[RELz] Storms & Sound 3.0

Post » Thu Dec 08, 2011 12:56 pm

Hello guys. I've finally updated the Storms & Sound mod to be compatible with all weather mods. And lilith has added weather sound to SI interiors too!
Here's an excerpt from the readme.

Storms & Sound 3.0

by Deathless Aphrodite and lilith

COMPATIBLE WITH OFFICIAL 1.2 PATCH AND SHIVERING ISLES

NEW VERSION:
+ Full inside sounds added to Shivering Isles too (thanks lilith!).
+ New options to enable/disable all visual and sound effects added by the mod.
+ New Obse version compatible with all past and future weather mods, including All Natural.
+ New non-Obse versions for compatibility with Arthur's natural weather and Enhanced weather.
+ Some small bug fixes and tweaks.


WHAT THIS MOD DOES:

The mod has a version for Vanilla weather, one for AWS, one for NW, one for Arthur's NW and one for Enhanced Weather.

There's also an Obse version which works with any weather mod, and my advice is to use this one. There's no reason not to use Obse, really.

Basically I merged the "Weather Inside" mod by vine and Morbus and the "Better Storms & Weather" mod by PsychEroc, adding many tweaks and features. The latter seems to have left the scene, so I couldn't ask for his permission.

Besides merging the two mods I tried to optimise the scripts for performance and I added some features.

So this mod:

1) Adds weather SOUND when you're in interiors, you'll hear rain, wind but the thing I added compared to Weather Inside is the fact that you hear PsychEroc's STORM and THUNDER sounds from interiors too! This adds quite a lot to immersion in my opinion.

2) Adds THUNDER and LIGHTNING. When it starts raining there's a 50% chance that thunder and lightning will kick in. So there won't be lightning only during thunderstorms as in previous mods of this type, I think that's better for variety.

3) Uses IMPROVED SCRIPTS with no placeatme calls: this means smaller save games and no activators clogging up the game world.

4) Introduces delayed thunder when lightning is distant

5) Has a CONFIGURATION MENU (see below): you can tweak parameters to your liking, make lightning hit farther or nearer depending on your taste, change the frequency of lightning and more.

6) Changes LIGHTNING COLOR and effect, SHOCK SPELLS look BETTER now in my opinion than in previous versions.

RECENT HISTORY:

3.0: lilith added full inside sounds to Shivering Isles. Added new options to enable/disable all visual and sound effects added by the mod. Added an Obse version compatible with all past and future weather mods. Added non-Obse versions for compatibility with Arthur's natural weather and Enhanced weather. Plus some small bug fixes and tweaks.

2.9: Got rid of the annoying icon appearing when lightning strikes. Made the script lighter when there is no storm. Removed modifications to the light effect since it is no longer used by the mod. Fixed some small bug inherited by weather inside, mostly misplaced sound activators.

2.7: Fixed a bug someone was having with storms being too short: now no storm should last less than 3 minutes (real time).

2.6: I made a mistake with the AWS esp, please don't use this version.

CREDITS AND THANKS:

PsychEroc, vine & Morbus, authors of the original mods. They have done most of the work here, so all props to them.

HTF for Atmospheric Weather System.

Max Tael for Natural Weather.

EnTropiA, Triton and Skycaptain for great help on the official forums (sorry if I'm forgetting somebody).

------------------------------------------------------------

http://www.tesnexus.com/downloads/file.php?id=8711
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Michael Russ
 
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Post » Thu Dec 08, 2011 3:16 am

Hurrah! Thanks very much, updating now :)
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Haley Merkley
 
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Post » Thu Dec 08, 2011 9:40 am

Sweet! :) I'll be giving this a go with Enhanced Weather.
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Jennifer Rose
 
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Post » Thu Dec 08, 2011 2:46 am

:woot: :woot:

Thank you, Deathless Aphrodite! I have missed this mod so much since I switched to All Natural; I'm thrilled to be able to use it again due to this update!

:woot: .... did I say 'woot' yet? :)
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u gone see
 
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Post » Wed Dec 07, 2011 9:13 pm

Thanks for the update and the linky, will amend the list ! ! ! ! !
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Dean Brown
 
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Post » Thu Dec 08, 2011 2:24 am

HOLY CRAP :o This totally made my day
Thank you very much :D
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Vickey Martinez
 
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Post » Thu Dec 08, 2011 8:48 am

I've been using this since finally jumping into Oblivion over a year ago. I almost didn't switch from AWS to Enhanced Weather because it was initialy unknown if your earlier version was compatible with Enhanced or not, and for me Storms & Sounds was a priority. I was hoping you would find the time and energy to pursue an update. Thanks much - this will be greatly appreciated by many. :foodndrink:

- Gravy
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Louise Dennis
 
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Post » Wed Dec 07, 2011 8:50 pm

Yes, thank you so much! I've also missed this mod for a long time since switching to All Natural. Thanks again! Trying now.
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Marie Maillos
 
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Post » Thu Dec 08, 2011 12:41 pm

:clap: Hurray!!!
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Amiee Kent
 
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Post » Thu Dec 08, 2011 5:20 am

Oh good thing I decided to take a peek at the forums, I almost missed the update! Thank you both DA and Lilith, will definitely use on my next install.
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lolli
 
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Post » Thu Dec 08, 2011 7:24 am

Hello guys. I've finally updated the Storms & Sound mod to be compatible with all weather mods. And lilith has added weather sound to SI interiors too!

NEW VERSION:
+ Full inside sounds added to Shivering Isles too (thanks lilith!).
+ New options to enable/disable all visual and sound effects added by the mod.
+ New Obse version compatible with all past and future weather mods, including All Natural.
+ New non-Obse versions for compatibility with Arthur's natural weather and Enhanced weather.
+ Some small bug fixes and tweaks.[/b]

1) Adds weather SOUND when you're in interiors, you'll hear rain, wind but the thing I added compared to Weather Inside is the fact that you hear PsychEroc's STORM and THUNDER sounds from interiors too! This adds quite a lot to immersion in my opinion.


Thanks you Deathless and Lilith, I heard that you where working on this and so I have been waiting for this ..Si version this is great..

Using Natural Interiors, I assume load order is same has before with older version storms and sounds load's after naturalinterior for effects to take place..correct..
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Ian White
 
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Post » Wed Dec 07, 2011 10:04 pm

Hi,

As a significant contributor to Galahaut's Atmospheric Loading Screens I've been trying with almost no success to get shots of lightning strikes for, well, a very long time indeed!
Is there any way I can gain *any* kind of control over the lightning strikes?

And thankyou very much for the update, it's greatly appreciated! :)

Vac
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Jordan Moreno
 
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Post » Thu Dec 08, 2011 5:32 am

Finally compatible with EW ! Thanks mate and keep up with the bad work ;) And I second Vacuity's request - Can it be done ?
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Wayland Neace
 
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Post » Thu Dec 08, 2011 3:11 am

Yays!

Good news, well done DA.
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lucy chadwick
 
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Post » Thu Dec 08, 2011 12:12 am

This sounds cool, can't wait to try it, if only I could load oblivion, stupid PC, I think its probably hardware related, guess I'll be opening her up tomorrow.
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Ice Fire
 
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Post » Thu Dec 08, 2011 10:10 am

First of all, thanks everybody for the support! lilith was great with her help. I still have to play SI (yeah I know...) so I asked her if she could help with finally adding full support for the expansion and she did a wondrous piece of work.

Thanks you Deathless and Lilith, I heard that you where working on this and so I have been waiting for this ..Si version this is great..

Using Natural Interiors, I assume load order is same has before with older version storms and sounds load's after naturalinterior for effects to take place..correct..


Hi man! Yes, same load order for sure.

Hi,

As a significant contributor to Galahaut's Atmospheric Loading Screens I've been trying with almost no success to get shots of lightning strikes for, well, a very long time indeed!
Is there any way I can gain *any* kind of control over the lightning strikes?

And thankyou very much for the update, it's greatly appreciated! :)

Vac


There is currently no way to control lightning strikes, sorry. But you may use my Fast Shortcuts mod (see my sig) to take a lot of screenshots in rapid succession. I don't know if there's a mod which allows to automatically take screenshots every given time period, but with mine you can use your very fast fingers ;).
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Kelly Upshall
 
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Post » Thu Dec 08, 2011 2:11 am

Time to give this one another go, now that it's OBSE... I'll get it to work right in my game yet!


There is currently no way to control lightning strikes, sorry. But you may use my Fast Shortcuts mod (see my sig) to take a lot of screenshots in rapid succession. I don't know if there's a mod which allows to automatically take screenshots every given time period, but with mine you can use your very fast fingers ;).


The only reliable way I've found to do this is to record video with FRAPS, then screenshot frame by frame from the video with a program such as VirtualDub .... video goes by so fast you miss half the action even if you spam the screenshot key. I have gotten some remarkable stop-action screenies with this method, not to mention actually being able to see what my character and npc's are actually doing in battle.
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SiLa
 
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Post » Thu Dec 08, 2011 11:20 am

Uggh.

I was trying to avoid using video.

The Fastscreenshot button seems kinda funky and might make it easier for me to integrate screenshot taking with my general play (if I ever get back to actually playing that is), but typically when I'm trying to take screens my HUD is already off, and the issue with lightning is trying to press the button in the handful of frames the lightning bolt is visible.

Ahh, well, maybe it's going to be video after all, but in that case it gets put back behind a bunch of other stuff in urgency...

Thanks for the advice,

Vac
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glot
 
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Post » Thu Dec 08, 2011 11:38 am

This look positively nice :)


One thing you should make though is an omod ready archive with an installation script.
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Curveballs On Phoenix
 
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Post » Thu Dec 08, 2011 2:05 am

This look positively nice :)
One thing you should make though is an omod ready archive with an installation script.


Actually I was hoping someone would do that for me ;).
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Neko Jenny
 
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Post » Wed Dec 07, 2011 9:56 pm

Actually I was hoping someone would do that for me ;).

If VersionLessThan 0.9.3   Message "This mod must be installed by OBMM version 0.9.3 or later to prevent script errors."   FatalErrorEndIfSetVar Nam1Mod "Storms & Sound.esp"AllowRunOnLinesDontInstallAnyPluginsIf ScriptExtenderNewerThan 0.0.14.0	If DataFileExists "DLCShiveringIsles - Meshes.bsa"		CopyPlugin "OBSE-Storms & Sound SI.esp" %Nam1Mod%	Else		CopyPlugin "OBSE-Storms & Sound.esp" %Nam1Mod%	EndIfElse	SelectWithDescriptions "Which weather mod are you using?", \		"Enhanced Weather", "Choose this plugin if you are using Enhanced Weather mod by HTF", \		"Arthur's Natural Weather", "Choose this plugin if you are using Arthur's Natural Weather mod by Arthur G. You need the rename your weather plugin NaturalWeather.esp or this mod wont work", \		"Atmospheric Weather System", "Choose this plugin if you are using Atmospheric Weather System mod by HTF", \		"Natural Weather", "Choose this plugin if you are using the classic Natural Weather mod", \		"Vanilla Weather", "Choose this plugin if you are not using any weather mod"		Case Enhanced Weather			If DataFileExists "DLCShiveringIsles - Meshes.bsa"				CopyPlugin "EW-Storms & Sound SI.esp" %Nam1Mod%			Else				CopyPlugin "EW-Storms & Sound.esp" %Nam1Mod%			EndIf		Break		Case Arthur's Natural Weather			If DataFileExists "DLCShiveringIsles - Meshes.bsa"				CopyPlugin "ANW-Storms & Sound SI.esp" %Nam1Mod%			Else				CopyPlugin "ANW-Storms & Sound.esp" %Nam1Mod%			EndIf		Break		Case Atmospheric Weather System			If DataFileExists "DLCShiveringIsles - Meshes.bsa"				CopyPlugin "AWS-Storms & Sound SI.esp" %Nam1Mod%			Else				CopyPlugin "AWS-Storms & Sound.esp" %Nam1Mod%			EndIf		Break		Case Natural Weather			If DataFileExists "DLCShiveringIsles - Meshes.bsa"				CopyPlugin "NW-Storms & Sound SI.esp" %Nam1Mod%			Else				CopyPlugin "NW-Storms & Sound.esp" %Nam1Mod%			EndIf		Break		Case Vanilla Weather			If DataFileExists "DLCShiveringIsles - Meshes.bsa"				CopyPlugin "Storms & Sound SI.esp" %Nam1Mod%			Else				InstallPlugin "Storms & Sound.esp"			EndIf		Break	EndSelectEndIf

This script rename all your plugins with the same name in the end for less troubles. It checks automatically if the user has OBSE and install this version without any question if it is the case. If not, a menu ask the user to select the mod she/he is using and install the version with or without SI depending on the presence of Shivering Isles. In the description, it is mentionned that those using ANW should rename their weather plugin "NaturalWeather.esp".

The description of each plugin is not very description but I followed your readme. More precision can be added if needed.

You only need to convert an omod to archive with all the omod date to have an omod ready archive.
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Franko AlVarado
 
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Post » Thu Dec 08, 2011 8:21 am

This script rename all your plugins with the same name in the end for less troubles. It checks automatically if the user has OBSE and install this version without any question if it is the case. If not, a menu ask the user to select the mod she/he is using and install the version with or without SI depending on the presence of Shivering Isles. In the description, it is mentionned that those using ANW should rename their weather plugin "NaturalWeather.esp".

The description of each plugin is not very description but I followed your readme. More precision can be added if needed.

You only need to convert an omod to archive with all the omod date to have an omod ready archive.


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!
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Joe Bonney
 
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Post » Thu Dec 08, 2011 4:52 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!

NP for the script as I always script my omod at least to get them always in the right load order. So Scripting this one was my first step in my installation (yeah, I use it!).

omod ready is just more versatile. People not using OBMM can simply ignore the omod data folder and people using OBMM get all the data and the install script (with one more reason to not read the readme :D).

Anyway your mod so you do as you pleased. As you can see the descriptions are easy to change and clearly on it's own line for each type of weather mod. Just do not add quotes in the middle of the description.
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Suzy Santana
 
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Post » Thu Dec 08, 2011 6:42 am

NP for the script as I always script my omod at least to get them always in the right load order. So Scripting this one was my first step in my installation (yeah, I use it!).

omod ready is just more versatile. People not using OBMM can simply ignore the omod data folder and people using OBMM get all the data and the install script (with one more reason to not read the readme :D).

Anyway your mod so you do as you pleased. As you can see the descriptions are easy to change and clearly on it's own line for each type of weather mod. Just do not add quotes in the middle of the description.


Obviously no quotes, thanks. I'm taking a look at obmm script language, interesting stuff in there. I'll take it into account from now on.
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Eve(G)
 
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Post » Thu Dec 08, 2011 5:14 am

Lovely! Thanks for the new version. I always play with this mod. I look forward to updating. :)

Usage of OBMM features just makes this all the more a truly slick mod.
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Soku Nyorah
 
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