[REL] Water Level Fix

Post » Fri May 13, 2011 12:01 pm

This plugin fixes a problem with water level detection that was causing buggy behaviour in interior cells for mods that need to keep track of the water height.
An example: the firekit or bedroll in NoM refuse to work telling you that you're under water when there's no water around? This will fix it!
Not only NoM, but many other mods will benefit from this fix.

A big thank you to john.moonsugar for his tes3cmd. Without it I would have edited interior cells by hand for the next two or three months... :P

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8675

Warning 1: It seems that the CS resets the water level to 0 when an interior cell is modified in any way! This means that this fix must be loaded after mods modifying interior cells or these cells will not benefit from it. To be sure, load it as last...
Warning 2: Absolutely don't clean this fix with TESTool or it won't work.
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Amber Ably
 
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Post » Fri May 13, 2011 3:25 pm

Questions from the WIP thread.
Maybe with this little fix I won't occasionally see Abot's Water Life fish swimming around the interiors of houses anymore.

I didn't tried it with Water Life, but yes, it should solve the problem.

so this only effects cells that dont have the water level box ticked right?

Yes, the mod only changes the water level for interior cells with no water.
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Robert Bindley
 
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Post » Fri May 13, 2011 4:51 am

Thanks for sharing this with us! :goodjob: It certainly should prove to be quite a helpful thing.
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Ashley Tamen
 
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Post » Fri May 13, 2011 3:12 pm

Forgive me if this has already been mentioned, but perhaps this could be integrated into the MPP?
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evelina c
 
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Post » Fri May 13, 2011 6:23 am

doesn't that enter in conflict with MGE?
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katie TWAVA
 
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Post » Fri May 13, 2011 1:18 pm

Forgive me if this has already been mentioned, but perhaps this could be integrated into the MPP?

I thought to this possibility. However, after discovering the CS behaviour reported in the OP warning, I think it's better to leave this as a stand alone esp to be loaded at the bottom of the load list.

doesn't that enter in conflict with MGE?

All this mod does is setting a new water level value for interior cells with water disabled. Note that it doesn't enable water, it changes the level keeping the water disabled.
I don't think this conflicts with MGE.
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Jhenna lee Lizama
 
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Post » Fri May 13, 2011 12:29 pm

Cool beans. Thanks for the release Taddeus. I'm a svcker for fixes :)
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Benjamin Holz
 
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Post » Fri May 13, 2011 5:32 am

:foodndrink: Awesome! I've been wanting a mod like this for awhile. Thank you!
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Heather Dawson
 
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Post » Fri May 13, 2011 6:57 pm

Thanks. :)
Please, post if you received benefits from this fix and for what mod(s), so that I can update OP and the description on PES.
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Adrian Powers
 
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Post » Fri May 13, 2011 4:24 am

Taddeus - I do not think water fix should be loaded last. I use the TLM lighting mod and noticed that interiors were much brighter than before. It looks like your mod adjusts both water height and ambient lighting, so I simply loaded your mod before TLM lighting and its seems like my MW is back to having much darker interiors.

So I think load order is important if you are using TLM - my load order at the end is your water fix esp, Illuminated Windiows esps, TLM lighiting esps, object merge esp and finally the multipatch esp (I use tes3cmd - most would use wrye mash's merge list). Basically anything changing lighting in cells should come after your water fix mod.

Anyway much thanks for the mod...
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Bonnie Clyde
 
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Post » Fri May 13, 2011 5:01 am

Taddeus - I do not think water fix should be loaded last. I use the TLM lighting mod and noticed that interiors were much brighter than before. It looks like your mod adjusts both water height and ambient lighting, so I simply loaded your mod before TLM lighting and its seems like my MW is back to having much darker interiors.

So I think load order is important if you are using TLM - my load order at the end is your water fix esp, Illuminated Windiows esps, TLM lighiting esps, object merge esp and finally the multipatch esp (I use tes3cmd - most would use wrye mash's merge list). Basically anything changing lighting in cells should come after your water fix mod.

Anyway much thanks for the mod...


TLM as .esp needs to be loaded last to apply the lighting to the cells, if this mod is loaded last it'll reset the lighting in all cells it affects. There should be a pluginless TLM you can use to avoid this problem.
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john page
 
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Post » Fri May 13, 2011 5:45 am

Taddeus - I do not think water fix should be loaded last. I use the TLM lighting mod and noticed that interiors were much brighter than before. It looks like your mod adjusts both water height and ambient lighting, so I simply loaded your mod before TLM lighting and its seems like my MW is back to having much darker interiors.

So I think load order is important if you are using TLM - my load order at the end is your water fix esp, Illuminated Windiows esps, TLM lighiting esps, object merge esp and finally the multipatch esp (I use tes3cmd - most would use wrye mash's merge list). Basically anything changing lighting in cells should come after your water fix mod.

Anyway much thanks for the mod...

Weird. Opening my fix in Enchanted editor shows that it doesn't touch the light settings of cells (in fact, it doesn't even contains the light fields). I'm afraid this means that changing water height leds Morrowind to reset light settings even if I didn't change them.
Worse ever, the converse could be true too: changing the light settings could reset water level. You say that TLM works if you load it last, but is my fix still working under those conditions or the changes from TLM overwrite mines?
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kasia
 
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Post » Fri May 13, 2011 4:28 pm

Weird. Opening my fix in Enchanted editor shows that it doesn't touch the light settings of cells (in fact, it doesn't even contains the light fields). I'm afraid this means that changing water height leds Morrowind to reset light settings even if I didn't change them.

That is pretty strange. I think this situation calls for more testing. I'm a little busy at the moment, but I'll definitely come back to take a look at this when I can. I do think your idea for fixing water heights has good value.

The alternative to using a static plugin is to add the water level fix into a tool like tes3cmd's multipatch, so it can add the low default water height, yet retain any changes to the lighting.
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Vicki Blondie
 
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Post » Fri May 13, 2011 5:24 am

Weird. Opening my fix in Enchanted editor shows that it doesn't touch the light settings of cells (in fact, it doesn't even contains the light fields). I'm afraid this means that changing water height leds Morrowind to reset light settings even if I didn't change them.
Worse ever, the converse could be true too: changing the light settings could reset water level. You say that TLM works if you load it last, but is my fix still working under those conditions or the changes from TLM overwrite mines?


I am not an expert so I could have it wrong but I simply thought all of the AMBI settings of water fix would completely overwrite all the AMBI settings of TLM if Water Fix is loaded last. Will look at it again but in the TLM mod the only cell change is AMBI with the dozen or so cells I looked at whereas water fix changes both AMBI and WHGT subrecords.

EDIT - I loaded both TLM Ambient & Fog and water fix using EE. If you take a look at Abaelun Mine - I can see the WHGT set at -99,999, however, the AMBI settings are different than the AMBI settings in the TLM mod. Ambient red, green and blue are all set at 5 and the rest are zeroed out in TLM but water fix would overwrite those settings if I am not mistaken.

Actually if their were some way to take out all of the AMBI settings in water fix, then I think the problem is solved and then water fix could be loaded last.
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Catharine Krupinski
 
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Post » Fri May 13, 2011 3:47 pm

-clip-
Actually if their were some way to take out all of the AMBI settings in water fix, then I think the problem is solved and then water fix could be loaded last.

Oops! You've come to the correct conclusion there, I don't think it was intended for the AMBI records to be included - that's what we call a dirty plugin. Looks like the function in tes3cmd needs to be tweaked a bit.

For kicks, I tried using TESTool to clean the 'Water Level Fix - Full.esp'. While it did remove the dup AMBI records for all 1091 cells, it also deleted all the cells except Abaelun Mine (TESTool is reporting the other cells as empty cells, which it will delete).

I know j.m added removal functions to tes3cmd for dup AMBI and WHGT records, so maybe running that against the esp again will clear out the redundant AMBI records without disturbing the wanted WHGT records.


[edit] just now tried tes3cmd's clean --cell-params and that worked great! Removed just the redundant AMBI records.
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Anthony Santillan
 
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Post » Fri May 13, 2011 3:52 pm

Oops! You've come to the correct conclusion there, I don't think it was intended for the AMBI records to be included - that's what we call a dirty plugin. Looks like the function in tes3cmd needs to be tweaked a bit.

It looks like the AMBI got added when the plugins were combined into "Water Level Fix - Full.esp", the other plugins look ok.

I think the command:

tes3cmd delete --sub-match ambient "Water Level Fix - Full.esp"

should fix it up.
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Project
 
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Post » Fri May 13, 2011 3:31 pm

It looks like the AMBI got added when the plugins were combined into "Water Level Fix - Full.esp", the other plugins look ok.

I think the command:

tes3cmd delete --sub-match ambient "Water Level Fix - Full.esp"

should fix it up.

Thanks j.m.
I actually used the following command:

tes3cmd clean --cell-params "Water Level Fix - Full.esp"

Worked great, removed just the redundant AMBI records from all 1091 cells!
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Paula Rose
 
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Post » Fri May 13, 2011 4:18 pm

Yes, just checked it and it seems that the ambient light changes where automatically added when I merged the three single plugins in the full one. :brokencomputer:
Sorry for the inconvenience, I'll upload a fixed version.

EDIT: I've uploaded the fixed version, but for some reason PES is giving me a file error now...
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Matt Gammond
 
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Post » Fri May 13, 2011 11:27 am

Ok, version 1.1 is online (the link is in the first post). Go get it! :)
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trisha punch
 
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Post » Fri May 13, 2011 7:12 pm

Excellent stuff, thanks _Taddeus_ :thumbsup:
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Barbequtie
 
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Post » Fri May 13, 2011 4:07 pm

Is there a plan to do this for Tamriel Rebuilt? I use NoM (you knew that, didn't you?). I've brought a bagload of food and drinks, but not being able to sleep in Kemel Ze isn't working out for me. No fire, so I can't make a tisane, either. After reading through this thread, I can see it isn't a global fix, it's done cell by cell, so believe me, I'm not expecting a miracle. Of course I can use mark and teleportation whenever I need to leave and it certainly isn't your problem, Taddeus. Maybe the TR team might consider this particular issue and make an effort not to add to the problem in the future?

On that note, is there a global fix in the works? Has anyone notified the MCP team? Is there another utility that will work, maybe john's?
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Claudia Cook
 
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Post » Fri May 13, 2011 8:25 pm

[snip] connection caused double post, sorry.
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Kara Payne
 
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Post » Fri May 13, 2011 8:41 am

Is there a plan to do this for Tamriel Rebuilt? I use NoM (you knew that, didn't you?). I've brought a bagload of food and drinks, but not being able to sleep in Kemel Ze isn't working out for me. No fire, so I can't make a tisane, either. After reading through this thread, I can see it isn't a global fix, it's done cell by cell, so believe me, I'm not expecting a miracle. Of course I can use mark and teleportation whenever I need to leave and it certainly isn't your problem, Taddeus. Maybe the TR team might consider this particular issue and make an effort not to add to the problem in the future?

On that note, is there a global fix in the works? Has anyone notified the MCP team? Is there another utility that will work, maybe john's?

Modders who build interiors should be aware of the problem and build their cells accordingly. It's a really easy thing that doesn't require any additional effort. Unfortunately not many people know this bug as this is a very subtle one and one can never notice it if he's not using certain mods (NoM, Water LIfe, ...).
Well, who knows, I could do a TR version too...

Ah, this fix is done with john's tes3cmd. :)
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Mr. Allen
 
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Post » Fri May 13, 2011 3:47 pm

Thanks. I''ll be looking through the documentation for tes3cmd forthwith!
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Jessica Colville
 
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Post » Fri May 13, 2011 6:18 pm

Thanks. I''ll be looking through the documentation for tes3cmd forthwith!

The solution with tes3cmd probably isn't real obvious. But it was discussed in detail in the http://www.gamesas.com/index.php?/topic/1112981-water-level-fix/. If you have any questions, feel free to ask. I'm without constant network access for a little while, but I'll try to look in when I can.
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Angela Woods
 
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