[RELZ] Enhanced Weather

Post » Mon Jun 14, 2010 9:28 pm

Let me check , has I have save where I am just outside the region looks like, and I can enter into building, and then come back out. exploit vanilla weather change, the down into this region..Will report back..

Edit: Artifacts.esm region is overlapping into WestWealdSubRegion03B (which has it own weather %) further down than pell gate slighty..


did not happen with I went into sleeping mare, saved and exit, then enabled ew/es and loaded up save and headed toward artifacts guild the secondtime. West..

Weather stayed the same up until the guild itself on the road, and right before that bridge heading west toward vindasel, it changed smoothly ..right where the artfacts region border ends almost..
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Albert Wesker
 
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Post » Mon Jun 14, 2010 4:19 pm

Hmm, is there any special reason why Pell's Gate needs it's own weather? It would make things a lot simpler if Artifacts wasn't changing the weather. I know I can hardly ask this from you, but would you consider removing the weathers from the region, and get it just to behave like the rest of Cyrodiil? It would mean that I wouldn't have to include another patch, and therefore free up an esp slot.
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Luis Reyma
 
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Post » Mon Jun 14, 2010 10:27 pm

Hmm, is there any special reason why Pell's Gate needs it's own weather? It would make things a lot simpler if Artifacts wasn't changing the weather. I know I can hardly ask this from you, but would you consider removing the weathers from the region, and get it just to behave like the rest of Cyrodiil? It would mean that I wouldn't have to include another patch, and therefore free up an esp slot.


Not a problem, to remove the region and weather, I can even remove the region itself for compatiblity sake with other mods that could happen to do the same. Has the mod itself is more focused around the Guild and Items and there is nothing that is tied into the weather itself..

Will include in next artifacts update once eve custom stuff for it is done for it very soon hopefully..
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Veronica Martinez
 
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Post » Tue Jun 15, 2010 2:38 am

Hi wrinklyninja.

I decided to reinstall a fresh oblivion clean install in order to remove natural weather and try your fantastic weather mod. It is indeed simply great, I love it. I have just one question, to be sure that i ve done things correctly.

I only use OBMM so far, which is enough for all the mods I use (mainly Frans MMM Unique landscape and yours for the important ones)

I don't have SI so patch 1.3.7 is enough for me. I installed the 1.3.5 properly with obmm by creating an omod since it is very easy.

But I m not sure how we are supposed to update with obmm from 1.3.5 to 1.3.7 of your EW ?

I know of course that I have to replace in the data folder the 1.3.5 two files with the two new of 1.3.7 but how does it play with OBMM ?

Should i desactivate the omod before updating, overwrite the 2 files, then reactivate the mod ? Or can I simply let the omod activated in obmm and simply put the new files and it will do the trick ?

Should I even replace the textures directly in the 1.3.5 file and create an omod with that, id est the core 1.3.5 except the two added new files ?

I ve done several ways and so far , it might be normal though, but in obmm it is still written omod EW 1.3.5. Should it be displayed 1.3.7 ?

So what would be your suggestion to be sure that it is updated from obmm ?

thank you
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rebecca moody
 
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Post » Tue Jun 15, 2010 12:15 am

Just extract 1.3.5 to a temporary folder, and overwrite the old files there with the patch's files, so it's at 1.3.7, and create an OMOD from that. It'll ask if you want to import conversion data, say yes. You'll have to set the version number yourself, since the conversion data doesn't know about the patch, but everything else should work fine.
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Hayley Bristow
 
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Post » Mon Jun 14, 2010 6:58 pm

Thank you, that's perfect.

I thought too that it might would be better to update before creating the mod rather than updating after having activated the omod.

And thanks for clarifying that it s normal it s still written 1.3.5 despite the update.
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Riky Carrasco
 
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Post » Mon Jun 14, 2010 10:45 pm

Seasons Greetings

Thanks for a great mod.
Looking forward to the Final 1.4 version.

Question: Do I need both 1_3_7 Patch and 1_3_9 Patch or just the latest patch installed ?

Thanks
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Chloe Botham
 
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Post » Mon Jun 14, 2010 10:38 pm

Looking forward to the Final 1.4 version.

Question: Do I need both 1_3_7 Patch and 1_3_9 Patch or just the latest patch installed ?

Thanks


You need 1.35 ,
use 1.3.7 if using OBSE 17,
use 1.3.9 if using OBSE 18

I believe that is right
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mike
 
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Post » Tue Jun 15, 2010 6:32 am

Yes, you need the 1.3.5 package, and then you can choose one of the patches. 1.3.9 is pretty much totally stable, but it requires a beta version of OBSE for the optional features. 1.3.7 is the last patch made that uses OBSE v17, so I've kept that up for those that don't want to use the OBSE beta. When OBSE v18 final is released, then I'll release 1.4, which will require it for the optional features (still not the basic mod though), and that'll be it.
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Sylvia Luciani
 
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Post » Tue Jun 15, 2010 9:27 am

Lord Wrinkle, will you enlighten me by explaining the differences between version 1.3.5, 1.3.7, and 1.3.9 (and perhaps other obscure 1.3.x versions out there)? I can't find these in this thread, Nexus, or Wiki page.
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Nuno Castro
 
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Post » Tue Jun 15, 2010 2:43 am

Here's the 1.4 changelog, which is pretty much the same as 1.3.9 if memory serves. 1.3.7 would be the same, minus any mentions of OBSE v18 related changes:

v1.4

- Removed the Enhanced Seasons feature and plugin from mod, as it is being made into an entirely separate mod.

- Updated Tamriel weather script with some optimisations and bug fixes.

- Updated SI weather script to make use of OBSE v18, and to fix a couple of potential bugs.

- Rewrote all optional feature scripts and the init script to use OBSE v18 user-defined functions.

- Fixed bright horizon banding that occurred in previous versions when using Enhanced Nights.

- Removed DarkerSky toggle from Enhanced Nights, as it's been deprecated by the above fix.

- Fixed snowy weather classification to prevent lightning showing up all the time when using Storms and Sounds.


Aside, of course, from the first point, as ES still ships with 1.3.x.
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yermom
 
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Post » Tue Jun 15, 2010 6:39 am

Is the 1.4 version done? you're just waiting on obse 18 to go final right? It's obvious now that obse 18 final is going to be a while, just seems like it's silly to keep sitting on it. Id really like the snowy weather fix is all, it's annoying :)
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Maria Leon
 
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Post » Mon Jun 14, 2010 11:51 pm

Hmm, it's taking a while yes, but I don't want to release a final version that's reliant on beta stuff.

I'll upload a Release Candidate of 1.4 for now, skirting the issue, so you can get the fixes. :)
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suzan
 
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Post » Tue Jun 15, 2010 2:39 am

:bowdown:

thank you, been wanting to try ew 1.4 once again..
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Carlos Vazquez
 
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Post » Tue Jun 15, 2010 10:23 am

OK, I've uploaded 1.4 RC1. There's a couple of things to note though:

The OMOD conversion info hasn't been updated, so while the archive includes patches for other mods, the script won't install them, you'll have to do that manually.
Also, the GTA 1 & 2 patches aren't going to be included in the final version, as I've gotten permission from The Priest to patch the mods themselves, so I should have that done soon.

Apart from that, I think everything is as it will be for final version.
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Tamika Jett
 
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Post » Tue Jun 15, 2010 10:01 am

Awesome dude :) thanks wrinkly
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Emma Parkinson
 
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Post » Mon Jun 14, 2010 8:49 pm

I'm posting this everywhere relevant:

Gates To Aesgaard Episodes 1 and 2 New Patches

New patches have been uploaded for GTA Ep. 1 & 2, bringing them to v1.2 and v1.1 respectively. The patches fix a bug present in both mods which breaks scripted weather, including that of Oblivion Gates and weather mods.

The patches can be found on the Nexus pages for the two mods. With regards to Episode 1, be sure to patch it to v1.1 before patching it to 1.2.

If you have a Gates To Aesgaard (1 or 2) Weather Patch installed, you can remove it after installing the patch, as it is no longer required.

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Leanne Molloy
 
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Post » Tue Jun 15, 2010 7:50 am

So far so good with 1.40 RC

but have not turned on everyting yet in ini

timescaled weather, enhanced colors, enhanced nights (custom),

Was the horizon fix included, that affect night time right..?
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Nicholas
 
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Post » Tue Jun 15, 2010 5:02 am

Yes, horizon fix was included, hopefully you won't be seeing any more bright horizons. Glad to hear it's working well.
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Cagla Cali
 
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Post » Tue Jun 15, 2010 8:41 am

Yes, horizon fix was included, hopefully you won't be seeing any more bright horizons. Glad to hear it's working well.


Will report back have two days off from work, so will be spending time actually playing for once.

Horizon fix is for dawn, dusk, only right, does not come into play during the middle of day once again right.

Just want to make so that I can look for it once again.
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roxanna matoorah
 
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Post » Mon Jun 14, 2010 9:28 pm

It's definitely for night-time, I'm not sure about dawn or dusk, I can't remember. If you spot anything that looks out of place, let me know and I'll take a look at it again.
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Frank Firefly
 
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Post » Tue Jun 15, 2010 8:19 am

It's definitely for night-time, I'm not sure about dawn or dusk, I can't remember. If you spot anything that looks out of place, let me know and I'll take a look at it again.


So far so good

Daytime horizon, even when sun is full overhead, and looking toward the mountains east or west or any direction, hdr on the horizon is not the blinding anymore, that I have noticed. Must be the combo settings of fixes you have done and fixes that I have done with Vibrant Weather..

Have not noticed any fast weather, or weather out of place aka snow on imperial isle for example..Have all ini enabled turned on not modifed expect

Enhanced Nights set at

1
1
60

Horzion Fix appear to be working, but, should it look like this when facing east, when the sun sets in the west..Not sure if you can fix that..

http://i131.photobucket.com/albums/p305/corepc/ScreenShot540.jpg

between 9:00 pm and 10:00 PM it started reducing itself until it was like this at 10:00

http://i131.photobucket.com/albums/p305/corepc/ScreenShot541.jpg

at 11:00 it was not even noticeable anymore and it was pure blending of horizion to night time sky..

Vibrant Weather Textures..

Corepc
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sophie
 
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Post » Tue Jun 15, 2010 3:20 am

Yeah, I can't do anything about the whole east/west thing. There is only one horizon, and that wraps all around the edge of the world, so when a colour is set for it, it's that colour right the way round. Nice screenshots though, I'm glad that it's working good. :)
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MARLON JOHNSON
 
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Post » Tue Jun 15, 2010 2:40 am

Nice screenshots though, I'm glad that it's working good. :)


Thought so, maybe something could be done with Graphics Extender that solve that..or something to think about..

Will get some more testing in gotta go up to Frostcrag and see if region weather is working correctly there..
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ZANEY82
 
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Post » Tue Jun 15, 2010 1:43 am

All good so far once again, trying to find something wrong, but, just can't yet..guess I should stress my cpu some more and see if that forces any strange things to happen..or adjust my ini..

Great Job on 1.4X stuff once again..
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Stat Wrecker
 
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