[RELz]Animated Window Lighting System - Thread 5

Post » Tue Mar 15, 2011 2:19 am

Probably should have clarified then, I checked it by standing still with a view on 3 different structures, all in the same cell. They were blinking on and off far too often to be the normal random behavior that's expected.

That is indeed a non wanted behaviour but as I said earlier I didn't experienced it while using OBSE v0017 b2. I have to recheck that it is really the one I'm using and not the v0016 but I'm quite positive I did install obse 0017 bv as soon as it was available to test it with awls.

Edit Note: Yes it is the Beta 2 of OBSE v0017 I downloaded the May 18th. the files inside are from May 17th.
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Mon Mar 14, 2011 11:52 pm

I've just attempted a BAIN installation of AWLS, and I truly think that I checked off what I needed to, and didn't miss a step. (not that I won't admit that a mistake could be the issue... but I've scoured the readmes for both the AWLS-Meshes install and the AWLS-Brumbek_Mixed_Textures, and I can't see what might be the issue)

Problem: Windows in IC don't change at all at night...

WryeBash v266
OBSE 0016

Chosen Items in BAIN:
AWLS-Meshes
00 Advanced
01 Smoke Textures
30 SI
90 Better Cities Windows Chimneys

AWLS-Brumbek_Mixed_Textures
00 Core
30 Mages Guild Window Blue
Anvil No Frames Grey
Bruma Grey Windows
Cathedral Grey Windows
Cheydinhal Grey Windows
Chorrol Grey Windows
Farmhouse Grey Windows
ICTemple Green
ImperialCity Grey Windows
Leyawiin Grey Windows
Priory Grey Windows
Ships Grey Windows
Skingrad Grey Windows

I realize that just D/Ling the 'Grey_Windows' Texture set might have been easier, but I really wasn't sure which I may prefer until I perused the Readme.doc to make my choices... heheheh.

Load Order is straight from BOSS, with the exception of the placement of "37 OOOLivingEconomyWornRebalance.esp" and "68 Better Cities - Thievery.esp", as both are unrecognized by the program and initially shunted to the dead bottom of the list.

Load Order:
00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Jog_X_Mod.esm04  Cobl Main.esm  [Version 1.70]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b1]07  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.9a7]09  Better Cities Resources.esm0A  Unofficial Oblivion Patch.esp  [Version 3.2.0]0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  Oblivion.esp0E  Francesco's Optional Leveled Quests-SI only.esp0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp11  Francesco's Optional Chance of More Enemies.esp12  Francesco's Optional Leveled Guards.esp13  Francesco's Dark Seducer Weapons Patch.esp14  FCOM_Francescos.esp  [Version 0.9.9]15  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  WindowLightingSystem.esp18  aaaBorsBedrolls.esp19  Living Economy.esp1A  Living Economy - Items.esp1B  Cutthroat Merchants.esp1C  DLCHorseArmor.esp1D  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1E  DLCOrrery.esp1F  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]20  DLCVileLair.esp21  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]22  Lair_mobs.esp23  DLCMehrunesRazor.esp24  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]25  Mehrunes_mobs.esp26  DLCSpellTomes.esp27  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]28  DLCThievesDen.esp29  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2A  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2B  Thievesden_mobs.esp2C  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]2D  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]2E  Cobl Glue.esp  [Version 1.69]2F  Cobl Si.esp  [Version 1.63]30  OOO 1.32-Cobl.esp  [Version 1.69]31  FCOM_Cobl.esp  [Version 0.9.9]32  Bob's Armory Oblivion.esp33  FCOM_BobsArmory.esp  [Version 0.9.9]34  Oblivion WarCry EV.esp35  FCOM_WarCry.esp  [Version 0.9.9]36  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]37  OOOLivingEconomyWornRebalance.esp38  FCOM_Convergence.esp  [Version 0.9.9]39  FCOM_RealSwords.esp  [Version 0.9.9]3A  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]3B  FCOM_SpawnRatesReduced.esp  [Version 0.9.9]3C  FCOM_SaferRoads.esp  [Version 0.9.9]3D  FCOM_LessRats.esp  [Version 0.9.9]3E  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]3F  FCOM_LessReaversInGates.esp  [Version 0.9.9]40  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b1]41  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b1]42  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]43  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]44  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]45  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]46  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]47  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b1]48  TamrielTravellerAdvScript.esp  [Version 1.39c]49  TamrielTravellers4OOO.esp  [Version 1.39c]4A  TamrielTravellersItemsNPC.esp  [Version 1.39c]4B  TamrielTravellersItemsCobl.esp  [Version 1.39c]4C  ShiveringIsleTravellers.esp  [Version 1.39c]4D  FCOM_TamrielTravelers.esp  [Version 0.9.9]4E  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]4F  FCOM_BobsGuardUnity.esp  [Version 0.9.9]50  FCOM_HungersUnitySI.esp  [Version 0.9.9]51  FCOM_Archery.esp  [Version 0.9.9]52  FCOM_MoreRandomItems.esp  [Version 0.9.9]53  OOO-WaterFish.esp  [Version 1.34]54  MMM-Cobl.esp  [Version 1.69]55  thievery.esp56  VaultsofCyrodiil.esp57  VaultsofCyrodiilBC.esp58  za_bankmod.esp59  DLCFrostcrag.esp5A  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]5B  Knights.esp5C  Knights - Unofficial Patch.esp  [Version 1.0.9]5D  FCOM_Knights.esp  [Version 0.9.9]5E  Better Cities .esp5F  Better Cities Full.esp60  Better Cities - Full City Defences.esp61  Harvest [Flora].esp  [Version 3.0.0]62  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]63  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]64  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]65  Francesco's day lenght rescale 1-16.esp66  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]67  Better Imperial City.esp68  Better Cities - Thievery.esp69  Bashed Patch, 0.esp6A  Streamline 3.1.esp

For what it's worth... installation order has been straightforward and modular:
- DLCs and Unofficial Patches
- FCOM (and any dependencies or related mods)
- Banks/Vaults of Cyrofiil, Thievery in the Imperial City
- BetterCities
- AWLS

Next up will be finishing up cities with additional/changed entryways (Stealth Entrances, Break Into The Arcane University, Immersive Caves) and outside/distance viewing (RAEVWD, Cities Alive At Night), then Weather (All Natural) and finally get into the 'meat & bones' of my Immersion mods and custom item/quest additions, before restarting my game from scratch.

First time playing Oblivion, so I ran though opening to see it the first time 'round, and to have a "clean" savegame outside IC to be able to verify mods aren't fubaring anything obvious... and mostly to be able to experience the 'before & after' of BetterCities and AWLS installations. Two words to describe post-BC reaction on stepping into IC again... 'dropped jaw'. I take a pretty hefty FPS hit with a strong rain and 4-6+ NPCs onscreen (may rethink Weather Mod, but not until after install and testing), but for general running about it's smooth as silk and looks amazing. Honestly can't wait to get out and EXPLORE once I can finish out my installations and have the weight of the world (and every coin and life-giving scrap of food/drink I carry... heheheh) on my back.

Any assistance would be appreciated, and if any other info is needed, please just let me know. It's likely some stupid minor oversight on my end, but I've tried everything that I can think of.
User avatar
NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

Post » Tue Mar 15, 2011 4:24 am

(snip)



They work fine for me and I installed it through BAIN as well. Here are a few things you should try: Check off 70 and 71 in the meshes installation since you didn't install the Bravil stuff (though I suppose this won't fix your IC problems). Next, where did you get Brumbek's textures? The pack in the AWLS site is slightly outdated because Brumbek updated it to v5.1.2 in http://www.tesnexus.com/downloads/file.php?id=20063 Finally, try not picking any of the Grey windows. I know you like 'em but just for the sake of testing, try with only the Core and Mages Guild windows.

Luck,
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Tue Mar 15, 2011 2:55 am

I've just attempted a BAIN installation of AWLS, and I truly think that I checked off what I needed to, and didn't miss a step. (not that I won't admit that a mistake could be the issue... but I've scoured the readmes for both the AWLS-Meshes install and the AWLS-Brumbek_Mixed_Textures, and I can't see what might be the issue)

Problem: Windows in IC don't change at all at night...

WryeBash v266
OBSE 0016

Chosen Items in BAIN:
AWLS-Meshes
00 Advanced
01 Smoke Textures
30 SI
90 Better Cities Windows Chimneys

You installed the plugin (advanced), the smoke textures ok, SI if you are using it good, Better Cities if you are using them great, but
You didn't install any of the meshes for oblivion (without SI)...
-You need to install QTP3 meshes if you are using them (10 QTP3 + 11 QTP3 Windows & Chimneys)
-Or vanilla meshes if you are not using QTP3 (20 Vanilla + 21 Vanilla Windows & Chimneys)

you also need to install Bravil
-If you are using Blood & Mud (40 B&M Textures + 40 Bravil B&M + 41 Bravil B&M Windows & Chimneys)
-If you are using the Blood & Mud Patch for QTP3 and only if you are (50 Bravil B&M QTP3 + 51 Bravil B&M QTP3 Windows & Chimneys)
-If you are not using Blood & Mud and you are using QTP3 (60 Bravil QTP3 + 61 Bravil QTP3 Windows & Chimneys)
-And finally if you are using vanilla bravil (70 Bravil Vanilla + 71 Bravil Vanilla Windows & Chimneys)

also there is Kvatch rebuilt...

I wont lie to you, Omod installation is much much much mucho much much much much (did I mention much?) much mucho gracias te quiero, much much more easier!
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Mon Mar 14, 2011 2:44 pm

I agree. OMODs are great. I am sticking with them for my mods. Thanks for your work on this great mod :foodndrink:

Happy Holiday!

:D
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Tue Mar 15, 2011 4:48 am

You installed the plugin (advanced), the smoke textures ok, SI if you are using it good, Better Cities if you are using them great, but
You didn't install any of the meshes for oblivion (without SI)...
-You need to install QTP3 meshes if you are using them (10 QTP3 + 11 QTP3 Windows & Chimneys)
-Or vanilla meshes if you are not using QTP3 (20 Vanilla + 21 Vanilla Windows & Chimneys)

you also need to install Bravil
-If you are using Blood & Mud (40 B&M Textures + 40 Bravil B&M + 41 Bravil B&M Windows & Chimneys)
-If you are using the Blood & Mud Patch for QTP3 and only if you are (50 Bravil B&M QTP3 + 51 Bravil B&M QTP3 Windows & Chimneys)
-If you are not using Blood & Mud and you are using QTP3 (60 Bravil QTP3 + 61 Bravil QTP3 Windows & Chimneys)
-And finally if you are using vanilla bravil (70 Bravil Vanilla + 71 Bravil Vanilla Windows & Chimneys)

also there is Kvatch rebuilt...

I wont lie to you, Omod installation is much much much mucho much much much much (did I mention much?) much mucho gracias te quiero, much much more easier!

Ahh... that's the bit that was "missing" from the documentation. I'd considered that perhaps the 'BetterCities' meshes were only for the new additions, but I wasn't 100% positive.
================================================================================
==
To Install
================================================================================
==
1. Download the meshes pack and one of the texture pack and unpack them
2. Determine if you are using:
-Chimneys: (01 Smoke Textures)
-vanilla meshes (20 Vanilla & 70 Bravil Vanilla)
with Chimneys (21 Vanilla Chimneys Only and 71 Bravil Vanilla Windows & Chimney)
or not (21 Vanilla Windows Only and 71 Bravil Vanilla Windows Only)
-meshes from Qarl Textures Pack III for vanilla Oblivion (10 QTP3 & 60 Bravil QTP3)
with Chimneys (11 QTP3 Windows & Chimney and 61 Bravil QTP3 Windows & Chimney)
or not (11 QTP3 Windows Only and 61 Bravil QTP3 Windows Only)
-meshes & Textures for Blood and Mud (40 Bravil B&M and 40 B&M Textures)
with Chimneys (41 Bravil B&M Windows & Chimney)
or not (41 Bravil B&M Windows Only)
-meshes & Textures from Qarl Textures Pack III for Blood and Mud 50 Bravil B&M QTP3 and 40 B&M Textures)
with Chimneys (51 Bravil B&M QTP3 Windows & Chimney)
or not (51 Bravil B&M QTP3 Windows Only)
-meshes and Textures for Shivering Isles (30 SI)
-meshes from Kvatch Rebuilt with chimneys (80 Kvatch Rebuilt Windows & Chimney) or not (80 Kvatch Rebuilt Windows Only)
-meshes from Better Cities with chimneys (90 Better Cities Windows & Chimney)
3. Copy to your Oblivion/Data folder the Textures and Meshes you need.
Textures and meshes should be installed over any other textures and meshes to make sure you have them properly displayed in game.
-Install the Textures Pack by simply copying the Textures Folder to you Data Folder.
-If the structure is more complexe (like for Brumbek Pack) just follow the instruction in the readme from this archive.
4. Determine the Esp (if any) that you want to use:
-Basic features (00 BaseESP): Windows are lot from 8pm to 7am and unlit otherwise
-Medium Feature (00 MediumESP): Windows are lit during the night and off during the day. Windows will be lit during rain on daytime too.
-Advanced Feature (00 AdvancedESP): Windows are lit during the night until 1am and off until 5am. They are lit from 5 am until the sunrise and will aslo be lit during rainy days. Cathedrals are lit all night long.
You may want to mention in the text document about requiring a choice from each group, as well as 'BetterCities', if that is installed. On reading the above list, I simply saw the 'BetterCities' line and assumed that it covered all of the bases for some reason and just went with that. (And, as my dad always said: 'Assumption is the mother of all [censored]-ups.') I didn't go with the Blood&Mud because of more than a couple mentions about the boards about compatability and FPS issues with BetterCities and OpenBetterCities (decided against OBC as I can live with loading screens for the sake of the chance of less widespread FPS chugging while outside a city... heheheh.)

So, I'll get to work actually finishing the installation. Heheheh.

One last question then... with BetterCities, do I choose 'Windows Chimneys', 'Windows', or just pure 'Vanilla'? Don't want there to be smook pouring out of what I see as window, because there might be a chimney placed there before a second story was plopped on top. (I may end up doing a trial/error test, myself... but thought I'd take a shot at an 'official' word... heheheh.)

As this is my first playthrough, I decided against Kvatch changes, as it's obviously a 'big deal' in the vanilla game, and I don't want to change too much that I haven't had a chance to see, yet. (Another reason why I did a playthrough of the opening... to have acharacter set to be able to test/check, but because I'm planning on actually playing a delayed start, so that it just "makes more sense" that my character is in jail to begin with.
User avatar
Miranda Taylor
 
Posts: 3406
Joined: Sat Feb 24, 2007 3:39 pm

Post » Mon Mar 14, 2011 2:28 pm

Ahh... that's the bit that was "missing" from the documentation. I'd considered that perhaps the 'BetterCities' meshes were only for the new additions, but I wasn't 100% positive. You may want to mention in the text document about requiring a choice from each group, as well as 'BetterCities', if that is installed. On reading the above list, I simply saw the 'BetterCities' line and assumed that it covered all of the bases for some reason and just went with that. (And, as my dad always said: 'Assumption is the mother of all [censored]-ups.') I didn't go with the Blood&Mud because of more than a couple mentions about the boards about compatability and FPS issues with BetterCities and OpenBetterCities (decided against OBC as I can live with loading screens for the sake of the chance of less widespread FPS chugging while outside a city... heheheh.)

So, I'll get to work actually finishing the installation. Heheheh.

One last question then... with BetterCities, do I choose 'Windows Chimneys', 'Windows', or just pure 'Vanilla'? Don't want there to be smook pouring out of what I see as window, because there might be a chimney placed there before a second story was plopped on top. (I may end up doing a trial/error test, myself... but thought I'd take a shot at an 'official' word... heheheh.)

As this is my first playthrough, I decided against Kvatch changes, as it's obviously a 'big deal' in the vanilla game, and I don't want to change too much that I haven't had a chance to see, yet. (Another reason why I did a playthrough of the opening... to have acharacter set to be able to test/check, but because I'm planning on actually playing a delayed start, so that it just "makes more sense" that my character is in jail to begin with.

Better Cities meshes are just 2 or 3 meshes added because we can't include them into better cities (though I may had and it causes issues).
Better Cities doesn't care if you use QTP3 or vanilla meshes. It is not a replacer for meshes. You use what you want.
About the 2nd level in the cities, Better Cities deals with the smoke and we have a special way to stop the smoke from coming from the first level thought the second one so have no worries. You can use the smoke without issues.

Also the description looks fine to me. It ask you to make a choice on each line. Well did I mention that omod installation was much much mich much mucho macho much much much mich much must much easier???
User avatar
jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Tue Mar 15, 2011 1:21 am

Better Cities meshes are just 2 or 3 meshes added because we can't include them into better cities (though I may had and it causes issues).
Better Cities doesn't care if you use QTP3 or vanilla meshes. It is not a replacer for meshes. You use what you want.
About the 2nd level in the cities, Better Cities deals with the smoke and we have a special way to stop the smoke from coming from the first level thought the second one so have no worries. You can use the smoke without issues.

Also the description looks fine to me. It ask you to make a choice on each line. Well did I mention that omod installation was much much mich much mucho macho much much much mich much must much easier???
Okay... cool. I noticed you were the lead on both this and BC, so I thought you might have considered and compensated for such, but you never know... heheheh.

Well, I read the list as more along the lines of... 'determine what you have installed from this list, and choose appropriately'. I have SI and BC installed (and I erroneously considered BC as "overwriting" the vanilla buildings), so I chose them. Heheheh.

All's well, now... have my lit windows and everything in IC looks great. (Haven't completed a full circle of the city, yet... but I'll let you know if anything is amiss.)

And, as for your comment on OMOD installation:
1) I like just being able to go back into BAIN, click 4 more checkboxes, choose 'Install Missing', and be done. Perhaps not as simple as how the OMOD menu choices may have been from the get-go, but I'm new to OMOD and WryeBash in general (FO3 modders barely use the FOMOD utility, and WryeBash's capabilities are nowhere to be found for Fallout3, yet) so I've been sticking to WryeBash to ensure that I stick to a consistent install method, where possible...
2) I'm also a glutton for punishment... First mod install for Oblivion, ever, was FCOM's monstrosity of interdependant mods, patches, and patches of patches. Sure, it took the better part of two days to work it all out (mostly research), but the only real hiccup I ran into was missing a single line mention of MMM3.5.5 Full Install for meshes. A quick backtrack, D/L, and repatch of MMM and all was right with the world. (As FCOM is arguably the most complicated install, I stuck with that be the first in... less chance of installing and having something random go haywire, and having no clue what went wrong.)

Top-notch work on AWLS, though... and your propensity for quick responses for advice and information is greatly appreciated.
User avatar
Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Mon Mar 14, 2011 11:27 pm

Okay... is the IC Temple supposed to be lit all-night-long, or is it on the same randomization as the rest of the buildings? (Found it dark at ~10pm)

Oh, and in re-checking the TESNexus page (to add rating/kudos), I read the install guide there. THAT is 100% on-the-mark and easy to read... Perhaps an update to the downloaded Readme with that color-coded and annotated instruction list (added as a 3rd 'Required' file, rather than re-uploading the whole of the 'AWLS-Meshes' file) marked 'Required if NOT using OMOD install'. ::sheepish grin::
User avatar
Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Tue Mar 15, 2011 5:03 am

I just checked in game the the behavior seems ok for me. The windows goes on and off as you change cell which is what was intended. As long the windows don't change state if you stay in the same cell it is ok. Same for the Smoke. All is based on the change of cell in the advanced plugin to add some randomness and thus creating some illusion of life inside the houses. I didn't even recompile the scripts. All is working like it was with OBSE v0016.

whoops, I probably should have mentioned that when I was walking around, some of that ws just in a small circle in a cul-de-sac, staying in a single cell, and I still saw the behavior Arthmoor mentioned. I did see the behavior you mentioned, Ismelda, while walking down a long city block as well, but that wasn't what I meant to reference specificly. I also saw things blinking on and off while standing still like Arthmoor described... :shrug:
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Mon Mar 14, 2011 8:50 pm

I'd video the behavior if I could but I'd rather not have to install a bunch of crappy 3rd party stuff like that just for this one problem. Fortunately since All Natural doesn't need OBSE 0017 yet I can always fall back on that and see what comes of it.
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Mon Mar 14, 2011 7:05 pm

I'd video the behavior if I could but I'd rather not have to install a bunch of crappy 3rd party stuff like that just for this one problem. Fortunately since All Natural doesn't need OBSE 0017 yet I can always fall back on that and see what comes of it.

Have you tried Fraps for taking videos? It doesn't run anythings in the background on logon at all - just the process when it runs. The free version limits video capture(and maybe benchmarking) to 30 secs. I think thats the only difference. It can display your fps in game as well(you choose which corner of the screen) and take screenshots straight into jpg format.
User avatar
lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Mon Mar 14, 2011 7:08 pm

I may end up having to install Fraps, but we'll see.

I've gone back and reinstalled OBSE 0016 and the windows are still randomly blinking on and off, even when standing in the same cell as the structure. I'm going to make double sure now that I'm using the meshes from 5.1.5 as it's possible I might have neglected to update those the last time around, they do have different file dates.

This leads me to a related question though. Does the illumination tool do the necessary magic to get the chimneys installed onto a mesh that does not have them yet? And which setting on the mesh is the default for having the lit windows off again? Seems there's now a 3rd state I wasn't aware of before. I'd like to get my Ayleid house retextures updated in the next run for Faregyl.
User avatar
Benito Martinez
 
Posts: 3470
Joined: Thu Aug 30, 2007 6:33 am

Post » Tue Mar 15, 2011 12:37 am

Ok. So it seems making sure I'm up to 5.1.5 meshes has helped, at least partially. The Chorrol and Farmhouse meshes are behaving properly now. SOME of the Imperial City meshes are behaving properly, while others are not. I'm still getting windows that will be lit, then unlit, and then lit again all within the space of a few seconds and all while standing within the same cell as the mesh. And this is happening even with OBSE 0016. I don't know what the deal is, but it makes no sense that it would now be partially broken instead of either all fixed or all broken. I'll check other cities to see how they're behaving.
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Mon Mar 14, 2011 2:11 pm

I am on OBSEv0016

About the windows:
I am not experiencing any thing strange with the windows, but I did found a house in Corrol that switched on/off/on/off in a very short time.

About the shimmy smoke:
I find the big shimmy smoke effects switching on and off annoying. Would it be possible to fade in / fade out that particular effect?
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Tue Mar 15, 2011 12:49 am

I am on OBSEv0016

About the windows:
I am not experiencing any thing strange with the windows, but I did found a house in Corrol that switched on/off/on/off in a very short time.

About the shimmy smoke:
I find the big shimmy smoke effects switching on and off annoying. Would it be possible to fade in / fade out that particular effect?


That's what I'm talking about. Windows that cycle on/off in a short period of time. Over and over again. I think the chimneys may be doing the same but those are much harder to tell with.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Mon Mar 14, 2011 6:29 pm

That's what I'm talking about. Windows that cycle on/off in a short period of time. Over and over again.


The same happens to me, Arthmoor. I'm using OBSE 0016, AWLS 5.1.5 (downloaded it end of March and I didn't change anything with AWLS later), and this 'switching on an off' starts three or four weeks ago. Till now, I don't know why, and i haven't done much with my list of mods during this time :shrug:
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Mon Mar 14, 2011 3:30 pm

I reinstalled my game, used OBSE v0017 beta 2 and all is working normally for me. I didn't edit the esp as all, they are the same you have in the download so I really don't know why you have glitches.
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Tue Mar 15, 2011 3:51 am

Anyways, OBSE 17 Beta 2 isn't supposed to be 100% compatible with mods created with previous versions. When v17 is out, compatibility with previous versions will be restored. Or at least that is what v17 Beta 2 says.

So until 17 final is out, it's pretty useless to worry about it :)
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Tue Mar 15, 2011 1:51 am

I got the window bug in fraps:
http://www.youtube.com/watch?v=QpN9PUxkX4o

Mode Recommendation
http://www.gamesas.com/bgsforums/index.php?showtopic=883016 to have your LOD lit too!!!

The following link in the first thread is broken.
User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Mon Mar 14, 2011 9:28 pm

I reinstalled my game, used OBSE v0017 beta 2 and all is working normally for me. I didn't edit the esp as all, they are the same you have in the download so I really don't know why you have glitches.


I'm not using 0017b2 right now, it's not necessary for any of my mods. Sjors' video shows behavior I'd call similar, but his isn't blinking on/off as rapidly as mine is when it happens. Mine is more like when a kid is playing with a light switch and constantly flipping it on/off.
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Mon Mar 14, 2011 6:21 pm

I am now running OBSEv0017 and the thing I had seen in fraps is still there but it seams to be less than before but I do not experience it as a problem.
User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Tue Mar 15, 2011 4:30 am

I am now running OBSEv0017 and the thing I had seen in fraps is still there but it seams to be less than before but I do not experience it as a problem.


Confirmed. I've tried it in the same zone and it happens like in your vid

Using OBSE 17 final here.
User avatar
Elina
 
Posts: 3411
Joined: Wed Jun 21, 2006 10:09 pm

Post » Mon Mar 14, 2011 10:12 pm

I got the window bug in fraps:
http://www.youtube.com/watch?v=QpN9PUxkX4o


The following link in the first thread is broken.



Confirmed. I've tried it in the same zone and it happens like in your vid

Using OBSE 17 final here.

It is not a bug but the normal behavior of the advanced plugin. Each time you change cell, the script is re-applied and 80% of the architecture will be lit. This means 20% will be unlit. I didn't found a better test than the change of cell. I'm not sure we can count to make it only change every 2 or 3 cells for instance. Anyway this is what creates the illusion of life. Now if you take it like in this video and just look for it you can see how it looks silly if you just change cell every second just to make the script work. Notice though that the video show no stutter even while the script is applied :)

If you don't want to see the lights go on and off, just use the medium plugin.

And Arthmoor confirms this is not the behavior he is witnessing but a constant on/off while standing in place which means that the script is recycling endlessly for no reason. And for this I have no fix as it works fine even for Sjors_Boomscors and Benrahir who misunderstood a feature for a bug :)
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Tue Mar 15, 2011 4:06 am

@Ismelda Lasombra:
Thanks for the explanation.
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

PreviousNext

Return to IV - Oblivion