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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. Daggerfall - The Western Kingdom (WIP)

    Well, the Dune tileset at Nexus seems like the obvious choice. Though it's rather closely identified with Illeana's Elsweyr and her city of Corinthe, at least in my mind. Maybe it could be retextured, like change the blue to bronze or red perhaps? What tileset does Dwemer Art: Desert Alik'r use?
  2. [WIP] FOMO World Map - Tamriel And Beyond

    I misunderstood this question before (Wayport =! Wayrest, lol). Sifonseal told me that he was trying to reconcile TWMP Hammerfell and Hammerfell TEG, so he came up with some lore where TWMP Hammerfell was renamed "Wild Colovia," a sort of buffer zone between Cyrodiil and Hammerfell proper, as represented by TEG. So TWMP Hammerfell's Rihad was renamed, and TEG Hammerfell's Rihad is moved further west. This is only necessary because TWMP Hammerfell, a lore-unfriendly mess much inferior to TEG, is sadly a prerequisite for TWMP Skyrim Improved, which Sifonseal was/is in the process of upgrading. That makes this otherwise excellent map rather lore-unfriendly. I looked into it, and there is a way to strip TWMP Skyrim' Improved's dependency on TWMP Hammerfell using TES4Edit. It would take a lot of work, though. For the particulars, just look for my recent posts on the TES4Edit thread at Nexus.
  3. Interesting either way, thanks guys. Giskard is the "Engineer's Guild" guy, or whatever it's called, right? I gather that he would be extremely unlikely to grant permissions for anything. Is the Arenthia stuff found in Giskard's version of TEC? It seems like maybe that's a DC innovation.
  4. You know, I was sure that the Arenthia from The Elder Council was in its own worldspace, but that doesn't seem to be the case. Both mods actually edit Tamriel worldspace, i.e. the main exterior worldspace of Oblivion. Here's a post from Nexus: He's answering a question about TWMP and not necessarily Valenwood Improved, but I think you'll find the same issues. I think it would be neat if TEC Arenthia could be extracted from TEC and merged into Valenwood Improved, but I believe the permissions issues would be insurmountable. The Dragon Captions guys aren't generous with permissions and seem hard to communicate with. Edit: Although I suppose it wouldn't hurt to ask. Hmm...
  5. Whither Sifonseal/FOMO mods?

    It seems the WIP threads for Sifonseal's FOMO mods on this forum have disappeared. They are searchable, but the searches lead to error pages. Did Sifonseal pull them for some reason? They're some pretty ambitious projects, so I could understand feeling burnt out or overwhelmed. But it seemed like at least his FOMO Skyrim project was close to completion.
  6. Whither Sifonseal/FOMO mods?

    Hey, terrific news! Thanks for letting us know.
  7. [RELz] DarkUI'd DarN BAIN

    Thanks. I knew about Wrye's BAIN, but it doesn't have a wizard, which is why I liked Schtearn's so much. Glad to hear that he's planning on reuploading them!
  8. [RELz] DarkUI'd DarN BAIN

    Hey, sweet! I was a big fan of Schtearn's DarN BAINs and was sorry about the contretemps surrounding them. So thanks for this! Any chance for a Vanilla DarN BAIN?
  9. ESMs and Mod Resource Packs

    So there are actually two resource packs with separate esms that are part of the same installer package: TamRes.esm and TamRes_LandscapeResource.esm. Neither of them are injecting anything according to the xEdit logs. Cleaning masters for all the TWMP mods did result in removing a few dependencies: TWMP Skyrim Improved does not need the Landscape resource, and TWMP High Rock doesn't need either resource. But overall all the resource packs are needed if you want to play with all the TWMP mods. I recall getting some messed up performance issues the last time I tried playing with the TWMP mods, but it may have just been related to loading issues. I'll do another test run with all that in mind. Thanks for your help!
  10. ESMs and Mod Resource Packs

    I've been looking at various resource packs which various mods require and wondering about them. For example, there's a huge resource pack that a lot of TWMP mods require. It has an esm that I'm guessing exists so modders can easily use the assets from the resource pack in the Construction Set. It's supposedly required for the TWMP mods to run, but it seems to create huge performance problems (I say supposedly because if I Clean Masters in TES4Edit for, say, TWMP Skyrim Improved, it removes the esm as a master). Is it actually doing something with all those assets when it's running, even if they aren't being used in game? This isn't the only mod resource that's structured this way, and some other large mods without a resource pack do it to. Is there an advantage to doing so apart from making life easier for the mod maker? Any disadvantage, apart from what I surmise above?
  11. ESMs and Mod Resource Packs

    Interesting, though I'm not sure what injecting records means, or how to find out if the Tamriel Resource esm does so. I know has a dummy esp that lets Oblivion use the esm records (like Better Cities?). Does a big resource esm have a performance impact, even when not all the resources are being used?
  12. A question about new land mods

    That's a different Hammerfell mod that TWMP Hammerfell. Here's the current version. It has the advantage of actually being consistently lore-friendly, but a.) I don't believe it has any interiors or NPCs yet, b.) it has a load order conflict with Morroblivion, and c.) TWMP Skyrim Improved requires TWMP Hammerfell.
  13. A question about new land mods

    Virtually everything on that modlist is compatible except TWMP Valenwood with Elsweyr Pelletine; however, Puddles is working on a beta version of TWMP Valenwood on these very pages called Valenwood Regrown that is. I don't know how Morroblivion and Silgrad Tower work together. They are in separate world spaces, but sometimes that leads to load order conflicts unless they are properly flagged. It's also worth mentioning that Tamriel Overhaul seems to be dead, and that Morroblivion Worldspace doesn't work correctly with the latest version of Morroblivion. A basic modlist/install order for the TWMP stuff is: Elsweyr Deserts of Anequina (and other Elsweyr mods), Tamriel Heightmaps, Tamriel Resource Pack (which includes the landscape resource pack), and then various TWMP mods (with their respective requirements). Both Elsweyr Pelletine and Valenwood Regrown also require the TWMP Valenwood-Elsweyr landscape mod, and TWMP Skyrim Improved also requires TWMP Hammerfell and the TWMP High Rock landscape mod. I have a post at Nexus that dives into the province mods in great detail that you might find helpful.
  14. [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.
  15. [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!
  16. [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?
  17. 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?
  18. 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.
  19. 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?
  20. 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.
  21. 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!)
  22. 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?
  23. 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.
  24. 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?
  25. 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.