Creating new Worldspaces.....Discussion Thread #4

Post » Tue Jun 19, 2012 10:23 pm

3. convert mesogea.esm to mesogea.esp. Load game, runs fine.

Right, I guess you meant saved as ESP since conversion back to ESP is not possible as far as my little knowledge reaches.
I don't need an update anyway right now, so nevermind.

Edit: wait, i just managed to do this! So did you save it as new ESP or converted it?
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Rob Davidson
 
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Post » Tue Jun 19, 2012 4:09 pm

dear god, are they just doing this to :swear: with us?
Oh well, looks like I'm stuck with my .esp for the time being anyway then! How hard is it to convert to .esp though? Is it literally just changing the flag in something like wrye bash? It's a pain but I suppose that's your current option. I'm pretty sure the only real difference between a .esm and .esp was a flag telling the CK/game what to load it as.

Also is this something to do with why my data loading screen looks weird now? I was wondering about that! I thought I'd downloaded a mod manager via nexus by mistake or something.


wait! TESVsnip? Sorry hadn't used/been aware of this yet - from the description;


TESsnip is a low level plugin editor that allows you to open esm/esp files, view the record structure and cut/copy/paste records and subrecords between different parents, including different esp's. You can also view and edit the data saved in a subrecord, in either hex or string format, as well as editing record headers.

it looks like you could do what I did within the CK without actually adding any duplicate records.. couldn't you just take all the landscape texture records and references from skyrim.esm and copy/paste them into your .esp? I'm pretty damn sure that would work too.
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Katharine Newton
 
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Post » Tue Jun 19, 2012 4:29 pm

From the tessanwyn esp I then converted to esm. This has worked fine until the patch today, so I think its the patch that causes esm problems
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louise hamilton
 
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Post » Tue Jun 19, 2012 7:33 pm

dear god, are they just doing this to :swear: with us?
Oh well, looks like I'm stuck with my .esp for the time being anyway then! How hard is it to convert to .esp though? Is it literally just changing the flag in something like wrye bash? It's a pain but I suppose that's your current option. I'm pretty sure the only real difference between a .esm and .esp was a flag telling the CK/game what to load it as.

Also is this something to do with why my data loading screen looks weird now? I was wondering about that! I thought I'd downloaded a mod manager via nexus by mistake or something.

Have you tried loading as a master file? try loading whatever it was that worked beforehand as an esm. Does the game throw errors? does it crash?

It might be something specific to my esm. Load up the game, load up your modded esm and try to run a saved game, if like mine it crashes, try to reload and run a new game. You might get the errors I got. If so then this is an across the board problem for all of us using esm mods. If not then its something I need to work out, somehow.
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Lynne Hinton
 
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Post » Tue Jun 19, 2012 1:52 pm

Here's an update on the update:

Fearless as I am, I just downloaded it after I tested it in Sandboxie (very recommendable program). It seems not to make any problems for me, it loads an ESM just fine, even after I deleted its child ESP.
Oh well, this is all very strange, as I stated elsewhere before...

Edit:
I just took a closer look on the new data files menu. If you have any trouble with the update, try changing the load order in that menu. This should work out I would suspect.
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Darlene Delk
 
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Post » Tue Jun 19, 2012 6:08 pm

I've being following this thread for sometime and with it's help have everything working, land/water lod, tree lod, object lod. My world space is small for testing purposes only 8 X 8. The only issue I'm having like others is the tree and object lod doesn't go away when you get close to it. Has anyone come up with any kind of solution in this thread or another thread?
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I’m my own
 
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Post » Tue Jun 19, 2012 10:57 am

Here's an update on the update:

Fearless as I am, I just downloaded it after I tested it in Sandboxie (very recommendable program). It seems not to make any problems for me, it loads an ESM just fine, even after I deleted its child ESP.
Oh well, this is all very strange, as I stated elsewhere before...

Edit:
I just took a closer look on the new data files menu. If you have any trouble with the update, try changing the load order in that menu. This should work out I would suspect.


No, that cant be it because the only file showing in that list is my master file plugin.
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Jani Eayon
 
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Post » Tue Jun 19, 2012 11:32 pm

How do you do to not have color tone difference?

http://img706.imageshack.us/img706/4162/20350381.jpg
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Conor Byrne
 
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Post » Tue Jun 19, 2012 11:24 am

What issue are you guys having? My mod is an esm (Dependant on Skyrim) and it still works just fine. :shrug:
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Alexis Estrada
 
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Post » Tue Jun 19, 2012 6:19 pm

u dont see in my pic?
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Katie Pollard
 
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Post » Tue Jun 19, 2012 2:33 pm

u dont see in my pic?
I meant with the crashing or whatever you guys were talking about.

As for the discoloration, I'm about to try the copy method to make them with Oscape, then I'll see if I get discoloration. That might be broken normals?
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Alkira rose Nankivell
 
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Post » Tue Jun 19, 2012 2:43 pm

How do you do to not have color tone difference?

http://img706.imageshack.us/img706/4162/20350381.jpg

I don't have this. At least not with Oscape. I got this when I made lods (or tried to) with CK, if I remember correctly. Or was it TES4qLOD? I think it was both of them. I have a little bit of a line somewhere, but not like in that picture.

Does anyone else have this?
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Cool Man Sam
 
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Post » Tue Jun 19, 2012 2:43 pm

I used the tutorial for oscape I didn't even install tes4lod , and I tried onlly once with the CK after lot of time I ended with disaligned panels in different z levels all flat so I deleted those lods and went with Oscape .... the lods seem good but the color tone is too dark and I don't know why , I have tried with a color vertex map loaded , and this is the result then I tried with no color vertex map and the result is still a different tone lod from the main close view landscape ....
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~Amy~
 
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Post » Tue Jun 19, 2012 8:32 pm

OK a couple of things;

Have you tried loading as a master file? try loading whatever it was that worked beforehand as an esm. Does the game throw errors? does it crash?

It might be something specific to my esm. Load up the game, load up your modded esm and try to run a saved game, if like mine it crashes, try to reload and run a new game. You might get the errors I got. If so then this is an across the board problem for all of us using esm mods. If not then its something I need to work out, somehow.

I think it is indeed specific to you mod mate - sorry I tested it ages ago, forgot to reply! Yeah I converted my .esp to .esm using wrye bash, loaded it in the updated loader with no problems whatsoever. I think it's dependent on skyrim.esm, although since it's only currently using textures which are now linked internally, maybe it's not actually.. Loading a save game with the .esm instead of the .esp I saved the game with comes up with the error "This save relies on content that is no longer present" and errm... WTF am I doing in a pub? I saved stood next to what will eventually be the ruins of Vivec.. Skyrim has interpreted this as the pub in Riverwood where Delphine lives! Oh well there you go! Make of that what you will!

How do you do to not have color tone difference?

http://img706.imageshack.us/img706/4162/20350381.jpg

Are you using the latest version of Oscape? It's up on the nexus if you aren't already (beta version 6 I believe). Also make sure you delete all your previous generated textures/meshes and refresh everything - check the file paths that Oscape is copying stuff to. I generated directx (dds) textures and installed them directly. If you're still getting brown textures use either my method (on page 2) or Arcedwan's - whichever suits you best.

I've being following this thread for sometime and with it's help have everything working, land/water lod, tree lod, object lod. My world space is small for testing purposes only 8 X 8. The only issue I'm having like others is the tree and object lod doesn't go away when you get close to it. Has anyone come up with any kind of solution in this thread or another thread?

I've created http://www.gamesas.com/topic/1354877-new-worldspaces-object-lod-and-region-generation/ so we can deal with those specific issues. I'm sure there's a few veteran modders on here but personally I'm pretty new to worldspace creation (albeit a very fast learner), so I thought we could split some of the issues like objects/regions etc up and people can find the info they want without trawling through hundreds of posts.
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Andrea P
 
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Post » Tue Jun 19, 2012 8:23 pm

I will try a reinstall.
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WYatt REed
 
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Post » Wed Jun 20, 2012 1:09 am

Are you using the latest version of Oscape? It's up on the nexus if you aren't already (beta version 6 I believe). Also make sure you delete all your previous generated textures/meshes and refresh everything - check the file paths that Oscape is copying stuff to. I generated directx (dds) textures and installed them directly. If you're still getting brown textures use either my method (on page 2) or Arcedwan's - whichever suits you best.
Does this mean he also fixed the DDS generation issue? I've still been making PNG's and making them into DDS files. Is this fixed now? (An no longer neccessary?)

EDIT: I still get the dark textures too. My LOD texture files are actually colored now, but FAR too dark: http://cloud.steampowered.com/ugc/486625647024826895/D2984B0AC0F652B4F0FA0992673754A45F97F01F/

Double EDIT: Nevermind! I regenerated with several things different. One, this time the mod was an esm, two, I generated DDS instead of PNG, three, I also generated a new LOD file. One of those things fixed it because this is my land now: http://cloud.steampowered.com/ugc/486625647024956612/E28728BFC94501A2DE8F4AF6F09A61B0D70811DA/

My only concearn now is removing the texture set redirections before releasing the mod publically since they are only needed for LOD generation, and are technically otherwise 'dirty files'. I just hope SkyEdit or something comes along soon. Well, by the time I finish this in like 6 months. :P (There may be others but I'm only familiar with the Fo3/FNVEdit line of products)
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Kayleigh Mcneil
 
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Post » Tue Jun 19, 2012 5:45 pm

How do you do to not have color tone difference?

http://img706.imageshack.us/img706/4162/20350381.jpg
That looks like a lack of normal map to me. Did you generate normals with Oscape?
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Michelle Serenity Boss
 
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Post » Tue Jun 19, 2012 1:20 pm

I just created an Imageshack account, so here you are!

Behold the Jerall Mountains, viewed from Chorrol:

http://img33.imageshack.us/img33/6941/screenshot4su.jpg

(the stain is the vertex map of course)
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Rex Help
 
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Post » Tue Jun 19, 2012 5:02 pm


That looks like a lack of normal map to me. Did you generate normals with Oscape?
Yes why lack if normals? I just see this big seam in colirs...
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Rachyroo
 
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Post » Tue Jun 19, 2012 10:44 pm

Yes why lack if normals? I just see this big seam in colirs...
I'm not entirely sure what you're saying - are you asking why would you generate normals? This is the error I was getting: http://img849.imageshack.us/img849/4097/screenshot8im.jpg , and the cause of that was that I forgot to generate normal maps. They look similar to me.
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glot
 
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Post » Tue Jun 19, 2012 2:39 pm

Yes why lack if normals? I just see this big seam in colirs...
I think normals (In this specific case) have to do with telling it how to be lit up naturally by the world lighting. If it's way too dark, it would suggest funky normals.

However, just try regenerating the LOD settings with Oscape. I think this is what fixed it for me.
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Matt Bee
 
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Post » Wed Jun 20, 2012 1:02 am

Does this mean he also fixed the DDS generation issue? I've still been making PNG's and making them into DDS files. Is this fixed now? (An no longer neccessary?)

EDIT: I still get the dark textures too. My LOD texture files are actually colored now, but FAR too dark: http://cloud.steampowered.com/ugc/486625647024826895/D2984B0AC0F652B4F0FA0992673754A45F97F01F/

Double EDIT: Nevermind! I regenerated with several things different. One, this time the mod was an esm, two, I generated DDS instead of PNG, three, I also generated a new LOD file. One of those things fixed it because this is my land now: http://cloud.steampowered.com/ugc/486625647024956612/E28728BFC94501A2DE8F4AF6F09A61B0D70811DA/

My only concearn now is removing the texture set redirections before releasing the mod publically since they are only needed for LOD generation, and are technically otherwise 'dirty files'. I just hope SkyEdit or something comes along soon. Well, by the time I finish this in like 6 months. :tongue: (There may be others but I'm only familiar with the Fo3/FNVEdit line of products)

Firstly, that screenshot looks pretty damn nice! Congrats on getting everything working! (although I'm curious as to how you got the tree LOD working.. is that just hand-placed ones or re-made as statics or something?)

Secondly, yeah .dds generation is working now - sorry I wasn't aware if it was broke or what so I may have forgotten to emphasise the point - I'd merely been doing .png based on an old (meaning about a week old haha) tutorial someone wrote on it. When I noticed the .dds files made by oscape had mipmaps too (I don't think the nconvert ones did) I switched to them.

Thirdly, yeah I get it with the 'dirty files'.. but on the plus side they're unobtrusive for now and allow you to work with impunity.. might as well just make a note and by the time you're anywhere near done we'll probably have a tool that can remove them for your final release.. I guess if your worldspace is open for other modders you might even wanna leave them in the 'dev' version of it so they can easily generate LOD landscape without issues.
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Eve Booker
 
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Post » Tue Jun 19, 2012 11:24 am

Thirdly, yeah I get it with the 'dirty files'.. but on the plus side they're unobtrusive for now and allow you to work with impunity.. might as well just make a note and by the time you're anywhere near done we'll probably have a tool that can remove them for your final release.. I guess if your worldspace is open for other modders you might even wanna leave them in the 'dev' version of it so they can easily generate LOD landscape without issues.
I did just notice that if you open the Data within the CK, and select your esp/esm then click the button next to set active. (Like 'See records' or something) Then you can select a record and hit delete and it gets marked as 'ignored'. I'm not sure if this is the same as deleting it, or if its still there, but it wont be loaded by the editor or game so it's effectively gone. (But still possibly taking up space and technically there?)

EDIT: As for tree LOD, it just worked... I placed normal tree's in the world, and said 'generate tree lod' in the CK. Copied and renamed the Tamriel tree lod file. I don't get the bug, HOWEVER some of my testers do, while others do not. It appears to be a per-system basis, where some people get the tree bug with new worldspaces, while others do not... :(
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Mrs Pooh
 
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Post » Tue Jun 19, 2012 7:36 pm

hmm, not that IS odd.. No ideas as to what the cause may be? Missing some external file perhaps? I'll attempt it later at some point anyway and see if my system likes it. In the long run though I can see it being a pain for compatibility if it persists for some people.

That's also interesting about the references.. I think in the case of the texturesets duplicating them is literally going to be kilobytes of information at the very most.. it's not like the textures are actually stored within the .esm themselves and I noticed no real increase in mod size by doing it.
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Laura Richards
 
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Post » Tue Jun 19, 2012 2:30 pm

I think normals (In this specific case) have to do with telling it how to be lit up naturally by the world lighting. If it's way too dark, it would suggest funky normals.

However, just try regenerating the LOD settings with Oscape. I think this is what fixed it for me.
I did them like 10 times and I always get the same results what shoudl I change?
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Ysabelle
 
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