[RELZ] Unofficial Ambient Dungeons

Post » Sat May 21, 2011 2:33 am

Ambient Dungeons
By Kalendra Star

Version 1.3.1

The mod requires OBSE v0018 or newer and OBGEv2.

http://www.tesnexus.com/downloads/file.php?id=18385


The v1.3.1 Readme:

=======================================================================

=======================================================================


Ambient Dungeons
By Kalendra Star
Version: 1.3.1 (03-05-2010)



=======================================================================

=======================================================================


Index:

1. Description
2. Installation
3. Uninstallation
4. Compatibility/Bugs
5. Contact Information

6. Credits
7. Version History


=======================================================================
1. Description
=======================================================================


This mod combines TheTalkieToaster's You Are Here resource with Scanti's Oblivion Graphics Extender v2 to tweak the atmosphere of Ayleid ruins, forts, caves, etc.

Currently, there are three groups of locations:

Dark, which includes caves, forts, and sewers. The brightness and saturation are somewhat low and contrast is a tad high, so bringing along a fresh, bright torch is advised.

Magical, which includes Ayleid ruins, all things Oblivion, and the Shivering Isles root caves. Everything is highly saturated, giving off a bit of a magical atmosphere. Torches aren't necessary, but could be useful for the darker areas.

And then there's Misc, which has forest and castles. They're both about average.

The values for the areas are configurable via the ini, as well as the forest effects being toggleable.

This mod does NOT actually alter in-game darkness, only what you see on your screen. As such, although you may not be able to see enemies, they will still be able to see you. As such, it is not an alternative to a Darker Dungeons mod.


=======================================================================
3. Installation/Uninstallation
=======================================================================

Prerequisites:
OBSE v18 or later (download at http://obse.silverlock.org/)
OBGEv2 (download at http://www.tesnexus.com/downloads/file.php?id=30054)


To install manually:

1) Extract the archive contents to Oblivion/Data.
2) Check the box beside "AmbientDungeons.esp" and "You Are Here.esm" in the mod launcher of your choice.

DO NOT add the shader included in this mod, AmbientDungeons.fx, to your shaderlist.txt - doing so will break this mod.

You can also install via BAIN, or convert this archive to an OMOD, though no conversion data is supplied.


To uninstall this mod, simply remove the following files from your Oblivion/Data directory:
AmbientDungeons.esp
You Are Here.esm
AmbientDungeons.ini
Shaders/AmbientDungeons.fx


=======================================================================
4. Compatibility/Bugs
=======================================================================


This is compatible with anything and everything.

Some locations are wrongly recognised by this mod, leading to them having the wrong values applied. This is due to You Are Here, and I cannot fix it.

The effect fade is tied to your frame rate, so if you experience a drop in that, the effect fade will scale by the same degree.


=======================================================================
5. Contact Information
=======================================================================


To contact, post in the Bethesda Oblivion Mod Forum thread currently found at http://www.gamesas.com/bgsforums/index.php?showtopic=87360.

Alternatively, you can PM Kalendra Star at the forums mentioned above, using that nickname.


=======================================================================
6. Credits
=======================================================================


..Kalendra Star, for creating the mod.
..WrinklyNinja, for keeping it updated.
..Talkie Toaster for creating You Are Here.
..Scanti for writing OBGEv2.
..The OBSE Team for creating OBSE.


=======================================================================
7. Version History
=======================================================================

v1.3.1
- Switched OBGE requirement to OBGEv2, which fixes a number of bugs that were present in the original.
- Optimised script.
- Fixed effect stacking and removal issues on loading of a different savegame.
- Included You Are Here in the archive.

v1.3
- Removed dependance on ScreenEffects - now Ambient Dungeons applies its effects through its own shader file.
- Fixed bug with variables doing the wrong things.
- Decreased delay in You Are Here indentifying environments.
- Removed console spam generated by You Are Here.
- Fixed Effect Fade variable.


v1.2.2
- Changed default ini values to match the original mod's ones. Apparently the old ones were wrong.

v1.2.1
- Small bug fix

v1.2
- Made the mod configurable by an ini, made the core bit only affect interiors, reduced no. times per second the script runs.

v1.1
- Fixed grey screen bug.

v1.0
- Initial release.

User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Fri May 20, 2011 11:12 pm

Uh.. So what exactly does it do? All I know is that it's a mod that gives different environments different atmospheres, really, you need to make it a bit more clear. Reading that I have absolutely no idea what to expect.
Try making the description say what exactly it does.. Light effects? Sounds? What does it do?

Edit: Since your link is actually pointing to Enhanced Weather, which I don't see as something that has anything to do with this mod :shrug:
User avatar
Far'ed K.G.h.m
 
Posts: 3464
Joined: Sat Jul 14, 2007 11:03 pm

Post » Sat May 21, 2011 12:43 am

Jees! Gimme time!

I just updated the link, and I'm going to get the original's description.
User avatar
Eoh
 
Posts: 3378
Joined: Sun Mar 18, 2007 6:03 pm

Post » Fri May 20, 2011 12:43 pm

Thank you SO much wrinklyninja!

This is awesome, and I'm glad to see it'll go well with AN. :D
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Fri May 20, 2011 9:00 pm

FINALLY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!



BEEN WAITING A *********LONG********* TIME FOR THIS!!!!


W0000000T THANK YOU :intergalactic:


EDIT:

Darn! Foiled again!
The link points to a blocked mod. :_(
User avatar
Kortknee Bell
 
Posts: 3345
Joined: Tue Jan 30, 2007 5:05 pm

Post » Sat May 21, 2011 4:02 am

so, this won't go making night time extremely dark outside will it. i don't feel like going through that again. otherwise i definitely want it. for caves, they are usually too bright. those little torches that are around at time are shown giving off way too much light. can't wait to try it. perfect time too, about to go into Narind for the first time. :goodjob:
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Fri May 20, 2011 2:01 pm

Darn! Foiled again!
The link points to a blocked mod. :_(


yeah, i think he is still updating nexus. soon enough we can enjoy it.
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Fri May 20, 2011 12:05 pm

RELEASED!

Go grab it.
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Fri May 20, 2011 12:32 pm

sweet :D thanks

how compatible is this with Enhanced Weather? i heard there was issues before between them
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Fri May 20, 2011 3:31 pm

Looks good, I would like to see Kalendra's name mentioned a bit more prominently but it's great to have a new version up either way.

@X'Tyfe: fully compatible. The old version used ScreenEffects 0.90 which wasn't good for compatibility, but 1.0 makes ScreenEffects client mods fully compatible.
User avatar
Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Fri May 20, 2011 10:52 pm

I have a query. Would it be possible to have the Magical places give off different types of saturation? I'm not sure if that's what it does already, but having an Oblivion gate and a Root Cave look the same to me would be odd. Obviously a more orange-green tint to Oblivion gates, and maybe a more green-brown-purple tint to Root caves, etc etc.

Either way, great job! Glad to see it got re-released.
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Fri May 20, 2011 5:34 pm

Right you are, qzilla. I'll add it in some more.
User avatar
Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Fri May 20, 2011 7:02 pm

cool cool :D thanks
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Fri May 20, 2011 1:26 pm

Can you (or anyone else for that matter) provide us with some screenshots?
I tend to be a bit picky about which mods I download, so I always want to see some screenies first.
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Fri May 20, 2011 2:18 pm

The original listing on TES Nexus has some pics, though if anyone wants to add some for this, they can, just head over to it's page.

To see the original's pics, just search TES Nexus for Ambient Dungeons.
User avatar
A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Fri May 20, 2011 6:51 pm

I have a query. Would it be possible to have the Magical places give off different types of saturation? I'm not sure if that's what it does already, but having an Oblivion gate and a Root Cave look the same to me would be odd. Obviously a more orange-green tint to Oblivion gates, and maybe a more green-brown-purple tint to Root caves, etc etc.

Either way, great job! Glad to see it got re-released.

Not possible currently -- there's no such thing as 'different types of saturation'. Selective saturation was something I was planning to add to a future version of screen effects, but I'm short on time these days and have other projects too.

Can you (or anyone else for that matter) provide us with some screenshots?
I tend to be a bit picky about which mods I download, so I always want to see some screenies first.

You can find screens from the original here:
http://www.tesnexus.com/downloads/file.php?id=18385

The values are still the same so the effect will look the same.
User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Fri May 20, 2011 3:21 pm

I don't mean to be a downer, but don't the container items used need to have default weights of 1 instead of 0 to avoid problems with grey screens and such?
User avatar
emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Post » Sat May 21, 2011 12:01 am

Sod it. Pardon my french. I'll fix that right now.
User avatar
Ally Chimienti
 
Posts: 3409
Joined: Fri Jan 19, 2007 6:53 am

Post » Sat May 21, 2011 2:13 am

Yeah, it's here! Thanks for the update with compatibility with Enhanced Weather! And thanks to Kalendra Star for that great idea/mod!
A question: The readme says this will be compatible with everything. How will it work/look with Real Lights?

Greetz! Darina
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Sat May 21, 2011 7:04 am

Sorry about the grey screen bug. I should have remembered that. The 10 people who downloaded it should download 1.1.

@ Darina: It works fine. I use RL myself, and there are no problems.
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Fri May 20, 2011 6:51 pm

@ Darina: It works fine. I use RL myself, and there are no problems.


That's what I wanted to hear! Thanks, I'll check it out tomorrow!

Greetz! Darina
User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Sat May 21, 2011 12:56 am

Will this conflict with Darker Dungeons?
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Fri May 20, 2011 9:28 pm

Awesome work! Thank you. :)
User avatar
Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Sat May 21, 2011 3:38 am

This would be great if it didn't change the colors as soon as you go near something. :(
User avatar
bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am

Post » Fri May 20, 2011 9:44 pm

The readme says to use Darker Dungeons and Real Lights...aren't those two incompatible?
User avatar
Scarlet Devil
 
Posts: 3410
Joined: Wed Aug 16, 2006 6:31 pm

Next

Return to IV - Oblivion