[RELz]Animated Window Lighting System - Thread 6

Post » Wed Mar 09, 2011 2:37 am

	-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)


The readme tells about installing (for vanilla textures and meshes) "40 Bravil B&M" and "40 B&M Textures" toghether.

However, the common usage of repeating the same number in a BAIN package selection order is to denote an exclusive option (or).

It would be better to clarify this setup in the package by having different selection numbering, since "40 B&M Textures" selection is used in:
"-meshes & Textures for Blood and Mud" and "-meshes & Textures from Qarl Textures Pack III for Blood and Mud".

Meshes are different from textures and should both go together.
so what do I need to change in:
-For Bravil:
-If you are using Blood & Mud mod:

- If you are using vanilla meshes, copy the meshes/Textures folder from:
  • 40 B&M Textures (Required) plus
  • 40 Bravil B&M (Required) plus
  • 41 Bravil B&M Windows & Chimneys if you want to use the Chimneys or
  • 41 Bravil B&M Windows Only if you don't want to use the Chimneys


- If you are using QTP3 patch for B&M, copy the meshes/Textures folder from:
  • 40 B&M Textures (Required) plus
  • 50 Bravil B&M QTP3 (Required) plus
  • 51 Bravil B&M QTP3 Windows & Chimneys if you want to use the Chimneys or
  • 51 Bravil B&M QTP3 Windows Only if you don't want to use the Chimneys

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Dylan Markese
 
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Post » Wed Mar 09, 2011 11:00 am

No New Version Up!!!

But well I think this mod deserve some self-promotion so here it is. Download and Enjoy it before the end!!!

May He Who Must Not Be Named fall from his heaven to a well deserved demise.
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luis ortiz
 
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Post » Wed Mar 09, 2011 6:12 am

No New Version Up!!!


I see what you did there... :shifty:
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Lloyd Muldowney
 
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Post » Wed Mar 09, 2011 2:17 am

No New Version Up!!!

:lol:
That's just cruel!

But you're right you know, it does deserve the love. :D
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Channing
 
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Post » Wed Mar 09, 2011 4:59 am

Must admit, I'd missed the update. :blush:

Thanks for the reminder (and the continuing work, on a mod that has been in every load order of mine since I first found it). :foodndrink:
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David Chambers
 
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Post » Wed Mar 09, 2011 11:41 am

I started using this mod some weeks before, excellent mod in general aside he is not able to distinguishe some special cases (Odiil Farme animated before end of quest, Anvil Chapel animated when it's attacked (KOTN), ... etc.
Is there any support for Elsweyr Desert of Anequina?
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Courtney Foren
 
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Post » Wed Mar 09, 2011 11:26 am

I started using this mod some weeks before, excellent mod in general aside he is not able to distinguishe some special cases (Odiil Farme animated before end of quest, Anvil Chapel animated when it's attacked (KOTN), ... etc.
Is there any support for Elsweyr Desert of Anequina?

It is impossible to differentiate generic houses one from another thus the same type of house have the same type of light. This is the drawback of not placing anything in game. The main advantage of this method however is that any mod using/moving the generic houses will have them lit automatically whatever their position in game is.

For other mod support, there is the Illumanimation Tool which is for anyone to use. Modders should make their houses AWLS ready just by using this tool, or, if they are just retexturing the vanilla houses, use the meshes we did animate for immediate compatibility.

PS: I checked http://www.tesnexus.com/downloads/file.php?id=25023 and it would require meshe work for the Corinthe only I think but it would also require a change in the script (as the meshes location is not standard) and also of course some texturing for the lit version aka new lit textures + their glowing map counterpart (I think there is 2 of them only to do from what I've seen of the buildings).


May He Who Must Not Be Named be burn in the hell of his misery.
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Toby Green
 
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Post » Wed Mar 09, 2011 1:40 am

http://www.tesnexus.com/downloads/file.php?id=19628

Well as it didn't ask for much work (notably because there is no chimney on any houses), I added the support for http://www.tesnexus.com/downloads/file.php?id=25023. Please test it to confirm that it works.

May He Who Must Not Be Named swallows the bitter juice of his defeat.
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Ana
 
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Post » Wed Mar 09, 2011 4:45 am

Thanks Esmelda for the update.
Endorsed. I will give you feedback.
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FITTAS
 
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Post » Wed Mar 09, 2011 1:25 am

I have been using AWLS in my playthrough this time around (had it for about a week or two now) and I have to say I can't imagine playing Oblivion without it now.

It adds so much to the game to walk into a town or see a farmhouse from a distance and see the glow in the windows. It somehow sparks the imagination and seems to draw you in... With my current char, it really enhances the feeling of being an "outsider"; always being a wanderer - on the outside, looking in on the life that goes on behind all those glowing windows. It's amazing how much this texture change and simple script effect can have on the RPG element of a game.

I'm currently using the moderately scripted mode, only b/c the version I have had some bug with the weather scripting or something (probably the rain flickering issue) but my version is already making lights come on when it rains, and haven't noticed any problems yet, so "if it aint broke..." But, that said, I will keep an eye on the new versions, b/c I like the idea of having some houses have different lighting/smoke than others. (There's a new version out already?)

Thanks to everyone involved in this. I'll make sure I put my endorsemant in on Nexus. The omod version is simply awesome - easy to use and icing on the already delicious cake! :goodjob:

I know BAIN is all the rage now, but OBMM and BOSS has made modding my game a breeze this time around! I hope modders continue to support these easy-to-use tools. :)
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Philip Lyon
 
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Post » Tue Mar 08, 2011 9:24 pm

Hey folks.

I am about to install AWLS as an OMOD and have a few questions.

First, do I need to copy the omod conversion data folder into the folder I will create my Meshes OMOD from?

Second, is it okay if I paste the root folder that each specific mesh I need is in (ie, paste into my OMOD folder the following folders from the AWLS .RAR: 60 Bravil QTP3, 61 Bravil QTP3 Windows & Chymanys, 30 SI, 01 Smoke Texturs, 10 QTP3, 11 QTP3 Windows & Chimneys? Or will these subdirectories mess up the OMOD creation, with OMOD only expecting to see a Meshes folder, Textures folder, and the .esp file?

Thanks.
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Ross Thomas
 
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Post » Wed Mar 09, 2011 6:46 am

Hey folks.

I am about to install AWLS as an OMOD and have a few questions.

First, do I need to copy the omod conversion data folder into the folder I will create my Meshes OMOD from?

Second, is it okay if I paste the root folder that each specific mesh I need is in (ie, paste into my OMOD folder the following folders from the AWLS .RAR: 60 Bravil QTP3, 61 Bravil QTP3 Windows & Chymanys, 30 SI, 01 Smoke Texturs, 10 QTP3, 11 QTP3 Windows & Chimneys? Or will these subdirectories mess up the OMOD creation, with OMOD only expecting to see a Meshes folder, Textures folder, and the .esp file?

Thanks.

You don't need to unpack anything. Just omod the archives directly. Use http://www.thenexusforums.com/index.php?/topic/220413-faq-frequently-asked-questions/page__view__findpost__p__1959841 i made for Better Ctiies. It is the same thing except for a different mod.
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Kelsey Hall
 
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Post » Wed Mar 09, 2011 1:54 am

Thanks. I will try that. One thing with AWLS though is that I don't want to grab all the folders in that RAR file. So I am assuming I will make my selections of want folders I want from within the OMOD creation options of OBMM?
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Facebook me
 
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Post » Wed Mar 09, 2011 1:33 pm

Thanks. I will try that. One thing with AWLS though is that I don't want to grab all the folders in that RAR file. So I am assuming I will make my selections of want folders I want from within the OMOD creation options of OBMM?

No. You just omod the archive completely and let the install script guide you after. No need to remove anything or the install script wont work.
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Donatus Uwasomba
 
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Post » Tue Mar 08, 2011 9:26 pm

OK. Thanks!
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Jordan Fletcher
 
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Post » Wed Mar 09, 2011 12:56 am

Does this latest version incorporate the fixes that were also recently included in the UOP supplemental?
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keri seymour
 
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Post » Wed Mar 09, 2011 1:08 pm

Does this latest version incorporate the fixes that were also recently included in the UOP supplemental?

No and that's because:
UOP Changes for 3.2.6
---------------------
* Building meshes corrected since 3.2.0 are now AWLS compatible.

And that's 2 meshes that needed animation...
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Louise
 
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Post » Tue Mar 08, 2011 10:05 pm

They have the animation. I haven't seen any sign the animation tool botched the update on those two in the UOPS, they run the window script and everything. They did have the default state switched to the off view so it doesn't cause issues for a vanilla game.
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anna ley
 
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Post » Wed Mar 09, 2011 11:31 am

They have the animation. I haven't seen any sign the animation tool botched the update on those two in the UOPS, they run the window script and everything. They did have the default state switched to the off view so it doesn't cause issues for a vanilla game.

Yup and that is a very good thing :)
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Leanne Molloy
 
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Post » Wed Mar 09, 2011 12:50 am

Will this mod be updated with the UOP Supplemental mesh fixes?
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Jesus Lopez
 
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Post » Wed Mar 09, 2011 5:05 am

Will this mod be updated with the UOP Supplemental mesh fixes?

err... what about reading the few post just above yours?
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YO MAma
 
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Post » Wed Mar 09, 2011 5:00 am

err... what about reading the few post just above yours?

Oops, excuse me then... Ah well, my installation order works just fine as it is now.


Thanks for the reply, anyway. ^___^
- Tomlong75210
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carly mcdonough
 
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Post » Wed Mar 09, 2011 6:20 am

http://www.tesnexus.com/downloads/file.php?id=19628

Well as it didn't ask for much work (notably because there is no chimney on any houses), I added the support for http://www.tesnexus.com/downloads/file.php?id=25023. Please test it to confirm that it works.

May He Who Must Not Be Named swallows the bitter juice of his defeat.


I'm getting bright pink windows (suggesting a missing resource?) during the hours the windows in Corinthe in Elsweyr should be lit. I installed the mod using the omod script provided and it did install the Elsweyr resources based on what I saw when the omod script was running as it asked to overwrite some things from the base Elsweyr mod.
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Ebou Suso
 
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Post » Wed Mar 09, 2011 6:27 am

I'm getting bright pink windows (suggesting a missing resource?) during the hours the windows in Corinthe in Elsweyr should be lit. I installed the mod using the omod script provided and it did install the Elsweyr resources based on what I saw when the omod script was running as it asked to overwrite some things from the base Elsweyr mod.


Further investigation revealed that the omod script didn't install the new Textures. I installed them manually, and the windows were no longer pink, although they were kind of a dull yellow when lit and not bright or a source of light like most of the other windows added by AWLS. Is this expected?

As for why the Textures weren't installed by the omod script, the script says the following:

If DataFileExists "ElsweyrAnequina.esp"
CopyDataFolder "81 Elseweyr Desert of Anequina\\Meshes" "Meshes" True
CopyDataFolder "81 Elseweyr Desert of Anequina\\Textures" "Meshes" True
EndIf


Should that third line says "Textures" rather than Meshes? That appears to be the case with other Textures you're installing for other mods.
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Cameron Wood
 
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Post » Wed Mar 09, 2011 11:06 am

Should that third line says "Textures" rather than Meshes? That appears to be the case with other Textures you're installing for other mods.

Ha! Yes it should. This way the textures are shoved into the game's Meshes folder, and won't be read by the esp file at all!
I haven't gotten around to Elsweyr yet, so hadn't noticed. But just checked the OMOD Script, and you are quite correct:

	If DataFileExists "ElsweyrAnequina.esp"		CopyDataFolder "81 Elseweyr Desert of Anequina\\Meshes" "Meshes" True		CopyDataFolder "81 Elseweyr Desert of Anequina\\Textures" "Meshes" True	EndIf

Change to:
	If DataFileExists "ElsweyrAnequina.esp"		CopyDataFolder "81 Elseweyr Desert of Anequina\\Meshes" "Meshes" True		CopyDataFolder "81 Elseweyr Desert of Anequina\\Textures" "Textures" True	EndIf


D'oh! Good catch there Stromgarde! :tops:

(And this is why some modders hate making OMOD scripts. :lol: )

EDIT: as Stromgarde linked this report to the notice of version 5.20's release, it should be noted that this error persists in version 5.21 also. ;)
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Sunny Under
 
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