an issue regarding how the CS reduces the mesh quality way too much for the LOD landscape meshes. *pokes shadeMe* :poke:

Too bad about Blender (and NifSkope too). I installed it just last night. Seems a bit (more than a bit) overwhelming. Haven't looked at 3DS Max. I'll check it out.

Thanks for the reminder about CSE. I'd read ShadeMe's comment about improving various Landscape LOD processes some time ago, but had forgotten all about it. I've not been following our CSE thread. I'll have to start doing so.

Yeah, that section in from of the Skingrad West Gate has always been particularly bad. One of the worst, imo. I'm sure others are equally bad, some probably worse. But they are not in so conspicuous a location.
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Brittany Abner
 
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Post » Wed Mar 30, 2011 4:53 am

Too bad about Blender (and NifSkope too). I installed it just last night. Seems a bit (more than a bit) overwhelming. Haven't looked at 3DS Max. I'll check it out.

Thanks for the reminder about CSE. I'd read ShadeMe's comment about improving various Landscape LOD processes some time ago, but had forgotten all about it. I've not been following our CSE thread. I'll have to start doing so.

Yeah, that section in from of the Skingrad West Gate has always been particularly bad. One of the worst, imo. I'm sure others are equally bad, some probably worse. But they are not in so conspicuous a location.


I hope you've got $300.00 to spare if you're looking into 3DS Max, that thing ain't cheap (though you do get a one month free trial).
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Laura-Lee Gerwing
 
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Post » Wed Mar 30, 2011 2:54 am

I hope you've got $300.00 to spare if you're looking into 3DS Max, that thing ain't cheap (though you do get a one month free trial).

Oops! I stopped by here following a brief Oblivion session, intending to move on to 3DS Max next. I'll pass. Whatever I end up with, if anything needs to be freeware. Heck, GOTY PC Oblivion at $20 a pop is expensive for me. I own two copies. I had to do a lot of soul-searching to justify that second copy.

-Decrepit-
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Aman Bhattal
 
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Post » Wed Mar 30, 2011 11:17 am

Oops! I stopped by here following a brief Oblivion session, intending to move on to 3DS Max next. I'll pass. Whatever I end up with, if anything needs to be freeware. Heck, GOTY PC Oblivion at $20 a pop is expensive for me. I own two copies. I had to do a lot of soul-searching to justify that second copy.

-Decrepit-


If you're a student you can get 3DS Max free :D
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Jessica Phoenix
 
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