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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

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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.

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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.

 

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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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Yet another alpha version

Yet another alpha version posted: https://www.patreon.com/posts/modexporter-2018-18471581.  I really need feedback regarding conversion times using the blender/gimp/python scripts on different systems: please post your conversion times plus CPU/RAM/HDD + mod you converted.  Thank you.

Sorry, I no longer need any testers.  Preliminary tests on modern hardware confirmed this approach is so slow that it's unviable for full conversion of Tamriel Rebuilt.  Also, usability and ease of use by the average user is non-existent.  I'm in the process of redesign.  I don't expect to have anything new ready until November or December.

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I'm going to download this

I'm going to download this and give it a try. Hedgehog12 and I want to see how smoothly the Symphony of Morrowind mod can be converted.

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Puddles wrote:

Puddles wrote:

I'm going to download this and give it a try. Hedgehog12 and I want to see how smoothly the Symphony of Morrowind mod can be converted.

Sorry, I forgot to update the status on my previous post.  No testing needed at the moment.

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Which is the most recent

Which is the most recent "stable" verson, then? The April 14th?

The April 14 #Blender thing doesn't seem to work. I edited the master file to have the .esp with #Compile and #Blender tags. Running the Convert Meshes.bat just does the normal thing. The start blender conversion.bat just says "Jobs completed. Press ENTER to exit script."

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Puddles wrote:

Puddles wrote:

Which is the most recent "stable" verson, then? The April 14th?

Clarification: none of the alpha versions are "buggy" or "unstable", they just feature alternative conversion pathways based on Blender/GIMP/Python, which when used, will be over 10x slower than the older NIFConv.exe method.  Additionally, there are no formal instructions on how to install Blender/GIMP/Python and configure the ESMMasters.CSV to make it work.  There is nothing stopping you from using the old NIFConv.exe-based batch methods with the new alphas.

With that said, if you want to follow detailed instructions and only do the minimal amount of self-thinking: use this release and tutorial: https://www.patreon.com/posts/morrowind-to-feb-17272420

On the other hand, if you are willing to do large amounts of experimentation and thinking for yourself AND you are familiar with installing and running Blender-NIFScripts, GIMP, and Python then you may be interested in the improved collision mesh conversion and bump-generation that is possible with the latest alphas.  The trade-off is in the conversion time: hours instead of minutes.  Even if you don't use the new python-based conversion, the new alphas will use the new VWD threshold system to decide what NIF files to turn into _FAR.NIFs even with the old NIFConv.exe method.  Right now, April 14th is available, but there's really no difference between that version and the April 28th in terms of ease of use (meaning there is no ease of use at all).  And the April 28th version is probably the one you want to be using if you do use an alpha release, since it incorporates PyFFI NIFToaster optimization and multi-theading... I'm still in the process of redoing the instructions so that people can at least install the tools without needing to read my mind, but you can PM me if you're interested in the link now.

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I'll wait until you've got

I'll wait until you've got the instructions in semi-readable condition. I know how scary my notes are when they're meant for my eyes only, hehe. Still trying to figure out why the .esp itself didn't seem to convert fully, don't need to worry about the resources atm...

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https://www.patreon.com/posts
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Did i do something wrong? a

Did i do something wrong? a bunch of buildings and meshes are missing as well as most of the map screen, also all of the doors use their cell editor IDs. Is there a patch or something i need to install?

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Did i do something wrong? a

Did i do something wrong? a bunch of buildings and meshes are missing as well as most of the map screen, also all of the doors use their cell editor IDs. Is there a patch or something i need to install?

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cncz wrote:

cncz wrote:

Did i do something wrong? a bunch of buildings and meshes are missing as well as most of the map screen, also all of the doors use their cell editor IDs. Is there a patch or something i need to install?

For the map screen, you need to download one of the Tamriel Rebuilt world maps: https://tesrenewal.com/forums/morroblivion-mod-releases/rel-...

If you are missing meshes, make sure that you are converting the meshes using the batch files (see the "Building the Resources" section).  I'm not sure what you mean by "all of the doors use their cell editor IDs".  Can you send a screenshot?  Also, please let me know which versions (dates) of the ModConverter, Mods-For-ModConverter and Tamriel Rebuilt you are using.  There are many versions for all of them and they all have different features and compatibilities, so it's very hard for me to keep track of which is does what.  Thanks.

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I used all of the application

I used all of the application versions provided on the first post as well as the newest version of TR_Data and tamriel rebuilt. I also used the batch files as instructed, here are some screenshots. (screenshot hotkey opened the menu but you can still see the missing stuff mostly).

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Although there will be an

Although there will be an occasional missing mesh.  However, if you are missing more than 10-15% of meshes, then the conversion probably wasn't successful.  The most common reason for the NIFConv.exe to not complete successfully is that the NIFConv.exe's Morroblivion.ini configuration file was not set up correctly.  Almost as common is that Tamriel_Data was not properly installed.  Another reason for individual meshes not to convert is due to incompatibilities with Morrowind mods that use high detail meshes or an incompatible NIF format.

1. What was the size of your \Oblivion.output\Data folder after following the "Building the Resources" section? 

2. Make sure you waited for BOTH windows to complete before closing any of them.

3. Please confirm that you are able to run Tamriel Rebuilt and have all meshes present in Morrowind/OpenMW.

4. What other mods are installed in Morrowind if any, other than Tamriel Rebuilt?

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1.825 mb

1.825 mb

2.i did

3.yes (screenshot)

4.none, i reinstalled the game for tamrielrebuilt

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Please post your NIFConv.exe

Please post your NIFConv.exe's Morroblivion.ini file and the batch files generated by modexporter.  Please also post a screenshot of the Windows Explorer opened to your Morrowind Data Folders directory.  Also post a screenshot of the \Oblivion.output\Data\Meshes and \Oblivion.output\Data\Textures directories.  I will try to reproduce your problems if I can.

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ok

ok

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Could you please post the *

Could you please post the *_helper.bat / *_helper.dat files as well?  Also, I'm already noticing some files that are not part of my Tamriel Rebuilt resources.  The last version of Tamriel Data that I tested was v04 -- I will try to download the new v06 to test with the modexporter, but I have limited internet connection so it may be a few days.  In the mean time, you could try downloading the Tamriel Data v04 to see if that works for you.  TR 17.09 with/without hotfixes should be compatible with version of modexporter from the tutorial.

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ok

ok

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Did you use the HD or non-HD

Did you use the HD or non-HD version of Tamriel Data?

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1. Try renaming the *_helper

1. Try renaming the *_helper.dat files to *_helper.bat and running them directly. 

Since your main *.bat files and the *_helper.dat files are near the same length, the main *.bat file could potentially finish first and terminate the *_helper thread before it's completed.  The above step should fix that.

Your Tamriel Rebuilt Resources mod should be around 1.18GB (19,549 files, 250 folders) if using Vanilla Tamriel Data v06 and around 2.24GB if using the HD version.  If all of the above is correct, then you may be installing the converted Resource files incorrectly. 

2. Post a screenshot of the TR Resources mod information page/tab from inside your mod manager.

3. Also, please post a screenshot from Firewatch since that is a finished town.  It looks like your are taking a screenshot from Old Ebonheart which is still in-development by the TR team (although it should work too).

FYI, I've just successfully tested the modexporter with Tamriel Rebuilt 17.09 + Tamriel Data v06 HD and non-HD and both appear to be working as intended.

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Idea #1 worked but i have

Idea #1 worked but i have like 10 fps in most cities

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Yes, frame rate is very bad

Yes, frame rate is very bad for most setups unless you do two things:

1. Optimize the Meshes directory using PyFFI NifToaster.

2. Use Oblivion Reloaded frame rate manager to dynamically adjust the amount of distantlands which is loaded into memory.  You can also manually adjust the Oblivion.ini values directly instead of relying on Oblivion Reloaded to do it:

Oblivion.ini:

[General]

uGridDistantCount=11

uGridsToLoad=5

The default uGridDistantCount is 25.  Setting it to about 11 will allow you to still see Vivec City and moon from the Seyda Neen prison boat.  This value exponentially increases/decreases the amount of data that needs to be loaded into memory.  So you are reducing the area of distantland that's loaded into memory by 4 times when you decrease this value by 2 times.  Hopefully, you will see a corresponding increase in performance.

FYI, I am incorporating PyFFI NifToaster optimization into the next version of the modexporter.

 

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One more thing, is there a

One more thing, is there a way to make the travel systems work and have mournhold be accesible from the mainland in morroblivion yet?

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Hmmm, I guess I forgot to

Hmmm, I guess I forgot to merge that into TR_Fixes last year.  Unfortunately, I seem to have misplaced the original mod I made for it.  I'll try to put together a new script to re-enable that.

Found the post: https://tesrenewal.com/comment/85557#comment-85557

TR_Fixes_012 is not compatible with the latest version of modexporter but now that I've located the original mod,  it should hopefully just take me a few mintues to make a new version...

...and here it is for testing (see attachment).  Once a couple people can confirm that it works for them, I'll add it to the first post.

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