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      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!

1Mac

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  1. [RELz] TWMP Valenwood Regrown BETA

    Darn it, I should have been logging with Refscope as I went along. I'll do another walkthrough soon with that in mind. Anyway, you're welcome! I'm semi-obsessed with the idea of a complete Tamriel in Oblivion, and this is a big step in that direction.
  2. [RELz] TWMP Valenwood Regrown BETA

    Walking around southern Valenwood now. Very cool! I'll report what I've seen so far here. Let me know if you'd rather I PM you. Haven: bad path grids for the guards. I have MOO, so they kept trying to climb walls and knocking themselves out from the fall. There also doesn't seem to be a way to get in from Valenwood. The west gate is blocked by a high ridge. Southpoint: Floating rocks way above the city defined by TWMP Valenwood-Elsweyr. Also a floating tower on the east end of town. The layout seems very sparse and incomplete, with a huge empty square and buildings oddly distributed, but maybe that's just the original mod. Border ranch: All the farm animals ran over the fence and went to attack a unicorn. It was very weird. I'm guessing it's a faction AI thing? Greenheart: More TWMP VE floating rocks just a few feet above the streets, and some larger rocks floating north of town. Mirda (female NPC in town) was trying to walk into a fence. The door to the Crimson Droplet Hostel is red and I got dinged for trespassing; should it be public? Woodhearth: You guessed it: more floating rocks. Floating plants and crates along the coast. Floating banners on the dock at the north end of town (south of the castle). The LOD for the lighthouse is very weird, looks all twisted like a Dr. Suess building. The LOD to the Anvil lighthouse from Falinesti Harbour looks fine. Speaking of... Falinesti Harbour: Bad path grid for the Bosmer guard on the dock. No obvious way in to the castle or Falinesti. General: Weird specular stuff on some of the jungle trees. I imagine some of the plants are supposed to glow, but the sort of wiry looking trees are lit up at some angles and not others. I bet it's a TWMP VE issue. Also, when you ask NPCs about regions, it just goes back to the main conversation menu instead of loading a new dialogue tree. I just crashed before I could go to Falinesti, but that's because I have Katkat's 2k Anvil retexture installed, so it was a memory issue. I'll uninstall it and try again later. Edit, just saw your notification while writing this up. No, I'm not that fast!
  3. [RELz] TWMP Valenwood Regrown BETA

    Heh, just when I was getting ready to install it. I'll wait for the update. Is there anything I should look out for, testing-wise?
  4. Where do you find this PyFFI standalone? I've found tools that use PyFFI like Niftoaster or the PyFFI Optimizer on Nexus, but I'm not sure if I've found any standalone.
  5. Well, the way Wine wrappers work is that they aren't universal like that; that is, if I made a wrapper with Python libraries, it would only work for apps installed in that wrapper. I could maybe make a Blender/PyFFI wrapper that way, but I can also do it natively, I think, so I'd just as soon do that even if it takes a few steps because it's more likely to work. I couldn't get Nifskope to work in Wine, for example. By the way, am I right that I need Blender to use PyFFI, or is there some sort of standalone app?
  6. I've had pretty good luck with Wine and Wineskin for a lot of my needs. It's not an emulator, so it's usually pretty fast. It does take some futzing to get it to work for a given game, though there are a few sites that offer ready-to-use wrappers for popular games.
  7. Cool, thanks for this. Do you happen to know how to change the alpha color in GIMP? It looks like it's Layer > Transparency > Color to Alpha..., then you pick whatever color from the color picker, but I'm not sure. Also, when you make normal maps, do you use a tool like Crazy Bump, or do you have another method? I've looked into PyFFI, but it requires installing a bunch of Python libraries, and on my Mac it turns out that's a way more complicated affair than it ought to be. Ponyrider at TESRenewal gave me a little tutorial, but I haven't taken the time to tackle it. (Similarly, I've had no luck getting either Ordenador or DDSOpt to work properly in Wine. I like my Mac a lot, but it's...not ideal for gaming or modding!)
  8. There's good information there, thank you! I'd still like a better sense of why some modders would include transparency on certain textures. Should I assume that textures with no visible transparency don't need an alpha channel and can be exported with DXT1? Also, the CS Wiki leaves me a little confused about alpha channels and normal maps. From the page you linked to: Versus the info on this page: Plus info here that suggests the best course for normals is uncompressed dds at a quarter resolution (sort of like the Beyond Skyrim tutorial guy). In summary, the course of action I'm thinking of for optimizing would be: -If it has obvious transparency, use DXT5. -If not, use DXT1. -If it's for VWD, use DXT1 no matter what. -For normal maps, reduce to quarter-size and export as uncompressed dds. Does that seem right?
  9. There's a big retexture mod that I'd like to try my hand at optimizing. I know my way around GIMP, but there are still some things about DDS files I'd like to learn. This tutorial at Beyond Skyrim is excellent, but leaves me with a few questions. 1.) The tutorial author is adamant about not using alpha channels where they are not needed. But it wasn't clear on when they are needed or not. I would guess that things like architecture, armor, and clutter don't really need it, while landscape, flora, effects like fire, age maps do; plus I've read that lores files for RAEVWD shouldn't have them. Any other rules that I should know of? 2.) Relatedly, the rules for compression seem to be, use DTX5 if there is transparency, DTX1 if not. Is that right? 3.) The tutorial author claims that undersized png files work better for normal maps than DDS because there are no artifacts from compression. But I've never seen such a thing in Oblivion. So is he right, and how would that work in practice?
  10. I did change all the RGB in the text file to 0 0 0 for that reason, no effect. From what you've told me, I think I have a better idea of what's going on. As I say, the affected window meshes are always glowing, even in the daytime, and it doesn't appear that the lit textures are ever loading. So I think the awls esp is for whatever reason failing to recognize the modified mesh; it's not controlling the glow maps or changing the textures at all when it should. I've come up with a workaround, so it's not a problem for me anymore, but it is weird.
  11. Thanks Vorians. That seems to be exactly what the tool did, but all I get is a constant dull white glow. It did something, but it's not quite right. I have all the "L_" textures properly installed and the texture paths in Nifskope are fine, plus the meshes that came with AWLS work as expected. So something is weird.
  12. Textures I don't have to worry about. It's an old mod that gives each city its own retextured Cathedral, but it doesn't change the window textures apart from moving them around, so it will just use AWLS textures. For the most part I can just duplicate the AWLS cathedral mesh and reassign the textures manually, but there's one model where the modder added some new faces. Maybe I can somehow copy the new properties from the AWLS mesh to that model. Anyway, thanks for entertaining my question!
  13. Thank you! But I thought the point of the IllumAnimation tool was to add that functionality to meshes. From the readme: Am I misunderstanding what it does?
  14. [RELz] TWMP Valenwood Regrown BETA

    Awesome, congrats! Can't wait to try it out. It'd be worth sharing a link at the Elsweyr Pelletine on Nexus, since VI compatibility is a big request. PS Can we use the most up-to-date German version of Valenwood Improved (1030), or should we stick to English (1021)? PPS Do you anticipate any trouble using Betty's VI tree replacer or the VI OCO patch, both found on Nexus?
  15. I'm working on updating an old mod to be compatible with AWLS, among other things. The IllumAnimation tool seems to be running as it should, but all I'm getting is a vague sort of white glow. Obviously there's something that I'm not getting; I'm guessing it has something to do with emissive color settings. It uses vanilla textures for windows, so it should be using AWLS textures if they're installed, right?
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