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EnvyDeveloper
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Tried it out. Definitely a

Tried it out. Definitely a step in the right direction. A few things:

-You did name some of the landscape textures in the wrong way, e.g. morro\TxUBMUdirtU01Pdds - instead of morro\TxUBMUdirtU01.dds

-Darnim's interiors are named Ildril (or Ildrin?) instead of Darnim.

-The Morrowind worldspace is called Morroblivion instead of Morrowind.

As an aside, my Baan Malur council hall is all black but it seems that yours is fine?

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Thanks for testing and

Thanks for testing and feedback.  I fixed the landscape texture naming.  I also made more substitution files (the *.csv files) for Morroblivion land textures and creatures.  And I've also fixed AI packages for NPCs and creatures...  so basically, this is now nearly the equivalent of what the ESPConverter would produce (except that the ESPConverter also converts meshes/textures/sounds).  The one big thing missing which the ESPConverter is able to do is converting simple scripts.  And of course, the major advantage that this ModExporter has over the older ESPConverter is that it is 64bit and shouldn't run out of resources and crash due to too many records.

Regarding "Darnim/Ildrim", there's nothing hardcoded for the name of interior cells -- make sure you're using the latest version of TR and that you are looking up the latest official naming of the affected town/setttlement.  I intentionally named the worldspace Morroblivion so I could easily identify output from the modexporter vs the old ESPConverter.

Here is testbuild02:  no dialog yet, it will take me several weeks (at minimum) to research and implement a solution for migrating dialog from the Morrowind system to Oblivion system.

The next thing on the todo list is fixing the FormID importer to lock in FormIDs for all referenced records in TR_Mainland and TR_Preview...  Otherwise, your exported TR_mainland/TR_preview will be incompatible with mine and incompatible with the next person -- meaning everyone would have to make their own custom mods/replacers/patches... and that sort of defeats the purpose of sharing mods.  However, I need to take a break as I am pretty burnt out after my several weeks of working full-time on the modexporter to get it to this point...  but don't worry -- I'll at least update the TR_Fixes patch so people have fast-travel markers.  Update:
The new TR_universal_fasttravel.esp patch is now posted.  If you are using TR_Fixes_12, then you don't need this.  This is a version which only has travel markers and the pathfinder NPCs.  It is completely independent and compatible with all Tamriel Rebuilt mod versions.  It only requires the base v064 Morroblivion / Oblivion setup, however, you will probably want to have a TR_Mainland.esp and a TR_Preview.esp installed so that you have a landmass to stand upon. **NOTE: the town/settlement names in the fast-travel markers are all old (circa 16.03) so they will not match the new name assignments in the later version of TR.**

Sorry -- testbuild02 accidentally broke filename paths... will upload a fix soon-ish. Just uploaded modexporter-testbuild02b_bugfix_update.7z.  Just extract this over the top of testbuild02 and over-write the exe file.

EnvyDeveloper
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Understood. Turns out that

Understood. Turns out that Ildrim will be the new name for Darnim, just the exterior hasn't been updated by the TR team.

Tried it with the new converter and Baan Malur no longer has the pink ground. There are still some missing meshes here and there, and some black meshes but there's already massive improvements regardless.

Keep up the great work. :)

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Yeah the most recent version

Yeah the most recent version has some major differences compared to the version used for the first converter.

Ponyrider0, how much dialogue is there in TR compared to Morrowind vanilla? I know the structure of dialogue between the games is totally different...

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Vanilla Morrowind has 2,358

Vanilla Morrowind has 2,358 Dialog Topic records and 23,693 Dialog Response records.
As of version 16.12, TR_Mainland has 1,251 Dialog Topic records and 19,755 Dialog Response records.

Also, I should clarify that those are unique or modified records.  Nearly all generic Morrowind Dialog records (Rumors, Secrets, Advice, My Job, My Background, Mainquest events, (Vvardenfel)Faction) will already work when talking to TR NPCs.  What I'm talking about doing, is converting the dialog which is unique to TR factions, quests, locations, etc.

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Yeah, that's going to be a

Yeah, that's going to be a PITA to convert I imagine, since Morrowind has those things were you can ask more information about X term an NPC uses, iirc.

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By the way, Tamriel Rebuilt

By the way, Tamriel Rebuilt 17.09 just released a couple days ago, and the posted version of OpenMW modconverter is converting TR_Mainland and TR_Preview with no problems! 

EDIT:  Hmm, I just realized I never posted TestBuild03 even though I had it all packaged up and ready to go.  Maybe I decided there was a design bug/flaw in it... or maybe the upload attempt failed and I just didn't notice.... anyway, feel free to try it out as well.  FYI, I'm still updating some of my other morroblivion mods but will hopefully get back to the converter in a couple more weeks.

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So what's missing from Test

So what's missing from Test Build 03 compared to the conversion method on Post 1?

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Testbuild03 has interior

Testbuild03 has interior pathgridding (testbuild01 had no pathgrids) and also hardcoded adjustments so it can use Morroblivion v064 resources (lanterns, torches, etc) which have X,Y and Z axes switched around compared to Morrowind (aka sideways objects).

Testbuild03 also has more extensive hardcoded and INI based record and Mesh substitution system for creatures, armors, clothing, etc.

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Soo, tried installling it

Soo, tried installling it once, failed, second time failed as well, the third one was the lucky charm,kinda.
Installed without problems, did everything, but here`s the deal,
its probably my fault, but i have got loads and loads of "WTF im missing a mesh" sings in TR
(i fast traveled to firewatch just to check if my game would crash, and it didnt which was surprising for me!). I did transfer all of the Data files Mesh/Texture that was explained in step 17. And i dont know what to do now...

EDIT:soo my map is bugged out too, it wasnt at the first launch of the game, i closed it, after a few mins opened it again and this happpens...

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The beta converter doesn’t

might need to download a new Morroblivion map

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JustAnotherDisgrace wrote:

JustAnotherDisgrace wrote:

EDIT:soo my map is bugged out too, it wasnt at the first launch of the game, i closed it, after a few mins opened it again and this happpens...

That recently happened to me too.  I had to uninstall Dynamic map and the TR_Worldmaps, then I installed the TR_Worldmaps and verified it worked with just the normal resolution before switching to HD.  Then I installed Dynamic map last, after everything was working again.

Send me some screenshots of how you packaged up the TamrielRebuilt 7z/Zip file from step 17: (1) open it up with 7z and take a screenshot with all the top level directories displayed. (2) Then show me the contents of the Data directory from inside the 7z file.

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Well i uninstalled the Maps,

Well i uninstalled the Maps, and i wanted to see if the vanilla map would work and somehow i got a HD map without the files, i checked in textures, menu and everything there are none textures of new map, and there it was!
Since that was an improvement, i wanted to play a few mins to see if it works, and it suddenly crashed...
Tried to fix it on numerous ways but it seems that i have to re-do it all over for the forth time...
Oh and i re-checked the size of the files and they seem to be larger then the size specified in the tutorial for converting.

Attached down below is a picture of a guard that is practically invisible cuz of missing meshes/textures for ARMOR, i killed him and took his armor away and i could see the body without a problem, so im guessing that ESPConverter didnt do its job. Trying to install it again.

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Well i uninstalled the Maps,

Well i uninstalled the Maps, and i wanted to see if the vanilla map would work and somehow i got a HD map without the files, i checked in textures, menu and everything there are none textures of new map, and there it was!
Since that was an improvement, i wanted to play a few mins to see if it works, and it suddenly crashed...
Tried to fix it on numerous ways but it seems that i have to re-do it all over for the forth time...
Oh and i re-checked the size of the files and they seem to be larger then the size specified in the tutorial for converting.

Attached down below is a picture of a guard that is practically invisible cuz of missing meshes/textures for ARMOR, i killed him and took his armor away and i could see the body without a problem, so im guessing that ESPConverter didnt do its job. Trying to install it again.
EDIT: Forgot to say WHY i did attach the picture, well one of the reasons was the missing meshes/textures but the other more important one is that i provoked an attack, a guard came and he didnt say anything, as you can see in the pic, i just sad goodbye and left he followed me and again "talked" to me, but he wasnt saying the "stop you violated..." etc.. 

So thats another thing thats bugged out for me at least.

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Image icon capture.png2.1 MB
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Advanced AI/Dialog aren't

Advanced AI/Dialog aren't handled by the ESPConverter process, you have to define the AI/dialog in a separate step if you want to use the ESPConverter method.  That's why Morroblivion took so many years to get to where it is now (the contributors re-wrote pretty much all the AI/dialog/quest scripts from scratch).  That's why I'm working on the ModConverter: rudimentary AI is complete, now I'm working on the raw dialog/quest data.  I'm not sure exactly what I'll do about scripts...  I'll probably make callback stubs with local variables declarations and leave the rest for hand re-writing.

The ESPConverter has a lot of problems with converting Armor -- if you really want to convert the old meshes, then you may be better off doing a manual conversion of the NIF files.  Puddles may be working on an Armor replacer pack... so you're probably better off waiting.

The only thing the ESPConverter does well is conversion of static NIF files for buildings and other static objects, and even then, the results will sometimes cause crash-to-desktop.  ModConverter will give us a pathway easily to fix armor (by specifying mesh and record substitutions).  Currently, the buildtest01-03 will convert all new armor to use the vanilla Leather armor meshes while trying to maintain the original Tamriel Rebuilt item stats.

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ponyrider0 wrote:

ponyrider0 wrote:

Advanced AI/Dialog aren't handled by the ESPConverter process, you have to define the AI/dialog in a separate step if you want to use the ESPConverter method.  That's why Morroblivion took so many years to get to where it is now (the contributors re-wrote pretty much all the AI/dialog/quest scripts from scratch).  That's why I'm working on the ModConverter: rudimentary AI is complete, now I'm working on the raw dialog/quest data.  I'm not sure exactly what I'll do about scripts...  I'll probably make callback stubs with local variables declarations and leave the rest for hand re-writing.

The ESPConverter has a lot of problems with converting Armor -- if you really want to convert the old meshes, then you may be better off doing a manual conversion of the NIF files.  Puddles may be working on an Armor replacer pack... so you're probably better off waiting.

The only thing the ESPConverter does well is conversion of static NIF files for buildings and other static objects, and even then, the results will sometimes cause crash-to-desktop.  ModConverter will give us a pathway easily to fix armor (by specifying mesh and record substitutions).  Currently, the buildtest01-03 will convert all new armor to use the vanilla Leather armor meshes while trying to maintain the original Tamriel Rebuilt item stats.

Okay im in the middle of installation and im at the Meshes/Landscape part, and there is no TR folder.
What?
P.S every other folder has TR subfolder except the Landscape

EDIT: the installation went smooth, installed via Wrye Bash without Landscape TR subfolder tho.
Will test the mod for the next 10-15 minutes.

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That's exactly right.  Now

That's exactly right.  Now isolate the TR subfolders into a temporary directory while maintaining that exact directory tree architecture.  Then build a 7zip file out of it everything.

Go get the TR Landscape LOD v1.2 for distantlands LOD: https://tesrenewal.com/forums/morroblivion-development/tutor...

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Downloaded LOD and tr fixes

Downloaded LOD and tr fixes 012 and 011 should i use both? after installing fixes and LOD i will be installing the map.

EDIT: also i downloaded the creatures addon.

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Use only the latest fixes 012

Use only the latest fixes 012

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Well the setup now went with

Well the setup now went with easy, no problems at all and i dont get the "wtf missing mesh..." but now some textures went purple and my game crashes upon fast traveling to firewatch

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Well the setup now went with

Well the setup now went with ease, no problems at all and i dont get the "wtf missing mesh..." but now some textures went purple and my game crashes upon fast traveling to firewatch

oh and the map is still broken, tho when i opened it from the prison ship @seyda neen it showed im @Cyrodil and the map was working fine, ya know except the cyrodil thingy... but when i got out of the prison ship map was un readable

EDIT: gave up on tamriel rebuilt gonna stick with morroblivion doing another fresh install..... god i wasted so much time on fresh installs, more then on oblivion it self!

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Update # ?:

Update # 11:
Sorry for the lack of progress updates and testbuild releases.  As of today, the modconverter is now outputting all dialog topics and responses.  However, I have not fully implemented dialog conditionals or result scripts.  In order to get dialog conditionals to fully work, I'll need to translate the ESM3 journal entries into ESM4 quest stages.  I have some ideas on how to do this, but have more work with translating the Morrowind conditional statements into equivalent ESM4 functions and variables.

Some other notable additions: configurable EditorID to FormID substitutions via a CSV Override file.  Customizable repositioning of references via CSV including a simple math string evaluator to translate and rotate all objects of a given record type (like sideways objects) or scale and reposition Overrides (like speedtree replacements for statics).

I've also fixed the EditorID:FormID importer so that all FormIDs can now stay synchronized across different builds/versions/customizations.  This means I can start distributing TR_Fixes, Creature replacers, NPC face replacers for future conversions again.

Oh, and I've added about 1,000 customized Over-ride records already.  And I've also fixed flora, containers and leveled list incompatibilities using customized record Overrides to set plants as flora.

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That's awesome, so the only

That's awesome, so the only things that need to be addressed now are the dialogue conditions/quests, and scripts?

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There are a many other things

There are a many other things to do, but I don't consider them game breaking, example: I need to go back and build a dynamic script generator which takes the old Morrowind magic effects, spells and enchantments which are not supported in Vanilla Oblivion, and dynamically generate an OBSE script to emulate the missing functions. 

Also, I wouldn't call it the "only" things, since doing dialogs/quests/scripts make up 90% of an RPG... Vanilla Morroblivion has been "only" doing dialogs/quests/scripts since about 2009.  So don't celebrate just yet...

There are two major reasons why I'm trying to automate so much more stuff than the original ESPConverter: 1) Less people involved in Morroblivion modding compared to the earlier years. 2) I want to be able to take the same converter I'm using for Tamriel Rebuilt and immediately use it for Morrowind Rebirth and Less Generic NPCs.  Those are the three quest-related mods that make-up my "ultimate edition" Morrowind experience.

(I could also make a strong argument for Morrowind Comes Alive being a must have converted mod too.)

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Great to hear about the

Great to hear about the progress! Will try it again when im done enjoying the beauty of Morroblivion.

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ponyrider0 wrote:

ponyrider0 wrote:

Also, I wouldn't call it the "only" things, since doing dialogs/quests/scripts make up 90% of an RPG... Vanilla Morroblivion has been "only" doing dialogs/quests/scripts since about 2009.  So don't celebrate just yet...

Shhh...I have total faith in you! >_>

Do you want me to start going through TR's scripts and seeing if I can manually convert some?

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Puddles wrote:

Puddles wrote:

Do you want me to start going through TR's scripts and seeing if I can manually convert some?

That would probably not be productive...  any scripts you make would likely be incompatible with auto-converted scripts and cause very bad game corruption.  The problem is that variable/memory references inside scripts are resolved and hardcoded at compile-time instead of run-time.

What would be most helpful is working on a list of ESM4 FormID mappings to ESM3 dialog and map records... ex: many NPCs have one map reference and thus one reference FormID.  But there is no (translational) map of the Morrowind Records which ties the Morrowind text-based IDs to Oblivion FormIDs (except for the EditorID field).  This makes records such as dialog responses, quest/journal stages, map references etc. which do not have an EditorID to be nearly impossible to synchronize with Morroblivion.  Without synchronization, we end up with double records.

Building a CSV file with EditorID, Base FormID, Reference FormID columns would be very helpful for future mods which modify vanilla Morrowind assets rather than adding new assets like Tamriel Rebuilt....  However, with that said, it's best to wait for my next release of the ModConverter which will include a new tutorial on how to use it to make custom Override records and build substitution maps, etc.

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I was going to post another

I was going to post another testbuild with the dialog support, but I just finished the quest support today, so I will try to hardcode enough preliminary script translation support for the dialog and quest scripts to make the quests work.  I already have a crappy lexer/parser written to search for Choice commands, so I just need to pull this out into a separate class/function and then tack on support for setstage, additem, removeitem and that should be enough.  The conditional expressions which were implemented in the dialog support already do getfaction, getitemcount, getdeadcount, getdisposition and so forth -- so things went faster than I thought.  surprise.

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Looking forward to it!

Looking forward to it!

I used the latest testbuild to convert over my own mods to Morroblivion. It works well for every single one, except for the total conversion Ashes of Apocalypse and my add-on Desert Region 2.

With Desert Region 2, I keep getting the errors "invalid string position" and "unclosed record remaining". I don't know what's going on, so I attached the two problematic .esm files. Any help would be appreciated.

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Package icon desert_region_2.zip5.51 MB
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EnvyDeveloper wrote:I used

EnvyDeveloper wrote:

I used the latest testbuild to convert over my own mods to Morroblivion. It works well for every single one, except for the total conversion Ashes of Apocalypse and my add-on Desert Region 2.

Thanks, I'll make sure those mods are working with the next release.

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Thank you. I appreciate it a

Thank you. I appreciate it a lot. :)

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Update 12:

Update 12:
Okay, separate class now created for scriptconversion and implemented setstage, additem, removeitem.  I found some information on UESP for bytecode format, so I will try to create a simple bytecompiler so that you don't need to do an additional step of loading in the CS to compile the translated scripts (at least for dialog/quests).  After that, should be ready to post.

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Update 13:

Update 13:
The simple bytecompiler is going very well.  I've also implemented branching IF expressions and GameMode / MenuMode support.  For the first time, the possibility of a full port of quests and scripts seems within reach.  I will try to post a new testbuild so that everyone gets a chance to check out the progress.

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Looking forward to testing it

Looking forward to testing it all out. :)

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ModExporter TestBuild 04

ModExporter TestBuild 04

Changes/Additions: Partial script translation (partially implemented byte-compiler is currently disabled for better compatibility), Dialog, Quests, Falling lanterns fix, OCO2 facelift, Symphony of Creatures compatibility patch, Template ESP files for easy creation of mod replacers for armor, clothing, etc.  CSV configuration files for over-riding FormIDs, mapping Morrowind records to Oblivion records, and adjusting XYZ offsets and rotations of placed objects.

Requirements: Tamriel Rebuilt 17.09, OpenMW 0.42, Morroblivion Symphony of Creatures mod conversion by Puddles, Oblivion Character Overhaul 2. This tesbuild includes and requires a new experimental version of morroblivion-fixes.esp, so back up your old one if you want to revert back later.

Instructions:
1. Install Morrowind + Tamriel Rebuilt 17.09.
2. Install OpenMW 0.42.
3. Launch OpenMW and import your Morrowind settings.
4. Unzip the contents of "modexporter-testbuild04.7z" into the main executable directory for OpenMW.
5. Launch openmw-modexporter.exe and click "Edit A Content File".
6. Select Morrowind.esm from the drop down.
7. Put a checkmark next to Tamriel_Data.esm. Click Open.
8. After it's finished loading and the main editor window has loaded, select the menu command: File->Export ESM.
9. In the Export Module dialog window, navigate to your Oblivion\Data directory and click Save. It will be automatically saved as Tamriel_Data.esp.
10. Wait for export to complete, then close the modexporter and relaunch. This time export TR_Mainland.esm to TR_Mainland.esp.
11. Repeat the same steps to export TR_Preview.esp to TR_Preview.esp.
12. Open Wrye Bash and make sure load order is Tamriel_Data.esp, followed by TR_Mainland.esp, followed by TR_Preview.esp.  Morroblivion-FIxes.esp must go anywhere before those three.
13. Install the mods-for-testbuild04.7z and Lanternfix.7z with Wrye Bash. This includes an experimental version of morroblivion-fixes.esp. Place all ESP files except for morroblivion-fixes.esp after TR_Preview.esp.
14. Create a Bashed Patch and move it after the last TR related esp file. Build the Bashed Patch.

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File modexporter-testbuild04.7z17.16 MB
File mods-for-testbuild04.7z737.45 KB
File lanternfix.7z26.86 KB
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I'm getting some issues

I'm getting some issues whenever I cross over in WrldMorrowind worldspace. My menu no longer functions, I hear a Windows error ding and many textures appear purple. I realized that by reducing my active mod list would eventually stop this error from happening but the textures would still be missing anyways. Quitting the game and re-adding the .bsas to the Data folder fixed the missing textures but recently I tried re-entering Morrowind from Cyrodiil at a later point and this still occurred.

I created two mini gateway mods for accessing Morrowind from Cyrodiil and vice-versa since the travel guards in your version don't seem to allow me to travel. (I clicked on "travel" once they offered to take me over the border for 100 gold and only got a "nevermind" option.)

 

Shadow Pass is made to work with UL Eastern Peaks mod and Septim Pass adds a gateway northeast of Cheydinhal. I'm wondering if these work or might be causing the errors when traveling. This also occurred when starting a new game in Morroblivion. Exiting the ship resulted in half the meshes/textures not loading. 

 

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Binary Data SeptimPass.esp183.33 KB
Binary Data ShadowPass.esp15.42 KB
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Yali wrote: I'm getting some

Yali wrote:

I'm getting some issues whenever I cross over in WrldMorrowind worldspace. My menu no longer functions, I hear a Windows error ding and many textures appear purple. I realized that by reducing my active mod list would eventually stop this error from happening but the textures would still be missing anyways. Quitting the game and re-adding the .bsas to the Data folder fixed the missing textures but recently I tried re-entering Morrowind from Cyrodiil at a later point and this still occurred.

First, I'm assuming that you used the ESPConverter-tutorial to generate meshes and textures: did you copy over more files than just the textures and meshes inside the TR subdirectories?  Most of those files will over-ride the vanilla Morroblivion files in the BSAs and cause incompatibilities due to changed filename references.  There are also a few files that the ESPConverter does not convert properly and cause the game to crash-to-desktop.  The intermittent purple textures may be due to a time-stamp issue on the files -- make sure your BSA archive invalidation method is working.  Regarding the pathfinders at the different mountain passes, in the TR_Fixes mod, the dialog scripts for the destinations is hardcoded into the Cellnames.  If your conversion somehow generated a different Cell Grid number than mine, then the pathfinder destinations may not show up properly.  My TR_universal_fasttravel.esp has a version of the pathfinders dialog scripts with no Cell Grids hardcoded, so it should work no matter what.  Unfortunately, using both will cause doubled NPCs and doubled fast-travel markers.  TR_Fixes is needed for the ESP generated by the ESPConverter, so I would always leave that on.  However, if you are using a new ESP created by the openmw-modconverter, then you should not use TR_Fixes at all.

I'll look at the mod files you uploaded and see if there's anything in there that could make your system unstable.

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Alright, I had a test run.

Alright, I had a test run.

City of Balmora:

The previous test build managed to convert my alpha version just fine. Now, it crashes at "Unclosed record remaining" when trying to port over my additions to VivecVSTemple.


Tamriel Rebuilt:

I can't load the new .esp files in CSE. It crashes every time. TES4Edit loads them just fine, however.

Ashes of Apocalypse/Desert Region 2:

Converts the exteriors fine.

Only some interiors, and only with vanilla meshes, are ported over.

The books and NPCs have successfully been ported over, something which the old ESP converter crashed upon.

Overall I am very happy with what you've done so far, and I'm looking forward to the future versions. :)

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RE: City of Balmora -- can

RE: City of Balmora -- can you send me the ESP to test?  The crash issue with Ashes of Apocalypse was that the modconverter assumed certain subrecords would always be present, and I had to add a few sanity checks to deal with them being missing (I think specifically, it was the Description subrecord).  CIty of Balmora probably has this same problem, but with another subrecord type.

RE: Tamriel Rebuilt crashing CSE -- I've confirmed that CSE crashes with TR_Mainland.esp in this build but not an earlier build.  It may be incomplete byte-compiler implementation for scripts... I'll try to fix it.  However, for the other ESPs: I forgot to mention that the conversions will only work if you load them but do not set as Active.  Any edits you make will be saved as mods which over-ride the original.  I still haven't figured out exactly why it crashes when set to Active, but I think it may be a resource limitation when there are too many records.

RE: Ashes of Apocalypse -- I think you are referring to interiors which are from the Ashes of Apocalypse.esm: the new mod converter will only export records which are present in the actively selected mod and not records which are just loaded in an unmodified state from a base mod.  This means you need to manually convert all the base ESM/ESP files which Desert Region 2 depend upon.  Unfortunately, I just tested converting Ashes of Apocalypse.esm and it hard-crashes the modconverter, so I'll have to get back to you on that part... 

But once it does convert successfully, you will have to make a custom OverridesEDIDList.csv to account for all the records which are present in the ESM but not in the Desert Region 2 ESP.  These unresolved records are listed in the UnresolvedEDIDList.csv that is generated when converting Desert Region 2.esp.  The good news is that the modconverter will also generate an "exportedEDIDlist.csv" file which is in the exact same format as the "OverridesEDIDList.csv" and the "UnresolvedEDIDList.csv".  So you can easily load up these files in a spreadsheet program that supports CSV format and cut and paste rows to build a custom "OverridesEDIDList.csv" file.  I'll eventually make a separate tutorial to explain all these customizable features in the modexporter.

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Re: City of Balmora. Here you

Re: City of Balmora. Here you go:

https://www.dropbox.com/s/nhhvjkt2g004knw/City%20of%20Balmor...

Re: TR. It still crashes even if I don't have it active. Maybe it is the incomplete byte-compiler implementation for scripts.

Re: Ashes of Apocalypse. Even the DR2 exclusive interiors have a lot of missing objects. They seem to be exclusive to only the custom objects and ones which are not doors. Custom doors do work, however.

Also, is it possible to somehow transfer everything in this mod to a separate worldspace? Even if it's through TES4Edit or something? Otherwise, it does conflict with the land of Morroblivion.

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EnvyDeveloper wrote:

EnvyDeveloper wrote:

Re: Ashes of Apocalypse. Even the DR2 exclusive interiors have a lot of missing objects. They seem to be exclusive to only the custom objects and ones which are not doors. Custom doors do work, however.

If you could give me the Morrowind ID name of one of the missing DR2 interiors, I will try to trace down exactly why modexporter is not exporting it.

Quote:

Also, is it possible to somehow transfer everything in this mod to a separate worldspace? Even if it's through TES4Edit or something? Otherwise, it does conflict with the land of Morroblivion.

I think TES4Gecko is the program that is used most for moving worldspaces, but I haven't tried it.  I think TES4Edit also has a custom script which can move worldspaces, but again -- I have not tried.  Unfortunately, a lot of the modexporter is custom-designed to specifically export mods which are based off of the base Morrowind.esm, so it requires some work-arounds to get a total conversion like Ashes of Apocalypse to fully work.  I'll keep this in mind when making future design choices.

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ponyrider0 wrote:

ponyrider0 wrote:

EnvyDeveloper wrote:

Re: Ashes of Apocalypse. Even the DR2 exclusive interiors have a lot of missing objects. They seem to be exclusive to only the custom objects and ones which are not doors. Custom doors do work, however.

If you could give me the Morrowind ID name of one of the missing DR2 interiors, I will try to trace down exactly why modexporter is not exporting it.

Quote:

Also, is it possible to somehow transfer everything in this mod to a separate worldspace? Even if it's through TES4Edit or something? Otherwise, it does conflict with the land of Morroblivion.

I think TES4Gecko is the program that is used most for moving worldspaces, but I haven't tried it.  I think TES4Edit also has a custom script which can move worldspaces, but again -- I have not tried.  Unfortunately, a lot of the modexporter is custom-designed to specifically export mods which are based off of the base Morrowind.esm, so it requires some work-arounds to get a total conversion like Ashes of Apocalypse to fully work.  I'll keep this in mind when making future design choices.

"Redchurch Ruins, Abandoned Store" is one of them.

About the worldspaces, I see your point. I'll try using Gecko or TES4Edit to move the worldspace.

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Yali wrote:

Yali wrote:

I created two mini gateway mods for accessing Morrowind from Cyrodiil and vice-versa since the travel guards in your version don't seem to allow me to travel. (I clicked on "travel" once they offered to take me over the border for 100 gold and only got a "nevermind" option.)

Shadow Pass is made to work with UL Eastern Peaks mod and Septim Pass adds a gateway northeast of Cheydinhal. I'm wondering if these work or might be causing the errors when traveling. This also occurred when starting a new game in Morroblivion. Exiting the ship resulted in half the meshes/textures not loading. 

I looked through the two mods, and I don't see anything that stands out which would make the game unstable.  I don't have any UL mods installed, but the Septim Pass gate you made for Cheydinhal area is pretty awesome.    When I have time, I'll write a script for those mods so they will transport you directly to the gate on the otherside rather than relying on the old boundary-crossing method.

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Thanks! I was getting CTDs

Thanks! I was getting CTDs though whenever I approached the gateway for some reason so I did a clean of the mod. Any idea why when crossing into Morrowind I get an error/missing textures? I'm using ArchiveInvalidationInvalidated.esp. 

I can't recall how many folders/files I copied over. I did the conversion a few months ago using the original post's method. 

AttachmentSize
Binary Data SeptimPass cleaned181.82 KB
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...oh, wow. Quite a lot of

...oh, wow. Quite a lot of stuff has happened. Okay, ponyrider0...so I should delete everything 'except' the converted meshes/textures/sounds/etc from the older TR conversions, then use just your new thingy to re-generate the .esps?

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Puddles wrote:

Puddles wrote:

...oh, wow. Quite a lot of stuff has happened. Okay, ponyrider0...so I should delete everything 'except' the converted meshes/textures/sounds/etc from the older TR conversions, then use just your new thingy to re-generate the .esps?

Sorry, no -- modexporter still does not convert any meshes, textures or sounds.  You will still need the ones from the ESPConverter, unless you've already made replacers for them.

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Yeah, that's what I mean. I'm

Yeah, that's what I mean. I'm keeping all the meshes/textures/sounds, etc. but deleting all the old .esps.

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correct.  Sorry, misread your

correct.  Sorry, misread your earlier post.

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Update 14:

Update 14:
Unfortunately, I experienced a major setback to conversion of Tamriel Rebuilt and all of my other Morroblivion projects: the harddrive of my PC has completely failed, and data-recovery from it is beyond my financial resources.  Thankfully, the latest released versions of my projects are hosted here on TESRenewal, and the latest development version of the openmw-modexporter was just published prior to the harddrive failure. 

The biggest losses are my unpublished utility scripts and programs which were used to generate the FormID tables and mappings for the modexporter.  Also, some of my unpublished experimental mods were also lost: like my Pet Guar Companion mod, and a new version of the Unofficial Update to Companions mod with experimental code for issuing Tactical Combat Orders, and my experimental mod for animated Boat Transportation carrying you between the coastal settlements based on a daily schedule of arrival and departure times.

Currently, I'm in the process of setting up Morroblivion development on my Mac which is over 10 years old.  Supposedly, the CPU is slightly faster in single threaded performance than my PC machine, but it can't dual boot to Windows due to ancient hardware unsupported by a modern Windows OS.  So I can only test Windows applications in a Virtual Machine or through WINE.  I recently got Morroblivion working in WINE, but only got 7-10 fps maximum.  I don't know how fast Visual Studio will run in a Virtual Machine...  I'll keep you all updated as I learn to adapt to my new situation.

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I know that feeling when I

I know that feeling when I lost a lot of my data. Took me a long time to get back on track.

experimental mod for animated Boat Transportation carrying you between the coastal settlements based on a daily schedule of arrival and departure times.

That sounded cool. I keep expanding the Dwemer Subway mod and having arrival and departure times would be great for realism - especially the limited service morning services which start at Valenwood.

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