[RELz/Beta] Weather: All Natural

Post » Fri Jun 25, 2010 4:14 am

Pretty odd, especially since it's the whole sky, and not just one layer. Grab my http://www.4shared.com/file/MsNSrHYp/Weather_Debug_Ring.html, equip it and it prints weather info, including the formID of the current weather, to the console. If you do that when you get the pink sky, I'll take a look at that weather. It's possibly something that got messed up when the AWS textures were upgraded, I suppose.


This is what I get:

Weather 010008D3 Percentage:0.60 Time: 6.55 (and a bunch of Region FormIDs, do you want those as well?).

EDIT: I switched off AWS in the ini, loaded from an earlier save, slept until morning and exited - and still a pink sky. This time:

Weather 0100084F

I also should add that I've had what might have been a similar issue with previous AN versions, namely that a sky suddenly disappears a couple of seconds after a loading an exterior - but then it seemed to fall back on a vanilla sky so it basically switched from a "hires" sky to vanilla. So it's like the same thing happens now, only pink instead of vanilla overcast. It always seems to happen when overcast/rainy, but no more details than that.
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Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm

Post » Thu Jun 24, 2010 11:01 pm

This is what I get:

Weather 010008D3 Percentage:0.60 Time: 6.55 (and a bunch of Region FormIDs, do you want those as well?).

EDIT: I switched off AWS in the ini, loaded from an earlier save, slept until morning and exited - and still a pink sky. This time:

Weather 0100084F


Both those check out fine for me. One's a NW weather and the other is an EW weather. Have you got the All Natural.esp active, and not just imported? It looks like you aren't loading the BSA.
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Adam
 
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Joined: Sat Jun 02, 2007 2:56 pm

Post » Fri Jun 25, 2010 12:54 am

Both those check out fine for me. One's a NW weather and the other is an EW weather. Have you got the All Natural.esp active, and not just imported? It looks like you aren't loading the BSA.


Oh, man, I just knew that there would be an embarrassing mistake on my part. I've had it unchecked after the update, guess I didn't notice because of the imported stuff point it gets in WB... :banghead:
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roxanna matoorah
 
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Joined: Fri Oct 13, 2006 6:01 am

Post » Thu Jun 24, 2010 10:54 pm

Oh, man, I just knew that there would be an embarrassing mistake on my part. I've had it unchecked after the update, guess I didn't notice because of the imported stuff point it gets in WB... :banghead:


Well, at least it was something simple. :)
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Luis Longoria
 
Posts: 3323
Joined: Fri Sep 07, 2007 1:21 am

Post » Fri Jun 25, 2010 7:16 am

Hi all,

wrinklyninja asked me to post my load order here because I'm experiencing a random weather change glitch when entering/exiting buildings in Bruma, and to establish if it's a mod conflict that's causing it:

Oblivion.esm [SI]
All Natural Base.esm
ScreenEffects.esm
Unoffical Oblivion Patch.esp
Unofficial Shivering Isles Patch.esp
All Natural - Real Lights.esp
All Natural.esp
All Natural - SI.esp
IWR - Windows Lights Shutters - Optimised.esp
MassA.I-50.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Crowded Roads Revisited.esp
Crowded Roads Revisited_YellowRoad_40.esp
Crowded Roads Revisited_GoldRoad_40.esp
Crowded Roads Revisited_ChorrolCheydinhal_40.esp
Crowded Roads Revisited_GreenRoad_40.esp
ToggleShaders.esp
za_bankmod.esp
_No_persistant_enchantment_glow_fix-1843.esp
Portable Campsite - Quickstart.esp
Extended Chorrol.esp
Extended Imperial City Version 1.0.esp
Extended Skingrad.esp
Enhanced Grabbing.esp
Bashed Patch, 0.esp

That's all of them!
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Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Fri Jun 25, 2010 2:51 pm

Oi! I don't complain about the nicely done ini. Just because there are nice examples for the types of darker nights options.
Otherwise I believe the sentence telling 0 disables a setting and 1 enables contradicts the default vanilla nights (blue tint defaults at 0 am I wrong?)

Now I can go think about how All Natural will improve my life.

Thank you! :celebration:
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Kerri Lee
 
Posts: 3404
Joined: Sun Feb 25, 2007 9:37 pm

Post » Fri Jun 25, 2010 2:28 am

Oi! I don't complain about the nicely done ini. Just because there are nice examples for the types of darker nights options.
Otherwise I believe the sentence telling 0 disables a setting and 1 enables contradicts the default vanilla nights (blue tint defaults at 0 am I wrong?)

Now I can go think about how All Natural will improve my life.

Thank you! :celebration:

You're right, that is actually a little misleading. The blue tint occurs when the setting = 0, and not when it = 1. I'll sort that little thing out for the next version.
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sarah taylor
 
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Post » Fri Jun 25, 2010 9:10 am

Hey, is All Natural compatible with the mod Storms & Sounds?
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Kortknee Bell
 
Posts: 3345
Joined: Tue Jan 30, 2007 5:05 pm

Post » Thu Jun 24, 2010 11:03 pm

Hey, is All Natural compatible with the mod Storms & Sounds?

From the readme:


VIII. Recommended Mods

Use These Mods:

All Natural full install of course!
Animated Window Lighting System and Chimneys (for exterior windows lighting)
Storms & Sound (for more interior weather sounds and exterior lightning strikes)
Rainbows in Tamriel v3 (because it’s pretty and works perfectly with All Natural)
Natural Habitat ONLY from Natural Environments mod
Enhanced Vegetation (superior to Natural Vegetation)
Any water mod such as Enhanced Water HDMI, Natural Water, or Phinix Waterfix

Please note that All Natural does NOT replace vanilla weather types and their corresponding textures. The new weathers in All Natural are IN ADDITION to the vanilla weather types. Therefore, vanilla sky texture replacers are still necessary and suggested. Below is one suggestion:

Improved Sky Textures (or any other vanilla sky texture replacer)

Your favorite nebula sky texture mod
Your favorite star texture mod
Your favorite sun/sunglare replacement mod
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Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Fri Jun 25, 2010 11:11 am

Hi,

After closing an Oblivion gate, the stormy red weather continues through area transitions and time (waiting or sleep). I've apparently done something wrong because if I uninstall All Natural, weather returns to normal.

Here's my ini:

Spoiler
; =============================================; | All Natural Configuration File (v0.9.9.5) |; =============================================; Contains configuration parameters for optional features and settings.; For Enable/Disable toggles, 1 is enabled and 0 is disabled.; Multipliers are values by which the original value for whatever you are changing is multiplied. ; As such, values greater than 1 are an increase, while values less than 1 are a decrease.; Defaults for parameter values are given in parenthesis after the parameter description. ; All parameters can be customised to suit indiviual tastes.; ====================================================================; | Weather Selection : Specify which mods' weathers you wish to see |; ====================================================================set ANInitQuest.UseEW to 			1		;Enable/Disable Enhanced Weather's weathers in game. (1)set ANInitQuest.UseNW to 			1		;Enable/Disable Natural Weather's weathers in game. (1)set ANInitQuest.UseAWS to 			1		;Enable/Disable Atmospheric Weather System's weathers in game. (1)set ANSIInitQuest.UseExtra to 			1		;Enable/Disable additional (non-vanilla) weathers for SI in game. (1); =====================================================; | Enhanced Nights : Configurable nights for Tamriel |; =====================================================set ANInitQuest.ENEnabled to 			1		; Enable/Disable Enhanced Nights. (0)Set ANInitQuest.ENDarknessParameter to 		0.5		; Multiplier of the brightness at night.Set ANInitQuest.ENNormalizeNightAmbient to 	1		; Enables/Disables vanilla's blue tint at night.Set ANInitQuest.ENNormalizeParameter to		30		; If above is 0, set to 0. If above is 1, set to (DarknessParameter * 60).; Suggested Values:; -------------------------------------------------------------------------------------------------; |			|Vanilla|50% Darker Nights|80% Darker Nights|Original Colour Darker Nights|; -------------------------------------------------------------------------------------------------; |DarknessParameter	|   1	|	 0.5	  |	    0.2	    |	 	0.33	      	  |; |NormalizeNightAmbient|   0	|	 1	  |	    1	    |		0	      	  |; |NormalizeParameter	|   0	|	 30	  |	    12	    |		0	      	  |; -------------------------------------------------------------------------------------------------; ==================================================================; | Enhanced Nights - Shivering Isles : Configurable nights for SI |; ==================================================================set ANSIInitQuest.ENEnabled to 			0		; Enable/Disable Enhanced Nights for SI (0)Set ANSIInitQuest.ENDarknessParameter to 	1		; Multiplier of the brightness at night.Set ANSIInitQuest.ENNormalizeNightAmbient to 	0		; Enable/Disable vanilla's blue tint at night.Set ANSIInitQuest.ENNormalizeParameter to	0		; If above is 0, set to 0. If above is 1, set to (DarknessParameter * 106).; Suggested Values:; -------------------------------------------------------------------------------------------------; |			|Vanilla|50% Darker Nights|80% Darker Nights|Original Colour Darker Nights|; -------------------------------------------------------------------------------------------------; |DarknessParameter	|   1	|	 0.5	  |	    0.2	    |	 	0.33	      	  |; |NormalizeNightAmbient|   0	|	 1	  |	    1	    |		0	      	  |; |NormalizeParameter	|   0	|	 53	  |	    21	    |		0	      	  |; -------------------------------------------------------------------------------------------------; ======================================================================; | Enhanced Transitions : Adjust weather transition speeds in Tamriel |; ======================================================================; This changes the speed of weather transitions once the weather has started to change.; It does not change how long weathers last for.set ANInitQuest.ETEnabled to			0		; Enable/Disable Enhanced Transitions. (0)set ANInitQuest.ETClear to			1		; Multiplier of the transition speed for clear weathers. (1)set ANInitQuest.ETCloudy to			1		; Multiplier of the transition speed for cloudy weathers. (1)set ANInitQuest.ETFog to			1		; Multiplier of the transition speed for foggy weathers. (1)set ANInitQuest.ETOvercast to			1		; Multiplier of the transition speed for overcast weathers. (1)set ANInitQuest.ETRain to			1		; Multiplier of the transition speed for rainy weathers. (1)set ANInitQuest.ETSnow to			1		; Multiplier of the transition speed for snowy weathers. (1)set ANInitQuest.ETStorm to			1		; Multiplier of the transition speed for stormy weathers. (1)set ANInitQuest.ETSpecial to 			1		; Multiplier of the transition speed for Kvatch Thunderstorm and Oblivion Gate weathers. (1); ====================================================================================================; | Enhanced Transitions - Shivering Isles : Adjust weather transition speeds in the Shivering Isles |; ====================================================================================================; This changes the speed of weather transitions once the weather has started to change.; It does not change how long weathers last for.set ANSIInitQuest.ETEnabled to			0		; Enable/Disable Enhanced Transitions for SI (0)set ANSIInitQuest.ETClear to			1		; Multiplier of the transition speed for clear weathers. (1)set ANSIInitQuest.ETCloudy to			1		; Multiplier of the transition speed for cloudy weathers. (1)set ANSIInitQuest.ETFog to			1		; Multiplier of the transition speed for foggy weathers. (1)Set ANSIInitQuest.ETMania to			1		; Multiplier of the transition speed for Mania weathers. (1)set ANSIInitQuest.ETOvercast to			1		; Multiplier of the transition speed for overcast weathers. (1)set ANSIInitQuest.ETRain to			1		; Multiplier of the transition speed for rainy weathers. (1)set ANSIInitQuest.ETStorm to			1		; Multiplier of the transition speed for stormy weathers. (1); ===========================================================================================; | Weather Volatility - Tamriel & Shivering Isles : Adjust the average length of weathers |; ===========================================================================================; This changes the probability of how long weathers last for. The values are in hours, with the values below being the; most likely length, and shorter and longer times having less chance. This lets you change the chances; in favour of longer or shorter weathers. There is a minimum length of 1 and a maximum of 17 hours.Set ANWeatherQuest.ClearLength to 			9		; Average duration of a clear weather in Tamriel. (9)Set ANWeatherQuest.CloudyLength to 			9		; Average duration of a cloudy weather in Tamriel. (9)Set ANWeatherQuest.OvercastLength to 			9		; Average duration of a overcast weather in Tamriel. (9)Set ANWeatherQuest.FogLength to 			9		; Average duration of a foggy weather in Tamriel. (9)Set ANWeatherQuest.RainLength to 			9		; Average duration of a rainy weather in Tamriel. (9)Set ANWeatherQuest.StormLength to 			9		; Average duration of a stormy weather in Tamriel. (9)Set ANWeatherQuest.SnowLength to 			9		; Average duration of a snowy weather in Tamriel. (9)Set ANSIWeatherQuest.ClearLength to 			9		; Average duration of a clear weather in SI. (9)Set ANSIWeatherQuest.CloudyLength to 			9		; Average duration of a cloudy weather in SI. (9)Set ANSIWeatherQuest.FogLength to 			9		; Average duration of a foggy weather in SI. (9)Set ANSIWeatherQuest.ManiaLength to 			9		; Average duration of a Mania weather in SI. (9)Set ANSIWeatherQuest.OvercastLength to 			9		; Average duration of a overcast weather in SI. (9)Set ANSIWeatherQuest.RainLength to 			9		; Average duration of a rainy weather in SI. (9)Set ANSIWeatherQuest.StormLength to 			9		; Average duration of a stormy weather in SI. (9); ===============================================================; | Enhanced Colours : Adjust the colour of weathers in Tamriel |; ===============================================================set ANInitQuest.ECEnabled to 			0		; Enable/Disable Enhanced Colours. (0)Set ANInitQuest.ECVRedParameter to 		1		; Multiplier for red values in vanilla weathers. (1)Set ANInitQuest.ECVGreenParameter to 		1		; Multiplier for green values in vanilla weathers. (1)Set ANInitQuest.ECVBlueParameter to		1		; Multiplier for blue values in vanilla weathers. (1)Set ANInitQuest.ECEWRedParameter to 		1		; Multiplier for red values in Enhanced Weather weathers. (1)Set ANInitQuest.ECEWGreenParameter to 		1		; Multiplier for green values in Enhanced Weather weathers. (1)Set ANInitQuest.ECEWBlueParameter to		1		; Multiplier for blue values in Enhanced Weather weathers. (1)Set ANInitQuest.ECNWRedParameter to 		1		; Multiplier for red values in Natural Weather weathers. (1)Set ANInitQuest.ECNWGreenParameter to 		1		; Multiplier for green values in Natural Weather weathers. (1)Set ANInitQuest.ECNWBlueParameter to		1		; Multiplier for blue values in Natural Weather weathers. (1)Set ANInitQuest.ECAWSRedParameter to 		1		; Multiplier for red values in AWS weathers. (1)Set ANInitQuest.ECAWSGreenParameter to 		1		; Multiplier for green values in AWS weathers. (1)Set ANInitQuest.ECAWSBlueParameter to		1		; Multiplier for blue values in AWS weathers. (1); =============================================================================================; | Enhanced Colours - Shivering Isles : Adjust the colour of weathers in the Shivering Isles |; =============================================================================================set ANSIInitQuest.ECEnabled to 			0		; Enable/Disable Enhanced Colours for SI. (0)Set ANSIInitQuest.ECClearR to 			1		; Multiplier for red values in clear weathers. (1)Set ANSIInitQuest.ECClearG to 			1		; Multiplier for green values in clear weathers. (1)Set ANSIInitQuest.ECClearB to			1		; Multiplier for blue values in clear weathers. (1)Set ANSIInitQuest.ECCloudyR to 			1		; Multiplier for red values in cloudy weathers. (1)Set ANSIInitQuest.ECCloudyG to 			1		; Multiplier for green values in cloudy weathers. (1)Set ANSIInitQuest.ECCloudyB to			1		; Multiplier for blue values in cloudy weathers. (1)Set ANSIInitQuest.ECFogR to 			1		; Multiplier for red values in fog weathers. (1)Set ANSIInitQuest.ECFogG to 			1		; Multiplier for green values in fog weathers. (1)Set ANSIInitQuest.ECFogB to			1		; Multiplier for blue values in fog weathers. (1)Set ANSIInitQuest.ECManiaR to 			1		; Multiplier for red values in Mania weathers. (1)Set ANSIInitQuest.ECManiaG to 			1		; Multiplier for green values in Mania weathers. (1)Set ANSIInitQuest.ECManiaB to			1		; Multiplier for blue values in Mania weathers. (1)Set ANSIInitQuest.ECOvercastR to 		1		; Multiplier for red values in overcast weathers. (1)Set ANSIInitQuest.ECOvercastG to 		1		; Multiplier for green values in overcast weathers. (1)Set ANSIInitQuest.ECOvercastB to		1		; Multiplier for blue values in overcast weathers. (1)Set ANSIInitQuest.ECRainR to 			1		; Multiplier for red values in rain weathers. (1)Set ANSIInitQuest.ECRainG to 			1		; Multiplier for green values in rain weathers. (1)Set ANSIInitQuest.ECRainB to			1		; Multiplier for blue values in rain weathers. (1)Set ANSIInitQuest.ECStormR to 			1		; Multiplier for red values in stormy weathers. (1)Set ANSIInitQuest.ECStormG to 			1		; Multiplier for green values in stormy weathers. (1)Set ANSIInitQuest.ECStormB to			1		; Multiplier for blue values in stormy weathers. (1)


and here's my load order:

Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  Jog_X_Mod.esm03  All Natural Base.esm  [Version 0.9.9.5]04  Cobl Main.esm  [Version 1.72]05  Enhanced Daedric Invasion.esm06  TamrielTravellers.esm  [Version 1.39c]07  Armamentarium.esm  [Version 1.35]08  NNWAEMaster.esm09  Toaster Says Share v3.esm0A  CustomSpellIcons.esm0B  Oblivifall Master File.esm  [Version 1.0]0C  DBBAM.esp  [Version 1.40]0D  Unofficial Oblivion Patch.esp  [Version 3.2.5]0E  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  SM Plugin Refurbish - SI.esp  [Version 1.30]**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp**  Atmospheric Loading Screens - Random Quotes.esp12  All Natural - Real Lights.esp  [Version 0.9.9.5]13  All Natural.esp  [Version 0.9.9.5]14  All Natural - SI.esp  [Version 0.9.9.5]++  Symphony of Violence.esp15  Cities Alive At Night.esp16  Akatosh Mount By Saiden Storm.esp17  Ayleid Loot EXtension.esp18  Book Jackets Oblivion.esp19  BookTrackerOBSE.esp1A  Display Stats.esp  [Version 1.2]++  Item interchange - Extraction.esp  [Version 0.76]1B  Not a Bedroll.esp1C  RAEVWD Cities.esp  [Version 1.7]1D  RAEVWD New Sheoth.esp  [Version 1.5]1E  RAEVWD Imperial City.esp  [Version 1.7]1F  Enhanced Economy.esp  [Version 4.1.1]20  Choices and Consequences.esp  [Version 2.02]21  Duke Patricks - Friendship Ring For Companion Detection.esp22  Map Marker Overhaul.esp  [Version 3.5.1]23  Map Marker Overhaul - SI additions.esp  [Version 3.5]24  DLCHorseArmor.esp25  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]26  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]27  DLCOrrery.esp28  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]**  DLCOrrery Vwalk.esp29  SM Plugin Refurbish - Orrery.esp  [Version 1.11]2A  DLCVileLair.esp2B  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]2C  DLCMehrunesRazor.esp2D  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]**  DLCMehrunesRazor Vwalk UOP.esp2E  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]2F  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp30  Nicos Gift.esp31  PTArtifacts.esp32  Underworld Armor.esp33  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp34  RealSwords - Bosmer HI.esp**  TGND.esp**  TGND_SI.esp35  TGND_Corsets_of_the_Rose.esp36  DLCThievesDen.esp37  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]38  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]**  DLCThievesDen Vwalk UOP.esp39  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]3A  Cobl Glue.esp  [Version 1.72]3B  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]++  ArmamentariumLL.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]3C  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]++  TamrielTravellerAdvscript.esp  [Version 1.39c]3D  TamrielTravellers.esp  [Version 1.39c]**  TamrielTravellers Vwalk.esp++  TamrielTravellersFactionAll.esp  [Version 1.39c]3E  TamrielTravellersItemsCobl.esp  [Version 1.39c]3F  ShiveringIsleTravellers.esp  [Version 1.39c]**  ShiveringIsleTravellers Vwalk.esp++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]40  T.I.E4MODS.esp  [Version 0.32]41  TamrielTransportationNetwork.esp**  TamrielTransportationNetwork Vwalk.esp42  ShiveringIslesTransportationNetwork.esp43  AutoMagicon_Cobl.esp44  Castle_Dunkerlore_V1.esp45  (DC) Sutch Reborn.esp++  (DC) Sutch Reborn Vwalk.esp46  eyja.esp**  eyja Vwalk.esp47  Hentai Mania.esp**  Hentai Mania Vwalk.esp48  JQ-Streams_Of_Silver.esp49  OldCrowInn.esp  [Version 1.5]4A  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]4B  NNWAEDungeons-Series2EV.esp4C  NNWARE06-RhyeliaEmeroEV.esp4D  The Ayleid Steps.esp  [Version 3.3.2]**  The Ayleid Steps Vwalk.esp4E  thievery.esp4F  thievery - EE patch.esp  [Version 1.0]50  TR_Stirk.esp**  TR_Stirk Vwalk.esp51  Stirk_Compatibility_Patch.esp52  VaultsofCyrodiil.esp53  WellDiver.esp54  Lynges_Thieves_Highway-10256.esp55  DLCFrostcrag.esp56  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]++  DLCFrostcrag_MysticEmporiumPatch.esp57  FrostcragRebornCobl.esp**  DLCFrostcrag Vwalk.esp58  Knights.esp59  Knights - Unofficial Patch.esp  [Version 1.0.9]**  Knights Vwalk UOP.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]5A  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [Version 2.0]5B  The Lost Spires.esp**  The Lost Spires Vwalk.esp5C  Enhanced Daedric Invasion.esp5D  ElsweyrAnequina.esp**  ElsweyrAnequina Vwalk.esp5E  road+bridges.esp  [Version 4.5.5]5F  Oblivifall - Losing My Religion.esp  [Version 1.3]60  West Roads.esp61  bartholm.esp**  bartholm Vwalk.esp62  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]63  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]64  AutoBookPlacer.esp65  DropLitTorchOBSE.esp  [Version 2.4]66  DS Portable Sorters.esp  [Version 1.1]67  Dungeon Actors Have Torches 1.6 DT.esp68  Exterior Actors Have Torches 1.3 DT.esp**  FrbitPotionReplacer.esp69  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]6A  Oblivifall - Closing Time.esp  [Version 1.0]6B  Oblivifall - Something's Not Right.esp  [Version 1.0]6C  P1DkeyChain.esp  [Version 5.00]6D  DBWGP.esp  [Version 1.14]6E  Toggleable Quantity Prompt.esp  [Version 3.1.1]6F  ATakesAll.esp70  Quest Award Leveller.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.esp71  RealisticForceMedium.esp72  RealisticMagicForceMedium.esp73  Gather Ye Rosebuds.esp74  Kyoma's Spell Renamer.esp  [Version 3.0.1]75  SupremeMagicka.esp  [Version 0.90]76  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_COBL.esp  [Version 0.86]77  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]78  MidasSpells.esp79  DirenniAlchemyApparatus.esp7A  RshAlchemy.esp7B  Lightweight Potions.esp  [Version 1.1]7C  StealthOverhaul.esp7D  ZumbsLockpickingMod - OBSE.esp7E  Enhanced Grabbing.esp  [Version 0.5]7F  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp80  Duke Patricks - Actors Can Miss Now.esp81  Smarter Mercantile Leveling - Multi.esp82  Oblivion XP.esp  [Version 4.1.5]**  _darker_dungeons.esp++  Item interchange - Placement.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.76]83  Toaster Says Share Faction Recruitment.esp84  NotTooUglyCompanions.esp85  1em_Vilja.esp**  1em_Vilja Vwalk.esp86  Audrey companion.esp87  CompanionMaster.esp88  STEREOTYPES.esp89  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]8A  bgAddEnVarStandAloneEV.esp  [Version 1.53EV]8B  _burning_kvatch.esp8C  SPAWN.esp  [Version 0.3]++  _No__persistant_enchantment_glow_fix-1843.esp++  KoldornsImprovedLava.esp**  Enhanced Economy - Soulgems.esp  [Version 1.0]8D  Vacuity.esp  [Version 0.2]8E  NRB4 Standard Road Record.esp++  Bashed Delayers NE - MERGE ONLY.esp  [Version 1.08]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]8F  Betterleveledlists.esp90  Bashed Patch, 0.esp91  Duke Patricks - Combat Archery.esp  [Version 3.1a]92  MergedMaps.esp93  Streamline 3.1.esp


Any suggestions to fix? I believe I following the installation instructions correctly; clean install & reset SL SLv.WeatherUnsticker to 0 (and reinitialized after changing).
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Fri Jun 25, 2010 9:38 am

@Foghorne: did you finally manage to clean save? I had the exact same as you, and I narrowed it down to the Real lights esp. Without this esp, my save game won't load; if I just add it, it loads fine. Then I was able to semi-clean save and upgrade.

If you're still stuck, you might want to give this a go...
User avatar
Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Fri Jun 25, 2010 12:04 am

@Foghorne: did you finally manage to clean save? I had the exact same as you, and I narrowed it down to the Real lights esp. Without this esp, my save game won't load; if I just add it, it loads fine. Then I was able to semi-clean save and upgrade.

If you're still stuck, you might want to give this a go...


What happens if you don't Import Scripts from it (or vice versa if you're not currently doing that)?

Perhaps my Ayleid stones script is causing dependencies or something. I'm not really familiar with scripting involving objects and its effects, but maybe I should take another look at it. Do you have any Ayleid stones in your inventory?
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Michelle Chau
 
Posts: 3308
Joined: Sat Aug 26, 2006 4:24 am

Post » Fri Jun 25, 2010 1:16 pm

I think it's probably more likely that people imported with RL active but didn't undo that before trying to clean save. That may be why I've not had an issue, because if I deactivate and it undoes the bashed patch, I've simply left that off to update. Doing so hasn't caused any lasting harm.
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Fri Jun 25, 2010 4:56 am

@Foghorne: did you finally manage to clean save? I had the exact same as you, and I narrowed it down to the Real lights esp. Without this esp, my save game won't load; if I just add it, it loads fine. Then I was able to semi-clean save and upgrade.

If you're still stuck, you might want to give this a go...

you just put the shama lama ding dong back in my shooby dooby doo!

it worked! thanks, jansen.


i had tried Arthmoor and wrinklyninja's suggestions with no luck. updating straight to 0.9.9.5 gave script errors and couldn't clean save from there. trying to use bain to uninstall didn't work, but i never used bain so i might have done something wrong. i also tried what Arthmoor's last post talks about, but i can't build a bashed patch without RL active.

this is the only thing that wuerks:
-uninstall 0.9.9
-install All Natural - Real Lights.esp and rebuild patch
-load save and make semi-clean save.
-update to 0.9.9.5 with no script errors.

unfortunately i can not clean save if i uninstall 0.9.9.5 from an "upgraded" save.

i should also mention i had no troubles doing several clean saves from 0.9.7 and 0.9.8 when reporting the interior sound issues with Better Cities and looping sounds a short time ago.


edit: @wrinklyninja - i thought about the stones and emptied my entire inventory in a few of my attempts at clean saves.
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Fri Jun 25, 2010 5:50 am

i also tried what Arthmoor's last post talks about, but i can't build a bashed patch without RL active.


Then use the last resort method and delete the RL plugin, THEN rebuild the patch. Bash is probably incorporating it through one of the import menus and you just aren't noticing. If it's deleted, it can't do that.

this is the only thing that wuerks:
-uninstall 0.9.9
-install All Natural - Real Lights.esp and rebuild patch
-load save and make semi-clean save.
-update to 0.9.9.5 with no script errors.


That should be fine. The RL module hasn't changed significantly other than fixing lighting issues in some cells. The major concern is getting the weather script updated properly.
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Fri Jun 25, 2010 5:00 am

Hi,After closing an Oblivion gate, the stormy red weather continues through area transitions and time (waiting or sleep). I've apparently done something wrong because if I uninstall All Natural, weather returns to normal.
[...]
Any suggestions to fix? I believe I following the installation instructions correctly; clean install & reset SL SLv.WeatherUnsticker to 0 (and reinitialized after changing).


I have the same problem and I'm also pretty sure I followed the installation instructions correctly.
I closed two Oblivion gates between the installation of 0.9.9.5 and the occurence of the everlasting red sky.
After closing the first gate, the weather went back to normal. But after the second gate, the Oblivion sky wont go away even if I wait for 48 hours.
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Thu Jun 24, 2010 11:50 pm

I've just done some further testing.

1. I rebuilt my bashed patch WITHOUT importing anything from AN, as wrinklyninja suggested - the game loads fine
2. I deactivated the real lights esp - it won't load
3. I reactivated it, loaded the game, got rid of Aiden Direnni (the only thing in my inventory likely to emit light), went outdoors (in Dementia), saved the game
4. Deactivated RL again, the new save game won't load.

This is not the first time I've had this problem. I remember it was the same with the last AN update, I couldn't load the game without Real Lights (though I don't remember what I did back then).

To answer your last question, wrinkyninja, I didn't have any ayleid stone in my inventory. I'm quite clueless to what the problem is here.
User avatar
Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Fri Jun 25, 2010 12:44 pm

I've just done some further testing.

1. I rebuilt my bashed patch WITHOUT importing anything from AN, as wrinklyninja suggested - the game loads fine
2. I deactivated the real lights esp - it won't load


Did you also make sure you weren't importing from the RL module as well? Tried loading with the bashed patch deactivated?
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Fri Jun 25, 2010 7:46 am

Yes I did, I unchecked anything related to real lights. I've just tried loading the game without the bashed patch, but it doesn't change anything. If all esps are activated (except the BP), the game loads; if I deactivate RL - it doesn't. :confused:
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Fri Jun 25, 2010 7:18 am

i just tried what jansen did.

- build BP without imports
- load save (save successfully loads)
- dropped all inventory in container, fw38eee, save game
- uninstall via obmm, verified all esps and esm deleted from data folder, and rebuild patch

game does not load with or without BP. the save is dependent on the Real Lights esp.
User avatar
Jennifer May
 
Posts: 3376
Joined: Thu Aug 16, 2007 3:51 pm

Post » Fri Jun 25, 2010 8:45 am

Hmmm, sorry for another question, but I get strange spam in the console ever since I updated AN. It looks like this:

0 4200.22 0.00

...repeated ad infinitum (though the 22 part increases over time)

I've clean-saved (well, apart from the real lights bit, as stated above), and setup the ini to make it exactly like before. Any clue to what that is? The game runs fine, but this doesn't look right...
User avatar
Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am

Post » Fri Jun 25, 2010 1:12 am

Hmmm, sorry for another question, but I get strange spam in the console ever since I updated AN. It looks like this:

0 4200.22 0.00

...repeated ad infinitum (though the 22 part increases over time)

I've clean-saved (well, apart from the real lights bit, as stated above), and setup the ini to make it exactly like before. Any clue to what that is? The game runs fine, but this doesn't look right...


Looks like I left my debug spam in. :P It's not a bug or anything, but I'll put together a patch for that once I can get around to finding out what's causing the de-sync for a couple of people.
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Fri Jun 25, 2010 3:21 pm

I've removed my previous message since wrinklyninja already answered.

I've spent the last couple of hours trying to understand why the oblivion storm was so stubborn in my last save.
Please note this the first time I try to take a look behind the scenes. I may be wrong in my anolysis...

It seems that the problem is linked to two variables in ANWeatherQuest : Oblivion is set to 1, and nearestGate is set to 00000000.
nearestGate gets its value from MQ00.nearOblivionGate and this should be... well, the nearest Oblivion gate.
I've checked different saves, and this variable was correct before entering the gate but set to 0 on a save created shortly after having closed the gate.

It seems that MQ00.nearOblivionGate is not modified when the player is near an already closed gate, or when he is near an open gate and the weather is "OblivionStormTamriel" (I may be really wrong with this last one, but I only saw a change in the variable after using "fw 38eee" near an open gate).
As the nearestGate variable is empty, the script can't check if the gate is destroyed, or the distance from the player. I think that's why the oblivion storm never go away.

The weather started to change after I modified the variables "Oblivion" to 0, and "flag" to 1. I don't know if this is really the correct thing to do though.
I also don't know why MQ00.nearOblivionGate was equal to 00000000... I wasn't able to reproduce this. I think I did quite a lot of load/save during my visit in this Oblivion plane. I will try to do more tests the next time I'm going to close an Oblivion gate.
User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Fri Jun 25, 2010 6:57 am

:facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm:

You clearly didn't read the readmes of either mod. Both clearly state that the respective mods are incompatible with any other weather mods, and All Natural's readme states several times that the original mods must be removed, and are incompatible. Move over to the All Natural thread, as this is now off-topic for here.


I'm sorry, you're right. I only skimmed over the descriptions and seem to have missed the essential sentences. I've been gathering mods all weekend long and am a bit dizzy by now. Again, my apologies. I will simply use All Natural now.

Thanks for your time.
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Fri Jun 25, 2010 6:43 am

I've removed my previous message since wrinklyninja already answered.

I've spent the last couple of hours trying to understand why the oblivion storm was so stubborn in my last save.
Please note this the first time I try to take a look behind the scenes. I may be wrong in my anolysis...

It seems that the problem is linked to two variables in ANWeatherQuest : Oblivion is set to 1, and nearestGate is set to 00000000.
nearestGate gets its value from MQ00.nearOblivionGate and this should be... well, the nearest Oblivion gate.
I've checked different saves, and this variable was correct before entering the gate but set to 0 on a save created shortly after having closed the gate.

It seems that MQ00.nearOblivionGate is not modified when the player is near an already closed gate, or when he is near an open gate and the weather is "OblivionStormTamriel" (I may be really wrong with this last one, but I only saw a change in the variable after using "fw 38eee" near an open gate).
As the nearestGate variable is empty, the script can't check if the gate is destroyed, or the distance from the player. I think that's why the oblivion storm never go away.

The weather started to change after I modified the variables "Oblivion" to 0, and "flag" to 1. I don't know if this is really the correct thing to do though.
I also don't know why MQ00.nearOblivionGate was equal to 00000000... I wasn't able to reproduce this. I think I did quite a lot of load/save during my visit in this Oblivion plane. I will try to do more tests the next time I'm going to close an Oblivion gate.


I don't know either. :(

MQ00.nearOblivionGate never went to an empty record when I did my testing. Perhaps it was a one-time glitch? If it happens again, I'll look into it, but it looks like nearOblivionGate got messed up somehow, and that in turn affected AN's ability to detect the change in circumstances. I'll see about adding in something to prevent this sort of thing from happening though.
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

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