[RELZ] Unofficial Ambient Dungeons

Post » Sat May 21, 2011 12:35 pm

The other possibility is that when wrinkly implemented the fading code he mixed up the properties he was supposed to change. He said the fade time was supposed to be 2 seconds so if he accidentally set the target saturation to 2 then thats likely whats causing the problem. I don't have the CS on my laptop so I can't look and check.
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phil walsh
 
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Post » Sat May 21, 2011 11:39 am

The script simply uses ModWeaponXXX on the control items instead of SetWeaponXXX. So each run it increases the value by whatever amount is set in the ini.
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Ally Chimienti
 
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Post » Sat May 21, 2011 10:31 am

guess I was right the first time. Wrinkly will have to fix that. Definitely a case where some proper beta testing would catch these glitches...
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Stat Wrecker
 
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Post » Sat May 21, 2011 8:00 am

Really sorry about that, qzilla's right, I was rushing. :(

I'll fix it in the next couple of hours. Boy, a bad end to a bad week and now this pops up. Someone up there has it in for me, it seems sometimes.
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Connor Wing
 
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Post » Sat May 21, 2011 10:46 am

I don't see how-- I don't think the Ambient Dungeons INI settings are shared as such--
 Ambient Dungeons Configuration File (v1.2) ====================================================================================================================================; contains configuration parameters.; Defaults for parameter values are given in brackets after the parameter description.; For toggle parameters, 1 = enabled and 0 = disabled.  set ADQuest.B1Param to		0.8   ;Changes brightness value in caves, dungeons and sewers. (0.8) set ADQuest.C1Param to		1.1   ;Changes contrast value in caves, dungeons and sewers. ==> set ADQuest.S1Param to		0.6   ;Changes saturation value in caves, dungeons and sewers.

I don't so much see how that quest variable would necessarily affect Enhanced seasons or -- what's the other one I have? whatever else might be using Screen Effects (unless it was specifially meant to overlap, which I don't think at this point anything is).

You are right. I should have actually looked first before posting..........
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Nicholas
 
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Post » Sat May 21, 2011 9:54 am

Just had an idea!

Why not leave the current version available and call it: "Oblivion: The Sixties Edition"?


:bolt:
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Javaun Thompson
 
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Post » Sat May 21, 2011 9:42 am

Sorry, no can do. I just uploaded a fixed version. Sorry for the mistakes.
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Elizabeth Davis
 
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Post » Sat May 21, 2011 5:32 am

Sorry, no can do. I just uploaded a fixed version. Sorry for the mistakes.

Don't worry about it. I'm just very appreciate of all your hard work. On this mod and on the others! Thanks again.

Someone up there has it in for me, it seems sometimes.

No, that's just common paranoia. :) But seriously [begin philosophizing], bad things happen to all people, but God does not cause evil. It's mostly due to our own bad choices and the bad choices of others. It's due to our sinful natures. But enough of that.
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Jason Wolf
 
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Post » Sat May 21, 2011 12:56 am

Woohoo! It works great now! Thanks so much for your hard work and dedication. Very very appreciated.

:goodjob:
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Elea Rossi
 
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Post » Sat May 21, 2011 11:38 am

Works well, now!

A couple of things to report. On the road to Cheydinhal, it activated (in exterior cells).

Frostcrag vault area identified as a cave (You Are Here problem), which caused it to lose some of its magical atmosphere.

Overall, :thumbsup:
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Marlo Stanfield
 
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Post » Sat May 21, 2011 12:52 pm

@ Zanderat: The forest type is supposed to activate in exteriors, but nothing else should. Regarding YAH, I'm not sure whether I can do anything about that, but I'll see.
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Jimmie Allen
 
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Post » Sat May 21, 2011 11:06 am

@ Zanderat: The forest type is supposed to activate in exteriors, but nothing else should. Regarding YAH, I'm not sure whether I can do anything about that, but I'll see.


Then shouldn't have held? It kept turning off and on as I traveled the road to Cheydinhal.
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Josh Sabatini
 
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Post » Sat May 21, 2011 1:05 pm

As i said before, YAH gets it's 'location type' info by checking the model paths of nearby meshes (if I remember right). So if you're walking along the road and your distance from the trees varies a bit, you will go in and out of the 'forest type' therefore Ambient Dungeons will fade the effects in and out.
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[ becca ]
 
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Post » Sat May 21, 2011 7:06 am

As i said before, YAH gets it's 'location type' info by checking the model paths of nearby meshes (if I remember right). So if you're walking along the road and your distance from the trees varies a bit, you will go in and out of the 'forest type' therefore Ambient Dungeons will fade the effects in and out.

Makes sense.

As I said, overall quite good, YAH issues notwithstanding.
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Lance Vannortwick
 
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Post » Sat May 21, 2011 12:16 pm

If I am reading this thread correctly, real lights and darker dungeons should work. However, I have found that ambient dungeons with screeneffects already darkens the dungeons enough so that I cannot see things unless I use a torch. Isnt that the whole point of darker dungeons anyway?

Second questions, what is real lights going to add - doesnt ambient dungeons/screeneffect already factor in firelight in adding to the light in dungeons or am I missing something?
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Devils Cheek
 
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Post » Sat May 21, 2011 10:40 am

If I am reading this thread correctly, real lights and darker dungeons should work. However, I have found that ambient dungeons with screeneffects already darkens the dungeons enough so that I cannot see things unless I use a torch. Isnt that the whole point of darker dungeons anyway?

Second questions, what is real lights going to add - doesnt ambient dungeons/screeneffect already factor in firelight in adding to the light in dungeons or am I missing something?


You are missing something...

Ambient Dungeons/Screen Effects doesn't alter the in game lightning at all, it applies a graphic effect to the whole screen after it has already been rendered. AD might fit your needs as far as making dungeons darker, so just go for it if that works. I don't know what Real Lights is designed to do, but it will be compatible in the sense that there won't be script conflicts of any sort. Whether the graphical result is desirable is entirely up to you.
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Jade MacSpade
 
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Post » Tue May 10, 2011 4:47 am

For reference purposes:

Real Lights aims to make dungeons more atmospheric by removing all "Fake Lights" (meaning ambient light that doesn't come from a sky light, ayleid stone, fire, etc.). It either removes the light or adds a realistic light source to the location of the light.
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Melanie Steinberg
 
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Post » Sat May 21, 2011 11:24 am

Yeah, I looked it up after I posted, definitely seems like a neat mod. Will have to try it out when my new desktop gets here tomorrow (oh the anticipation is killing me....).

From what I saw there would be no reason for it to not look great with Ambient Dungeons.
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Dalley hussain
 
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Post » Sat May 21, 2011 8:22 am

Hey guys !

Not much action since 1.2.1 here ! lol ... Hey i've got something weird down here... It's like Ambient dungeons is not "active" anymore... When i'm entering a ruin, cave, or dungeon of any kind, the values just doesn't apply ! You are here still detects the place... And Enhanced weather setups are working outside... But A.B just doesn't seem to work at all anymore... Someone else got this ? (btw, it was still activated in my mod list when i spotted this ... )
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Lexy Corpsey
 
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Post » Sat May 21, 2011 3:07 pm

Hm, that's weird...Have you tried deactivating then reactivating it?

Sorry I can't be much help, but that's usually my solution to mods that mysteriously stop working. Tell me how that works for you.
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Spaceman
 
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Post » Sat May 21, 2011 1:44 pm

i have the same problem
ambient dungeon has just stopped to work since i have upgraded to the newer version
i'll retry to desactivate and reactivate the mod again and we'll see
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Sabrina Schwarz
 
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Post » Sat May 21, 2011 2:36 pm

Make sure to deactivate, make a new save, then reactivate, otherwise the scripts wont be reset properly.
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kirsty joanne hines
 
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Post » Sat May 21, 2011 10:07 am

hum well that's weird it just don't want to work
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Jessica White
 
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Post » Sat May 21, 2011 10:32 am

Hmm, this shouldn't be happening. Try clean saving like qzilla suggested. That's all I can think of.
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Elisabete Gaspar
 
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Post » Tue May 10, 2011 6:18 am

What i found was the settings in the latest version , in no way match the original beta. I ended up having to transfer the the original ini across to get the lighting back to how I had it. The ambientdungeons.ini for me at least makes all interiors look like something like a Quake level i.e. brown
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x a million...
 
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