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Silgrad Tower from the Ashes
Latest esm and esp updates - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Archived (closed boards) former hosted projects for Oblivion. (https://www.silgradmodding.net/forum/Forum-Archived-closed-boards-former-hosted-projects-for-Oblivion)
+--- Forum: TESIV: Black Marsh (https://www.silgradmodding.net/forum/Forum-TESIV-Black-Marsh)
+---- Forum: The Sticky Guar (https://www.silgradmodding.net/forum/Forum-The-Sticky-Guar)
+---- Thread: Latest esm and esp updates (/Thread-Latest-esm-and-esp-updates)



- sandor - 08-19-2010

Quote:Originally posted by Koniption
Quote:Originally posted by Vintra
Sorry to post here, but I wanted to ask this.

Why it freezes, if I wanna walk and look around Black Marsh?

I've tried everything, close CS, lower resolution, lower grapics... it freezes every time.

I don't know why it is freezing, to be honest. Have you followed the instructions that Ibsen should have sent you, along with the BSA download link? You have to edit two different ini documents for Oblivion, to get the BSAs to work properly in the game.

My Recent Personal Experiences When in Blackmarsh:
I've only been in Blackmarsh worldspace once since the BSA version came out, and this was just a few days ago. I was in an interior cell of an NPC to check on her Iguana armor, and when I was playing with some items on her table, the game crashed.

Also, I found out that I couldn't console "cow" to the Soulrest lower child worldspace where this NPC's house was located, without the game crashing. I had to use the console to go straight to the NPC's house interior, instead.

Thinking back, I should have mentioned these issues to Ibsen, but I now post my experiences here in this thread, in case sandor or Ibsen knows what might be wrong.

Koniption

Quote:Originally posted by sandor
Freezing is model related.
For the Forgotten Garden I ran a number of tests and it confirmed that it was model related. When using vanilla models the FPS was fine.

The FPS improved when we shifted the FGa HM quad to the center (quad 0_0).


Steve's (SACArrow's) theory:


My WAG about the issue still relates to either non-MOPPed or incorrectly MOPPed collision. Since there does seem to be "leakage" where the engine has to test more of the surrounding area, maybe some of that "leakage" goes all the way to the origin, so the farther from the origin (from quad 0_0) the problem is, the worse it manifests.


I agree with his idea.


I'll test the various regions and report back.
I am running the tests right now.

@Koniption
I'll reply to your PM asap.


- sandor - 08-19-2010

I checked the generated Blackmarshes WS in over 50 locations (including the child WS's).
The FPS was fine, (I used a high end computer) min. 15 and max. around 40.

However there were not a lot of NPC's in the exterior world, which have a huge impact on the FPS because of the AI etc.

I can confirm Koniption's problem with the "SoulrestLWS" exterior cell. --> crash (the graphics were weird as well) --> I am quite sure it's model related. The "SoulrestLWS02" exterior cell was fine.

I also checked a number of interior cells --> No problems.

Tomorrow I'll reply (PM) to Koniption's questions regarding this subject.


In short, almost no lag and that's good news. Smile

I spotted a few problems (models --> screenshots), I'll send the info to IG and Koniption. :check:


- Ibsen's Ghost - 08-19-2010

Cheers, Sandor. So is that the lower district of Soulrest then? I get problems with the Marsh Cat because I don't think I sorted out the tail properly but I should be able to sort that eventually. Also, I get the weird error of sometimes not being able to select things inside the CS of 'The Howling Seadog' interior but otherwise everything runs fine for me in Soulrest.


- Deeza - 08-19-2010

The marsh cat probably isn't using the Beast body mesh. Is the tail stretching out?


- Ibsen's Ghost - 08-19-2010

I don't think it is. I'm pretty sure I sorted out the problem on a test run for the Marsh Cats before I added the AI in Soulrest and it was easy to do. I just left it because I was busy sorting out other stuff at the time.


- sandor - 08-20-2010

Quote:Originally posted by Ibsen's Ghost
Cheers, Sandor. So is that the lower district of Soulrest then?
Yes, SoulrestLWS.

Perhaps it's a good idea to create a list with BM coordinates.


- Deeza - 08-20-2010

Good plan. Also, for some reason the hammock mesh won't display when I try to make one in the cs. Is it a problem you've encountered too?


- sandor - 08-20-2010

Quote:Originally posted by Deeza
Good plan. Also, for some reason the hammock mesh won't display when I try to make one in the cs. Is it a problem you've encountered too?
Did you DL the marker?


- Ibsen's Ghost - 08-22-2010

Ah, that may be my fault. I don't think I uploaded that into the archives. It's mainly because the marker confused me. There appears to be a vanilla marker by the same name in the stated folder so it made me hesitant. Is it okay to include it in the next bsa update, sandor? If so, I'll include in the patch that I'll upload as soon as I get back home (I'm away at the moment until Wednesday night).

Btw, I'll create a co-ordinates list when I get back too. In the meantime, places can be found by navigating to the all maps page....nevertheless, a quick-glance guide like that should be very useful, especially for noobs.


- sandor - 08-23-2010

Quote:Originally posted by Ibsen's Ghost
Is it okay to include it in the next bsa update, sandor? If so, I'll include in the patch that I'll upload as soon as I get back home (I'm away at the moment until Wednesday night).
Yes, it's a redundant vanilla marker which Steve used to create the hammock.


Quote:Originally posted by Ibsen's Ghost
Btw, I'll create a co-ordinates list when I get back too. In the meantime, places can be found by navigating to the all maps page....nevertheless, a quick-glance guide like that should be very useful, especially for noobs.
Great!