[RELz] Weather: All Natural, Thread 35

Post » Tue Jun 21, 2011 4:36 am

All Natural: Weather

All Natural combines a robust custom weather system that allows the use of weather types from all existing weather mods with custom versions of Natural Interiors and Real Lights in order to provide the greatest weather/environment experience possible. The three segments of All Natural will be explained below:

1. Custom Weather System

The cornerstone of All Natural is unique weather system that includes a new regional weather script to keep the weather synced on interior/exterior switching and when fast traveling and a variety of optional features to help enhance and customize the user's weather experience. All Natural also allows you to choose from only vanilla weathers or from some or all the weather types from Natural Weather, Atmospheric Weather System, and Enhanced Weather.

2. Natural Interiors

Natural Interiors was originally created by Wormheart, and its purpose was to make it so interior locations such as houses and guilds would be affected by the weather outside and time of day, and to make it so interior locations had weather sounds inside very similarly to the original “Weather Inside” mod. To accomplish this, interior windows were made transparent and the sky outside now matched the exterior weather and time of day. The result is you can look out an interior window and see a sunset, stars, etc and also have the interior lighting level change based on it being sunny, cloudy, nighttime, etc, plus you can hear rain/storm sounds from within. Sadly, Natural Interiors was never finished and had some issues. However, All Natural now includes an improved and expanded version that cannot be found outside of All Natural. Also, the Natural Interiors segment of All Natural cannot be separated from All Natural, so you must use All Natural in full to benefit from the Natural Interiors segment.

3. Real Lights

Real Lights was an incredibly ambitious project by Josef K. which aimed to replace all the fake lighting (invisible lights with no actual light source) with real lights with real light sources. For example, with Real Lights locations have candles or other light sources that emit light instead of generic white light coming from mid-air.Sadly Real Lights was abandoned long ago and has some issues with save game bloating. However, the mod has now been included in All Natural and has been recently updated to fix all the problems it previously had. The All Natural version of Real Lights is the most updated and safe version of Real Lights and no one should use the older stand-alone version. The Real Lights segment of All Natural is the only segment you can actually use independently, so even if you want to use, say, Enhanced Weather, you can use the Real Lights plugin from All Natural. Instructions on how to do this are included in the installation section of this guide.

http://www.tesnexus.com/downloads/file.php?id=18305 v1.3 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v1.3 @ ModDB
http://tesalliance.org/forums/index.php?/files/file/604-all-natural-weather v1.3 @ TES Alliance

Support patches for Nascosto Isles, Losing My Religion, and Kvatch Rebuilt are provided to bring their interiors under the control of All Natural's system.

An extensive filter supporting several other mods is also included which attaches climate data to interiors. Additional mods can be added to this, by request, but space is limited due to the number of masters an ESP is allowed to have. This limitation cannot be overcome by any means. So additions to this list will be considered on a case by case basis, and yes, popularity of the requested mod will be a factor in this.

http://www.gamesas.com/index.php?showtopic=1180419

All changelog information will be contained in the readme. Please refer there if you want to look over the struggle to get to a full release.

Original All Natural, up to version 0.6, by Chong Li.
All Natural 0.7 through to present by Wrinklyninja, Arthmoor, and Brumbek.
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Tue Jun 21, 2011 3:35 pm

Could we have an option in the wizard to set Night Luminance moonphase modifier.

Set ANVars.UseMoonPhaseModifier to 1
Set ANVars.MaxMoonPhaseMod to 0.25

Additionally, for those of us using a different time scale to the game default, I'm using 12 instead of 30 and pretty much copied Arthmoors recommended settings a while back ..

set ANVars.TTEnabled to 1
set ANVars.TTSIEnabled to 1
And 0.3 across the board for the transition times

Edit: Also even though I chose fog distance "Even Closer", all those values were set correctly with one or two exceptions ...

set ANVars.FDEnabled to 0
set ANVars.FDSIEnabled to 0 - The enablers; So the fog values will not be working.

Edit2: Same for the following

set ANVars.CTEnabled to 0
set ANVars.CTSIEnabled to 0

I've updated the install scripts to include the weather transition times, 0.66 for timescale 20 and 0.33 for timescale 10. I've never tested those in-game, but mathematically they should be about right I think... Moon phase I left out just because it's a bit obscure and most users won't want to change it, so I don't want to ask questions most don't care about.

Thanks for spotting the errors with the FD and CT "Enabled" variables. Fixed.

Here's http://www.4shared.com/file/qreXDr3n/All_Natural_131_v4.html. Let me know if the new script changes cause any issues.

Now that Wrye Bash 292 is out, you guys think we should post a 1.31 patch to the nexus page soonish? A few users would probably enjoy the easier install and minor bug fixes.
User avatar
Connie Thomas
 
Posts: 3362
Joined: Sun Nov 19, 2006 9:58 am

Post » Tue Jun 21, 2011 8:33 pm

Grabbing - Thank you Brumbek

~ Let me know if the new script changes cause any issues. ~

Will do.

Will just edit the base wizard to include the moonphase prefs I want and repack before launching the wizard for the rest of the changes .. no problem :)
User avatar
Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Tue Jun 21, 2011 6:50 am

I've updated the install scripts to include the weather transition times, 0.66 for timescale 20 and 0.33 for timescale 10. I've never tested those in-game, but mathematically they should be about right I think... Moon phase I left out just because it's a bit obscure and most users won't want to change it, so I don't want to ask questions most don't care about.

Thanks for spotting the errors with the FD and CT "Enabled" variables. Fixed.

Here's http://www.4shared.com/file/qreXDr3n/All_Natural_131_v4.html. Let me know if the new script changes cause any issues.

Now that Wrye Bash 292 is out, you guys think we should post a 1.31 patch to the nexus page soonish? A few users would probably enjoy the easier install and minor bug fixes.

Does the patch include modifiers for cloud speed?


--Tomlong75210
User avatar
djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Tue Jun 21, 2011 4:18 am

Does the patch include modifiers for cloud speed?

No I presume thats similar to the decision for moonphase

Before re-packing it, I edited the wizard to the following

set ANVars.UseMoonPhaseModifier to 1         ; Enable/Disable the modification of the night luminance value with moon phase and visibility. Use a value of 1 or 0. (0)     set ANVars.MaxMoonPhaseMod to 0.25      ; Controls how much darker the maximum modification due to moon phase of the luminance multiplier can be. (0.25)


You could do similar with altering ...

           set ANVars.TCEnabled to 1


(although thats just a case of on or off, which could be a wizard choice?)

Both of the above will be left alone by the ini edits capable in Wrye Bash 292, the rest of the ini will be edited IAW wizard choices ...

@Brumbek - "Flawless Victory!", in other words - it works fine now :goodjob: I checked the installed ini after the wizard, all correct (including my preferred moonphase preference left untouched by the ini edits)
Changed my bashed patch tweak timescale to 10 to match the All Natural choice.
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Tue Jun 21, 2011 7:46 am

Ive got a minor issue the sky seems to be flickering along with the occasional batch of trees. Its hard to explain but on that very overcast/ mildly foggy and almost blank gray sky weather condition the flicker is noticeably worse. I am using Brumbek's Sky Retexture as well as OBGE. The particular weather condition does seem to cause Godrays to go a bit haywire so it could be related to that. Im a graphical novice so I'm really baffled as to what to do.
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Tue Jun 21, 2011 3:55 pm

Just a quick question is weather conditions such as http://www.flickr.com/photos/58887748@N08/5837712362/#/photos/58887748@N08/5837712362/lightbox/ normal i seem to be getting a lot of weather where the sky is one effect all except for the areas around the horizon. This is just a check-up to make sure all is well.
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Tue Jun 21, 2011 12:07 pm

Just a quick question is weather conditions such as http://www.flickr.com/photos/58887748@N08/5837712362/#/photos/58887748@N08/5837712362/lightbox/ normal i seem to be getting a lot of weather where the sky is one effect all except for the areas around the horizon. This is just a check-up to make sure all is well.

There's something wrong with your game at a level deeper than All Natural can affect, I think.

@ Brumbek: Posting a 1.31 on Nexus would be a good idea. I still haven't finished with the Oblivion weather getting stuck, I want to watertight the checks, etc. but that can wait. Give me 24 hours and if I don't have it done by then, you can put 1.31 up.
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Tue Jun 21, 2011 5:49 pm

There's something wrong with your game at a level deeper than All Natural can affect, I think.

@ Brumbek: Posting a 1.31 on Nexus would be a good idea. I still haven't finished with the Oblivion weather getting stuck, I want to watertight the checks, etc. but that can wait. Give me 24 hours and if I don't have it done by then, you can put 1.31 up.


Please elaborate, i have been noticing some wonky things going around with sky textures. I am using OBGE Godrays, All Natural and Brumbek's Sky Texture Replacer. This weather condition occured in the Rolling HIlls portion of UL. Also all of my fade settings are maxxed out as well as the shadow options and some other things.

What is it that appears wrong.
User avatar
Nathan Barker
 
Posts: 3554
Joined: Sun Jun 10, 2007 5:55 am

Post » Tue Jun 21, 2011 7:04 pm

First, let me say thanks for all the work that's gone into this wonderful mod. Immersion is a big deal for me and I've gone through a lot of weather mods over the years and this one is by far the one I'm most pleased with.

I've been recently doing a full reinstall of Oblivion (migrating out of OBMM into BAIN, very yummy) and had a quick question someone might be able to help me with real quick. I know that Storms and Sound in compatible with All Natural per the readme and determined (through some forum searching) that the OBSE Storms and Sound was the correct version to use. However, I was unable to tell if I needed to install any of the Storms and Sound patches (for Lost Spires, AFK_Weye, Kvatch Rebuilt, etc) or if All Natural's indoor weather filters made these unnecessary.

Thanks!

P.S. Just downloaded that 131 update and the wizard script worked great.
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Tue Jun 21, 2011 11:59 am

My game won't load with All Natural active. I mean the initial load screen when you first fire up Oblivion. It just freezes. I've never had this problem before. Any ideas? I'm using the latest version (1.3).

EDIT

It's a conflict with the latest version of Kvatch Rebuilt Underground. If I have Kvatch Rebuilt.esp active, and just All Natural.esm active, the game freezes at the initial load screen. No problems with All Natural.esm and Kvatch Rebuilt.esm.

I ran TES4Edit and didn't see any conflicts. But, something's wrong.

EDIT2:

No, I spoke too soon. It's not Kvatch Rebuilt Underground. I disabled it and the game still won't load with All Natural.esm active. Here are my mods so far:

Spoiler
Active Mod Files:
00 Oblivion.esm
01 All Natural Base.esm [Version 1.3]
02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
03 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]
04 Cobl Main.esm [Version 1.73]
05 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
06 Mart's Monster Mod.esm [Version 3.7b3p3]
07 FCOM_Convergence.esm [Version 0.9.9MB3]
08 Armamentarium.esm [Version 1.35]
09 Artifacts.esm [Version 1.1]
** Cobl Races TNR.esp [Version 1.53]
** Cobl Races TNR SI.esp [Version 1.53]
0A Unofficial Oblivion Patch.esp [Version 3.3.5]
0B Oblivion Citadel Door Fix.esp
0C DLCShiveringIsles.esp
0D Unofficial Shivering Isles Patch.esp [Version 1.4.2]
0E Francesco's Optional Chance of Stronger Bosses.esp
0F Francesco's Optional Chance of Stronger Enemies.esp
10 Francesco's Optional Leveled Guards.esp
11 FCOM_Francescos.esp [Version 0.9.9]
12 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
13 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
14 Fran Armor Add-on.esp
15 Fran_Lv30Item_Maltz.esp
16 FranOBSEConfig.esp [Version 0.5]
17 Book Jackets Oblivion.esp
18 Adonnays Elven Weaponry for NPCs.esp
19 Shields Of Antiquity.esp
1A Weapon Expansion Pack for Oblivion Nthusiasts.esp [Version 1.03]
1B Cobl Glue.esp [Version 1.73]
1C Cobl Si.esp [Version 1.63]
1D Bob's Armory Oblivion.esp
1E FCOM_BobsArmory.esp [Version 0.9.9]
1F Loth's Blunt Weapons for Npcs.esp
20 FCOM_LothsBluntWeapons.esp [Version 0.9.9]
21 Oblivion WarCry EV.esp [Version 1.09]
22 FCOM_WarCry.esp [Version 0.9.9MB5]
23 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
24 OOO-Water_Weeds.esp [Version 1.33]
25 Adonnays Elven Weaponry for NPCs - Armamentarium piggyback.esp
26 OOO 1.32-Cobl.esp [Version 1.72]
27 FCOM_Convergence.esp [Version 0.9.9Mb3]
28 FCOM_RealSwords.esp [Version 0.9.9]
29 FCOM_LessReaversInGates.esp [Version 0.9.9]
2A Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3]
2B Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]
2C Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
2D Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
2E Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3]
2F Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
30 ArmamentariumLL4OOO.esp [Version 2.01]
31 ArmamentariumLLMagicOOO.esp [Version 1.35]
32 MMM-Cobl.esp [Version 1.73]
33 Artifacts.esp [Version 1.1]
34 Artifacts - ArmaCompleteAddon.esp [Version 1.0]
35 LetThePeopleDrink.esp [Version 2.5]
36 Knights.esp
37 Knights - Book Jackets.esp
38 Knights - Unofficial Patch.esp [Version 1.1]
39 FCOM_Knights.esp [Version 0.9.9Mb3]
3A xuldarkforest.esp [Version 1.0.5]
3B xulStendarrValley.esp [Version 1.2.2]
3C xulTheHeath.esp
3D XulEntiusGorge.esp
3E xulFallenleafEverglade.esp [Version 1.3.1]
3F xulColovianHighlands_EV.esp [Version 1.2.1]
40 xulChorrolHinterland.esp [Version 1.2.2]
41 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
42 xulBravilBarrowfields.esp [Version 1.3.3]
43 xulLushWoodlands.esp [Version 1.3.1]
44 xulAncientYews.esp [Version 1.4.3]
45 xulAncientRedwoods.esp [Version 1.6]
46 xulCloudtopMountains.esp [Version 1.0.3]
47 xulArriusCreek.esp [Version 1.1.3]
48 xulPatch_AY_AC.esp [Version 1.1]
49 xulRollingHills_EV.esp [Version 1.3.3]
4A xulPantherRiver.esp
4B xulRiverEthe.esp [Version 1.0.2]
4C xulBrenaRiverRavine.esp [Version 1.1]
4D xulImperialIsle.esp [Version 1.6.7]
4E xulBlackwoodForest.esp [Version 1.1.0]
4F xulCheydinhalFalls.esp [Version 1.0.1]
50 xulAspenWood.esp [Version 1.0.2]
51 xulSkingradOutskirts.esp [Version 1.0.1]
52 xulSnowdale.esp [Version 1.0.2]
53 OOO-Snowdale Patch.esp
54 xulCliffsOfAnvil.esp [Version 1.12]
55 xulSilverfishRiverValley.esp [Version 1.0]
56 Better Daedric Shrines.esp
57 FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]
58 Grandmaster of Alchemy.esp
59 bgBalancingEVCore.esp [Version 10.52EV-D]
5A bgMagicEV.esp [Version 1.7EV]
5B bgMagicItemSigil.esp [Version 1.68EV]
5C bgMagicEVStartspells.esp [Version 1.68EV]
5D bgMagicBonus.esp [Version 1.7EV]
5E bgMagicEVAddEnVar.esp [Version 1.68EV]
5F bgMagicEVPaperChase.esp [Version 1.68EV]
60 bgMagicAlchemy.esp [Version 1.57]
61 bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]
62 bgBalancingEVOptionalBetterRedguards.esp
63 bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
** bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp [Version 9.0EV-D]
64 bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
65 bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
66 bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]
** bgMagicEVShader.esp [Version 1.7EV]
67 bgMagicShaderLifeDetect.esp [Version 1.68]
68 bgMagicLightningbolt.esp
69 Bashed Patch, 0.esp

User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am


Return to IV - Oblivion