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Update 15:

Update 15:
I finally have a working mod development system set up.  After struggling for about a week, I decided to give up on developing using WINE or VM under OS X due to annoying issues with bugs/incompatibilities with library behavior and file permissions in those environments (at least for now).  Instead, I cleared space on my Mac laptop to create a boot camp partition for native Windows development.  The down-side, it's a relatively small harddrive with just enough space for Windows 10, Visual Studio, Oblivion + Morroblivion mods.  I had to install everything manually as there wasn't enough free space to store the mod packages for a mod manager based install.  The up-side to using my laptop is that the harddrive is solid-state, so hopefully mod-making and testing will go much faster than before. 

Finally, some simultaneously good/bad news: I'm postponing further development on the Tamriel Rebuilt conversion or any other new mods/fixes/patches to focus on the creation of a new Unofficial Morroblivion Patch.  Thanks for everyone's support of this project so far.  Hopefully, development on the Tamriel Rebuilt conversion project will resume in 1-2 months.

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No worries regarding

No worries regarding postponing the conversion and such. :)

Also, wanted to mention a little side-project I tinkered with; it took a fair bit of time, but after converting Necrom from Morrowind to Oblivion, I somehow managed to actually convert Necrom a second time from Oblivion to Skyrim in my spare time. It took about half a week (despite having converted Necrom to Oblivion a year ago XP).
I'd go into more detail, but this isn't a Skyrim discussion, so I'm not sure if I should or not. ^^;

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TonyB500 wrote:

TonyB500 wrote:

Also, wanted to mention a little side-project I tinkered with; it took a fair bit of time, but after converting Necrom from Morrowind to Oblivion, I somehow managed to actually convert Necrom a second time from Oblivion to Skyrim in my spare time. It took about half a week (despite having converted Necrom to Oblivion a year ago XP).

Very cool -- many people may be interested in that: a frequently asked question is if the Skywind team is planning to convert Tamriel Rebuilt (the answer is no).

 

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If I'm not mistaken, I think

If I'm not mistaken, I think I heard that they had said no to someone awhile ago regarding converting Tamriel Rebuilt. I think that's why I did it myself. XP

I guess there would be no harm in posting how I did it then here...
The method I used was, after converting the Tamriel_Mainland.esp, I ran it through this program I found on the Nexus called Chuvakin. It doesn't convert the meshes and textures over, but it did convert the esp to Skyrim with the heightmap in place (albeit with the red and white exlamation marks everywhere from missing meshes and purple ground from missing textures).
Once the esp was converted, I used this program called NifUtilsSuite in order to convert each Tamriel Rebuilt mesh separately to Skyrim with collision. And then I used NifSkope to re-apply any missing textures (the two Nif programs took the longest amount of time).

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ponyrider0, does the current

ponyrider0, does the current version of TR that the automated converter uses have any new creatures that need conversion/substitution?

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Puddles wrote:

Puddles wrote:

ponyrider0, does the current version of TR that the automated converter uses have any new creatures that need conversion/substitution?

Yes, there are a few... The merger of TR with PT signficantly changed the naming scheme for many creatures requiring intervention by hand rather than script.  I tried to convert all the ESP records from you previous TR Creatures mod release to use the new numbering and naming scheme of the OpenMW-based converter and the latest version of TR at that time (17.09?).

The latest version is included with testbuild 04 in the "mods-for-testbuild04.7z" file (named tr_creature_template.esp).  I have not rebuilt my Tamriel Rebuilt ESPs yet since my harddrive failure, so I can't open up the tr_creature_template.esp to see what is already done or needs to be done.  testbuild04 will replace creatures with either Minotaur or Deer based on a hardcoded decision tree which tries to determine the which of those two would be the best match.

ALSO: I need to go back and rewrite the OpenMW-based modconverter to use the Unofficial Patch instead of morroblivion-fixes...  You can't just get away with renaming the master files in the ESP header, since the CSV helper files are still pointing to incorrect formIDs...  I'll try to see what I can do this afternoon...

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ModExporter TestBuild 05

ModExporter TestBuild 05 
(Compatibility Release for Morroblivion Unofficial Patch)

Changes/Additions: Changes for compatibility with Morroblivion Unofficial Patch.  Bash Tags of addons also tweaked.  No new features to the modexporter.

Requirements: Morroblivion Unofficial Patch 2017-Nov-22, TR 17.09, OpenMW0.42, Morroblivion Symphony of Creatures, Oblivion Character Overhaul 2.

Please refer to instructions in TestBuild 04 post.  They are the same except for part of step 13 regarding morroblivion-fixes.esp.  Instead, move Morrowind_Compatibility_Layer.esp before Tamriel_Data.esp.

**Don't forget to get the Falling Lanterns Fix from the TestBuild04 post too.**

AttachmentSize
File modexporter-testbuild05.7z17.17 MB
File mods-for-testbuild05.7z593.13 KB
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Tutorial: Converting Tamriel

** THIS IS OUT OF DATE.  PLEASE USE THE TUTORIAL FROM THE ORIGINAL POST: **
https://tesrenewal.com/forums/morroblivion-development/tutor...

Tutorial: Converting Tamriel Rebuilt 17.09 to Morroblivion using the ModConverter Testbuild06

These instructions assume you know how to install mods in both Morrowind and Oblivion and that you have a working installation of both Morrowind+TR 1709 and Oblivion+Morroblivion v64+Morroblivion Unofficial Patch.  They will take you step by step from installing the ModConverter to creation of the converted ESPs and generation of the converted mesh and texture files.  The finished product will be addition of the mainland Morrowind game areas from Tamriel Rebuilt into your Morroblivion installation.  Although creatures and NPCs are present, they currently lack advanced AI and scripted behavior.  Dialog is all present, but missing the context sensitive topics feature of Morrowind.  Automatic AddTopic generation for appropriate dialogs will be done in the future.  A byte-compiler is partially written but disabled for better stability.   NIF Conversion relies on the NIF Converter component of the original ESP Converter package created by Galadrielle.

Requirements: 
Morroblivion v064 + Unofficial Patch 2017-Nov-22
Tamriel Rebuilt 17.09
OpenMW 0.42 (the windows 64bit version is required)
Oblivion Character Overhaul 2
Morroblivion Symphony of Creatures
NIF Converter v1.07  (download is attached to this post).

Instructions: (Total estimated time: 20-30 minutes)   
Building the ESPs:
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-testbuild06.7z" into the main executable directory for OpenMW.
**UPDATE: Unzip "testbuild06b-doorfix.7z" into the executable directory of OpenMW as well.**
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.  Move all 3 files after Morroblivion_Unofficial_Patch.esp.
13. Install the mods-for-testbuild05.7z and Falling Lanternfix (lanternfix.7z) with Wrye Bash. Place Morrowind_Compatibility_Layer.esp before Tamriel_Data.esp.  Place all other ESPs after TR_Preview.esp.
14. Create a Bashed Patch and move it after the last TR related esp file. Build the Bashed Patch.
**UPDATE: You must select the (CBash *BETA*) option to build your Bashed Patch.**  Wrye Bash should produce one warning, but no error messages.

Building the Resources:
1. Unzip the NIFConverter_v1_07.7z to a directory of your choice, ex: "C:\NIFConverter_v1_07".
2. Open the Morroblivion.ini file found in the directory where you installed NIF Converter.
3. Find and edit the "Morrowind=" line so that it points to the directory where you have installed Morrowind + TR 17.09.  Make sure to put a "\" at the end of the line.  Optional: change "Oblivion=" to an empty directory of your choice, or just leave it pointing to "c:\Oblivion.output\".
4. Go to the OpenMW executable directory where you ran the "openmw-modexporer.exe".
5. Select these 6 files: 

ModExporter_NIFConv_Tamriel_Data.bat, ModExporter_NIFConv_Tamriel_Data_helper.dat, ModExporter_NIFConv_TR_Mainland.bat, ModExporter_NIFConv_TR_Mainland_helper.dat, ModExporter_NIFConv_TR_Preview.bat, ModExporter_NIFConv_TR_Preview_helper.dat.

6. Move them to where you installed NIFConverter_v1_07.
7. Go to the NIFConverter_v1_07 directory, and double-click "ModExporter_NIFConv_Tamriel_Data.bat".  It will start two windowed processes to convert NIF files in parallel.  Let it run until you see a message that conversion is complete for both windows.  Press any key to close the windows.
8. Repeat step 5 for "ModExporter_NIFConv_TR_Mainland.bat".  Then repeat again for "ModExporter_NIFConv_TR_Preview.bat".
9. Now go to the "C:\Oblivion.output\Data" directory.
10. Create a new 7-zip or other Wrye Bash compatible archive from the directories in c:\Oblivion.output\Data.
11. Drag that new archive into the Installers tab of Wrye Bash to let Wrye Bash copy it into the Bash Installers directory.
12. Right-Click on the new archive inside Wrye Bash and click Install.  

You are now done.  Congratulations!

UPDATE 1:
I've posted a "testbuild06b-doorfix.7z" which contains an updated executable and pre-generated batch files.  The testbuild06B executable will produce the exact same ESP files as testbuild06, but the batch files are modified to add special arguments to create door animations.  If you already generated you ESP files, you don't need to re-run the modexporter -- just copy the batch files into your NIFConverter directory and re-run them.  Then re-install the updated NIF files (with working door animations).

UPDATE 2:
I've posted yet another updated version, "testbuild06c-lodgen.7z".  Testbuild06C includes a set of batch files specifically for generating LOD meshes.  You may still find the pre-generated batch files in Update1 useful to fix door meshes if you don't want to re-run the modconverter.  More information and a nice picture here.

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All you need now is 20-30

All you need now is 20-30 minutes and the above instructions.



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I made a quick tweak to make

I made a quick tweak to make batch files for LOD mesh creation.  "testbuild06c-lodgen.7z" is posted in the link/tutorial above.  A nice demo screenshot and more details can be found here.

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Hm, so you're saying we

Hm, so you're saying we should put a separate Bashed Patch, 1.esp directly after the TR esps, in addition to what we usually do?

Edit: And, I seem to remember needing a replacement esp with different IDs for my TR Creature replacer...? Or was it the Symphony mod?

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Puddles wrote:

Puddles wrote:

Hm, so you're saying we should put a separate Bashed Patch, 1.esp directly after the TR esps, in addition to what we usually do?

You just need one Bashed Patch.  It does not need to be directly after TR esps, anywhere downstream is fine. :)

Quote:

Edit: And, I seem to remember needing a replacement esp with different IDs for my TR Creature replacer...? Or was it the Symphony mod?

The tr_creatures_template.esp is all you need -- it is hardcoded to use the NIF files from your Symphony of Creatures mod (it takes the place of all previous creature replacers for TR).  This only affects the new creatures (some) which are added with Tamriel Rebuilt.  So you will still need the original ESP from Symphony of Creatures if you want to replace vanilla Morroblivion creatures.

 

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Okay, ooone last question..

Okay, ooone last question...do I still need to keep those TR_Mainland_Creatures.esp TR_Mainland_Creatures_addons.esp TR_Preview_Creatures.esp from before?

Edit: ...And the TR_Fix_12.esp?

Edit2: ...also TR_Preview isn't a child of TR_Mainland. Should I do that in TES4Edit and remove all the duplicate records?

Edit3: And will something go wrong if I just put the Nifconverter files in the OpenMW folder?

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Puddles wrote:

Puddles wrote:

Okay, ooone last question...do I still need to keep those TR_Mainland_Creatures.esp TR_Mainland_Creatures_addons.esp TR_Preview_Creatures.esp from before?

Edit: ...And the TR_Fix_12.esp?

Nope, none of the above.  Do not use any of the old ESPs that were released prior to ModConverter Testbuild05.  They are all based on the old ESP Converter tool and have nothing to do with the new ModConverter.  Any useful information or changes in those older ESP files have already been re-written and put in the "mods-for-testbuild05.7z" file.

Quote:

Edit2: ...also TR_Preview isn't a child of TR_Mainland. Should I do that in TES4Edit and remove all the duplicate records?

No.  You do not need to use TES4Edit at all for converting Tamriel Rebuilt with ModConverter.  All you have to do is follow the steps in the new tutorial.

Quote:

Edit3: And will something go wrong if I just put the Nifconverter files in the OpenMW folder?

Ok, if you mean the NIFConverter executable files, that should theoretically be fine.  I have not tested it, but I can't think of anything which would go wrong.

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Okay, got it working. I think

Okay, got it working. I think. Now, if I was going to examine the creatures in the mod to make a patch for new ones...would I load the TR Creatures Template .esp as well, or just the mainland/preview esps? Loading the template crashed the CSE, for some reason.

Edit: Tried also loading the Compatibility Layer alongside the other mods in CSE, still crashes opening the TR Creature template. Hm.

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Correct: do not load the any

Correct: do not load any of the ModConverted ESPs (Tamriel_Data.esp, TR_Mainland.esp, TR_Preview.esp) in CSE as the active mod.  This will crash the CSE.  I tried for over a month to track down the issue, but could not find any specific record or change that causes the crash.  You can still load them as inactive mods, then modify records and save a new ESP which will then use TR_Mainland.esp or whatever as a master (BUT you need to activate a setting is called something like "Save Loaded Mods as Masters" in the CSE.).

What you probably want to do is work from one of the templates.  They are named "template" because I designed them as modder's resources which can be loaded as the active mod to serve as a starting point which already contains all relevant Tamriel Rebuilt based armors, creatures, etc with the correct FormIDs.  They also contain the necessary Bash Tags in their descriptions so that they will be graphic replacers and not corrupt the other records containing stats, scripts, AI, etc. -- which I want to protect so that future versions of ModConverter can update them as needed.

**Also, the other reason is that the TR_Creatures_template.esp contains many corrupted references from my TES4Edit Hacking that I needed to do to merge and synchronize the old ESPs into the correct FormIDs for the new ModConverter FormID system.  So it can never be loaded directly into Oblivion unless someone wants to spend the time to go through the hundreds of records to clean out the corrupted references and update the other references to match what is in the Master TR ESPs.

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CSE still crashes even

CSE still crashes even loading the TR_Creatures.esp as an inactive...I was able to open Preview.esp, though. I guess what I'll do is compare the TR_Creatures template in TES4Edit to what's in the TR_Preview.esp creatures, make a patch for what's missing, and then merge it into the TR Creatures template later.

Edit: TR_Mainland crashes the CSE even loaded inactive.

Edit1: Based on TES4Edit's 'Check Error' on the TR_Mainland.esp, I'd say the issue is CSE trying to read the scripts and erroring out, something with dialogue conditions, or...something with global refs not being present.

Edit2: Both TR_Mainland and TR_Preview have unresolved errors on object that has a script defined in Tamriel_Data, it looks like.

TESGecko also talks about an error with the Headers, which I know will definitely crash the Construction Set:

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Also getting this error when

Also getting this error when I try to build a Bashed Patch via CBash:

ModFile: Error - Unable to open "TR_Preview.esp" as read only via memory mapping. LoadCollection: Error - Unknown exception     CBash encountered an error LoadCollection Check the log. Traceback (most recent call last):   File "bash\balt.pyo", line 1796, in _conversation_wrapper   File "bash\basher\patcher_dialog.pyo", line 184, in Execute   File "bash\patcher\patch_files.pyo", line 450, in buildPatch   File "bash\cint.pyo", line 15414, in load   File "bash\cint.pyo", line 144, in NegativeIsErrorCheck bash.cint.CBashError: 'Function returned an error code.'
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I'm impressed that the new

I'm impressed that the new mod converter manages to convert over most content from all the mods I tested so far. I'm really happy :D

One thing which hasn't been implemented, it seems, is the StartScript equivalents in the Oblivion engine. In my Morrowind mods, that's my bread and butter. Though, then again, it's pretty minor and I can edit the quests individually to have a quest script.

Edit: On the topic of CSE not loading TR, it is indeed strange. My converted City of Balmora, Desert Region 1 and Desert Region 2 all load up perfectly in CSE with no issue. Something must be different with TR for CSE to behave this way.

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Sorry: I gave you both

Puddles wrote:

CSE still crashes even loading the TR_Creatures.esp as an inactive...I was able to open Preview.esp, though. I guess what I'll do is compare the TR_Creatures template in TES4Edit to what's in the TR_Preview.esp creatures, make a patch for what's missing, and then merge it into the TR Creatures template later.

Edit: TR_Mainland crashes the CSE even loaded inactive.

Edit1: Based on TES4Edit's 'Check Error' on the TR_Mainland.esp, I'd say the issue is CSE trying to read the scripts and erroring out, something with dialogue conditions, or...something with global refs not being present.

Edit2: Both TR_Mainland and TR_Preview have unresolved errors on object that has a script defined in Tamriel_Data, it looks like.

TESGecko also talks about an error with the Headers, which I know will definitely crash the Construction Set:

Sorry: I gave you both misinformation and unclear information.  The TR_Creatures_template.esp will never work in Oblivion and CSE due to the massive amount broken links caused by ESP hacking to merge the model subrecords from prior Symphony ESP into the new formID format.  This is an exception to what the other template files should be able to do (load as active).  However, none of this works in the latest versions because of the the byte-compiler code is unfinished.  I thought I had disabled all of the byte-compiler output, but there is still some remaining. The unresolved record links in scripts is due to the unfinished script translation system (I need to define all script commands and script identifiers and variables so that the EDID/FormID lookup table can resolve the links).  The mismatch in record counts should only crash the Construction Set when the actual number of records exceeds the declared record counts in the ESP header.  An estimated record count is written initially into the ESP header at file creation, and when the conversion is completed, the accurate record count should then be updated in the ESP file header.  If the counts aren't accurate, then the converter is crashing early somewhere.  I'll have to look at this later, I'm out of town for two weeks.  Sorry for the foul ups!

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Puddles wrote:

Puddles wrote:

Also getting this error when I try to build a Bashed Patch via CBash:

ModFile: Error - Unable to open "TR_Preview.esp" as read only via memory mapping. LoadCollection: Error - Unknown exception     CBash encountered an error LoadCollection Check the log. Traceback (most recent call last):   File "bash\balt.pyo", line 1796, in _conversation_wrapper   File "bash\basher\patcher_dialog.pyo", line 184, in Execute   File "bash\patcher\patch_files.pyo", line 450, in buildPatch   File "bash\cint.pyo", line 15414, in load   File "bash\cint.pyo", line 144, in NegativeIsErrorCheck bash.cint.CBashError: 'Function returned an error code.'

This is a Wrye Bash "read-only" permission error.  Ask Diana TES GotH how to fix this.  I think she booted into Safe-Mode and reset some files.

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EnvyDeveloper wrote:

EnvyDeveloper wrote:

I'm impressed that the new mod converter manages to convert over most content from all the mods I tested so far. I'm really happy :D

One thing which hasn't been implemented, it seems, is the StartScript equivalents in the Oblivion engine. In my Morrowind mods, that's my bread and butter. Though, then again, it's pretty minor and I can edit the quests individually to have a quest script.

I have plans to implement StartScript through the Morrowind_Compatibility_Layer.  First, I need to finish the script translation and byte-compiler though (after I get back into town).

Quote:

Edit: On the topic of CSE not loading TR, it is indeed strange. My converted City of Balmora, Desert Region 1 and Desert Region 2 all load up perfectly in CSE with no issue. Something must be different with TR for CSE to behave this way.

Yes, the issue with CSE crashing is complicated: it's not directly tied to a specific subrecord/script type in my converter but to the fact that TR uses those records thousands of times.  I can completely stop the crashes in TR conversions if I disable all NPC record conversion.  When I enable it for a few hundred records only, it works.  If I open NPC conversion for all the thousands of NPC records in TR, it crashes.  It's not even a specific NPC record (I've tested loading nearly all individual records to see if they work by themselves and they do).  The error only happens when certain NPC records in a certain quantity are converted.  Very difficult for me to track down.

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Do you think it's because the

Do you think it's because the way the dialog conditions are filled with NULLs right now, each NPC is having an unbearable amount of lines held in reserve for them?

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Puddles wrote:

Puddles wrote:

Do you think it's because the way the dialog conditions are filled with NULLs right now, each NPC is having an unbearable amount of lines held in reserve for them?

CSE will crash even when NPC_ are the only records in ESP, but Only if there are over 100+ or so.  This is the NPC_ binary file format of the subrecords that I use (straight from the TES5Edit source code):

https://github.com/TES5Edit/TES5Edit/blob/dev/wbDefinitionsT...

This is a much older but human (non-Delphi) readable format:

http://en.uesp.net/wiki/Tes4Mod:Mod_File_Format/NPC

Also note: It's not just NPC records which have this problem... there are several other records which can not be fully loaded into the CSE.  I will have to go back through my engineering notes to find them out if you are really interested in trying to track down the CSE crashes (I spent 2 months June-July trying to debug CSE crashes when active and gave up).  When I am back in town, I can debug the portions which are causing CSE crash when TR ESPs are set to inactive.

And always, please feel free to mess with the ModConverter source code to fix this yourself:

https://github.com/ponyrider0/openmw

Testbuild06 is from the Export-with-NIF_Conv branch.  Older Testbuild versions are mostly from Export-with-Morroblivion branch.

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I'd just break it. :V Wouldn

I'd just break it. :V Wouldn't know the first thing about it. Do you want me to compile a list of creatures new to the most recent TR edition that can be substituted for pre-existing Oblivion creatures? Minotaur, Spriggan...

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Here is a CSV spreadsheet

Here is a CSV spreadsheet which you can use as a template to fill in EditorIDs for TR Creature records and the skeleton model and model lists of NIF files you want to over-ride in the ESP for that record.  I can then write an import routine to use these values by the converter.

AttachmentSize
File tr_creatures_override_table.7z370 bytes
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All right, I'll work on that

All right, I'll work on that a little. I've contacted ProjectTamriel on Nexus to ask which of their creatures merged into TR from PC are made from vanilla Morrowind assets/if they'd be okay with me converting the ones that aren't. From there I'll see about making substitutes.

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I had some time tonight and

I had some time tonight and was able to track down a few problems which could be contributing to TR_Mainland.esp crashing the CSE even if it is inactive.  Hopefully, I'll be able to post some new files in a few more hours.

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Nice. I got permission to

Nice. I got permission to convert the updated Skyrender model, so we can get rid of that weird bug-lady substitute I'd initially used.

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Puddles wrote:

Puddles wrote:

Nice. I got permission to convert the updated Skyrender model, so we can get rid of that weird bug-lady substitute I'd initially used.

Wonderful, I'm loving the work you all are doing with this. Great job.

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Got permission to convert the

Got permission to convert the Welkynd Spirit and Raki.

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Puddles wrote:

Puddles wrote:

Got permission to convert the Welkynd Spirit and Raki.

Nice.  Apologies for the belated post (I was hoping that "in a few more hours" was going to mean less than 70-ish hours).  I'm still out of town for another week.  Some good news regarding CSE crash issues: I have fixed nearly all the ESP errors found by TES4Edit in the converted TR files.  Bad news: fixing these errors did not fix the CSE crashing when TR_Mainland.esp is set to inactive.  Good news: I finally tracked down the source of the errors: The GREETING dialog topic tree.  Bad news: there is no specific subrecord, script or null value or binary formatting which causes the error.  Instead, it's only when the entire GREETING topic sub-tree (2000+ records) is included with TR_Mainland.esp that CSE crashes (which to me sounds like an out of resource issue or memory leak bug in the CS).  Which brings us to the final good news: if you separate the GREETING topic sub-tree from TR_Mainland.esp and place it into a separate ESP file, then TR_Mainland.esp can once again be loaded as an inactive ESP (and, at least for my current internal build, also as an active ESP).  Additionally, the ESP which contains the full 2000+ converted GREETING topic sub-tree taken from TR_Mainland.esp also​ loads with absolutely no errors....  So I'm trying to design a viable solution which does not require epic levels of TES4Edit Hackery to load TR_Mainland.esp (and thus, all it's dependencies such as TR_Creatures_template.esp).  To be continued probably when I return home late next week.

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Um...can you just do a deep

Um...can you just do a deep override copy of all the dialogue into a new .esp, then delete the dialog tree out of the TR_Mainland? And...yeah, that does sound like an issue. With the new Mainland .esp, whenever I get within talking range of an NPC or two NPCs start conversing, my computer lags something fierce and/or CTDs.

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Puddles wrote:

Puddles wrote:

Um...can you just do a deep override copy of all the dialogue into a new .esp, then delete the dialog tree out of the TR_Mainland? And...yeah, that does sound like an issue. With the new Mainland .esp, whenever I get within talking range of an NPC or two NPCs start conversing, my computer lags something fierce and/or CTDs.

Deep override copy of all dialog crashes my TES4Edit, and also, it is not required.  You only need the GREETING topic sub-tree to be separated.  Here's how:

Manually select all 2963 records in the GREETING sub-tree and do an over-ride copy into a new ESP.  Then save that new ESP and quit TES4Edit.  Re-open the new ESP and confirm that all dialog records were fully copied and are identical to the TR_Mainland masters.  Now exit TES4Edit.  Open TR_Mainland.esp alone without the new ESP, now select the GREETING topic root node (the record which says "GREETING") without displaying the entire branch.  Now you can remove the full branch at the root node and then quit and save. 

The above steps defeat the purpose of all my FormID CSV import code which was designed so that users don't need to run TES4Edit.

Also, I forgot to post a bug-fixed Overrides.CSV file:

AttachmentSize
File overridesedidlist.7z7.75 KB
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Once the GREETING subtree is

Once the GREETING subtree is separated from the TR_Mainland.esp, you can load that new ESP into CSE as active, then immediately save it out.  It will renumber some of the Dialog INFO previous link references.  This CSE corrected new ESP can then be merged back into TR_Mainland.esp by selecting the GREETING sub-tree and using deep over-ride copy with TR_Mainland.esp as the destination.  The TR_Mainland will now be loadable as an active ESP. 

​I am trying to reverse engineer the linked-list ordering scheme used by the CSE when it corrects the ESP... however, I suspect it will require much more time (months) and resources to create a framework to load the Oblivion.esm and Morrowind_ob.esm and track and manage all dialog references in Oblivion and Morroblivion for proper ordering.

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I have faith that you'll use

I have faith that you'll use your Tech-Priestliness to somehow find a way to do it faster! :D

Edit: Yeah, your trick worked fine for me. I'm working on an updated TR_Creatures Template.esp now.

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Thanks for the vote of

Thanks for the vote of confidence.  To be honest, I had given up on the CSE crash bug when TR_Mainland.esp is active months ago, so it's thanks to everyone's suggestions and feedback that we even found a work-around hack for the problem. 

I have some ideas of how to hardcode the results of the work-around into yet another CSV substitution file: basically it would check for specific dialog info IDs and replace the previousRecord IDs with values I will data-mine off of a TR_Mainland which has been fixed with the GREETING subtree hack.  I probably won't be able to test this idea until I get back from my trip.

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I swear the most tedious

I swear the most tedious thing with the creature template is adjusting the stats. Some of the goblins have attack 40 + weapon wielding, which puts their DPS to more than a Minotaur Lord...

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Puddles wrote:

Puddles wrote:

I swear the most tedious thing with the creature template is adjusting the stats. Some of the goblins have attack 40 + weapon wielding, which puts their DPS to more than a Minotaur Lord...

Don't spend too much time messing with the stats: these can be programmatically scaled during conversion, which would over-ride any stats you adjust directly in the TR_Creatures_template.esp.  If you adjust 3 or 4 different types of creature records, that should be enough for me to develop a scaling algorithm to rebalance all creature records during conversion.  Right now, the attack stat is calculated as the average of the Morrowind min-max attack values.

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The most recent version added

The most recent version added some Cyrodiil creatures where it might be easier to copy the record of their Oblivion version, or outright redirect all the references to their Oblivion counterparts. Spriggan, Minotaur (the non-quest version), Cyrodiilic Mudcrab, Boar (you that already iirc), a lot of goblins, horses...I’ll track down the farm animals mod to get the stats for them, too. 

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Welkynd Spirit is converted.

Welkynd Spirit is converted. Amusedly it converted more easily than some of the vanilla creatures did...

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A new testbuild will be ready

A new testbuild will be ready within the next few days.  This build will fix TR_Mainland CSE crashing, finally export landscape textures and add some customizability to export mods other than TR.  I will also post an updated creatures replacer (based on Puddles' excellent work).

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Yay! So what was causing the

Yay! So what was causing the crashing?

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Puddles wrote:

Puddles wrote:

Yay! So what was causing the crashing?

I fixed a handful of formatting bugs and removed a ton of incomplete code, so I can't say with complete certainty what was causing CSE crashes, but the thing that finally got it working was finding and working-around two records in TR_Mainland with duplicate record IDs.

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Update and New Release:

Update and New Release: ModConverter Testbuild07

Conversion of Tamriel Rebuilt with ModConverter-Testbuild07 will be officially replacing the old ESPConverter tutorial.  Once I update the testbuild instructions, they will finally replace the first post.  As mentioned in the previous post, this testbuild will fix the CSE crashes and adds exporting of landscape textures and icons.  Please follow the tutorial steps I previously posted for generating ESP files.  Landscape textures and icons will be exported to C:\Oblivion.output during the ESP export step.  Sorry, the output directory is currently hardcoded.  Follow the additional instructions for NIF conversion, and then NIF LOD conversion.  I'll try to update the tutorial to consolidate all the instructions in a few days. 

Mods-For-Testbuild07 consolidates the fixes, templates and creature graphic replacers from Puddles.  The prior mods-for-testbuild ESPs have all been merged into a new TR_Fixes.esp (except for Morrowind_Compatibility_Layer.esp which remains the same).  The individual templates can be downloaded as an optional DevKit for modmakers to create new graphic replacers.  The armor replacers will be merged in a future version.

Mods-For-Testbuild07 on mediafire: mods-for-testbuild07.7z

For mod-makers: testbuild07-devkit.7z

EDIT: testbuild07 to be re-uploaded later

EDIT 2: Sorry, I'm having trouble getting the dialog conditions re-enabled and working again after disabling them to try to fix the CSE crash bug.

EDIT 3: Okay, I have the dialog conditions restored to working order and CSE still seems to be working.  I'll try to post testbuild07b later today or early tomorrow.

EDIT 4: I am in the process of uploading files and will update the first post shortly.

EDIT 5: first post now updated with new tutorial for testbuild07 aka 2017-Dec-31

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Finally got this installed

Finally got this installed and got my load order fixed. Going to give it a go.

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That's good to hear, because

That's good to hear, because I'll hopefully be releasing a new testbuild with functioning dialog and support for simple quests within a few days.

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Hey guys. I'm on step 5 of

Hey guys. I'm on step 5 of the Building Resources part of the process, and the ModExporter_NIFConv_Tamriel_Data.bat, ModExporter_NIFConv_TR_Mainland.bat, ModExporter_NIFConv_TR_Preview.bat files are not generating after the previous exporting of ESP files. Anyone else run into this problem?

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Hmm, where did you install

Hmm, where did you install OpenMW?  If you installed it in the "Program Files" directory, you may need to run "openmw-modexporter.exe" as administrator to get write privileges to that directory.  Alternatively, you can re-install or move OpenMW outside of the "Program Files" directory and try again.  Let me know if you're still having problems.

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Your guess and subsequent

Your guess and subsequent suggestion for a solution were correct and worked. It was indeed installed in the Program Files folder, and running it as administrator fixed the issue. Thanks for the help pony. Much appreciated.

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