[RELZ] Enhanced Weather

Post » Mon Jun 14, 2010 4:41 pm

I'm not keeping previous versions up - that just creates a support nightmare, with people all using different versions. You can always just roll back to 1.3.5, it's only another version different.

Anyway, I've decided to upload 1.3.8 tommorrow before I disappear again, so that you aren't all left without goodies while I'm gone.

Since it will require a beta version of OBSE, I'm going to be a true hypocrite and keep 1.3.7 uploaded too, just in case OBSE v18 gets updated and breaks compatibility, or in case it turns out that the changes I have made don't work very well. I wouldn't normally do this, but I am going to be away for a while, so I'd hate to leave you all without a backup of sorts.


I've got no problems with beta stuff. :P
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Laura Shipley
 
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Post » Mon Jun 14, 2010 6:19 pm

Ok, I've released EW 1.3.8.

This requires the OBSE v0018 beta. Changelog:

- Rewrote all optional feature scripts and init script to use OBSE v18 user-defined functions.
- Updated SI weather script to use OBSE v18 function GetCurrentRegions.

I'm going away for nearly three weeks, so cannot provide support for this. Because of this, I've kept the 1.3.7 patch up, so you can roll back to that if you experience any problems.

EDIT:

I've also released the Elsweyr Anequina patch. This requires the OBSE v0018 beta too.
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Leilene Nessel
 
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Post » Mon Jun 14, 2010 7:08 am

Gah!! It's back again! I have idea why! I have all SI options turned off so I'm not sure what the problem is. Here's my load order.


Load order is in a bit of chaos - HorsecombatMaster.esm is supposed to be your last one, and you've got ESPs loading before the UOP. Probably a good idea to hit things with BOSS and see if changing load orders helps at all.
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Jesus Lopez
 
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Post » Mon Jun 14, 2010 8:09 pm

Load order is in a bit of chaos - HorsecombatMaster.esm is supposed to be your last one, and you've got ESPs loading before the UOP. Probably a good idea to hit things with BOSS and see if changing load orders helps at all.


I NEVER use BOSS anymore it's always screwed up my order in someway or another. I prefer to do it myself. This load order is the same as whenever I was running the previous version.
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Melanie
 
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Post » Mon Jun 14, 2010 7:27 pm

I NEVER use BOSS anymore it's always screwed up my order in someway or another. I prefer to do it myself. This load order is the same as whenever I was running the previous version.
Maybe it was not working for you because "screwed up" is not how I would describe my own 100+ plugins load order.

Anyway, I am loving 1.3.8 update. I can see the starts, it is plenty dark and there is not halo! Thank you!!
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SHAWNNA-KAY
 
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Post » Mon Jun 14, 2010 8:27 am

I have a question. The only esp's for the all natural that I have is the following Natural weather by max teal, the HDR one, then habitat and water. I have wrye bash, so I can just de-activate the weather ones and use this mod right and not have any problems?
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Bad News Rogers
 
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Post » Mon Jun 14, 2010 3:53 pm

I have a question. The only esp's for the all natural that I have is the following Natural weather by max teal, the HDR one, then habitat and water. I have wrye bash, so I can just de-activate the weather ones and use this mod right and not have any problems?


You best bet to upgrade from natural weather to enhanced weather is to follow the "clean save" procedure that is listed in the readme. Doing the clean save procedure will ensure that you when going from nw to ew you will not have any funky weather bugs with your save's. Very important that you do this. Even when upgrading ew itself from one version to the next.
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Jeffrey Lawson
 
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Post » Mon Jun 14, 2010 12:07 pm

ok gotcha, I'll remove the natural stuff and add in the EW
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Jonathan Montero
 
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Post » Mon Jun 14, 2010 9:06 am

A question with regards to the use of ForceWeather. For something I'm working on I need to change the sunglare of the current weather for one frame and in order to update the current weather I use
ForceWeather <CurrentWeatherRef>
Now my question is, will this interfere with Enhanced Weather? Even though the weather is forced to itself I'm not a 100% sure what that means during gameplay. So I thought someone here might have a better understanding of things. :)

P.S. I haven't tried using SetWeather to refresh the sunglare changes but should that work, is it better to use that instead of ForceWeather?

-kyoma
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Amy Siebenhaar
 
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Post » Mon Jun 14, 2010 10:28 am

Is this by any chance for your mini-map mod?

You should be fine ForceWeather-ing. It will work fine with EW. Saying that though, be aware that if you force the current weather and a weather transition has started, the weather will be set to the one it is transitioning into. To avoid sudden weather changes arising from this, you might want to use a GetCurrentWeatherPercent (I think it's called that) check to make sure that the weather is not transitioning (GetCurrentWeatherPercent returns 1). This effect will occur in vanilla too, so you'd want a fix of some sort.

SetWeather may also have the same problem, but in reverse. That is, when a weather is almost totally transitioned, it might start all over again.
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Stat Wrecker
 
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Post » Mon Jun 14, 2010 11:32 am

Is this by any chance for your mini-map mod?

You should be fine ForceWeather-ing. It will work fine with EW. Saying that though, be aware that if you force the current weather and a weather transition has started, the weather will be set to the one it is transitioning into. To avoid sudden weather changes arising from this, you might want to use a GetCurrentWeatherPercent (I think it's called that) check to make sure that the weather is not transitioning (GetCurrentWeatherPercent returns 1). This effect will occur in vanilla too, so you'd want a fix of some sort.

SetWeather may also have the same problem, but in reverse. That is, when a weather is almost totally transitioned, it might start all over again.
Yea it's for my MiniMap. :) This might explain why I sometimes got a different weather after the ForceWeather call (or rather, it looked very different due to it being fully transitioned in one blink). Hmm, I'll need to think about it some more.
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Josee Leach
 
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Post » Mon Jun 14, 2010 3:56 pm

I can't seem to remove Enhanced Weather without it breaking OBSE...

So I'm having a bug where the game CTDs whenever I approach a certain spot in Tamriel, so I'm disabling mods one by one until the problem goes away. Here's the weird thing: when I remove Enhanced Weather the game crashes on load, but only if launched with obse_loader. Running oblivion.exe directly loads fine, but of course I kinda need OBSE. The crash is like a missing master, the game doesn't even get to the main menu. Using OBSE18b4.

EDIT: Removing the Stutter Remover stopped the crashes. For now that's good enough.
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gemma
 
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Post » Mon Jun 14, 2010 7:02 pm

Funny you should mention about your crash problem.

http://www.gamesas.com/bgsforums/index.php?showtopic=1033875

Wrote that up last night after experiencing the same, decided to hunt it down systematically. Solved inside of 30 minutes. May want to give it a shot, if for no other reason than to see if I explained the process well enough :)
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Darlene Delk
 
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Post » Tue Jun 15, 2010 12:26 am

Thanks, Arthmoor!
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mollypop
 
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Post » Mon Jun 14, 2010 10:51 am

1.3.9 Patch released.

This fixes a potential bug in the SI weather script.

I'm also posting to announce plans to withdraw Enhanced Seasons from Enhanced Weather and All Natural. From 1.4, it's going to disappear for a bit, before resurfacing as a separate mod with some improvements, such as a greater variety of seasonal changes, and EW/AN integration. I am not happy with it ATM, and I know that I can improve upon the ScreenEffects-based script it is now.
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mollypop
 
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Post » Mon Jun 14, 2010 3:08 pm

1.3.9 Patch released.

This fixes a potential bug in the SI weather script.


does it require lastest OBSE 18 version?
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OnlyDumazzapplyhere
 
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Post » Mon Jun 14, 2010 4:02 pm

Yep. The whole SI weather script does - that's why I'm keeping 1.3.7 up, as it was the last patch that didn't require the beta. When OBSE v18 is released then that shall be taken down.

I'm thinking of switching Enhanced Regions development over to Enhanced Seasons. My arguements are:

- EW is pretty polished as-is, and I don't want to upset that.
- Moving ER to ES would let me focus on the only other thing left for EW - new weathers.
- ER means that EW would stray a little far from its lightweight 'change a little, but do it well' roots.
- ER doesn't actually necessarily have anything to do with the new EW weathers, or EW's weather script.
- ER would integrate quite well with Enhanced Seasons, with different regions doing different things at different times of the year.
- ES is modular now, so if you have ScreenEffects, it will use that, if you have All Natural, it will affect its climates too, but you can also use it without those mods. I could do the same with EW, so if you don't have EW, you get vanilla-based ER, but if you have EW, it also unlocks extra EW-focussed stuff.
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Hannah Barnard
 
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Post » Mon Jun 14, 2010 5:09 pm

So are you saying that ES will no longer require ScreenEffects in order to work? If so that's good news as ES is the only reason I even have SE still floating around. No more obge.dll for me if this isn't going to be needed anymore :)
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Zualett
 
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Post » Mon Jun 14, 2010 1:47 pm

It won't be needed, as ES will do more than just shader changes, but then again, you won't get the shader changes if you don't have it. Here's a quick run-down of what ES is currently at, after a couple of hours work:

- Only requires Oblivion.esm and OBSE v0016.
- Shader changes, courtesy of ScreenEffects. If you have it, you will get these. If you don't, you won't.
- Sunrise/sunset time changes. If you have All Natural, this will also make the changes for AN's interior climates.
- Weather volatility changes. Only affects vanilla weathers, as EW and AN have their own methods for doing this. I could integrate with both mods should I wish to though.
- All configureable through ini.

I've got a few other ideas to implement besides Enhanced Regions, lurking in the corners of my brain. If only I could coax them into the light...
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Josh Sabatini
 
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Post » Mon Jun 14, 2010 9:40 am

Yep. The whole SI weather script does - that's why I'm keeping 1.3.7 up, as it was the last patch that didn't require the beta. When OBSE v18 is released then that shall be taken down.

I'm thinking of switching Enhanced Regions development over to Enhanced Seasons. My arguements are:


That is what I thought, just had to ask to be sure. Will keep using 1.3.7 till obse v18 comes out beta then make the switch

Sounds like a good plan moving er to es instead of ew. This way EW will be little lighter once again.
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JESSE
 
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Post » Mon Jun 14, 2010 4:41 pm

Hi,

I'm using 1.3.8 with Streamline and I have the problem with fog popping in and out. I do have the weather unsticker disabled and I have reinitialized the mod. I've had this problem with any version of EW I've tried after 1.2.5, which works fine. Is there a fix for this?
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k a t e
 
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Post » Mon Jun 14, 2010 9:52 pm

If it's a blue-ish fog, then it's Streamline's Streamsight at work, and is not a bug, but a feature that you'll need to tweak the minimum fog distance of so that it doesn't come right up to you. I can't remember the settings I used, I don't have Streamline anymore, but if you increase the fog distance, and possibly the frequency that Streamline makes changes at, then it'll go away. :)
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Tanya
 
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Post » Mon Jun 14, 2010 8:29 pm

Hmm ... if the fog from streamline were ported over into EW or even better AN as an ini option (as it is in streamline) and beautified more and made to meld in with EW/AN visuals - that would be cool.

Also then I could ditch streamline as that really is the only reason I use it.
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u gone see
 
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Post » Mon Jun 14, 2010 4:12 pm

The fog is really a performance thing, it's tied into the whole performance measuring/setting tweaking streamline thing.

What I could try to do is edit the fog so that it's not a horrible blue colour, but instead base it on the fog colour of the current weather, and release that as a separate mod dependant on Streamline. It wouldn't fix the fog going really up close quickly, but it would make it look better. And you should be editing the Streamline ini to suit you anyway, therefore fixing the fast fog issue yourself.

Let me look into it.

EDIT: OK, SL just changes the fog distances of the current weather to improve performance, it would seem. This means that the fog colour is already the colour of the current weather's fog (it's the same thing), but it looks horrible during clear weathers especially because the only fog you have is far-off horizon fog, which is blue. This looks really bad up close though.

Short story: Just use SL, but edit the ini to give acceptable fog distances.
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Jhenna lee Lizama
 
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Post » Mon Jun 14, 2010 9:01 pm

Could you upload the GOA 2 fog fix?

Thanks
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Travis
 
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