[RELz]Animated Window Lighting System - Thread 6

Post » Wed Mar 09, 2011 12:41 pm

The do flicker but it"s very faint. Just use the IllumAnimation tool and change the flickering values to see.
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phillip crookes
 
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Post » Wed Mar 09, 2011 7:30 am

The do flicker but it"s very faint. Just use the IllumAnimation tool and change the flickering values to see.


Thanks! I never noticed any flickering... I think staring at screens all day has messed up my vision, lol. I'll try using the tool to see if it helps. :)
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Stefanny Cardona
 
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Post » Wed Mar 09, 2011 1:36 pm

I posted the following in the All Natural thread but figure the AWLS part would be better served here:

Quote:
I notice this behavior quite often in the IC. It is equivalent to guards equipping torches and unequipping them during the day, or when entering another district in the IC, the AWLS lights are on then turn off if daytime and not raining.

I am assuming if the lights are on when entering a district that means the default is on and then the script checks time of day and weather then turns them off. Would it be possible for default to be off? I always use the basic script with smoke. Perhaps the medium and advanced scripts work differently? Is AWLS getting anything from AN for these checks as there are now additional weather types other than vanilla? Is it possible the vanilla streetlights are not getting corrct infor from AN for weather type to turn on or off?

I have not played vanilla in forever so do not know if that is a vanilla bug perhaps. The guard torch behavior happens after I install mods (even before I install exterior actors have torches). I always use wrye bash but do not see how that could affect it (even if importing scripts).

Just my thoughts, probably looked at already.
End Quote:

Can anyone offer feedback on the AWLS feature where the lights are on when entering an IC district and then get turned off as opposed to the other way around? I will try the medium and advanced scripts when I get home to see if this is specific to the basic script with smoke.
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Lew.p
 
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Post » Wed Mar 09, 2011 3:24 am

The guard torch behavior happens after I install mods (even before I install exterior actors have torches).


Guess you're using OOO as it gives torches to guards? That's an unavoidable sideeffect of it.
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Maya Maya
 
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Post » Wed Mar 09, 2011 7:38 am

The torch thing is a general annoyance, which is probably only compounded by mods that change the lighting values, like All Natural.

Yes, the default state of most of the meshes in the AWLS collection is set to on. Changing that would be quite a bit of work though since it involves changing the order of the animation controller sequences. I don't think that could be done automatically. So it would mean a lot of poking with nifskope. The end result would then create the opposite problem at night. You'd walk into an area and all the lights are off, and many of them would suddenly turn on at once.
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jesse villaneda
 
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Post » Tue Mar 08, 2011 10:40 pm

The game is what it is and after a while you don't even notice it (much) :) Thanks for work you do on this mod, it is appreciated. :goodjob:
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Kelly Upshall
 
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Post » Wed Mar 09, 2011 7:15 am

lil question about the install readme: i know it says to copy the mesh or texture from the folders to game fold depending on which mod i am using; so if lets say i have both elswyer and better cities installed then do i have to copy the mesh/texture from "vanilla" + "SI" + "elswyer" + "better cities"? or do i have to choose which of those 4 folders i want to copy over?
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Philip Lyon
 
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Post » Wed Mar 09, 2011 5:46 am

lil question about the install readme: i know it says to copy the mesh or texture from the folders to game fold depending on which mod i am using; so if lets say i have both elswyer and better cities installed then do i have to copy the mesh/texture from "vanilla" + "SI" + "elswyer" + "better cities"? or do i have to choose which of those 4 folders i want to copy over?

Copy each over. But really, do not try to do a manual install like you're doing. Use Oblivion Mod Manager (easiest by far, google OBMM) or use Wrye Bash's BAIN feature.
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Kristian Perez
 
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Post » Wed Mar 09, 2011 8:18 am

Hi.

First of all thank you for this AMAZING work.

I don't speak english very good but I will try. I've some question for you:

1. Files in this mod overwrite file of other mods? I mean.. this mod is compatible with Better Cities and B&M (for example): do I have to install first this mods and then yours or it's the same (if your mod just add files and doesn't replace anything)?

2. There are MANY folder in your Textures Pack: I'm trying to do a manual install, can you please provide a readme? I don't understand with folder do I have to chose!

00 - yes
01 - yes (I use RAEVWD)
10 - yes (I use QTP3)
20-25-> I use B&M, do I need something of this?
30-33-> If I want your default version do I need something of this?
40-47+folder without number: I use RAEVWD also for SI: if I just want the default version do I need something from this 105 (!!) folder?

I hope you can answer me: thanks again for your work!
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nath
 
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Post » Wed Mar 09, 2011 3:54 am

Hi.

First of all thank you for this AMAZING work.

1. Files in this mod overwrite file of other mods? I mean.. this mod is compatible with Better Cities and B&M (for example): do I have to install first this mods and then yours or it's the same (if your mod just add files and doesn't replace anything)?

Thanks. Yes, AWLS is compatible with those mods. Load those mods FIRST, then AWLS and let it overwrite any files.

Do not attempt a manual installation. It is just too complex. Download http://www.tesnexus.com/downloads/file.php?id=2097and use it. Seriously, do not attempt manual installation. There is no reason to not use a mod installation utility like Oblivion Mod Manager.

Directions:
1. Download OBMM and install it.
2. Download both AWLS archives.
3. Open OBMM, click Add Archive, find AWLS meshes archive, create OMOD.
4. Repeat above for AWLS textures pack.
5. Select AWLS Meshes omod and activate, follow directions.
6. Select AWLS Textures omod and activate, follow directions.

If this is confusing, http://lhammonds.game-host.org/obmm/tutorials.asp.
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liz barnes
 
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Post » Wed Mar 09, 2011 6:37 am

Thanks. I'll try to explain.

The reason I want to do a manual install it's because I'm trying to make a collection of mods for a friend. He always played Oblivion on the xbox and he want to see how different it's Oblivion with mods installed, but he doesn't even know what the OMM is, so I'm trying to avoid omod to make the installation process as easy as I can.

I think your mod it's a must-have so this is why I asked you for help.

Hope you have time to explain me how the texture pack work.

Otherwise thank you again for your work.
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RAww DInsaww
 
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Post » Wed Mar 09, 2011 5:32 am

Create an omod for this and give that to your friend. You really don't want to install this manually - trust me. I make mods and even I don't want to install this mod manually. :) You could create omod's for all the mods in your mod collection and give them to him. All he would have to do is install OBMM and double-click on each omod to install the mod.
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Oceavision
 
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Post » Tue Mar 08, 2011 10:02 pm

I'm trying to avoid omod to make the installation process as easy as I can.
This is backwards... It's tools like OBMM and Wrye Bash that make mod installation easy: manual installation and uninstallation is the complicated way of doing things, isn't it? Or am I the one that's backwards? :teehee:

Vac
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Alan Cutler
 
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Post » Wed Mar 09, 2011 6:32 am

Vac has the right of it, of course.

In fact, BAIN (Wrye Bash's built-in installer) - once you http://www.tesnexus.com/downloads/file.php?id=35230 - makes installation, uninstallation, configuration and tracking SO much easier than any alternative, it's ridiculous. To think of going back, that is. :D

/tangent
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priscillaaa
 
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Post » Wed Mar 09, 2011 11:44 am

http://img191.imageshack.us/img191/7904/skhouse.jpg

Slight bug on the SKHouseMiddle04 model. The balcony level on the right side. The window panes are sticking out slightly through the wood.

Also while I'm here, any chance a future update to AWLS will default all of the meshes to the off position?
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JD bernal
 
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Post » Wed Mar 09, 2011 2:42 am

http://img191.imageshack.us/img191/7904/skhouse.jpg

Slight bug on the SKHouseMiddle04 model. The balcony level on the right side. The window panes are sticking out slightly through the wood.

Also while I'm here, any chance a future update to AWLS will default all of the meshes to the off position?

No, because the point of the mod is also to be a meshes replacer like Texian Windows Lighting System was. There is no need to use any esp to have the windows lit. That is the essence of it. If we unlit them by default then the esp are mandatory and I don't want to force anyone to use the esp (even though they should) but some crazy one still fear OBSE for some unfathomable reason.

The issue looks like a vanilla meshe issue isn't it? Shouldn't that be fixed by the UOP?
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CArla HOlbert
 
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Post » Wed Mar 09, 2011 10:11 am

No, because the point of the mod is also to be a meshes replacer like Texian Windows Lighting System was. There is no need to use any esp to have the windows lit. That is the essence of it. If we unlit them by default then the esp are mandatory and I don't want to force anyone to use the esp (even though they should) but some crazy one still fear OBSE for some unfathomable reason.

The issue looks like a vanilla meshe issue isn't it? Shouldn't that be fixed by the UOP?


Am I tyo understand that if I do not use any of the esp files for AWLS I will still have lit windows at night or will they always be lit? I assume no smoke without the esp though?
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K J S
 
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Post » Wed Mar 09, 2011 6:33 am

Am I tyo understand that if I do not use any of the esp files for AWLS I will still have lit windows at night or will they always be lit? I assume no smoke without the esp though?


They would be lit all the time. You need to esp to turn them on and off. I'm not sure about the smoke actually. I think that's a mesh replacer too, so you wouldn't need the esp for that.
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Alan Whiston
 
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Post » Wed Mar 09, 2011 5:53 am

The issue looks like a vanilla meshe issue isn't it? Shouldn't that be fixed by the UOP?


Apparently it is, yes, but even if it were to be fixed in the UOP, it still needs to be addressed in AWLS too. It's not critical or anything, just reporting it since Brumbek asked us to if we found stuff like that.
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Antonio Gigliotta
 
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Post » Tue Mar 08, 2011 9:15 pm

I actually prefer them on by default. It's much harder for me to notice that they're on/then suddenly flash off in the daytime than to be in the middle of a dark night and having them suddenly flash on.
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Aliish Sheldonn
 
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Post » Wed Mar 09, 2011 11:22 am

Re. Arthmoor's response:

Yes, this is similar to my previous requests to have mesh fixes in AWLS as well so that we can install the UOP first and let AWLS override it, which is the "normal" installation order.
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Anna Watts
 
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Post » Wed Mar 09, 2011 3:58 am

Plus I'm not planning to do anymore updates to the UOPS anyway, so don't count on it getting fixed there.
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Latino HeaT
 
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Post » Wed Mar 09, 2011 5:47 am

Apparently it is, yes, but even if it were to be fixed in the UOP, it still needs to be addressed in AWLS too. It's not critical or anything, just reporting it since Brumbek asked us to if we found stuff like that.

Yes, it's a vanilla error of course, but as Arthmoor says it needs to be fixed in AWLS. I'll fix it for the next version. Report anything else you find and I'll fix that too.

Yes, this is similar to my previous requests to have mesh fixes in AWLS as well so that we can install the UOP first and let AWLS override it, which is the "normal" installation order.

Right, yeah, I'll look into this. The UOP fixes are quite minor I think, but yes, I'll try to include all fixes for next version, although Yoda wouldn't care for my "trying"...
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Kill Bill
 
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Post » Wed Mar 09, 2011 5:52 am

http://www.gamesas.com/index.php?/topic/1165779-relzanimated-window-lighting-system-thread-7/
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mimi_lys
 
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