[RELz] Storms & Sound 3.0

Post » Thu Dec 08, 2011 2:08 am

PetrusOctavianus's post is outstanding. after a couple of days stumbling with tes4edit learning how to do this on a small mod, i was able to make a patch and it actually works.

right now i have Storms & Sounds in all the new interiors for these mods:
Amajor7 Imperial Furniture
AFK_Weye
Bank of Cyrodiil
Better Cities
Blood & Mud
The Lost Spires

i have a peculiar feeling this list is going to grow...

Wow, you oughta upload some of those patches for those of us who are complete nitwits with the Oblivion CS. :D I'd love to have the BC & AFK_Weye ones in particular. :)
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kirsty williams
 
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Post » Thu Dec 08, 2011 3:09 am

Wow, you oughta upload some of those patches for those of us who are complete nitwits with the Oblivion CS. :D I'd love to have the BC & AFK_Weye ones in particular. :)

i hate to give bad news but my patches wouldn't work for you. the problem using tes4edit to add objects to cells is there is no control where that object gets placed. to avoid the added door from appearing somewhere in the interior i swapped the door mesh with an invisible mesh.
http://i295.photobucket.com/albums/mm125/whirlin/tes4editdoor.jpg
http://i295.photobucket.com/albums/mm125/whirlin/folders.jpg

i used this modified version of Storms & Sounds as a master to make the patch.
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JaNnatul Naimah
 
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Post » Thu Dec 08, 2011 6:51 am

i hate to give bad news but my patches wouldn't work for you. the problem using tes4edit to add objects to cells is there is no control where that object gets placed. to avoid the added door from appearing somewhere in the interior i swapped the door mesh with an invisible mesh.
http://i295.photobucket.com/albums/mm125/whirlin/tes4editdoor.jpg
http://i295.photobucket.com/albums/mm125/whirlin/folders.jpg

i used this modified version of Storms & Sounds as a master to make the patch.


You could easily include this in possible patches by overriding the Doors from SS.
Also, you do have control over where objects get placed. I don't have access to TES4EDIT right now, but I believe you could place door 3000 units under ground (the Z axis), but of course it's easier to just override the SS door meshes with invisble ones.

I have mixed all my modification into my custom patch which has nearly as many masters as my bashed patch; otherwise I'd be happy to release my own patches.
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Jade Payton
 
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Post » Thu Dec 08, 2011 12:04 pm

You could easily include this in possible patches by overriding the Doors from SS.
Also, you do have control over where objects get placed. I don't have access to TES4EDIT right now, but I believe you could place door 3000 units under ground (the Z axis), but of course it's easier to just override the SS door meshes with invisble ones.

I have mixed all my modification into my custom patch which has nearly as many masters as my bashed patch; otherwise I'd be happy to release my own patches.

so just add the InvisibleMesh folder with the patch.esp.

make patch using tes4edit:
- add cells
- add doors

how do you override SS door meshes? just load order?

how to solve problem with masters? just make a single patch for each mod? that would take up a few slots in load order.
You could easily...but of course it's easier...
:rofl:
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KU Fint
 
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Post » Thu Dec 08, 2011 1:18 pm

so just add the InvisibleMesh folder with the patch.esp.

make patch using tes4edit:
- add cells
- add doors

how do you override SS door meshes? just load order?

how to solve problem with masters? just make a single patch for each mod? that would take up a few slots in load order.


Just copy the doors as overrides into the patch and then change the path to the file name. Don't have TES4EDIT availabe right now, but it's the "Model" field.

I think it's best to make seperate patches as different players will have different mods.
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Patrick Gordon
 
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Post » Thu Dec 08, 2011 5:48 am

Thanks, I was just joking, I wasn't hoping someone would actually do it! I just made a small change (any natural weather version must be renamed, not just Arthur's), I think I'll upload the Omod version instead of changing the full archive to omod-ready. The script is great, I'll upload tomorrow. Thanks again!


Is the omod version the OBSE-ready one?
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D IV
 
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Post » Wed Dec 07, 2011 10:52 pm

I think it's time to give this mod a try. :D
Thanks for sharing and keep up the good work!

Cheers!


p
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Catherine Harte
 
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Post » Thu Dec 08, 2011 1:04 am

Is the omod version the OBSE-ready one?

yes
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Chica Cheve
 
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Post » Thu Dec 08, 2011 11:52 am

In this thread:

http://www.gamesas.com/bgsforums/index.php?showtopic=982790

you'll find information about the great patches Foghorne has created to add Storms & Sound functionality to interiors added by many famous mods.
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A Dardzz
 
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Post » Thu Dec 08, 2011 7:53 am

Hello :)

Sorry if people where content to have this thread disappear, but I have a little issue with this wonderful mod!

I've just recently installed S&S V3 Full, OBSE (v18 beta 4), and have so far experienced one storm, but that was enough to impress me. :goodjob: My problem is with the new lightning based spell effect. I think it looks awesome... but it lingers. Screens:

http://img59.imageshack.us/img59/5679/castb.jpg looks great.
http://img59.imageshack.us/img59/3475/spelldelay.jpg later the bolt progresses nicely, but the end closest to me lingers.
http://img59.imageshack.us/img59/3933/spelllinger.jpg, another split second later, the spell still lingers and continues to do so for ~1+ second as it moves to it's destination. This is not just a cosmetic issue- when casting many spells in a frantic battle my vision can be obscured by the previous bolt hovering in front of my face.

I don't know if this is related, but http://img262.imageshack.us/img262/3817/lightningloop.jpg is a pic of the bolt after the back end has begun to move forward- it can be seen looping/contracting into itself.

I'm also using Supreme Magicka and wonder of these issues are related to the increased spell range and velocity (at default SM values). Either way, I don't really care about the looping contraction, but would love to know if it's possible to make the bolt start to contract right as the casting animation is finishing- 2nd pic, as the hand draws back.
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Sammygirl500
 
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Post » Thu Dec 08, 2011 12:37 pm

Is there a way to deal with the issue I describe above^?
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Dewayne Quattlebaum
 
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Post » Wed Dec 07, 2011 9:01 pm

I've now seen another storm, this time featuring distant sheet lightning... amazing! I've recently acquired a nice new sound card and can fully appreciate the depth of the sounds. :ooo: :clap:

I suspect what I described in my post above is something I'll just have to live with, or try to change myself. :shrug:
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Solène We
 
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Post » Thu Dec 08, 2011 1:03 am

I've now seen another storm, this time featuring distant sheet lightning... amazing! I've recently acquired a nice new sound card and can fully appreciate the depth of the sounds. :ooo: :clap:

I suspect what I described in my post above is something I'll just have to live with, or try to change myself. :shrug:


Hello, sorry for the late response but I'm not actively modding right now so I check the forums rarely.

I can't reproduce your problem, the bolt shouldn't linger for so long. It may be a Supreme Magicka conflict, have you tried changing load order? I don't use Supreme Magicka (I'm not into mods that tamper with magic) so I can't help you much.

Thanks for using and liking the mod, by the way.
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He got the
 
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Post » Thu Dec 08, 2011 7:24 am

This looks great. reminds me of a similar Mod i used in morrowind once. I feel I have just about enough mods for a great game (with very little CTDs) and i`m getting a bit scared of pushing this, but this I will try it. :)
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e.Double
 
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Post » Thu Dec 08, 2011 1:46 am

Thanks for confirming that I'm seeing something unexpected. Moving OBSE-Storms & Sound SI.esp below SM's various .esp's (but above DR5 and SM_DR) did fix the lingering bolt, but seems to have caused some minor issues with SM+Deadly Reflex critical death effects. (Have to play some more to be sure)

I'll try to get some feedback in the SM thread.

Thanks again! :wave:
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Pumpkin
 
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Post » Thu Dec 08, 2011 7:50 am

Thanks for confirming that I'm seeing something unexpected. Moving OBSE-Storms & Sound SI.esp below SM's various .esp's (but above DR5 and SM_DR) did fix the lingering bolt, but seems to have caused some minor issues with SM+Deadly Reflex critical death effects. (Have to play some more to be sure)

I'll try to get some feedback in the SM thread.

Thanks again! :wave:


You're welcome. If you find the solution, I'll add it to the mod's description on the nexus.
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RAww DInsaww
 
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Post » Thu Dec 08, 2011 11:25 am

I must admit... I made a cardinal mistake. :embarrass: Somehow I missed the line in SM's readme that says to load S&S after SM. :facepalm: Luckily I discovered this before any more senseless posting.

Also, the DR problem I wasn't sure about just seems to be the rough-around-the-edges nature of how shock criticals replace the skin of a npc with a charred skeleton. Sometimes the "roughness" is more noticeable than usual. :foodndrink:
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neen
 
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Post » Wed Dec 07, 2011 10:23 pm

I've just started using Storms & Sound 3.0 and it seems very nice, but I wonder if there's a way to lower the interior weather sounds slightly - or would I have to tweak them via the CS?

EDIT: And how would I do that in the CS if so?
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Miranda Taylor
 
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Post » Thu Dec 08, 2011 6:11 am

You can edit the sounds directly with an audio editing software, or use the CS, just look for the sounds and you'll be able to tweak their volumes.
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Jessie Rae Brouillette
 
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Post » Thu Dec 08, 2011 6:24 am

Live long and prosper, my thread...
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Scott Clemmons
 
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Post » Thu Dec 08, 2011 3:24 am

Will be no exaggeration to say everyone is playing this mod.
Works perfect, especially the OMOD.
Load and play, that's how we like them! :D
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Emily Jones
 
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Post » Thu Dec 08, 2011 12:44 pm

Great mod, one of my favorites but I am having a problem which is quite annoying and to one of my favorite features too! The weather sounds inside, it adds so much atmosphere.

I will enter a building, and I will hear the outside sounds as it is supposed to work for about 1 minute, and all of a sudden the "torrential rain" sound will play for about 2 seconds and the sound will cut out all together and I will lose all weather inside functionality until I reload a saved game where it IS working.

This happens every time and it is quite annoying, I have to run through a building in a minute tops and out to get my weather inside sounds to stay. :wacko:

I have OBSE, newest v18 beta and all.

Anyone know what is going on? I would love to get my weather inside sounds back!

Thanks

-J
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Calum Campbell
 
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Post » Thu Dec 08, 2011 11:18 am

I will enter a building, and I will hear the outside sounds as it is supposed to work for about 1 minute, and all of a sudden the "torrential rain" sound will play for about 2 seconds and the sound will cut out all together and I will lose all weather inside functionality until I reload a saved game where it IS working.

i just experienced this after updating All Natural Weather. i used the update 0.9.8 download and installed All Natural Base.esm and have exactly what you describe. i reinstalled All Natural Base.esm from 0.9.7 and everything is working correctly. i'm using:

obse beta6
storms & sound 3.0
better cities 4.5.0

i jumped down in the sewers in the ICMarket to do the update. since the update states "- Fixed bug causing weather desync in the Imperial City when All Natural is used in conjunction with Better Cities." i thought it had something to do with me being in the IC at the time. i haven't investigated further.

are you using Better Cities?
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celebrity
 
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Post » Thu Dec 08, 2011 7:17 am

I don't now if it's a known issue(a bit too lazy to go through all the pages of this thread) but lightning from Storms & Sound v3 causes an unexpected glitches:
http://img28.imageshack.us/img28/7803/screen2f.png

As you can see the texture "smoothing"(you shouldn't be able to see pixels so clearly) appears to vanish when there you are in a storm and there are bolts of lightning.
I used "startquest stormmenu" to set a high chance of lightning and used "startquest stormtest" and was able to repeat the same glitch each time...

My guess is it has something to do with how bolts of lightning flash the surrounding area...
Is this expected behavior?

Anyway great mod, really adds a lot to immersion(as long as you don't go looking textures too closely :P).

edit:
My apologies to the mod authors. I just discovered that it was in fact OBGE(the old one) that caused this behavior(only during lightning storms, go figure).
Apparently OBGE(old version, 0.10 debug) doesn't go well at all with windows 7(I had another issue which I discovered was caused by it).
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Sherry Speakman
 
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Post » Thu Dec 08, 2011 8:30 am

i just experienced this after updating All Natural Weather. i used the update 0.9.8 download and installed All Natural Base.esm and have exactly what you describe. i reinstalled All Natural Base.esm from 0.9.7 and everything is working correctly. i'm using:

obse beta6
storms & sound 3.0
better cities 4.5.0

i jumped down in the sewers in the ICMarket to do the update. since the update states "- Fixed bug causing weather desync in the Imperial City when All Natural is used in conjunction with Better Cities." i thought it had something to do with me being in the IC at the time. i haven't investigated further.

are you using Better Cities?


Wow that's great to hear that fixed your issue, there doesn't seem to be a 0.97 version still available however :( . Any chance someone could upload All Natural 0.97?

If that fixed your issue, it is sure to fix mine as well. I am using Better Cities too, and the same versions of each mod as you.

EDIT: The mirror on TESNexus to MegaUpload contains the 0.97 version!
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Jonathan Braz
 
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