[RELZ] Unofficial Ambient Dungeons

Post » Tue May 10, 2011 9:03 am

My game won't even start with this mod checked. How can it be compatible with everything?
Sounds like a missing master problem to me....
The mod requires ScreenEffects 1.0 and You Are Here to function. Find them at TES Nexus (www.tesnexus.com).

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Jason Wolf
 
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Post » Tue May 10, 2011 11:36 am

Sounds like a missing master problem to me....


I have both of those. It still won't work.

Edit: Might do a re-install
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Mike Plumley
 
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Post » Tue May 10, 2011 4:07 am

I have both of those. It still won't work.

Edit: Might do a re-install

If you are able to install and use Wrye Bash, check colors of all active plugins - should be no red/purple one. Also - screeneffects is a OBSE plugin, do you have it installed in the appropriate folder? (OBSE\Plugins)
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Dewayne Quattlebaum
 
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Post » Sat May 21, 2011 4:08 pm

If you are able to install and use Wrye Bash, check colors of all active plugins - should be no red/purple one. Also - screeneffects is a OBSE plugin, do you have it installed in the appropriate folder? (OBSE\Plugins)


I think I had Screen Effects in the wrong folder ><. Damn it. I have done an uninstall. I needed to anyway to go through and tidy up all my mods.
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Nick Swan
 
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Post » Tue May 10, 2011 7:52 am

ScreenEffects contains an obse pluign (obge.dll), but isn't an OBSE plugin in itself. If you download the screeneffects .zip file and extract it to your data folder then everything will go where it should. Make sure not to enable Ambient Dungeons before enabling screen effects or bad things will happen.
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Heather Dawson
 
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Post » Tue May 10, 2011 11:22 am

I have the same exact problem as Master176---

I have OBSE installed - I've used it for a great deal of mods i already have installed
I installed Screeneffects.esm v1.0, and put the shaders and OBSE plugin in the right folders
I have You Are Here installed, and I've noted that it is in fact working, as my console tells me if I'm in a cave, aylid ruin, etc.
I also have Ambient Dungeons 1.2.2 installed, with both ambientdungeons.esp and ambientdungeons.ini in the Data folder.
All the .esp and .esms are activated in OBMM

Still, when I go anywhere such as a ruin or a cave, I get nothing different that vanilla Oblivion

I have deactivated all my other .esp and .esms, besides MMM and OOO, and I just have YAH, SEffects, and AmbientDungeons activated, still nothing but vanilla.

Any help? I love how this mod looks, but it is just NOT working.
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Kat Lehmann
 
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Post » Sat May 21, 2011 3:03 pm

Hehe, oh yes, lovely...

15 minutes after I make an account and complain, I say, "SCREW IT!"

I install a few more mods I found, reactivate all my OTHER mods besides AmbientD, and it works... wonderful.

So, I've no clue what fixed it, but it's working now.
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Samantha Pattison
 
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Post » Tue May 10, 2011 9:29 am

One last question while I have the spotlight,

My fading is not working, I've messed with the saturation/contrast values in the .ini and they've shown results ingame, but no matter what I do with the fade setting (
set ADQuest.EffectFade to) it won't fade at all. It will immediately switch to the new setting whenever I get near a cave or ruin or such, no fading involved. Anyone know how to remedy this unfortunate problem?
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BRAD MONTGOMERY
 
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Post » Sat May 21, 2011 2:04 pm

Nope, sorry I don't have a clue. I reckon its tied into all the other problems though, your game seems to be completely borked. qzilla might know though.

I haven't had time to look at this yet, but when I do I will check to see if I can fix any of the problems you guys have been having.
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Je suis
 
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Post » Sat May 21, 2011 2:13 pm

What has been changed in version 1.2.2 compared to 1.2? I use 1.2 and Unique Landscapes and sometimes the lighting/saturation changes when out in the open. Can it be that YouAreHere can't figure out exactly where I am with UL and use the wrong values?
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Nick Swan
 
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Post » Tue May 10, 2011 9:58 am

I fixed a bug which caused the values to multiply each time they were set, leading to really weird effects, and then I changed the ini values to what the original mod's actually were.

The only effect that is applied out doors is the forest effect, which you can turn off in the ini.
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Setal Vara
 
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Post » Tue May 10, 2011 8:17 am

What has been changed in version 1.2.2 compared to 1.2? I use 1.2 and Unique Landscapes and sometimes the lighting/saturation changes when out in the open. Can it be that YouAreHere can't figure out exactly where I am with UL and use the wrong values?


YouAreHere checks the paths of nearby meshes, so if UL is putting meshes in weird paths then you might get strange effects.
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Melung Chan
 
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Post » Tue May 10, 2011 11:55 am

Is this compatible with All Natural?
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ashleigh bryden
 
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Post » Tue May 10, 2011 2:53 pm

Yes.
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marie breen
 
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Post » Sat May 21, 2011 3:25 pm

Is a modified date of 3/31/2006 correct for 1.2.2?
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Neliel Kudoh
 
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Post » Tue May 10, 2011 1:54 pm

Is a modified date of 3/31/2006 correct for 1.2.2?


No.

Have you moved it around you load order?
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Mike Plumley
 
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Post » Tue May 10, 2011 9:52 am

No.

Have you moved it around you load order?

No. That is the date the TES Nexus version has.
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Alada Vaginah
 
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Post » Tue May 10, 2011 3:29 pm

YouAreHere checks the paths of nearby meshes, so if UL is putting meshes in weird paths then you might get strange effects.


Wouldn't it be better if YouAreHere only did thoses checks when entering a new cell?
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xemmybx
 
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Post » Tue May 10, 2011 5:55 am

Wouldn't it be better if YouAreHere only did thoses checks when entering a new cell?

It does, it's Ambient Dungeons that runs all the time instead of only after cell change. :shrug:
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Gemma Archer
 
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Post » Tue May 10, 2011 4:19 pm

It does, it's Ambient Dungeons that runs all the time instead of only after cell change. :shrug:


:confused: I could have sworn it only checks when you change cells.

Hm, I'll have to check on that when I get home.
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Liv Staff
 
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Post » Sat May 21, 2011 4:42 pm

:confused: I could have sworn it only checks when you change cells.

Hm, I'll have to check on that when I get home.

It would be better to check for a cell-type change instead of a raw cell change. Else the script might detect the cell change before YAH does and thus not work properly.
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Crystal Clear
 
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Post » Tue May 10, 2011 4:47 am

Hmmz...looks interesting.I'll check it out
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Christine
 
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Post » Tue May 10, 2011 10:54 am

would this affect any lighting outside? i have been on the gold coast lately, and after screeneffects loads, i know since it tells me in the corner, the shading and whatnot gets adjusted. everything looks good, but after i finished up a ruin for an OOO quest, i was heading back to Anvil, and when i entered the cell right above Anvil, the effects seem to disappear and go back to vanilla. has this happened to anyone? is this a screeneffects question? :shrug:
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I love YOu
 
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Post » Tue May 10, 2011 2:07 pm

It would be better to check for a cell-type change instead of a raw cell change. Else the script might detect the cell change before YAH does and thus not work properly.


Agreed. I can work on that right now.

would this affect any lighting outside? i have been on the gold coast lately, and after screeneffects loads, i know since it tells me in the corner, the shading and whatnot gets adjusted. everything looks good, but after i finished up a ruin for an OOO quest, i was heading back to Anvil, and when i entered the cell right above Anvil, the effects seem to disappear and go back to vanilla. has this happened to anyone? is this a screeneffects question? :shrug:


Other than the toggleable forest effect, it shouldn't affect exterior lighting. You may have been in a YAH-designated foresty-area, then as you got closer to Anvil the amount of trees diminished...? The area around Anvil, unless you're playing with Anvil Bay Expansion, and the Gold Cost in general doesn't have many trees, though. It's more rocky and such. So if you weren't in a forest-y area it may be a ScreenEffects issue. Do you use any of the SE presets?
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steve brewin
 
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Post » Tue May 10, 2011 8:21 am

Other than the toggleable forest effect, it shouldn't affect exterior lighting. You may have been in a YAH-designated foresty-area, then as you got closer to Anvil the amount of trees diminished...? The area around Anvil, unless you're playing with Anvil Bay Expansion, and the Gold Cost in general doesn't have many trees, though. It's more rocky and such. So if you weren't in a forest-y area it may be a ScreenEffects issue. Do you use any of the SE presets?


i will have to check what i have it set on when i get home. will get back to you.
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Emilie Joseph
 
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