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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!


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Everything posted by 1Mac

  1. 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!)
  2. 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?
  3. 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.
  4. 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?
  5. 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.
  6. 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!
  7. 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?
  8. [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?
  9. Wow, that sounds...less than fun. I just wanted to say that your hard work is appreciated!
  10. If you're planning on making lore-friendly tweaks/overhauls to towns in addition to compatibility fixes. that sounds fantastic! Though you probably don't need me to recommend focusing on making and releasing compatibility fixes for now, lest you get into a feature-creep situation where it never really gets done.
  11. As I said, really looking forward to this. You've actually answered a lot of my questions here. I did wonder if you were going to attempt lore-friendly placement of cities. For example, Envy's big issue with TWMP Valenwood Improved compatibility with Senchel/Torval is that Haven was too far north, when it should be near Torval in Elsweyr. Also, while you're poking around TWMP Valenwood-Elsweyr, any chance you could make a compatibility patch with Beyond Cyrodiil Camps? There's something similar on Nexus, but it doesn't seem to work with the current version of TWMP. Thanks!
  12. “Copying” Landscape Vertex Color?

    Not to derail the thread, but I'd just like to say I'm excited for this project! If you put up a WIP thread, I have some questions I'd like to ask. Or I could PM.
  13. [RELz] Dwemer Art: Desert Alik'r

    Hey puddles, I'm excited to try this. You mention that it's possible to cow into Alik'r world; how does one do that, i.e. what's the worldspace id? PS, in the interest of saving space, what would happen if I deleted the Voice folder from the mod, presuming I have Silent Voice installed? How about the Video folder? I don't think I'd miss the Russian voices.
  14. I noticed that there's a pretty wide discrepancy in the weight and scale of the UL mods, with some being just lightweight esps and others with heavy esps and resource packs. Since certain UL mods were causing crashes for me, I thought I'd take a closer look at them, with an eye toward discovering which mods were most likely to cause performance or stability issues. Hence, this chart: Method: Size/cells added should be straightforward enough. Size is in MB. The weighted size/cells is based on whether the mod is outside of Cyrodiil and whether it's close to a city. UL + cities of course cause problems especially with Better Cities or Open Cities installed, so those got weighted more heavily (Lost Coast and Cliffs of Anvil aren't right up to the city walls like other mods, so they get a lower weight). I have no technical knowledge that would lead me to believe this, but it seems that mods outside of Cyrodiil that therefore aren't modifying much of the core gameworld shouldn't have as much of a performance impact. But I could be totally wrong! Speaking of me not knowing what I'm doing, these weights are completely arbitrary, fyi. Notes and Observations: The "Outside Cyrodiil" weight only applies if a mod is mostly outside of Cyrodiil, which only really applies to The Eastern Peaks and Brena River Ravine. Colovian Highlands is about half in and half out of Cyrodiil, so one could argue that it's outside of Cyrodiil. That would actually make it the second-heaviest UL mod by my method if we weighted it accordingly. There are other ways I could have weighted these, like weighing the size of esps vs. resources, but I wouldn't really know where to begin. Do scripts have more of a performance impact than resources, or vice versa? I don't really know. I did calculate The Dark Forest twice, with one calculating excluding the cinematic files it includes. My biggest issue with UL related crashes so far has been around cities, especially trying to get them to work with OCR. I'm therefore not surprised to see Skingrad Outskirts relatively high on the scale. I am surprised that Cheydinhal Falls, which has given me a ton of trouble, is about the same as Chorrol Hinterlands, which has been fairly stable for me. I saw that Cheydinal Falls includes a bunch of models for fish, so I wonder if that's a difference. I'd like to try removing the fish references in xEdit and see if it makes a difference (Cliffs of Anvil also has a bunch of fish models). I know that the larger UL mods include a bunch of new models, which explains their large size. I do wonder if a lighter version that excludes these new models would be possible or desirable. There's a difference of a couple of orders of magnitude between the weighted sizes of the lightest and heaviest UL mods, and it makes me wonder if that gap could be closed. I'm still trying to learn more about the technical aspects of modding, so I'm happy to be told where this analysis is off, or how it could be improved. But I hope someone finds it helpful in deciding which UL mods to install.
  15. Towards a lightweight Unique Landscapes

    Well shucks. Thanks for setting me straight, at least. Not to be a pain, but is there any consensus as to whether certain UL mods are more or less stable or performance-heavy? I definitely notice a difference between Skingrad Outskirts and Cheydinhal Falls (both super-crashy) versus Chorrol Hinterlands and Bravil Barrowfields (relatively stable), even though all four are adjacent cities.
  16. Interesting. The inclusion of the Unofficial Patch seems like it could be controversial, since Iliana said it's not necessary for the 2014 version of EDoA.
  17. [WIP] FOMO World Map - Tamriel And Beyond

    With Sifonseal's permission, I'm sharing a GIMP file of his FOMO map that can be exported and used in Dynamic Map. I put some of the new lands on his map into new layers; that way you can hide the layers for the lands you don't use before exporting as a DDS and putting it in your game. It's not as slick as Dynamic Map's functionality, but Sifonseal's is perhaps the best-looking, most complete map of Tamriel there is, and this way you can put it in your game! (There's probably a fairly easy way to do this in Dynamic Maps itself, but I haven't taken the time to figure it out and don't know that I will.) Here's what you need: GIMP, which is an open-source image editor like Photoshop Dynamic Map. Install the Core and Tamriel Heightmaps folders using Wrye Bash. Here's what to do: Download the file and open it in GIMP. Open the "Layer - Brushes" window. Click the open-eye icon to hide the elements of the map you don't want to use. You can click the same spot to show them again. Under the "Image" menu, click "Merge Visible Layers." Under the "File" menu, click "Export." Change the file's name to "FOMO Tamriel.dds" and click "Export". Dismiss the warning about not being able to write a volume map. Under the "Compression" menu, choose "BC2 / DXT3." Move the "FOMO Tamriel.dds" file to the /textures/menus/DynamicMap/ folder in your Oblivion Data folder. Open the Dynamic Map.ini file, found in /Data/Ini. Select all, then paste the following into the document, then save. 8. Run Archive Invalidation, just to be safe. It seemed like it was necessary for the new map to take. I may make a new version to put a few other areas, like Sutch or Coldstone, into layers, so this map has even more options. Do mention if you have any other ideas! Here's that link again: FOMO Tamriel.xcf
  18. "Elsweyr Mods Cleaned and Merged"

    I guess I'd be interested to hear the ethical case for why it's not okay. I'm new to this whole scene, so there's probably some problem I haven't considered fully.
  19. "Elsweyr Mods Cleaned and Merged"

    For what it's worth, he claims to have checked for incompatibilities and removed from the patch any changes that were included in EDoA 2014.
  20. [RELz] Hammerfell: Shadows of the Alik'r

    Just stumbled upon this. Interesting! Since it's based on TEG, is it compatible with the Borderlands esp file here? Would there be any reason to use it? Also, it says on this page that there's a readme file, but I don't see one in the Hammerfell SOTA package.
  21. Hi Sifonseal, I've been watching all the FOMO projects with interest. Great work so far! Since FOMO Skyrim is based on on TWMP Skyrim, will it have the same dependencies? As Tegues mentions, the dependency chain is sort of a pain, plus I really don't want TWMP Hammerfell on my system at all.