Graphic Herbalism needs help!

11 posts / 0 new
Last post
Atrayonis's picture
Atrayonis
Lead DeveloperDeveloperInterior Developer
Joined:
2015-09-28 20:13
Last seen:
36 min 28 sec ago

As the guy who tries to keep Graphic Herbalism (link is external) updated for TR (and now Tamriel_Data), I’m running into issues and I hit my limited NIFScope modeling abilities.

For those not familiar with Graphic Herbalism, it essentially pioneered Skyrim’s harvesting mechanic, in which plants directly deposit their ingreditents and either disable themselves or switch to a “picked” (harvested) state until 30 days later. It’s immensely popular and I took to updating the TR addon when the prior caretakers dropped off the face of the earth.

Tamriel_Data has left me at an impassé: the PT assets most of all are made up of one solid chunk of mesh (a twisted tube), and so I can’t create “picked” state with my limited NIFScope meshing abilities. This includes trees and giant mushroom *things* which really shouldn’t disappear.

It would be immensely helfpul if all Flora would have a statement if it should disappear when harvested or if should display a “picked” state. An official mesh of this “picked” state, to be included in Graphic Herbalism or Tamriel_Data (preferable Graphic Herbalism) would be really really great.

Seneca was going to supply official plucked meshes for TR, but then he disappeared too and Tamriel_Data happened. Is there any chance of making this official or unofficial policy?

I used to have a list of meshes that were problematic, but I’ll point to Bleakbell Hay, Shadowfly, Silver Palm, and the Socatra Plant as meshes that I simply can’t edit and which are too big to simply have disappear when harvested.

 

Edit: Attached a prerelease version, which is currently all I have. There are some edited meshes inside. The ones that haven’t been edited are the ones I have trouble with.

AttachmentSizeDate
File Graphic Herbalism for Tamriel Data 01.7z533.16 KB2016-10-25 22:34
worsas's picture
worsas
Developer Emeritus
Joined:
2016-01-26 12:34
Last seen:
11 months 2 weeks ago

I think it would be better to have plucked versions of almost all container plants. Container plants that just disappear would look odd to me. Doing this should be possible in a matter of hours on a free saturday.

Atrayonis's picture
Atrayonis
Lead DeveloperDeveloperInterior Developer
Joined:
2015-09-28 20:13
Last seen:
36 min 28 sec ago

Mushrooms should and do always disappear, though, as do grasses and flowers which aren’t overly tall. You pluck them in total or with stem. Same with garlic or radish.

Pherim's picture
Pherim
Joined:
2016-10-26 09:14
Last seen:
3 years 2 weeks ago

Alright, as I told you yesterday, I will look into it.

Edit: By the way, I just noticed another problem with the blackberry meshes (meshes\pc\o\pc_flora_bberry(_02/03).nif in PT_Data.bsa): The leaves are only visible from one side, they need to have a NiStencilProperty attached. But this is probably not the right place to report this...

10Kaziem's picture
10Kaziem
Lead DeveloperDeveloperInterior Developer
Joined:
2015-12-12 23:47
Last seen:
5 months 1 week ago

Right, that should be reported over at the P:T forums.

Does: concepts, textures, youtube vids, admin stuff e.g. PR, handbook, assets, small website things. Activity level: wildly unpredictable. Still active. Find me on Discord.

Pherim's picture
Pherim
Joined:
2016-10-26 09:14
Last seen:
3 years 2 weeks ago

Ok, started working on them. So far I have done Bleakbell Hay, Silver Palm and Blackberry (fixed the leaf visibility, too). See attached file.

What about the Shadowfly? The Blossom is a separate object, so what would you like to have changed about it?
And the Socatra Plant – I see that the problem appears to be that there is a hole in the mesh if the fruit (?) is removed. Unfortunately, this hole also exists in the texture, so it is not as easy as patching up the mesh. I’ll have to work something out about that.

Anyway, on a sidenote, as this is hardly your fault, many of the TR plant meshes are badly optimized. Their geometry is not properly smoothed, which means they have a large amount of unnecessary double vertices (increasing the file size and possibly decreasing performance) and can cause lighting issues in the game. Also, they don’t always use the ideal alpha settings, in my opinion. Some of them  have pretty bad uv mapping (as many of the vanilla Morrowind meshes do, are they trying to match the look by copying the errors of the original game?).
This concerns TR as well as PT plants. Obviously, I could not do much about this in the meshes I posted, because they would look different than the unpicked ones if I had. However, in some cases Blender removed duplicate vertices automatically on export, so there may be a slight difference. I hope that the original TR meshes are going to be fixed at some point.

AttachmentSizeDate
File TR_GH_01_edit_Pherim.7z66.36 KB2016-11-15 09:55
Atrayonis's picture
Atrayonis
Lead DeveloperDeveloperInterior Developer
Joined:
2015-09-28 20:13
Last seen:
36 min 28 sec ago

Thanks a lot for these!

I’ll need to recheck the Shadowfly. I did work on GH over the last week (very little due to site issues and crunchtime at work), but I had that one already no-replaced.

I guess TR models could always use improvements (some have been improved in the past few months, notably the urns), but we do have a shortage of modelers to go over them and fix them up, sadly.

Pherim's picture
Pherim
Joined:
2016-10-26 09:14
Last seen:
3 years 2 weeks ago

Atrayonis

I guess TR models could always use improvements (some have been improved in the past few months, notably the urns), but we do have a shortage of modelers to go over them and fix them up, sadly.

Well, maybe one day I'll be able to help with that. But right now I don't think I can commit myself to a project like this. But I'll think about it.

Atrayonis's picture
Atrayonis
Lead DeveloperDeveloperInterior Developer
Joined:
2015-09-28 20:13
Last seen:
36 min 28 sec ago

No pressure intended, I’m already immensely grateful for your help.
Also, the Shadowfly has two ingredients, so I think picking all of it would work, I seem to have goofed on this, sorry.

A test version for Tamriel_Data is out.

Seconding the question that was supposed to be at the core of the thread: How to deal with the various ingredients?

For example: Amber. Is it supposed to be mined or picked up (it’s in gravel, so picked up, but shows up in the Mine list of containers)?

Finally, that is the list of meshes which I think would be really nice to have plucked (revised):

  • pc_flora_grape2
  • pc_flora_grod
  • pc_flora_hyacinthr
  • pc_flora_psnlily
  • pc_flora_tobacco
  • sky_flora_wr_grape_01
  • sky_flora_tweed_01.nif (I don’t quite know how, though)
  • sky_flora_drag_01
  • sky_flora_drag_02
  • pc_flora_foxglove
  • pc_flora_aloe
  • pc_flora_aloe_02
  • pc_flora_aloe_03
  • pc_flora_cberry01
  • pc_flora_cberry02
  • sky_flora_maize
worsas's picture
worsas
Developer Emeritus
Joined:
2016-01-26 12:34
Last seen:
11 months 2 weeks ago

Here are all of the requested plants from the last post except for the pc_flora_psnlily and pc_flora_cberry01/02. For the poison lilly there is no ingredient yet and I don’t think we’ll take the chokeberry in its current shape into use.

AttachmentSizeDate
File plucked plants.7z255.13 KB2016-11-27 12:36
Atrayonis's picture
Atrayonis
Lead DeveloperDeveloperInterior Developer
Joined:
2015-09-28 20:13
Last seen:
36 min 28 sec ago

Oh wow, I completely missed this reply.

Thanks a lot, that’s really helpful.