mbt posted:
That's a good mod.
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# ? May 26, 2023 01:59 |
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# ? May 31, 2024 21:54 |
I have an extremely janky setup that needs a lot of testing, but if this last component works it should now be possible to walk up to any unowned inorganic container and pick it up and bring it along with you. The ui looks like a steamy turd & I only have one placeholder inventory icon & I'm only like 60% certain it will still function if you save then reload or try to move containers outside of their cells, but it doesn't crash. I got interrupted before tackling this last phase, but unless I introduce more problems you should be completely fine to grab a shitload of crates & build a stairwell, or just snag a few things to organize your ashfall camp & poo poo like that. You can also rename individual containers but honestly there are enough different kinds there's almost not a point. e: no it's hosed, there's something super wrong with how i thought references worked. urn_ash0000000000 is not really the reference i'm supposed to be grabbing i think SniperWoreConverse fucked around with this message at 03:42 on May 27, 2023 |
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# ? May 27, 2023 02:39 |
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So I've recently finished modding Morrowind using this guide and I'm getting terrible performance with open Morrowind. Like 25 fps in Balmora on a 3090 with dips to 16 at times. This is with a bunch of shadow and water settings turned low. Is this just how Morrowind is, given it's a janky 20 year old game or am I missing something?
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# ? May 31, 2023 13:13 |
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Captain Theron posted:So I've recently finished modding Morrowind using this guide and I'm getting terrible performance with open Morrowind. Like 25 fps in Balmora on a 3090 with dips to 16 at times. This is with a bunch of shadow and water settings turned low. Is this just how Morrowind is, given it's a janky 20 year old game or am I missing something? gently caress FUUUUCK
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# ? May 31, 2023 13:43 |
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Captain Theron posted:So I've recently finished modding Morrowind using this guide and I'm getting terrible performance with open Morrowind. Like 25 fps in Balmora on a 3090 with dips to 16 at times. This is with a bunch of shadow and water settings turned low. Is this just how Morrowind is, given it's a janky 20 year old game or am I missing something? No, I used this same mod guide earlier this year with a 4090/5900x and got slightly-higher but still staggeringly low framerates. OpenMW is pretty much your sole option if you want high FPS modded Morrowind. edit: nvm, can't read Cross-Section fucked around with this message at 16:52 on May 31, 2023 |
# ? May 31, 2023 14:07 |
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What kind of fps does unmodded Morrowind have these days? Or a very lightly modded game?
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# ? May 31, 2023 14:13 |
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Node posted:What kind of fps does unmodded Morrowind have these days? Or a very lightly modded game? I don't know uncapped (have an fps limiter on) but I never drop below 144 except in dense tr cities, then it's 90 or 100
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# ? May 31, 2023 15:03 |
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Captain Theron posted:So I've recently finished modding Morrowind using this guide and I'm getting terrible performance with open Morrowind. Like 25 fps in Balmora on a 3090 with dips to 16 at times. This is with a bunch of shadow and water settings turned low. Is this just how Morrowind is, given it's a janky 20 year old game or am I missing something? Why do people do this to themselves. Bro you NEED keg drip and lantern mod and log flame effects.
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# ? May 31, 2023 15:06 |
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Open mw is by far the least janky Bethesda game ever made given the fact it was made by people that actually know how to program (not Bethesda)
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# ? May 31, 2023 16:01 |
Does OpenMW support all the new cool LUA mods yet? That was a dealbreaker for me
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# ? May 31, 2023 16:24 |
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a7m2 posted:Does OpenMW support all the new cool LUA mods yet? That was a dealbreaker for me no
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# ? May 31, 2023 16:28 |
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Captain Theron posted:So I've recently finished modding Morrowind using this guide and I'm getting terrible performance with open Morrowind. Like 25 fps in Balmora on a 3090 with dips to 16 at times. This is with a bunch of shadow and water settings turned low. Is this just how Morrowind is, given it's a janky 20 year old game or am I missing something? It’s probably something to do with the shaders or distant land maybe, skimming that guide none of the actual content mods seem to be stuff that would tank openmw performance that much. - Try turning off per-pixel lighting, if it’s anything like the MGE one it tends to murder performance. I have a 3070 and I play with that off. - Try fiddling with the distant land view distance, too high and the amount of draw calls will destroy performance even on modern CPUs. I also think it makes the game worse if it’s too high since the landscapes were designed with visual occlusion in mind. The vanilla fog is too aggressive but it’s best to not go crazy with it. N.b. I haven’t used OpenMW much since they added these features, maybe their per-pixel lighting is more performant than MGE’s. Reining in the distant land is always a good shout tho
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# ? May 31, 2023 16:43 |
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after i went through my install and unfuckled it I'm running like 700 mods and the only places I get any fps hit are sadrith mora because i knowingly put too many mods in one place there and otherwise rarely go below 30 you should not be getting fps drops basically and if you are something is Very Wrong be wary of superhuge texture mods that give every single individual stupid item 4800x4800 textures with normal mapping and bump mapping and collegiate mapping and freestyle rapping that was the biggest source of fps drain for me i had this one imperial texture mod and WITH it i was literally crashing anytime i went near old ebonheart because the memory draw for it was too much for morrowind to even use. just using intelligent textures the load went from "literally all your memory, loving die" to "memory monitor doesn't even budge" e: also that list recommends morag tong secret identity which i really wouldn't casualy recommend, it makes you get expelled for committing crimes which yeah the morag tong technically do say that once or twice but like, morag tong content is almost nonexistent in general and if you are only allowed to do morag tong content in a playthrough be ready for like a 4 hour playthrough and then the game's over also they don't recommend mdmd making the list automatically mid /srs FlocksOfMice fucked around with this message at 17:01 on May 31, 2023 |
# ? May 31, 2023 16:55 |
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FlocksOfMice posted:also they don't recommend mdmd making the list automatically mid /srs you should make a writeup on mdmd balance and strategies on how to make satisfying tes3 encounters. I have people in tr asking how to make strong enemies without just adding lots of health or damage and I've got nothing but vague platitudes of "curate their spell list and give them potions and abilities"
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# ? May 31, 2023 17:45 |
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mbt posted:you should make a writeup on mdmd balance and strategies on how to make satisfying tes3 encounters. I have people in tr asking how to make strong enemies without just adding lots of health or damage and I've got nothing but vague platitudes of "curate their spell list and give them potions and abilities" Honestly? yeah I can do that I spent a long time on Morrowind balance I have a lot to say about it sure
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# ? May 31, 2023 17:58 |
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mbt posted:I don't know uncapped (have an fps limiter on) but I never drop below 144 except in dense tr cities, then it's 90 or 100 No poo poo, that's great. Is that because of MGE? Or is it attributed mostly to a small mod list?
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# ? May 31, 2023 19:23 |
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Node posted:No poo poo, that's great. Is that because of MGE? Or is it attributed mostly to a small mod list? all of the above. i run intelligent textures as my main texture replacer with 3 cells of draw distance. avoid superfluous additions like chimney smoke or things that add more clutter to external cells. better cities of morrowind is basically all you need if you want a cooler vvardenfell
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# ? May 31, 2023 19:33 |
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I think if you have a modern computer (as in newer than since Skyrim came out 11 years ago) Morrowind runs fine unless you gently caress about with way too many graphics mods.
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# ? May 31, 2023 19:33 |
So I've been half rear end posting about ~My Mod~ without getting poo poo for results for a while now. Looking it over again I'm gonna have to just face facts and do some normal lua tutorials. I find it pretty apprehensible but I'm clearly doing something wrong, structurally. For now what I did was replace most comments with log outputs literally talking through explaining what I'm trying to do and showing the real results of what happens, this seems like a new thing that wasn't there when I started and I like the logs a lot. For some reason it doesn't always log to console, so that's an indicator I got a problem, but the Iog file always works and has revealed that some objects are being created with mega ultra precise weights, like 1.6000000000000259, I might need to manually round those into something coherent. The other thing is references. I'm absolutely convinced I'm handling references right enough to work most of the time, except I am doing it wrong enough to botch it some times. So I need to also read up on the creation kit manual if there is one I can find. It ALWAYS fucks up if there's a cell transition now, which it didn't before. I might be storing or recovering safe handles incorrectly, or missing a step. Need to double check I'm marking them as modified. So this means I also need to hunt around for mods that mess around with these things & try to compare. Does anybody know of some off the top of their head? Mods that use lua to move things around the world? Also, does anyone have opinions on how you would want the weights & values of empty containers to work? Imagine going into Arrille's and being like "yeah I need an empty sack, a small chest, and a crate."
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# ? May 31, 2023 20:54 |
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SniperWoreConverse posted:the Iog file always works and has revealed that some objects are being created with mega ultra precise weights, like 1.6000000000000259, I might need to manually round those into something coherent. this is just normal floating point precision error and occurs in every programming language. for the rest of it i would suggest asking in the mwse mmc channel. i'm not 100% sure on what you're trying to do, maybe post a code file somewhere
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# ? May 31, 2023 20:58 |
So I'm slowly making my way through Sotha Sil Expanded and I'm really impressed what they managed to put together considering it was released and last updated around 10 years ago. Some cool effects and locations, to me. But to be fair I haven't really tried a large content mod before. I'm using a guide to speed things up a little and there's an impressive number of side quests, secrets and artifacts too. I'm using the revised version that lets you progress from the Clockwork City without completing the main quests there but still decided to do them all. Only something is broken and I can't get the Arboretum quest to start. It's ok though, I need to finish it up so I can get started on TR.
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# ? May 31, 2023 21:15 |
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Has anyone tried tes3mp recently? Does a server still need custom scripts to sync scripted quests like the stronghold or the firemoth boat, or is that handled out of the box now?
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# ? May 31, 2023 21:52 |
mbt posted:this is just normal floating point precision error and occurs in every programming language.
What i did for testing was i just made it so that as soon as you drop the item it does the delete/move/enable so here's a log of me moving the fargoth ring barrel: code:
code:
e: lol if i'm supposed to be marking the container as modified, then storing it's ID, then recovering the reference from the ID SniperWoreConverse fucked around with this message at 22:14 on May 31, 2023 |
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# ? May 31, 2023 22:01 |
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FlocksOfMice posted:also they don't recommend mdmd making the list automatically mid /srs Oh I've got MDMD. Thanks everyone, I'll give those a try when I get home. I don't think it's memory so much, as the graphics card memory is only half used, but maybe shaders or per pixel lighting.
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# ? Jun 1, 2023 01:54 |
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I’m just throwing this out there as a person who does not make Morrowind mods: in Skyrim, deleting a reference (instead of disabling it) can cause ctds when something tries to load it or touch it or whatever, and if you were modding Skyrim I’d tell you to check that. But I truly don’t know whether that is relevant to Morrowind.
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# ? Jun 1, 2023 10:28 |
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mbt posted:for the rest of it i would suggest asking in the mwse mmc channel. i'm not 100% sure on what you're trying to do, maybe post a code file somewhere Seconding this. MMC discord is where the dudes who make MWSE hang out. If anyone can help, it’s them I’m pulling for ya. I’ve wanted a good lua portable containers mod for years
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# ? Jun 1, 2023 15:54 |
Have an update.
My next step has gotta be figuring out how to correctly deal with this. I'm pretty sure what it's doing is what I was trying to have it do: Scan the container, create the misc item based off the container, insert a copy of the item into the player's inventory, add the tracking info for the real container to that, deactivate the real container. The intention is then when the player puts the dummy item down it will seamlessly pull a switcheroo and move the real container to that spot and then clean up the dummies. This final part is broken. I think what will happen if I don't correctly manage these misc items is that every single time the player packs the container up for transport, it will create a new base item which will eventually crap up the save with all these entries which will never again be used. I either need to cleanly destroy the instanced item and then the base item(?), or figure something else out. I wanted to do it this way because I have no idea what weird containers they may have modded in. The other drawback is besides the fact i have it hosed up and broken, it repeats some steps every time the player decides they wanna move a thing. What I might want to do instead is when a new container's encountered and packed up the mod will start building up a dictionary of base items which then are pulled from to make instanced items. This will maybe reduce the amount of steps needed as the player builds up the item database, because I can probably share this across saves, and even set it up ahead of time in a couple different ways. I might be able to do it by trying to pull from the dictionary and if that fails then add in an entry, or maybe there's a way to traverse across every tes3container that isn't some insane pain in the rear end which will open a can of worms. I also super dislike how i have the button implemented, the function that triggers when it gets clicked feels super weird looking at it and i'm over here registering onButtonClicked every time the UI panel is created and then not unregistering it when it is destroyed. I'm p sure what I'm supposed to be doing here is creating the menu in init and then doing an enable/disable or something. Once I get this reference situation fixed the next thing is going to be fixing up how the movements are triggered so that it works more smoothly, then fixing the UI so it doesn't look like poo poo from an rear end, and doing some other basic quality things. If I can do that, then i was thinking of doing some bonus stuff. All way down the line, once I get it basically functionally working then that can be looked at.
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# ? Jun 2, 2023 07:07 |
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You should ask the mmc and watch someone like greatness7 give you one line of code that fixes all of your crashes
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# ? Jun 2, 2023 07:55 |
Yeah I know all my inventory icons are like g7weap.dds, I was just spitballing
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# ? Jun 2, 2023 12:12 |
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Captain Theron posted:Oh I've got MDMD. So turning on threaded optimisation in the nvidia control panel actually seems to be the trick here, if anyone ever has the same problem. God I love Morrowind, it's just such a fully realised place. I just love how messy and complicated it is, how no faction is completely good or evil, they're so much more complex. The Dunmer are simultaneously the victims of exploitative colonialism from the Empire, and the oppressors of untold numbers of enslaved beast folk. The empire is extracting as many resources as fast as they can while also providing education and services to people and bring about the messiah. The Tribunal probably murdered their leader and are huge egotistical assholes, but they do look after the Dunmer and protect them from Dagoth. It's just so much more interesting than the generic fantasy of Skyrim or Oblivion.
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# ? Jun 9, 2023 03:18 |
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Just the other day a mod was released allowing characters to make in-game paintings. It's absolutely insane what modders are doing with this twenty year old game. https://www.youtube.com/watch?v=nuOElGZbSgY
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# ? Jun 10, 2023 00:42 |
loving unreal So there is a library of some kind that can be used to generate textures from existing objects then...
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# ? Jun 10, 2023 01:21 |
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Does this reduce my FPS to 5? Nevermind, I don't care
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# ? Jun 10, 2023 01:36 |
Welp, I can't progress to The Imperfect in SSE. Some script won't fire or the teleporter can't be activated just before the boss arena. Think I'm going to have to install the CS to troubleshoot this. I guess I could also try it without the Retracted version, although I think it only changes this before and in the Clockwork City.
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# ? Jun 15, 2023 09:35 |
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Captain Scandinaiva posted:Welp, I can't progress to The Imperfect in SSE. Some script won't fire or the teleporter can't be activated just before the boss arena. Think I'm going to have to install the CS to troubleshoot this. I guess I could also try it without the Retracted version, although I think it only changes this before and in the Clockwork City. correct. i only had problems with the intro to the city being too long, i saw the scripting of the main town and said ah gently caress this
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# ? Jun 15, 2023 15:54 |
Right. I found the script in the CS but couldn't get it to run in-game anyway. But I could no-clip my way into the chamber of The Imperfect and start another script from there, which initiated the boss fight. Quite fun to make use of all your potions and gear that you've collected in that fight and against Almalexia. Overall though, even though I think it made sense lore-wise to have this crazy dimension with cyborgs and lasers, the size of it all made it feel disjointed from the core game. Still a very impressive mod and I know I missed a lot of side quests and artifacts. I killed Gaenor right after I came back, for good measure. I think this concludes my play with Swims-with-fishes the Argonian and I can move on to TR!
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# ? Jun 17, 2023 19:01 |
Trip report from TR After experiencing Vvardenfell culture in the form of Seyda Neen and Balmora, Tsabhi the kahjiit smith, decided to take Caius' money and kindly said gently caress off to get on the nearest boat to the mainland. She ended up in Firewatch. After hearing about the corrupt local legion, she opted to join the Fighters guild and was subsequently seen fleeing from the house next door, after being slashed up by a Clannfear. We'll see how well suited Firewatch is to a lvl 1 character. Fun times though! More Morrowind!
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# ? Jun 22, 2023 17:04 |
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I just recently started TR (and a modded experience in general) for the first time a month ago, and I've been loving it. I'm always impressed when mods avoid sticking out as custom content and instead mesh nicely with the vanilla game.
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# ? Jun 24, 2023 02:49 |
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Yeah TR is absurdly good how it adds like another game's worth+ of content for free. I finally got a chance to host and play the first session of a tes3mp game with friends, and it's super seamless how well it works now. The devs even have a docker image so hosting it on linux was a breeze. We ran through the puzzlebox dwemer ruin and had no connection or desync issues at all. From what I read it seems like they've even got the scripted quests working properly now as well like the house strongholds etc. The only hacky thing that I had to do before we got going was install a custom script for refreshing vendor gold because that's not implemented. I loaded up our mod pack with TR as well so we have so much to play with if we stick with it
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# ? Jun 24, 2023 03:59 |
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# ? May 31, 2024 21:54 |
Anybody know what this kind of error means? I don't... think I changed anything in the modpack I downloaded but now whenever I try to load a save this happens. Is it related to load order problems? And if so is there a way to pull just like, the load order file out of a wabbajack thing rather than trying to redownload the entire pack?
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# ? Jul 3, 2023 16:58 |