I've archived the new beta version with a whole bunch of fixes and a readme. This version has no bugs that I know of, with the exception of the minor issue with the float variables becoming off by .001 in the configuration menu when changing the Ripple Multiplier. Also includes a new fade-in effect when going under the water, and I'm interested in knowing what people think about it.
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Testing results for WaterEffectsBeta 04-22-2009 (tested with mge3.8-svn_rev-0108):
* lin_we_beta.esp contains the 72 evil GMSTs (these were also present in the past betas, but this is the first time reporting them).
* 'Mystical Water Effects Configuration Menu' >> suggest 'Exit This Menu' button read 'Exit Configuration' to distinguish it from other 'Menu' navigation buttons.
* 'Customize Water Darkness' >> 'Weather Darkness' >> menu title 'Weather Darkness' should be 'Weather Darkness Settings' to match how it's worded for Night Darkness menu.
* 'Customize Water Darkness' >> 'Weather Darkness' >> 'Custom' >> 'Return to Main Menu' button should read 'Return to Menu' to match the other sub menu buttons.
* 'Customize Aqua Effect' >> menu title 'Aqua Effect Customizatio' should read 'Aqua Effect Customization' (missing trailing n).
* 'Customize Aqua Effect' >> 'Mask Multiplier' >> float variable off by .001 between 2.500 and 3.999 when increasing the value - curiously, this doesn't occur when decreasing the value from 2.500 down to 0.000 then to 4.000 and back down to 2.500.
* Changes to/from weather type 3 (overcast) while under water applies a 'Dark Waters' spell which remains after surfacing and ends up stacking with the next spell applied due to weather changes - must reactivate the configuration menu and change the custom value for 'Weather Darkness' until it matches the value of the spell to get rid of it; with default settings, the rogue spell is 24% (scales with custom 'Weather Darkness' value). Changes between other weather types are functioning as expected.
* Changing the Ripple and Mask Multipliers thru the configuration menu doesn't appear to influence the Aqua Effect - i.e. setting Ripple Mult to 100.0 has the same perceived effect as 1.000; setting the Mask Mult to 4.000 still affects as much of the screen as the default value.
Unresolved issues previously reported:
* 'Water Darkness' level isn't getting used if 'Night Darkness' is disabled (assuming setting to zero disables it).
* 'Night Darkness' and 'Water Darkness' appear to be mutually exclusive - either both should be factored into the darkness level or which ever has the greater value should override when it's both night and bad weather; currently, any 'Night Darkness' value (including interim darkness transitions) overrides "Water Darkness' value.
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The new fade-in effect is good, although it doesn't always kick in immediately - for a split second the underwater lighting has full luminescence.
Will you be adding additional darkness transitions besides the half-value at 6pm and 6am? Maybe have 25% of the 'Night Darkness' value at 6pm, 50% at 8pm, 75% at 10pm, and 100% at midnight; then 75% at 2am, 50% at 4am, 25% at 6am, and normal lighting at 8am.
I noticed that you aren't tying the darkness transitions to the sunset/sunrise settings in morrowind.ini? If someone were to modify the sunset/sunrise hours, the 'Night Darkness' values won't be synchronized. Not sure if there's a way to get those values - I'm not seeing a game setting for them. <_< Maybe thru MGE/MWSE functions?
There was mention of giving Argonian characters a slight advantage underwater by lessening the blur, darkness and aqua effects. Any plan to still implement that? :cookie:
The menu interface is looking great, and for the most part functionality is superb. Almost there! ^_^