[WIP] Mystical Underwater Effects

Post » Fri May 27, 2011 6:58 pm

I'll try to push the limits of my laptop with this o_O It's "watering" in my mouth(so to speak) ;)

Try the lower-blur, if the medium is to much for it, it uses less passes than the medium blur so it's less rough on your Frame-Rate.
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Krystal Wilson
 
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Post » Fri May 27, 2011 5:12 pm

@Linora

Well, strangely enough, the issue still persists...I must confess I am not really competent in this department, so I'm probably doing something wrong.I tried leaving everything as it is by default, but there was no effect.
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josh evans
 
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Post » Fri May 27, 2011 9:02 pm

@Linora

Well, strangely enough, the issue still persists...I must confess I am not really competent in this department, so I'm probably doing something wrong.I tried leaving everything as it is by default, but there was no effect.

Were you using a save that existed prior to using the first version of the mod? Also can you tell me the name of the cell so I can reproduce the error? :twirl:
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Barbequtie
 
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Post » Fri May 27, 2011 1:32 pm

Yes, I was using an old save game.And the cell is, well any ashlander yurt.I don't have this problem with any other interior cells.
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Siidney
 
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Post » Fri May 27, 2011 9:04 pm

Reporting that this mod scaled well, no huge hit on my poor laptop!

SCORE =)

Thank you so much for this Linora! The Leviathan Domain thanks you as well.
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Sarah Bishop
 
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Post » Fri May 27, 2011 12:11 pm

@Linora Just tried starting a new game and it works flawlessly.Thats too bad I can't use it with my old save seeing as I've progressed alot...Maybe in the future.This still kicks ass though, good luck :)
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Laura Richards
 
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Post » Fri May 27, 2011 6:50 pm

@Linora Just tried starting a new game and it works flawlessly.Thats too bad I can't use it with my old save seeing as I've progressed alot...Maybe in the future.This still kicks ass though, good luck :)

You could try http://wryemash-guide.tk/. ( Links to Verm1n's guide. ) ;)
Though, it should only matter if you saved with the previous mod used on that save.
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yessenia hermosillo
 
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Post » Fri May 27, 2011 11:10 am

Reporting that this mod scaled well, no huge hit on my poor laptop!

SCORE =)

Thank you so much for this Linora! The Leviathan Domain thanks you as well.

Thanks for testing! ^_^ It's good to know it works on your Laptop.
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Emerald Dreams
 
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Post » Fri May 27, 2011 3:43 pm

@Linora Actually this happened the first time I used your first beta.I installed it, looked around in the water, was pleased, and decided to carry on.When I entered an ashlander yurt I got that effect.Note I had not used your mod prior to that.
I did try cleaning it with mash in all sorts of manners but it didn't work.

Now that I looked around more I noticed that not all yurts are affected (only 2 in the urshilaku are affected).I dunno what to do.

Don't worry about this, just keep on doing what you do :) I will figure it out, or simply start a new game....
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Add Meeh
 
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Post » Fri May 27, 2011 7:55 am

@Linora Actually this happened the first time I used your first beta.I installed it, looked around in the water, was pleased, and decided to carry on.When I entered an ashlander yurt I got that effect.Note I had not used your mod prior to that.
I did try cleaning it with mash in all sorts of manners but it didn't work.

Now that I looked around more I noticed that not all yurts are affected (only 2 in the urshilaku are affected).I dunno what to do.

Don't worry about this, just keep on doing what you do :) I will figure it out, or simply start a new game....

Okay. :sad: Well, I hope you can figure it out then! If I think of anything, I'll be sure to let ya know. ;)
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Steve Fallon
 
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Post » Fri May 27, 2011 6:48 pm

Edited out as it's no longer relevant. (I don't want to confuse people.) :P
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kyle pinchen
 
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Post » Fri May 27, 2011 8:13 pm

Scratch that. It's just broken with interiors. Has nothing to do with your save or anything. :P

I was just testing this and I reproduced it in my testing save which I made with no mods on. So it's just a bug I still need to find the cause of.
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Rachel Cafferty
 
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Post » Fri May 27, 2011 11:45 am

Are you running a script check for interiors? Is there any special handling for them?
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Glu Glu
 
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Post » Fri May 27, 2011 11:40 pm

I've uploaded a new beta version that should fix the following bugs:

- Issue with Blur turning on incorrectly in some interiors.

- Also the issue with the previous darkness spell still being intact if changed beneath the water has been fixed.

Testing results for WE_Beta2:

* The 'You have completed the initial configuration.' messagebox is displayed when selecting to further configure during initial configuration.

* 'Customize Blur Level' >> Blur Settings menu text missing ? at end of line.

* 'Customize Blur Level' >> 'Current Setting' shows last selected value after selecting 'Off' when returning to Blur Settings menu without exiting Configuration Menu and Blur Level value was something other than 'Off'.

* 'Customize Water Darkness' >> 'Night Darkness' >> 'Custom' >> adjusting custom level up or down to 94 crashes morrowind.exe.

* 'Customize Water Darkness' >> 'Night Darkness' >> 'Custom' >> Night Darkness Customization value skips 0 when increasing level up from 100; decreasing level down from 1 decrements value to 0, then 100 (as expected).

* 'Customize Water Darkness' >> 'Water Darkness' >> 'Disable' button closes Configuration window; unable to get Configuration Menu to restart after this, even after resetting LIN_WE_cfg to 1.

* '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.

* 'Customize Aqua Effect' >> 'Ripple Multiplier' >> Ripple Multiplier Customization value repeats 100.0 (i.e. 99.90 > 100.0 > 100.0 > 100.1); one of those should be value 0.000 since that value is missing.

* 'Customize Aqua Effect' >> 'Ripple Multiplier' >> Ripple Multiplier Customization includes values greater than 100.0 (i.e. 100.1 thru 100.9); probably should be values 0.100 thru 0.900 since these are missing.

* 'Customize Aqua Effect' >> 'Ripple Multiplier' >> Ripple Multiplier Customization value off slightly between 3.000 and 9.400 (i.e. 3.000 > 3.099 > 3.199 ... 9.299 > 9.400); occurs when either increasing or decreasing value.

* 'Customize Aqua Effect' >> 'Reset All' always resets Ripple Multiplier to 0.000; if Aqua Effect is selected during initial setup, this value gets set to 1.000 - was expecting 'Reset All' to reset this to 1.000.

* 'Customize Aqua Effect' >> 'Reset All' always resets Mask Multiplier to 0.000; if Aqua Effect is selected during initial setup, this value gets set to 2.000 - was expecting 'Reset All' to reset this to 2.000.

* 'Customize Aqua Effect' >> 'Mask Multiplier' >> no indication what the current level is.

* 'Customize Aqua Effect' >> 'Toggle Enable/Disable' >> selecting this button returns to Main Menu - no indication upon returning to Aqua Effect menu what status the toggle is in; suggest changing this button to show enable state (i.e. button should read 'Enabled' or Disabled' when toggled).

* The global variable setting for LIN_NightDarkness is 85, however LIN_WE_Customization script sets it to 75 when Night Darkness Configuration 'Default' button selected.

* The global variable setting for LIN_StormDarkness is 35, however LIN_WE_Customization script sets it to 25 when Water Darkness Configuration 'Default' button selected.

* Using the Configuration Menu to manually change the 'Night Darkness' and/or 'Weather Darkness' level while underwater at night and/or during bad weather will add a 'Dark Waters' blindness spell each time the value is changed; the spells stack, resulting in total perpetual darkness if the combined percentage is >=100%.

* I'm also getting the underwater effects when in the following yurt interiors:
Ahemmesu Camp, all interiors
Urshilaku Camp, all interiors except Shara's Yurt
Zainab Camp, all interiors
[edit] This happens with a new game and without saving or loading a previous save.

* I don't notice any significant difference to the magnitude of the Ripple effect when changing the Ripple Multiplier Customization value from default. Would be great if the speed of the rippling could be adjusted too.

* 'Dark Waters' spell doesn't get applied to interior-as-exterior cells during night hours or bad weather.


Suggestions:
Add configuration option to choose which weather types 'Weather Darkness' is applied.
Allow different darkness levels for each type of weather.
Scale the darkness effect so that it gradually gets darker/lighter as the weather changes.
Add configuration option to choose the start and end hours when 'Night Darkness' effect occurs.
Scale the darkness effect so that it gradually gets darker/lighter as night falls and day breaks.


Great job on this Linora. Having dynamic darkness levels underwater is a winner - really helps bring back the murkiness lost due to the view distance MGE grants! :thumbsup:
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Emma
 
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Post » Fri May 27, 2011 8:58 am

Are you running a script check for interiors? Is there any special handling for them?

I just found the error, actually. ^_^ It was just a stupid thing on my part with forgetting to have it deactivate properly if the player was in the water outside before entering an interior. Which is why it doesn't happen all the time. :P
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Eileen Collinson
 
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Post » Fri May 27, 2011 10:29 pm

@ Tetchy:
Quite a few of the variables I use in the ripple shader ("aqua effect") have funny numbers because of how they're used. If you look in the shader header it explains what and how they are/work.
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JUan Martinez
 
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Post » Fri May 27, 2011 9:43 am

*Lots of Awesome Results*

Great job on this Linora. Having dynamic darkness levels underwater is a winner - really helps bring back the murkiness lost due to the view distance MGE grants! :thumbsup:

Super-Extra-Special thanks for this Tetchy! And awesome suggestions! ( I shall implement as many of them as I can. ) Now to fix all of these things you found. :bolt:

The huts, I now believe must be that way to do their acting as exteriors. Hmmm, this will certainly take a little thought to figure out a fix. Wrong about this, they don't.

@ Tetchy:
Quite a few of the variables I use in the ripple shader ("aqua effect") have funny numbers because of how they're used. If you look in the shader header it explains what and how they are/work.

The hazards of me not making a readme! I should probably set one up for the next beta so people who are inclined to read it, know all this important stuff. :)
Edit: A thought: Maybe you should write up the explanation for the aqua effect ("ripple shader" :P ) as you could probably explain it better than I can.
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Justin
 
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Post » Fri May 27, 2011 8:22 pm

I have fixed a good majority of the issues Tetchy mentioned. So now Linora shall sleep. :P

http://www.4shared.com/file/98641131/bbd7fce3/lin_we_beta.html (You will need the previous download for this to work, then overwrite the old ESP with this one.)
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Dan Endacott
 
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Post » Fri May 27, 2011 7:02 pm

I tested it the first time now. And it's awesome. It kicked in nicely and working flawlessly. I've encountered no overbright issues or yurt problems. I might have some taste issues but you've made this so modular, that's not a problem at all.

Now I can feel I am in water. Great add-on. Great work.

PS. Then again:
Obviously an instructions file is needed.
The distortion animation could be more smooth.
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Etta Hargrave
 
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Post » Fri May 27, 2011 8:02 am

I have fixed a good majority of the issues Tetchy mentioned. So now Linora shall sleep. :P

http://www.4shared.com/file/98641131/bbd7fce3/lin_we_beta.html (You will need the previous download for this to work, then overwrite the old ESP with this one.)

Woah! This is some mighty impressive work, looks good. Keep it up! :tops:
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lilmissparty
 
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Post » Fri May 27, 2011 6:28 pm

Thanks Linora, now it works.If I come across something else I'll let you know :)
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Chad Holloway
 
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Post » Fri May 27, 2011 5:18 pm

Thanks for all the kind comments everyone! :lol:

I've made a new version that finally (and I think properly) makes use of my Evening/Early Morning lesser darkness effects.

Once again, you will need one of the .Zip versions for this to work, as this is just the ESP. (The next archived beta will contain a readme)

http://www.4shared.com/file/98724493/da3f6199/_lin_we_beta.html

The distortion animation could be more smooth.

Hmm, well that would be something for peachykeen to do, if he wanted to. I always liked the randomization of the effect, which is probably what is giving you the feel it's not 'smooth'. Maybe he could implement a variable I could make configurable via the configuration script to reduce the randomization? ;)
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lexy
 
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Post » Fri May 27, 2011 8:20 pm

I'll see what I can do for instructions (easy) and randomization (not so easy).
It uses MGE's variables, so it's possible to lessen their effect. It would lessen the entire effect, though. It's actually a repeating sequence (if you look), so I'm not sure how much smoother it can be made. What exactly do you mean by smooth, less jagged ripples or slower change?
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Elizabeth Lysons
 
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Post » Fri May 27, 2011 8:40 am

Is the aqua effect supposed to create 'waves' while underwater? Because i'm trying the beta in the lake by Pelagiad and i'm getting the blur, but no aqua effect that I can see... I tried several new games and changed the configurations ingame too and never got the effect...
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Soraya Davy
 
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Post » Fri May 27, 2011 9:50 pm

Forget that. That was my first impression. I've played it more and it looks OK to me now.

Linora, maybe now you may have a look at regional fog color changes mod we've talked about after the official RELz of this.

And Peachykeen, you may make a SSAO(not ish) shader. :)
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Richard
 
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