I'll update the original post here after more testing and feedback.
Update 2018-March-2:
I made some updates and bugfixes for better support of LGNPC. Read more about it and download the updated modexporter files here: https://www.patreon.com/posts/17321060
Oh yeah, FYI: most dialog and many quests are working.
Perfect timing, I just got to this spot in Diana's modlist. It's quite a mental workout to install (with the added challenge of doing it all in Wineskin :P), but I appreciate how well you've explained everything and the legal limitations of importing TR to MOB. At any rate I'm through the first section of the install, to resume later.
So what happens exactly if you use CBash? I like how speedy CBash is, and Arthmoor's Delayed DLCs mod purports to require it. Also, "most dialog and many quests" refers to TR and not LGNPC, right?
So what happens exactly if you use CBash? I like how speedy CBash is, and Arthmoor's Delayed DLCs mod purports to require it.
CBash seems to have some bugs where certain scenarios will cause it to forget about subrecords which it should be preserving and allow over-rides to completely wipe out those records. Example: Some graphic replacer mods (like my TR_armors, TR_creatures and TR_facelift mods) will over-write all subrecords, not just the graphics subrecords. So, you may end up with creatures/NPCs that have no AI or no scripts when you use CBash.
Quote:
Also, "most dialog and many quests" refers to TR and not LGNPC, right?
It refers to all mods in general. The modexporter is now at the point where it can detect and convert about 70% of scripts and over 90% of dialogs and quests. 60-70% of quests will just work, another 30% will work with minor edits. Only about 10% of scripts/quests need major edits. The ones that need some hand-tweaking mainly involve Guild Rank Advancement, Spells/Enchantments not natively supported by Oblivion, Blight Disease, Crime/Alarm/Sneak detection, and some Morrowind/MWSE script hacking/optimizations which don't translate well.
Most "fedex" quests, "kill the evil monster" quests, and a few escort quests should work right out of the box. That applies for any mod, not just Tamriel Rebuilt. One exception is any mod which modifies vanilla Buildings/NPCs rather than adding new ones. These will cause double NPCs. This is what's currently stopping me from supporting MGSO, Rebirth, MCA and LCV right out of the box. A future version of the modexporter should support this.
Thanks for the replies. Would it be possible to build one bashed patch for the TR stuff and keep the CBash for everything else?
I've gotten through the resource and LOD generation. I take it the error messages you mentioned are expected for generating all files, not just armor? Also, how necessary are the armor messages? I don't really crave a bunch of different in-game armors, but if it leads to messed up quest rewards or naked guards or something, then I guess I ought to do it.
There is another thing which needs to be supported for the conversion to be 100% - the Sotha Sil lever and door scripts. I use them quite a lot in both Desert Region mods.
The error messages you reported represent memory faults that are likely corrupting the NIF files.
I might try PyFFI. I have Morrowind and OpenMW in the same wrapper as Oblivion, necessary for installing Morroblivion but the sort of thing that's generally known to cause problems in Wineskin. Do you think trying it again with Morrowind in a separate wrapper would work and be worth it? It doesn't seem like your converter actually requires Oblivion to run, right?
It's worth a try -- my converter only requires OpenMW libraries, it does not technically require Morrowind or Oblivion executables. Although the converter can actually be built to run natively in a Qt/Unix environment (just like OpenMW), you seem to be having trouble with NIFConv.exe (which is Win32 only) and not the converter itself.
**Also, NIFConv.exe does not require Oblivion. It technically only requires Morrowind Datafiles directory and not the executable itself.
To Clarify and Summarize: The requirements for both Morrowind and Oblivion executables are only for installation of Morroblivion. ModConverter produces ESP files that require Morroblivion to play, but has no requirement for any executables to be installed during conversion (obviously, you need Morrowind Datafiles present).
There is another thing which needs to be supported for the conversion to be 100% - the Sotha Sil lever and door scripts. I use them quite a lot in both Desert Region mods.
Thanks for the feedback! I just posted Part 2 of my ModExporter Guide here. You will probably find it useful for setting up other mods for custom conversion. I'll put the Sotha Sil scripts on my todo list.
I tested further and only one quest in the entirety of Desert Region works in full without any sort of hassle.
The sort of quests which should have the quest updated when you find your MacGuffin don't work, and there's no journal entry for this either. Even quests where you only speak to a few NPCs, breaks in the end, when the quest-giver still says what they said before.
And the "topics adding" work most of the time, but sometimes it doesn't catch certain topics. You can look at City of Balmora and look for the NPC "Masha" and her "duties" topic, for an instance of this.
And finally, some teleporting doors don't teleport the player at all. One instance of this is "Desert Region, Samos' Tent" in Desert Region.
Despite the above, I do love how the mods are already far more playable than the previous versions, so keep up the good work. :)
Okay, thanks for the bug reports. I'll try to look into the Desert Region quests conversions. Regarding the auto-addtopic algorithm, it should actually be overly inclusive and not filtering out or skipping any occurences -- if it's missing instances, it may be related to other dialog conditions that are not converting properly. Make sure there are no typos (there's no spell-checker/spelling guesser, so that's one thing that the algorithm will miss). Another problem, is that if it relies on a scripted addtopic command, that behavior will fail if the script does not compile (usually due to inclusion of an unsupported command in the same script/script fragment). Also: fully scripted dialog branching / choices are not supported. This is where a script runs and dynamically generates dialog tree in real-time rather than pre-computing the dialog tree at compile-time. Morrowind scripting/dialog is just far superior to Oblivion engine in that regard....
Traceback (most recent call last):
File "bash\balt.pyo", line 436, in <lambda>
File "bash\balt.pyo", line 1605, in _conversation_wrapper
File "bash\basher\patcher_dialog.pyo", line 194, in PatchExecute
File "bash\patcher\patch_files.pyo", line 607, in buildPatch
File "bash\patcher\patchers\importers.pyo", line 627, in apply
File "bash\patcher\patchers\base.pyo", line 433, in scan_more
File "bash\patcher\patchers\importers.pyo", line 223, in scan
File "bash\cint.pyo", line 10629, in ConflictDetails
File "bash\cint.pyo", line 1825, in __get__
ValueError: NULL pointer access
Well, I've literally never seen this error out of Wyre Bash before...huh.
Traceback (most recent call last): File "bash\balt.pyo", line 436, in <lambda> File "bash\balt.pyo", line 1605, in _conversation_wrapper File "bash\basher\patcher_dialog.pyo", line 194, in PatchExecute File "bash\patcher\patch_files.pyo", line 607, in buildPatch File "bash\patcher\patchers\importers.pyo", line 627, in apply File "bash\patcher\patchers\base.pyo", line 433, in scan_more File "bash\patcher\patchers\importers.pyo", line 223, in scan File "bash\cint.pyo", line 10629, in ConflictDetails File "bash\cint.pyo", line 1825, in __get__ ValueError: NULL pointer access Well, I've literally never seen this error out of Wyre Bash before...huh.
Wrye Bash appears to be crashing because it encountered a NULL pointer while trying to import a record from an ESP with a Bash Tag set for importing something that doesn't exist. Either you have an ESP that is corrupted, has the wrong Bash Tag set, or your Bashed Patch configuration itself is corrupted. Are you trying to use TR files from an older build? Try removing all old TR files/patches/replacers/etc, than deleting your Bashed Patch, then generate and build a new Bashed Patch that only imports from the newly generated TR files from my latest modexporter update.
And when exporting the ESPs, make sure you have a clean OpenMW 0.43 and updated ModExporter that does not have any left over files CSV files from older versions of ModExporter. If you are mixing CSV files from older versions with newer executables, this may produce corrupted ESPs.
No, I mean I was watching the Bashed Patch re-build itself, and when it reached about 75% through and started scanning for creature changes, it reached TR_Fixes:CREA. Something then caused that NULL issue and failed it.
No, I mean I was watching the Bashed Patch re-build itself, and when it reached about 75% through and started scanning for creature changes, it reached TR_Fixes:CREA. Something then caused that NULL issue and failed it.
What is the Version/Date in the description box of Wrye Bash for TR_Fixes.esp? 2017-Dec-31 or 2018-Feb? Also, what is the filesize?
EDIT: Sorry, I packaged the wrong version of the TR_Fixes.esp in Mods-for-ModExporter-2018-Feb-28.7z. It will take me a few days to prepare the current development versions for distribution. Until then, you can try out this current dev version. However, your problems in Wrye Bash might be completely unrelated with it.
That TR_Fixes.esp just makes Oblivion hang indefinitely on start-up, with or without a Bashed Patch active. I'll wait for your new one! :D
Then you should probably check the rest of your system for incompatible mods (older versions of TR or associated graphic replacers, or old converted NIF/DDS files). I will only be adding more records to TR_Fixes, so whatever is wrong with your system will only get worse, not better.
It's great that the NIF Converter will be done from the ground up.
Too many custom meshes, from TR and Desert Region 2, have no collision whatsoever under the old one.
I'm following the steps, and when I get to the step that says to run the ModExporter_NIFConv files, I found that they were not created. I tried exporting the esps again but the .bat files are not appearing in the OpenMW folder. When should these files be created? I should note that when I exported the esps, there were a slew of errors even though the file saved successfully.
I'm following the steps, and when I get to the step that says to run the ModExporter_NIFConv files, I found that they were not created. I tried exporting the esps again but the .bat files are not appearing in the OpenMW folder. When should these files be created? I should note that when I exported the esps, there were a slew of errors even though the file saved successfully.
Make sure OpenMW is not installed in the "\Program Files\" folder. That's the most common reason for the bat files not to be generated. Copy or reinstall the OpenMW folder to somewhere else like "C:\OpenMW\". Let me know if you're still having problems.
That worked. Thanks. The mod works like a charm now, but there is a problem with the Morroblivion in Tamriel mod. That mod transports you back to the main Worldspace when you reach the shore to the south of Vvardenfell, so the southern TR locations disappear. Is there any way to extend the borders of the Morrowind in Tamriel Mod so the southern locations can be used with it?
That worked. Thanks. The mod works like a charm now, but there is a problem with the Morroblivion in Tamriel mod. That mod transports you back to the main Worldspace when you reach the shore to the south of Vvardenfell, so the southern TR locations disappear. Is there any way to extend the borders of the Morrowind in Tamriel Mod so the southern locations can be used with it?
You can try this very old and outdated patch mod that I made for it. However, I recommend using the PathFinder NPCs that I placed at all the Gate Passes and on the bordering cities in Cyrodiil instead.
Yeah, the new Path Finder route is much smoother, since a number of mods have things present on the eastern side of the Valus Mountains, and sometimes the TR in Tamriel Patch makes them inaccessible due to warping you around.
@ ponyrider0, could you post what the correct size of each of the three .esps should be? I think I have it right now, but...
So, the conversion won't be 100% identical each time it's run? My Data and Preview have remained roughly the same across 4 attempts, but the Mainland one has varied by 5~mb. The smaller of the 2 Mainland.esps caused attempting to merge the Graphics from the TR_Fixes into the Bashed Patch to return a Null, it seems. I was able to successfully rebuild the patch with the larger Mainland.esps.
So, the conversion won't be 100% identical each time it's run? My Data and Preview have remained roughly the same across 4 attempts, but the Mainland one has varied by 5~mb. The smaller of the 2 Mainland.esps caused attempting to merge the Graphics from the TR_Fixes into the Bashed Patch to return a Null, it seems. I was able to successfully rebuild the patch with the larger Mainland.esps.
It should stay the same size as long as you use the same modexporter.exe and the same *.CSV database files. Mine changes constantly, as I make changes to the exe or the CSVs. -- unless there is a memory leak somewhere causing it to crash. Then the size would change based on whenever it actually violates memory boundaries or when it starts trying to read a string in raw memory until it randomly encounters a null character.
I'm getting missing grass in the Bitter Coast along with many regions of mainland Morrowind after having followed the first post's instructions whereas before I on my previous conversion using the old method this didn't occur and I had grass all across the province for the most part.
A couple other things:
The distant land vanishes when using Oblivion Reloaded's Framerate manager. With it off the landscape is visible but the game lags ridiculously. Vvardenfell's landscape remains though while the mainland dissappears.
Getting constant crashing when loading saves in Morrowind worldspace. This wasn't occurring before adding the mainland to the worldspace. Also crashing when using boats to travel around Vvardenfell.
I'm getting missing grass in the Bitter Coast along with many regions of mainland Morrowind after having followed the first post's instructions whereas before I on my previous conversion using the old method this didn't occur and I had grass all across the province for the most part.
You need to use the most updated TR_Fixes.esp which restores the grass to the landscape texture records. Or manually edit the affected records with TES4Edit.
Quote:
A couple other things:
The distant land vanishes when using Oblivion Reloaded's Framerate manager. With it off the landscape is visible but the game lags ridiculously. Vvardenfell's landscape remains though while the mainland dissappears.
Please clarify if you mean distant objects vs. distant terrain. At least in older versions, OR framemanager would decrease distant object view distance to maintain target framerate. It's possible that the latest version of OR additionally modifies the view distance of terrain.
If you generated LOD / _FAR.NIF files, then make sure you post-processed them with PyFFI.Toaster or some other NIF optimizing utility. The NifConv.exe-based LOD batch files do not perform decimation, so this will affect computers that do not have SSDs and CPUs powerful enough to avoid stutter. The new alpha versions of modexporter fix many of these issues.
Quote:
Getting constant crashing when loading saves in Morrowind worldspace. This wasn't occurring before adding the mainland to the worldspace. Also crashing when using boats to travel around Vvardenfell.
Regarding crashes/instability: there have been huge changes to the modexporter since the version in the first post. It would be counter-productive for us to try to identify and fix a bug caused by code that no longer exists -- hopefully, you can wait a few more days until I am ready with a new version.
Please clarify what you mean by "using boats". Are you talking about a boat mod or do you mean the Vanilla boat transport NPCs? Please give their EDID/FormID.
The distant terrain and objects like rocks etc dissapear within 30 seconds of loading a save. They're there and then gradually vanish except for Vvardenfell although the flora and other objects also vanish from Vvardenfell just not the landscape or Vivec cantons.
I'm using the travel services at boats like the one at Hlad Oad, not a mod. It seems to crash in this instance rather than using fast travel weirdly.
I'll wait a few more days to retry conversion with the new version and see if it improves a lot of the issues I'm having.
The distant terrain and objects like rocks etc dissapear within 30 seconds of loading a save. They're there and then gradually vanish except for Vvardenfell although the flora and other objects also vanish from Vvardenfell just not the landscape or Vivec cantons.
It definitely sounds like you're triggering Critical Mode in Oblivion Reloaded's framerate manager. Try these settings in your OblivionReloaded.ini file:
Off-topic, but I'm intrigued by the radically improved FPS from newly generated VWD objects you mentioned on your development blog, ponyrider. Are there any general applications for this discovery, like say, the release of some new vanilla Oblivion VWD meshes and textures to replace RAEVWD? Or even better, a tool that lets players generate their own VWD data based on their own modlists? I know you're focused on your mod converter, but this strikes me as a discovery a lot of non-Morroblivion users would appreciate!
The latest version of OR which I'm using is missing the Critical variable it seems.
Seems your settings helped though, although most of the mainland is still missing. Strange that Vvardenfell is entirely visible but looking towards Old Ebonheart from the west bank bank of Thirr yields an empty landmass.
I'm gonna try increasing the Grid Min and Grid step to a much larger number and see if that helps.
Off-topic, but I'm intrigued by the radically improved FPS from newly generated VWD objects you mentioned on your development blog, ponyrider. Are there any general applications for this discovery, like say, the release of some new vanilla Oblivion VWD meshes and textures to replace RAEVWD? Or even better, a tool that lets players generate their own VWD data based on their own modlists? I know you're focused on your mod converter, but this strikes me as a discovery a lot of non-Morroblivion users would appreciate!
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.
The latest version of OR which I'm using is missing the Critical variable it seems.
Seems your settings helped though, although most of the mainland is still missing. Strange that Vvardenfell is entirely visible but looking towards Old Ebonheart from the west bank bank of Thirr yields an empty landmass.
I'm gonna try increasing the Grid Min and Grid step to a much larger number and see if that helps.
Are you sure you correctly used TES4LL to generate the distant terrain? and TES4LODGen to generate distant objects (boulders, cliffaces, buildings, trees).
Are you sure you correctly used TES4LL to generate the distant terrain? and TES4LODGen to generate distant objects (boulders, cliffaces, buildings, trees).
Yeah, I used TES4LL and did the maximum .bat generation along with normalmaps followed by TES4LODGen and the landscape and objects are fully visible when not using Framerate manager in OR but the lag is so bad that it renders Oblivion unplayable. Turning it on and reducing the Min Grid to 15 shows all of Vvardenfell but mainland Morrowind is pocketed with holes especially the further I look. For instance looking towards Velothis from Hlad Oad at Min Grid of 37 showed the landscape of the western shore except with many holes/floating trees in the distance.
Here's a shot on the western banks of River Thirr looking eastward along the southern Inner Sea with a Grid Min of 25.
... the landscape and objects are fully visible when not using Framerate manager in OR but the lag is so bad that it renders Oblivion unplayable. Turning it on and reducing the Min Grid to 15 shows all of Vvardenfell but mainland Morrowind is pocketed with holes especially the further I look. For instance looking towards Velothis from Hlad Oad at Min Grid of 37 showed the landscape of the western shore except with many holes/floating trees in the distance.
Hehe, my Min Grid is set to 5 when I want a good framerate and crank it all the way up to 11 when I'm taking screenshots. Jokes aside, I do not trust the "minimum" and "critical" framerate changes that OR makes to the graphics engine -- I would set both those values to 0 if you are seeing any odd graphical glitches.
Regarding unplayable frames with Framerate manager off: I recommend that your run PyFFI.Toaster optimize on all of your meshes that were generated by the TR conversion. If performance is still unacceptable, then remove all of your _FAR.NIF files and test again. If that improves framerate, then you need to decimate/polyreduce the meshes in Blender... I'll try to post a new alpha version of the modconverter for everyone to try this out as soon as I can.
Here's looking at Morrowind from Uld Vraech. Notice Vvardenfell fully visible but the mainland from the ash swamp on is absent.
Here's a shot near Cormar:
Both these were with Grid Min at 15. I'm gonna try switching it to 0 and see what happens. The latest version of OR doesn't have a Critical section so it's the best I can do. I wonder why it's only the TR area that's affected.
Just be aware that Min and Critical Framerate is not the same as GridMin. The first two (Min and Critical) are measurements of frames per second and define the threshold below which OR will start breaking the rendering pipeline / graphics engine in attempt to increase framerate. GridMin is a measurement of worldspace cells and determines the maximum reduction to the distant object viewdistance that OR will make when FPS is below the average/desired framerate.
Regarding why it only affects TR: if there is a landscape record conflict in the ESM, that will cause a hole in the worldspace where you will see floating trees. However, this record conflict would result in a permanent hole in both the distant landscape render as well as the full detail landscape render when you get near enough for the full detail landscape to load. The problem that you have described is that the holes in the landscape/floating trees only affect your distant landscape render and NOT the full detail lands when you are directly on top of the land. Additionally, you describe that the holes are dynamic and not permanent -- that they appear and disappear. If this is not the case and the holes are in fact permanent, then either your ESM is currnetly corrupted with landscape record conflicts or you used a corrupted ESM to generate your distant lands with TES4LL.
Also: all of your tweaks to the OR framerate manager settings are just masking the real issue: which is that the quantity/complexity of distant object meshes is too much for your computer to handle. You are making OR do something on the fly which you should have done prior to even starting the game -- which is to optimize the quantity and detail of the VWD/_FAR.NIF meshes to produce the desired quality/performance ratio for your system.
The holes are definitely dynamic. I tried PyFFI but it wouldn't work for some reason. Apparently I was missing niftoaster.py so I found a version online on git but it still refused to work due to a "syntax error" in the file. I'll try looking for another version or at least wait for your updated mod exporter to see if that improves many of my issues.
If this fixes your problems, then your distant landscape files are corrupted.
Also, PyFFI optimization (or equivalent) is not optional unless you want to view a slideshow. The converted NIF files are full of duplicate records and redundant vertices. The new alpha modexporter will require it just as much if not more. Make sure you installed the correct version of PyFFI for your version of Python. Do NOT install 64bit Python 2.6 as it reportedly does not have XML support which is needed by PyFFI. I don't know if this applies to Python 2.7 as well. I suggest you download and install only the versions of Python/PyFFI/Blender/Nifscripts listed on this page: http://niftools.sourceforge.net/wiki/Blender You will need all of them for the new version of modexporter.
I posted a new version of the modexporter on my patreon / developer journal: https://www.patreon.com/posts/17272420
I'll update the original post here after more testing and feedback.
Update 2018-March-2:
I made some updates and bugfixes for better support of LGNPC. Read more about it and download the updated modexporter files here: https://www.patreon.com/posts/17321060
Oh yeah, FYI: most dialog and many quests are working.
Awesome, ponyrider0! :D Once I fix my Oblivion installation I'll definitely give this another go.
Perfect timing, I just got to this spot in Diana's modlist. It's quite a mental workout to install (with the added challenge of doing it all in Wineskin :P), but I appreciate how well you've explained everything and the legal limitations of importing TR to MOB. At any rate I'm through the first section of the install, to resume later.
So what happens exactly if you use CBash? I like how speedy CBash is, and Arthmoor's Delayed DLCs mod purports to require it. Also, "most dialog and many quests" refers to TR and not LGNPC, right?
1Mac wrote:
CBash seems to have some bugs where certain scenarios will cause it to forget about subrecords which it should be preserving and allow over-rides to completely wipe out those records. Example: Some graphic replacer mods (like my TR_armors, TR_creatures and TR_facelift mods) will over-write all subrecords, not just the graphics subrecords. So, you may end up with creatures/NPCs that have no AI or no scripts when you use CBash.
Quote:
It refers to all mods in general. The modexporter is now at the point where it can detect and convert about 70% of scripts and over 90% of dialogs and quests. 60-70% of quests will just work, another 30% will work with minor edits. Only about 10% of scripts/quests need major edits. The ones that need some hand-tweaking mainly involve Guild Rank Advancement, Spells/Enchantments not natively supported by Oblivion, Blight Disease, Crime/Alarm/Sneak detection, and some Morrowind/MWSE script hacking/optimizations which don't translate well.
Most "fedex" quests, "kill the evil monster" quests, and a few escort quests should work right out of the box. That applies for any mod, not just Tamriel Rebuilt. One exception is any mod which modifies vanilla Buildings/NPCs rather than adding new ones. These will cause double NPCs. This is what's currently stopping me from supporting MGSO, Rebirth, MCA and LCV right out of the box. A future version of the modexporter should support this.
Thanks for the replies. Would it be possible to build one bashed patch for the TR stuff and keep the CBash for everything else?
I've gotten through the resource and LOD generation. I take it the error messages you mentioned are expected for generating all files, not just armor? Also, how necessary are the armor messages? I don't really crave a bunch of different in-game armors, but if it leads to messed up quest rewards or naked guards or something, then I guess I ought to do it.
Thanks again for the great program and tutorial.
A lot of the quests work - thank you. :)
There is another thing which needs to be supported for the conversion to be 100% - the Sotha Sil lever and door scripts. I use them quite a lot in both Desert Region mods.
I might try PyFFI. I have Morrowind and OpenMW in the same wrapper as Oblivion, necessary for installing Morroblivion but the sort of thing that's generally known to cause problems in Wineskin. Do you think trying it again with Morrowind in a separate wrapper would work and be worth it? It doesn't seem like your converter actually requires Oblivion to run, right?
It's worth a try -- my converter only requires OpenMW libraries, it does not technically require Morrowind or Oblivion executables. Although the converter can actually be built to run natively in a Qt/Unix environment (just like OpenMW), you seem to be having trouble with NIFConv.exe (which is Win32 only) and not the converter itself.
**Also, NIFConv.exe does not require Oblivion. It technically only requires Morrowind Datafiles directory and not the executable itself.
To Clarify and Summarize: The requirements for both Morrowind and Oblivion executables are only for installation of Morroblivion. ModConverter produces ESP files that require Morroblivion to play, but has no requirement for any executables to be installed during conversion (obviously, you need Morrowind Datafiles present).
EnvyDeveloper wrote:
Thanks for the feedback! I just posted Part 2 of my ModExporter Guide here. You will probably find it useful for setting up other mods for custom conversion. I'll put the Sotha Sil scripts on my todo list.
Okay, thanks for the bug reports. I'll try to look into the Desert Region quests conversions. Regarding the auto-addtopic algorithm, it should actually be overly inclusive and not filtering out or skipping any occurences -- if it's missing instances, it may be related to other dialog conditions that are not converting properly. Make sure there are no typos (there's no spell-checker/spelling guesser, so that's one thing that the algorithm will miss). Another problem, is that if it relies on a scripted addtopic command, that behavior will fail if the script does not compile (usually due to inclusion of an unsupported command in the same script/script fragment). Also: fully scripted dialog branching / choices are not supported. This is where a script runs and dynamically generates dialog tree in real-time rather than pre-computing the dialog tree at compile-time. Morrowind scripting/dialog is just far superior to Oblivion engine in that regard....
Hrm...when I try to run the ModExporter_NIFConv_Tamriel_Data.bat, it vomits out this error several hundred times:
The system cannot find the file specified.
'NIF_Conv.exe' is not recognized as an internal or external command, operable program or batch file.
---
I have the resources from the previous build, but I don't understand 'why' it's doing this now...
Puddles wrote:
I would try with a clean re-install of the latest OpenMW 0.43 in C:\OpenMW (outside of the program files directory), Then re-install these: https://www.patreon.com/posts/morrowind-to-feb-17272420 and then install these over-top: https://www.patreon.com/posts/update-2018-mar-17321060. Make sure you launch by double-clicking from C:\OpenMW. Hope that helps.
...Oh, that might be why everything was failing and I couldn't re-build my Batched Patch with the new .esps...I was still using the MW .42. -.-
Puddles wrote:
Wrye Bash appears to be crashing because it encountered a NULL pointer while trying to import a record from an ESP with a Bash Tag set for importing something that doesn't exist. Either you have an ESP that is corrupted, has the wrong Bash Tag set, or your Bashed Patch configuration itself is corrupted. Are you trying to use TR files from an older build? Try removing all old TR files/patches/replacers/etc, than deleting your Bashed Patch, then generate and build a new Bashed Patch that only imports from the newly generated TR files from my latest modexporter update.
And when exporting the ESPs, make sure you have a clean OpenMW 0.43 and updated ModExporter that does not have any left over files CSV files from older versions of ModExporter. If you are mixing CSV files from older versions with newer executables, this may produce corrupted ESPs.
It appears to be crashing when it tries to merge the TR_Fixes.esp under TR_Fixes:Creatures...hrm.
Removing the Graphics tag from the TR_Fixes.esp fixed it...somehow.
Puddles wrote:
What do you mean "when it tries to merge the TR_Fixes.esp under TR_Fixes:Creatures"?
Are you using some esp file named TR_Fixes:Creatures?
No, I mean I was watching the Bashed Patch re-build itself, and when it reached about 75% through and started scanning for creature changes, it reached TR_Fixes:CREA. Something then caused that NULL issue and failed it.
Puddles wrote:
What is the Version/Date in the description box of Wrye Bash for TR_Fixes.esp? 2017-Dec-31 or 2018-Feb? Also, what is the filesize?
EDIT: Sorry, I packaged the wrong version of the TR_Fixes.esp in Mods-for-ModExporter-2018-Feb-28.7z. It will take me a few days to prepare the current development versions for distribution. Until then, you can try out this current dev version. However, your problems in Wrye Bash might be completely unrelated with it.
That TR_Fixes.esp just makes Oblivion hang indefinitely on start-up, with or without a Bashed Patch active. I'll wait for your new one! :D
Puddles wrote:
Then you should probably check the rest of your system for incompatible mods (older versions of TR or associated graphic replacers, or old converted NIF/DDS files). I will only be adding more records to TR_Fixes, so whatever is wrong with your system will only get worse, not better.
Hm...I wonder if I have the most recent version of TR.
I just wanted to share with you some things I have planned for the modexporter: https://www.patreon.com/posts/update-2018-mar-17625398
I'm following the steps, and when I get to the step that says to run the ModExporter_NIFConv files, I found that they were not created. I tried exporting the esps again but the .bat files are not appearing in the OpenMW folder. When should these files be created? I should note that when I exported the esps, there were a slew of errors even though the file saved successfully.
martod wrote:
Make sure OpenMW is not installed in the "\Program Files\" folder. That's the most common reason for the bat files not to be generated. Copy or reinstall the OpenMW folder to somewhere else like "C:\OpenMW\". Let me know if you're still having problems.
That worked. Thanks. The mod works like a charm now, but there is a problem with the Morroblivion in Tamriel mod. That mod transports you back to the main Worldspace when you reach the shore to the south of Vvardenfell, so the southern TR locations disappear. Is there any way to extend the borders of the Morrowind in Tamriel Mod so the southern locations can be used with it?
martod wrote:
You can try this very old and outdated patch mod that I made for it. However, I recommend using the PathFinder NPCs that I placed at all the Gate Passes and on the bordering cities in Cyrodiil instead.
Yeah, the new Path Finder route is much smoother, since a number of mods have things present on the eastern side of the Valus Mountains, and sometimes the TR in Tamriel Patch makes them inaccessible due to warping you around.
@ ponyrider0, could you post what the correct size of each of the three .esps should be? I think I have it right now, but...
These is great.
Puddles wrote:
I haven't regenerated the ESPs in a few months, but here are the sizes from circa Jan 2018:
I also have an alternative version of TR_Mainland that is 89.4 MB, so there is definitely some variation in sizes.
So, the conversion won't be 100% identical each time it's run? My Data and Preview have remained roughly the same across 4 attempts, but the Mainland one has varied by 5~mb. The smaller of the 2 Mainland.esps caused attempting to merge the Graphics from the TR_Fixes into the Bashed Patch to return a Null, it seems. I was able to successfully rebuild the patch with the larger Mainland.esps.
Puddles wrote:
It should stay the same size as long as you use the same modexporter.exe and the same *.CSV database files. Mine changes constantly, as I make changes to the exe or the CSVs. -- unless there is a memory leak somewhere causing it to crash. Then the size would change based on whenever it actually violates memory boundaries or when it starts trying to read a string in raw memory until it randomly encounters a null character.
I'm getting missing grass in the Bitter Coast along with many regions of mainland Morrowind after having followed the first post's instructions whereas before I on my previous conversion using the old method this didn't occur and I had grass all across the province for the most part.
A couple other things:
The distant land vanishes when using Oblivion Reloaded's Framerate manager. With it off the landscape is visible but the game lags ridiculously. Vvardenfell's landscape remains though while the mainland dissappears.
Getting constant crashing when loading saves in Morrowind worldspace. This wasn't occurring before adding the mainland to the worldspace. Also crashing when using boats to travel around Vvardenfell.
Yali wrote:
You need to use the most updated TR_Fixes.esp which restores the grass to the landscape texture records. Or manually edit the affected records with TES4Edit.
Quote:
Please clarify if you mean distant objects vs. distant terrain. At least in older versions, OR framemanager would decrease distant object view distance to maintain target framerate. It's possible that the latest version of OR additionally modifies the view distance of terrain.
If you generated LOD / _FAR.NIF files, then make sure you post-processed them with PyFFI.Toaster or some other NIF optimizing utility. The NifConv.exe-based LOD batch files do not perform decimation, so this will affect computers that do not have SSDs and CPUs powerful enough to avoid stutter. The new alpha versions of modexporter fix many of these issues.
Quote:
Regarding crashes/instability: there have been huge changes to the modexporter since the version in the first post. It would be counter-productive for us to try to identify and fix a bug caused by code that no longer exists -- hopefully, you can wait a few more days until I am ready with a new version.
Please clarify what you mean by "using boats". Are you talking about a boat mod or do you mean the Vanilla boat transport NPCs? Please give their EDID/FormID.
The distant terrain and objects like rocks etc dissapear within 30 seconds of loading a save. They're there and then gradually vanish except for Vvardenfell although the flora and other objects also vanish from Vvardenfell just not the landscape or Vivec cantons.
I'm using the travel services at boats like the one at Hlad Oad, not a mod. It seems to crash in this instance rather than using fast travel weirdly.
I'll wait a few more days to retry conversion with the new version and see if it improves a lot of the issues I'm having.
Yali wrote:
It definitely sounds like you're triggering Critical Mode in Oblivion Reloaded's framerate manager. Try these settings in your OblivionReloaded.ini file:
[FrameRate] Enabled = 1 Average = 33 Min = 12 Critical = 1 Gap = 3 Delay = 10 FadeStep = 1.0 FadeMinObjects = 15 FadeMinActors = 10 GridStep = 5 GridMin = 15Off-topic, but I'm intrigued by the radically improved FPS from newly generated VWD objects you mentioned on your development blog, ponyrider. Are there any general applications for this discovery, like say, the release of some new vanilla Oblivion VWD meshes and textures to replace RAEVWD? Or even better, a tool that lets players generate their own VWD data based on their own modlists? I know you're focused on your mod converter, but this strikes me as a discovery a lot of non-Morroblivion users would appreciate!
The latest version of OR which I'm using is missing the Critical variable it seems.
Seems your settings helped though, although most of the mainland is still missing. Strange that Vvardenfell is entirely visible but looking towards Old Ebonheart from the west bank bank of Thirr yields an empty landmass.
I'm gonna try increasing the Grid Min and Grid step to a much larger number and see if that helps.
1Mac 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.
Yali wrote:
Are you sure you correctly used TES4LL to generate the distant terrain? and TES4LODGen to generate distant objects (boulders, cliffaces, buildings, trees).
Yeah, I used TES4LL and did the maximum .bat generation along with normalmaps followed by TES4LODGen and the landscape and objects are fully visible when not using Framerate manager in OR but the lag is so bad that it renders Oblivion unplayable. Turning it on and reducing the Min Grid to 15 shows all of Vvardenfell but mainland Morrowind is pocketed with holes especially the further I look. For instance looking towards Velothis from Hlad Oad at Min Grid of 37 showed the landscape of the western shore except with many holes/floating trees in the distance.
Here's a shot on the western banks of River Thirr looking eastward along the southern Inner Sea with a Grid Min of 25.
Yali wrote:
Hehe, my Min Grid is set to 5 when I want a good framerate and crank it all the way up to 11 when I'm taking screenshots. Jokes aside, I do not trust the "minimum" and "critical" framerate changes that OR makes to the graphics engine -- I would set both those values to 0 if you are seeing any odd graphical glitches.
Regarding unplayable frames with Framerate manager off: I recommend that your run PyFFI.Toaster optimize on all of your meshes that were generated by the TR conversion. If performance is still unacceptable, then remove all of your _FAR.NIF files and test again. If that improves framerate, then you need to decimate/polyreduce the meshes in Blender... I'll try to post a new alpha version of the modconverter for everyone to try this out as soon as I can.
Here's looking at Morrowind from Uld Vraech. Notice Vvardenfell fully visible but the mainland from the ash swamp on is absent.
Here's a shot near Cormar:
Both these were with Grid Min at 15. I'm gonna try switching it to 0 and see what happens. The latest version of OR doesn't have a Critical section so it's the best I can do. I wonder why it's only the TR area that's affected.
Just be aware that Min and Critical Framerate is not the same as GridMin. The first two (Min and Critical) are measurements of frames per second and define the threshold below which OR will start breaking the rendering pipeline / graphics engine in attempt to increase framerate. GridMin is a measurement of worldspace cells and determines the maximum reduction to the distant object viewdistance that OR will make when FPS is below the average/desired framerate.
Regarding why it only affects TR: if there is a landscape record conflict in the ESM, that will cause a hole in the worldspace where you will see floating trees. However, this record conflict would result in a permanent hole in both the distant landscape render as well as the full detail landscape render when you get near enough for the full detail landscape to load. The problem that you have described is that the holes in the landscape/floating trees only affect your distant landscape render and NOT the full detail lands when you are directly on top of the land. Additionally, you describe that the holes are dynamic and not permanent -- that they appear and disappear. If this is not the case and the holes are in fact permanent, then either your ESM is currnetly corrupted with landscape record conflicts or you used a corrupted ESM to generate your distant lands with TES4LL.
Also: all of your tweaks to the OR framerate manager settings are just masking the real issue: which is that the quantity/complexity of distant object meshes is too much for your computer to handle. You are making OR do something on the fly which you should have done prior to even starting the game -- which is to optimize the quantity and detail of the VWD/_FAR.NIF meshes to produce the desired quality/performance ratio for your system.
The holes are definitely dynamic. I tried PyFFI but it wouldn't work for some reason. Apparently I was missing niftoaster.py so I found a version online on git but it still refused to work due to a "syntax error" in the file. I'll try looking for another version or at least wait for your updated mod exporter to see if that improves many of my issues.
Try replacing the distant landscape files with the pre-generated ones from this mod: https://tesrenewal.com/forums/morroblivion-mod-releases/relw...
If this fixes your problems, then your distant landscape files are corrupted.
Also, PyFFI optimization (or equivalent) is not optional unless you want to view a slideshow. The converted NIF files are full of duplicate records and redundant vertices. The new alpha modexporter will require it just as much if not more. Make sure you installed the correct version of PyFFI for your version of Python. Do NOT install 64bit Python 2.6 as it reportedly does not have XML support which is needed by PyFFI. I don't know if this applies to Python 2.7 as well. I suggest you download and install only the versions of Python/PyFFI/Blender/Nifscripts listed on this page: http://niftools.sourceforge.net/wiki/Blender You will need all of them for the new version of modexporter.
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