Prior Updates: https://tesrenewal.com/comment/85623#comment-85623
Well, I have good news: I've reached the symbolic milestone of finally generating a TES4 header that does not crash TES4Edit or Wrye Bash. It feels good to see that my months of effort trying to figure out OpenMW and ESM3 and ESM4 file formats is starting to show results. I'm probably still months away from producing a usable ESM, but every failure or crash is one step closer to a working solution.
Nice! I'm working on a replacer esp to replace TR's armor with slightly retextured and/or recolored Vvardenfellimports stuff.
I'll be posting a .zip containing replacement _n.dds files to overwrite the generator's blanks with later today, as well as a tweaked texturereplace.ini to substitute some of the TR textures with suitable Oblivion ones. I just need to make sure it works!
Prior Updates: https://tesrenewal.com/comment/85658#comment-85658
Surprise: I was able to do some hardcoding and major hackery of my WIP exporter to convert the missing leveled lists and corresponding references to a working TES4 compatible ESM. Here is a new addon for TR_Mainland.esp and TR_Preview.esp that adds 3500+ leveled creature references.
The 7zip file also contains the original TR_Mainland_Creatures.esp, but I recommend you replace it with the mesh/texture replacer from Puddles. You need to load all 3 files + TR_Mainland + TR_Preview. The latest source-code for the exporter is posted to Github under the "hardcoded-hack-LVLC" branch: https://github.com/ponyrider0/openmw/tree/hardcoded-hack-LVLC
Also NOTE: you will need to use a bashed patch and set the C.Lighting and other C.* tags for TR_Mainland.esp and TR_Preview.esp. This is because the creature references can't exist in a vacuum -- I had to create them in dummy CELLS, but I have not implemented the export functions for the Lighting subrecords for CELLs yet. So there is literally no light when entering interior CELLs in Tamriel Rebuilt unless you BashPatch to preserve these subrecords so they aren't over-written by the Creatures addons.
Puddles Mesh/Texture Replacer for TR Creatures: https://tesrenewal.com/comment/85632#comment-85632
Yaaay! Now I just need to finish sorting my Bashed installer setup so I can play again. x.x
Okay so I've only done a bit of exploring, but the the two add-on .esps do appear to be populating the worldspace correctly. I'm noticing a lot of meshes that have really wonky specular lighting that need to be fixed manually, though. Oblivion and Morrowind handle lighting so differently. X_X
So. It turns out that trying to generate Morrowind's .lod files from scratch with the TR plugins enabled is a terrible idea and makes all of the world space pink lod.
Sounds like a missing or unreadable landscape texture -- did you try to mod your landscape textures in Morrowind? Morrowind engine supports textures in many formats other than DDS, like TGA. The ESPConverter/NIFConverter silently ignores non-DDS texture filename extensions and assumes Oblivion will be able to read them all, causing Oblivion to display pink instead of the real texture. The solution is to manually convert TGA or whatever format to DDS, copy it into the appropriate Oblivion subdirectory and edit the offending NIF files to look for the newly created DDS file.
FYI, I have successfully generated LOD related files for Tamriel Rebuilt with TES4LODGen, TES4LL/TES4QLOD/MPGUI -- so I don't think it's an inherent incompatibility with the process.
I think the issue is more my gigantic load order plus TR. When it makes the .dds lod files for TR by the end of the process, it hanged and only produced just flat black dds files. The _n files are properly making the maps...
Hm. Okay, I think it has something to do with me using the replace_textures.ini to replace a few of TR's land textures with Oblivion replacers? Hm...
Okay, so I got it working. For whatever reason my LODgenerators are just...skipping WrldMorrowind and not building the LOD .nif and .dds files. No idea. I just re-ran the espconverter for both mainland and preview and dumped the files into my main folder.
Looking great so far, ponyrider0!
ponyrider0 is away for a couple weeks, fyi, so don't expect any news on his end. I've been working on-and-off to search for statics replaceable with pre-existing Oblivion ones and finding the right vertex offsets to make them convert right for the static.ini in the OblivionReplace folder. Few trees, at the moment. There's a number of buckets and crates that can be converted, too. Just takes a while to experiment with the offsets so it's automated.
Hello, I'm still away from home and have very slow internet. But have my 5-year old Macbook Air with me to keep me company. Here's what I've been working on in my freetime:
Glad to see stuff is still happening! :D Haven't had made much progress on the modding side of things because of my Nvidia card's drivers suddenly going wonky and making me waste a week trying to fix a weird black LOD issue...