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TES4LL and MPGUI doesn't work with MO


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#16 pStyl3

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Posted 30 October 2014 - 07:17 PM

I have restored my posts in this topic, for some reason many BBCodes weren't working anymore. Hopefully everything should be back to it's prior state now.
 
As hishutup, I'm also very happy to see the ongoing development. :;): Once you think that your new version is ready to be tested (whenever that may be .. no need to rush things), just tell us about it and we will provide you with as much feedback as possible!
 
Looking forward to this.

Edited by pStyl3, 30 October 2014 - 07:17 PM.

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#17 gruftikus

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Posted 02 November 2014 - 12:57 PM

I think I'm on a good track. Some of the performance issues were solved today.

 

The works is btw uploaded on Github. lltool is the new core, with a lot of new options. tes4ll is the TES-specific implementation.


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#18 pStyl3

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Posted 24 December 2014 - 08:37 PM

Seems like you're working hard on the project over the last few days. Great! ::):


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#19 gruftikus

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Posted 27 December 2014 - 09:15 AM

The new version is uploaded on nexus. I don't know if solves already some of the issues, but at least it is now possible to repair things or add new features


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#20 pStyl3

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Posted 27 December 2014 - 09:26 AM

Awesome news. :thumbsup: I will take a look and comment on the new version this evening.


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#21 hishutup

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Posted 27 December 2014 - 04:21 PM

Can you move the discussion of tes4ll to the mod topic as that the current discussion is no longer related to the topic title.

 

Here is a link if you unsure of what I am saying.



#22 pStyl3

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Posted 27 December 2014 - 07:10 PM

Once everything is ironed out for MO users, the information can of course be passed over to that thread hishutup, but as of now the discussion is very well related to the topic title .. making TES4LL compatible to MO is the goal of this thread. "Only" because a new version of tes4ll or MO has been released, does not automatically mean that the problem for MO users has been fixed. That needs to be tested and documented.

 

That said .. I believe I just got everything working (including TES4qLOD), BUT with some additional, manual editing inside of "tes4ll_all.mpb" + some initial work directly in MO - I still need to test a bit more .. and then write down what I did so that TES4LL can be used with MO .. and what possibly, if anything, could be improved on TES4LL's side.

 

 

Bottom line, if I'm correct the signs are looking good!


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#23 pStyl3

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Posted 28 December 2014 - 01:34 PM

Landscape LOD generator tes4ll - 5.00

 

 

Content of the updated file:

 

Data\Docs\..

- README-tes4ll-Oblivion.txt

- Triangle_Copyright.txt

Data\Ini\tes4ll\..

- CityPolygons.dat

- FortEmpire_Aleswell.dat

- FortUrasekToAleswell.dat

- FortUrasekToBridge.dat

- RumareCoastLine.dat

- tes4ll_all.mpb

- tes4ll_little_tamriel.mpb

- UL_RollingHills.dat

- WayToCheydinhal.dat

- Weye_FortAsh.dat

- WeyeNorth_FortEmpire.dat

- WeyeWaynet.dat

Data\tes4qlod_tex\Oblivion\..

- too many files to list here..

Data\..

- tes4ll.exe

- tes4ll_DibellasWatch_ultimate.bat

- tes4ll_highres.bat

- tes4ll_midres.bat

- tes4ll_normalmaps.bat

- tes4ll_tes4qlod.bat

- tes4ll_tes4qlod_cache.bat

- tes4ll_ultimate.bat

- tes4qlod_Oblivion_ltex.dat

 

 

 

What I've tested in conjunction with MO:

 

tes4ll_ultimate.bat

tes4ll_tes4qlod.bat

tes4ll_normalmaps.bat

 

 

I tested these three files of TES4LL v5.00 under MO and found, that they are all working - if some additional editing is done.

 

 

 

Installation and Initialization:

 

First, TES4LL needs to be installed. The normal installation instructions are, that it needs to be installed directly into:

..\Oblivion\Data\..

 

Because we (the ones looking up this particular thread) use Mod Organizer, we can install TES4LL from within MO; MO's virtual file system will make sure, that TES4LL will see all relevant files. So I added "Landscape LOD generator" as a normal mod in MO - Screenshot - Installation.

 

Click "OK", then "Ignore". It should work nonetheless (as this is "only" a tool, and not a mod that should work ingame).

 

Once that is installed, I added the 3 files mentioned above as executables in MO, with these filespaths:

C:\Spiele\Modding\0_Programme\Mod_Organizer_Oblivion\mods\Landscape LOD generator\tes4ll_ultimate.bat

C:\Spiele\Modding\0_Programme\Mod_Organizer_Oblivion\mods\Landscape LOD generator\tes4ll_tes4qlod.bat

C:\Spiele\Modding\0_Programme\Mod_Organizer_Oblivion\mods\Landscape LOD generator\tes4ll_normalmaps.bat

 

So I used the .bat files from my just installed Landscape LOD generator-"Mod".

 

So far so good, but that isn't everything that needs to be done. If I would now run these executables from within MO, the files wouldn't appear where I want them to be. For example, if I now would run "tes4ll_ultimate.bat" from within MO, the newly created meshes would be placed - if another mod already has such meshes with the same file names - inside that mod, replacing the mod's original files. In this case, that would happen with the "Unofficial Oblivion Patch". That is basically the problem I reported here aswell.

 

That, of course, must be prevented.

 

Step 1:

- Go to your "Oblivion Mod Organizer"-folder and open the "mods" folder.

- Create a new folder named "TES4LL". Open it and create the following (empty) folders:

 

Meshes

- Landscape

-- LOD

Textures

- LandscapeLOD

-- Generated

 

So this should be the result (in MO). This first step is necessary (or better said, to me it seems to be), because if this "mod"-folder wouldn't be setup prior to running the batch files, the batch files would throw an error and thus wouldn't create the files they should. That said, if the instructions of "Step 1" are followed, everything is playing nice.

 

Step 2:

Open your "Landscape LOD generator"-mod in Windows Explorer, and goto:

..\Ini\tes4ll\..

 

Now open "tes4ll_all.mpb" with an Editor of your choice - I use Notepad++

Now change the path $_gamedir\Data\ in several places* to C:\Spiele\Modding\0_Programme\Mod_Organizer_Oblivion\mods\TES4LL\ .. well, actually do not copy that second path just like that, you must use your own correct path, that points to your "TES4LL"-mod, which you have just created in "Step 1".

 

* here is my entire modified "tes4ll_all.mpb" file, where you can see what I have changed:

 

 

 

 

Results and thoughts:

 

If those two things from above are made, all three .bat files can be successfully run through MO and the files will be placed into the "TES4LL"-mod in MO. The three .log files..

 

tes4ll.log

tes4ll_normalmaps.log

tes4qlod.log

 

 

.. that will be created during this process will showup in MO's "Overwrite" mod .. nothing to complain here, they easily can either be deleted or manually moved to the TES4LL-mod by drag&drop.

 

 

 

Now .. speaking from MO's perspective .. it would be ideal, if these sorts of manual edits wouldn't be necessary, so that TES4LL can be used though MO. I think, that a command line to specify an output folder - like TES4LODGen.exe's -O: argument - could do the job. So that the user can specify, that files should be placed in a custom folder, and not into a static location like $_gamedir\Data\.......

 

I can't really say if that is feasible - and if my conclusion is correct in the first place - and if yes, how much work that would require .. but that's how I currently see it.

 

 

So, I would say .. TES4LL can be workarounded under MO now! ::):

 

Thanks a lot gruftikus.


Edited by pStyl3, 28 December 2014 - 01:38 PM.

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#24 koreador

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Posted 01 January 2015 - 08:21 AM

First of all: Happy new year to everyone and thanks to everyone involved in solving this problem!!!

@pStyl3: I tried to follow your descriptions but something seems to have gone wrong, because after running tes4ll_ultimate.bat I only getting a log-file, but no meshes in the overwrite folder. Perhaps you can help me find my mistake:

1. I installed TES4LL v5.00 via MO.

2. I added tes4ll_ultimate.bat, tes4ll_tes4qlod.bat, tes4ll_normalmaps.bat as executables from the data-folder in the right panel of MO, using the "add as aexecutable" function. Here is an example of what i got:

addasexecutable.jpg

3. I copied everything from your tes4ll_all.mpb but changed the path $_gamedir\Data\ to D:\Steam\steamapps\common\Oblivion\Mod Organizer\mods\TES4LL\ in all the relevant places:



4. Then running tes4ll_tes4qlod.bat, tes4ll_normalmaps.bat seems to be successfull, because there are files in my overwrite folder:


tes4qlod.jpg



tes4ll_normalmaps.jpg


5. After running tes4ll_ultimate.bat I only getting a log-file, but no meshes in my overwrite folder. Here ist my log-file:




I tried to use WinMerge to compare my Oblivion-Folder before and after running, but found nothing. But perhaps WinMerge isn't the right tool.

I suppose my mistake is hidden somewhere in my tes4ll_all.mpb

Edited by z929669, 01 January 2015 - 04:41 PM.

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#25 pStyl3

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Posted 01 January 2015 - 04:20 PM

Happy new year! A few things..

 

1. Did you create the TES4LL mod prior to running the batch files, as I have wrote it in "Step 1"?

2. Do you use the "Unofficial Oblivion Patch"? If yes, please post a screenshot of it's ..\Meshes\Landscape\LOD\.. folder.

3. Please post a screenshot of the ..Steam\SteamApps\common\Oblivion\Data\Meshes\Landscape\LOD\.. folder, if their is such a folder.

 

The tes4ll.log file that pops up in your Overwrite seems to be okay, as far as I can tell.


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#26 GrantSP

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Posted 01 January 2015 - 06:30 PM

Does it matter in which order those three bat files are run?



#27 pStyl3

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Posted 01 January 2015 - 06:53 PM

I can't say for sure, but what I read once was to do these things in this order:

1. tes4ll_ultimate.bat

2. tes4ll_tes4qlod.bat

3. tes4ll_normalmaps.bat

 

The first one is used to generate distant meshes for terrain, the second one is used to generate textures for distant land meshes and the third one to create normal maps. Given that, it makes sense to me how that order was presented. #2 and #3 might be switchable, but I am not sure of that.


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#28 GrantSP

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Posted 01 January 2015 - 07:08 PM

Thank you. I'll rearrange them in the drop-down box into that order.

 

This may sound strange, since Windows is supposed to be case-insensitive but I was still getting files being placed in the overwrite folder and messages in the logs showing this location:

mods\TES4LL\Textures\landscapelod\generated

When I changed them in the tes4ll_all.mpb to match those set by the instructions above, ie. case-sensitive, they correctly were placed into the mod and not the overwrite.



#29 koreador

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Posted 02 January 2015 - 03:55 AM

Happy new year! A few things..

 

1. Did you create the TES4LL mod prior to running the batch files, as I have wrote it in "Step 1"?

2. Do you use the "Unofficial Oblivion Patch"? If yes, please post a screenshot of it's ..\Meshes\Landscape\LOD\.. folder.

3. Please post a screenshot of the ..Steam\SteamApps\common\Oblivion\Data\Meshes\Landscape\LOD\.. folder, if their is such a folder.

 

The tes4ll.log file that pops up in your Overwrite seems to be okay, as far as I can tell.

1. Yes I did.

2. Yes I'm using the UOP. Here is my screen shot:

 

UOP%2BLOD%2BFolder.jpg

 

I think I know why you want to see this screenshot: The "Date modified" corresponds to the last time that I ran the tes4ll_ultimate.bat.

 

3. There is not such folder. Should there be one? I suppose no.


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#30 pStyl3

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Posted 02 January 2015 - 04:26 AM

@ GrantSP

I will take a look regarding this.

 

 

@ koreador

 

I think I know why you want to see this screenshot: The "Date modified" corresponds to the last time that I ran the tes4ll_ultimate.bat.

What I was looking for was actually the filesize of those meshes. It seems, that you too have overwritten your UOP's meshes by TES4LL, just like I experienced it aswell - see here. This means two things.

 

1. You need to reinstall the Unofficial Oblivion Patch.

2. The path for those meshes seems to be borked, so they did not "find" your corresponding TES4LL mod.

 

Looking at your posted "tes4ll_all.mpb" file, I currently cannot see any real mistakes .. three things come to mind, though.

a) Please make sure that the TES4LL-mod from "Step 1" is identical to mine.

 

b) Please make also sure, that the TES4LL-mod was activated in MO's left pane, before you attempted to run "tes4ll_ultimate.bat".

 

c) If those two things were alright, you could also try to rename:   D:\Steam\steamapps\common\Oblivion\Mod Organizer\

 

to ..

D:\Steam\steamapps\common\Oblivion\Mod_Organizer\

 

So renaming the actual mod folder of your "Oblivion Mod Organizer", so that there is no "space" .. and then of course replace that "space" through that "underscore" in the "tes4ll_all.mpb" file, as well as make sure that in MO's "Modify Executables" everything is adapted.

 

 

3. There is not such folder. Should there be one? I suppose no.

No, I didn't thought that the folder would actually be there, but I just wanted to be absolutely sure.


Edited by pStyl3, 02 January 2015 - 04:39 AM.

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