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1Mac
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ponyrider0 wrote:

ponyrider0 wrote:

Hehe, regarding VWD/LOD generation -- I've always felt that the gold standard was MGE-XE's distant lands wizard which walked you through some questions to configure performance vs quality and then autogenerated all the decimated terrain, static meshes and low-res textures.  I've always hated the fact that Oblivion players only had the choice of a few VWD mods for Vanilla Oblivion (and the most popular mods) where the quality and performance parameters are all preset and unchangeable...  Let's just say that may not be the case much longer.

As for the speed improvements: this is only for Morroblivion (where performance is notoriously worse than in Cyrodiil).  I think the performance improvement just puts the worst parts of Morroblivion on par with Cyrodiil in terms of optimization.  Remeber that most of Morroblivion meshes were generated by a NIFConversion tool that was created over 10 years ago -- long before the modding community truly understood the TES4 engine or the TES4 NIF/ESM file formats and before we had any of the optimization tools we have now.

Well, that's still pretty amazing, even if the performance boost is only for Morroblivion :).

Relatedly, have you ever messed around with generating NPC face textures in CSE? Purportedly that can also be a big performance boost. OCO includes generated files for vanilla faces, but I could see it being a big boost for Morroblivion. What I'm working on is this: Open CSE and select the Bashed Patch as an active file from the Data menu. Then select Export NPC Face Textures from the Character menu, or select NPCs from the Object window and right-click to select Export FaceGen Textures. This generates folders full of textures in the Textures/Faces/ folder for each mod that creates new NPCs, including one for Morroblivion.esm.

My Mac/Wineskin setup for CSE keeps locking up, so I'm having to do this in small chunks, which is extremely tedious. But for someone with a working setup, it supposedly should only take an hour or so, so it'd be cool if someone could test it.

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I tried the LOD files

I tried the LOD files Ponyrider and it works! I also used PyFFI on my entire morro folder but it broke the game (wouldn't load at all) so I reverted to my old meshes and it works if a bit laggy at times but much better than before with the Framerate manager off.

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My sincere apologies.  It

My sincere apologies.  It looks like I screwed up while updating the Tutorial and deleted the recommended post-processing steps after running the NIFConverter batch files.  Here is where and when you should use PyFFI:


1. Start with a clean C:\Oblivion.output\ folder.  
2. Run the ***_LOD.bat files generated by the ModExporter.  
3. After the ***_LOD.bat files have completed, right-click on the C:\Oblivion.output\Data\Meshes folder and select "Optimize with PyFFI".  Do NOT run PyFFI directly in any of the \Oblivion\Data subfolders.  
 

Now, you can package these files into a new Mod Archive and name it something like "TR 1709 VWD.7z". Then, install the new mod-archive with a compatible mod manager.

Regarding poor performance without OR Framerate manager: Framerate manager does not perform some unknown magic.  Most of what it does is just modifying the Oblivion.ini in realtime and then updating the engine to use those new values.  The Oblivion.ini value that it modifies that is giving you less lag is probably this:


uGridDistantCount=25
 

This value determines the amount of distant statics that are loaded into memory by the distantland/object render pipeline.  It is tuned to work for Vanilla Oblivion which has few distant objects, and the ones that it does have are low res versions.  This is in HUGE contrast to the output produced by the modconverter's LOD.bat files -- which are FULL HIGH RESOLUTION models.  Find this value in your Oblivion.ini and change it to something more reasonable like uGridDistantCount=9.

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I've posted a new alpha

I've posted a new alpha version of the modexporter here: https://www.patreon.com/posts/modexporter-2018-18179474

I need feedback on mod conversion performance, mod compatibility and overall usability.  Post your feedback at the Morroblivion Help Desk: https://discord.gg/vAEdZ7N

1Mac
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At your suggestion on your

At your suggestion on your dev blog, I'm attempting to get Blender/PyFFI/Nifscripts working together on my Mac, adapting this tutorial (it's a bit out of date but seems serviceable. I'll provide an updated guide if I can get it all to work). I've gotten as far as opening and running the nif_common script and get an error: PyFFI not found, check console for details. I...can't figure out how to open the console on the Mac version. The bit of the script Blender highlights says:

# check if PyFFI is installed and import NifFormat

try:

    from pyffi import __version__ as __pyffiversion__ except ImportError:     print("--------------------------"         "ERROR\nThis script requires the Python File Format Interface (PyFFI)."         "Make sure that PyFFI resides in your Python path or in your Blender scripts folder."         "If you do not have it: http://pyffi.sourceforge.net/"         "--------------------------")     Blender.Draw.PupMenu("ERROR%t|PyFFI not found, check console for details")     raise
 

I've got Blender 2.49b, Nifscripts 2.59, PyFFI 2.1.11 (as per the Nifscripts readme), and Python 2.7.10 (default on my OS). Everything seems to be in the right place according to the tutorial. I'm stumped.

ponyrider0
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Python 2.7 results are a

1Mac wrote:

At your suggestion on your dev blog, I'm attempting to get Blender/PyFFI/Nifscripts working together on my Mac, adapting this tutorial (it's a bit out of date but seems serviceable. I'll provide an updated guide if I can get it all to work). I've gotten as far as opening and running the nif_common script and get an error: PyFFI not found, check console for details. I...can't figure out how to open the console on the Mac version. The bit of the script Blender highlights says:

# check if PyFFI is installed and import NifFormat

try:

    from pyffi import __version__ as __pyffiversion__ except ImportError:     print("--------------------------"         "ERROR\nThis script requires the Python File Format Interface (PyFFI)."         "Make sure that PyFFI resides in your Python path or in your Blender scripts folder."         "If you do not have it: http://pyffi.sourceforge.net/"         "--------------------------")     Blender.Draw.PupMenu("ERROR%t|PyFFI not found, check console for details")     raise

I've got Blender 2.49b, Nifscripts 2.59, PyFFI 2.1.11 (as per the Nifscripts readme), and Python 2.7.10 (default on my OS). Everything seems to be in the right place according to the tutorial. I'm stumped.

Python 2.7 results are a "false positive".  It actually doesn't work at all -- Python 2.7 just fools Blender into starting up and crashing.  You need to get the Python 2.5 binary install for Mac: https://www.python.org/ftp/python/2.5.4/python-2.5.4-macosx.dmg

Once you get that, you will need to un-break the broken stuff that the later versions of OS X do to ruin the lives of people that want their old software to work:  off the top of my head, this includes at least deleting the fake redirection of Python 2.6/2.7 libraries to Python 2.5.  Then installing an appropriate pointer to the correct Python 2.5 libraries.... I'll try to figure out how I did it and post instructions here...

1. In later Versions of OS X, Frameworks are stored in /System/Library/Frameworks instead of /Library/Frameworks. /System/Library/Frameworks/Python.framework/Versions/2.5 is symlinked to 2.6 (or maybe 2.7).  You will need to delete the symlink.
2. Then, make a new symlink for the deleted /System/Library/Frameworks/Python.framework/Versions/2.5 to point to /Library/Frameworks/Python.framework/Versions/2.5 (which should be the default installation directory for the Python 2.5 installer).
3. additional step: make a symlink for /usr/lib/libpython2.5.dylib to point to /Library/Frameworks/Python.framework/Versions/2.5/Python

If you are at all uncertain about how to perform the above steps, then send me a private message.

All the python scripts included with ModExporter are not designed to be run directly.  Look for the bash shell scripts: "start_blender_conversion.sh" and "start_gimp_conversion.sh".  You'll want to open those up and edit the environment variables so that the shell scripts know where your Blender and Gimp installations are.  Then run those shell scripts from a Terminal window.

 

1Mac
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Well criminy. I guess there's

Well criminy. I guess there's more to mess around with. Thanks for checking it out, at least. You're definitely one of the most open and helpful modders out there, and I appreciate it!

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