[RELz/Beta] Weather: All Natural

Post » Fri Jun 25, 2010 3:42 am

No idea why RL is causing dependency issues with saves. Whatever the problem it's not consistent because I can deactivate all of the AN components, rebuild the patch without importing anything, and load any game I have that was saved with 0995 active. Even if RL is also deactivated.

The OB gate weather issue is odd, but wouldn't it be possible to check and see if nearestGate is 00000000 and have that make sure the variable switches off? That's pretty much the game telling you you aren't near a gate anymore. Either because you're in one or you're too far away from one.
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Red Sauce
 
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Post » Fri Jun 25, 2010 12:00 pm

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.


I tried to understand the script OblivionGateRandomScript, and it seems that nearOblivionGate is set to 0 when going to Oblivion and is not modified when the gate is destroyed. Also, the var seems to be initialized only if the weather is NOT OblivionStormTamriel. This should not be a problem as there is a releaseWeatherOverride in the onActivate block, but I'm not sure of the impact of AN on this (does the cell change check force the weather to be OBStorm when exiting Oblivion?)

If I understand the code correctly, nearOblivionGate should be initialized when I'm near a gate, set to 0 when I'm in Oblivion, and still be equal to 0 after I destroyed the gate.
I did some quick tests this morning and I got weird results. I loaded two saves where I'm just about to enter a gate.
- Near the gate (Tamriel) : variable OK, inside Oblivion : variable = 0, closeOblivionGate : variable = 0 and weather is stuck to OBstorm
- Near the gate (Tamriel) : variable OK, inside Oblivion : variable = 0, exit the gate to Tamriel : variable = 0 and weather is stuck to OBStorm
This last one looked strange, so I did the same test on the other save and I got :
- Near the gate (Tamriel) : variable OK, inside Oblivion : variable = 0, exit the gate to Tamriel : variable OK and weather changes correctly when going far from the gate.

But yesterday (after my previous post) I'm quite sure I saw the variable not empty outside and inside Oblivion, and even after the gate was destroyed. But this was the Cheydinhal gate, and it doesn't use the same script (but it looks quite the same to me).
Either the sqv command doesn't return the correct values, or the way the game handles variables defies logic.
I think I'm drifting towards insanity... Why did I even try to understand all this? ^^
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Cheville Thompson
 
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Post » Fri Jun 25, 2010 3:59 am

I can't see anything out of the Skingrad Manor windows. It is only black. I have Wrye Bash and the other required things. Course I don't know what the Hell Wrye Bash does with this mod.
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lucy chadwick
 
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Post » Fri Jun 25, 2010 10:23 am

I can't see anything out of the Skingrad Manor windows. It is only black. I have Wrye Bash and the other required things. Course I don't know what the Hell Wrye Bash does with this mod.

Do you have BlackHorse Courier Expanded? If your answer is yes I'll post in the BCE topic and mention this.

Cheers!
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Chad Holloway
 
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Post » Fri Jun 25, 2010 3:36 am

Why would it matter if he does? I've got BHCE myself and don't recall seeing any problems with the Skingrad manor.
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barbara belmonte
 
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Post » Fri Jun 25, 2010 2:21 pm

Why would it matter if he does? I've got BHCE myself and don't recall seeing any problems with the Skingrad manor.

I haven't checked the manor but All Natural has an issue with BHCE in my loadorder. I don't know why, but it makes the cell act as an interior on both Arvena?(the rat lady) house and on Pinerius?(the hunter).

The bash patch set these cells to exterior and BHCE does not touch that, but even so I only get All natural to work when I load it after BHCE.

So I was looking for a correlation before posting in Cliffworms thread.
EDIT! --> Well this is fun. Now it is back to the same problem. Before all I had to do was to load All Natural after BHCE; well that does not work anymore. Back to testing :( Am I never going to be able to play, only testing and bug hunting :banghead:

Cheers!
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Spooky Angel
 
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Post » Fri Jun 25, 2010 3:04 pm

Here's my load order if that helps. I also unisntalled Wrye Bash since I don't notice any changes.

Edit: I don't know if this is related but the eyes are all missing.

Oblivion.esmTamRes.esmCM Partners.esmCobl Main.esmToaster Says Share v3.esmCyrodiilUpgradeResourcePack.esmArtifacts.esmTR_OoT_Main.esmbookplacing.esmMathFunctions.esmAll Natural Base.esmKvatch Rebuilt.esmAll Natural - Real Lights.espAll Natural.espAll Natural - SI.espTamRes.espBook Placement v2.espUnofficial Shivering Isles Patch.espCyrodiil Legion Addon.espCobl Glue.espCobl Si.espValenwood.espPitchable_Tent.espTreleths_Pitchable_Tent.espPitchable_Tent_anywhere.espBook Jackets Oblivion - BP.espBook Jackets Oblivion.espPortable Campsite.espPortable Campsite - Quickstart.espCobl Tweaks.espCobl Races.espUnofficial Oblivion Patch.espAmajor7 Imperial Furniture.espTemplar Fighters Guild.espWH46II__V1.2.espWH46II__V1.2_EDH98K.espbookplacing.espMaleBodyReplacerV4.espBeautiful PeopleV22 - MaleReplacerV4.espFantasyPaintings.espHousewives v101.espMoney Spell.espDLCShiveringIsles.espGoldCoinBagger.espcidnothump.espcidnothumpMMversion.espCM Partners.espCM Partners NPC.espBlack Beard Races.espBrown Beard Races.espBlonde Beard Races.espGray Beard Races.espRed Beard Races.espBlonde Viking Beard Races.espGray Wizard Beard Races.espBrown Goatee Races.espBrown Mustache Races.espBlonde Goatee Races.espBrown Viking Beard Races.espBlack Goatee Races.espGray Goatee Races.espRed Goatee Races.espBlonde Mustache Races.espBlack Mustache Races.espGray Mustache Races.espRed Mustache Races.espBlack Wizard Beard Races.espBlonde Wizard Beard Races.espBrown Wizard Beard Races.espRed Wizard Beard Races.espCM Partners NPC NE.espCM Partners More NPCs.espCM Partners More NPCs NE.espCM Partners Marker NPCs.esptommygun.espCM Partners Special NPCs.espAragorns Royal Gear.espCurseOfHircine.espFlyingCameraMod.espLost Paladins of the Divines.espACCCGR.esptkRapiers.espnordinkarst_1.0.1_en.espclean mjy castle free v1.1.espClaimThatInterior.esppale_rider's Hats.espBlunderbuss.espAdonnays Ranger Coats.espMrMuhs Sheogorath-Anims EV.espKvatch Rebuilt.espXSPipeMod.espMercenaries.espTSS Custom Companion  Template.esp77_Umpa_Mp3_Player.espAlternative Start by Robert Evrae.espStargateMod-1.2.espExtended Imperial City Version 1.0.espLords and Ladies Shop.espNewfarm.espToaster Says Share Faction Recruitment.espArmageddon.espOblivionFarmer'sMarket3NoHungry.espYourICHRevamped 1.1-b.espAltair_Race.espMy Island Palace.espJHussarSaber.espTR_Stirk.espStirk_Compatibility_Patch.espAssassins Creed - Altair's Gear - Heavy Armor.espApachii_Heroes_Store.espwixs driveable skyglider.espKyoma's Journal Mod.espTheElderCouncil.espUFF_TM_Ballgowns.espAll Natural - Natural Weather.espAll Natural - NW + AWS.espAll Natural - EW + AWS.espAll Natural - Atmospheric Weather System.espAll Natural - EW + NW.espGriffon Fortress 0.5.espAll Natural - EW + NW + AWS.espAll Natural - Enhanced Weather.espArtifacts.espPlaceableMapMarker0.5.espElsweyrAnequina.espStarX Witch Hunter Armor.espKnights.espHau'oli Paena.espCrowe.espGuards&Legionnaires Addon.espCastle_Seaview.espMap Marker Overhaul.espMap Marker Overhaul - SI additions.espGuardsofCyrodiilRedux.espChristmasCottage.espAC2Gear_RS.espaaaJNF-&-DS-Pirate-Isles-Beta.espTRSAssassinBoots.espSide's Sailing Ships.espSummerset.espDwemer_Skyship_1_1_0.espBlackmarsh.espValenwood_Anequina_Patch.espSummersetLandscapes.espThe Ayleid Steps.espHammerfell.espKvatch Rebuilt Weather Patch.espFort Akatosh Redux.espTWPC6.esp

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Joanne
 
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Post » Fri Jun 25, 2010 3:07 am

Don't uninstall Wrye Bash, it's required in order for the interior weather support to work properly. If you don't use it, we can't help you with issues resulting from that.
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helliehexx
 
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Post » Fri Jun 25, 2010 5:33 pm

OH ok. (Reinstalled)
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Ana Torrecilla Cabeza
 
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Post » Fri Jun 25, 2010 5:47 am

Here's my load order if that helps. I also unisntalled Wrye Bash since I don't notice any changes.

Edit: I don't know if this is related but the eyes are all missing.

Spoiler
Oblivion.esmTamRes.esmCM Partners.esmCobl Main.esmToaster Says Share v3.esmCyrodiilUpgradeResourcePack.esmArtifacts.esmTR_OoT_Main.esmbookplacing.esmMathFunctions.esmAll Natural Base.esmKvatch Rebuilt.esmAll Natural - Real Lights.espAll Natural.espAll Natural - SI.espTamRes.espBook Placement v2.espUnofficial Shivering Isles Patch.espCyrodiil Legion Addon.espCobl Glue.espCobl Si.espValenwood.espPitchable_Tent.espTreleths_Pitchable_Tent.espPitchable_Tent_anywhere.espBook Jackets Oblivion - BP.espBook Jackets Oblivion.espPortable Campsite.espPortable Campsite - Quickstart.espCobl Tweaks.espCobl Races.espUnofficial Oblivion Patch.espAmajor7 Imperial Furniture.espTemplar Fighters Guild.espWH46II__V1.2.espWH46II__V1.2_EDH98K.espbookplacing.espMaleBodyReplacerV4.espBeautiful PeopleV22 - MaleReplacerV4.espFantasyPaintings.espHousewives v101.espMoney Spell.espDLCShiveringIsles.espGoldCoinBagger.espcidnothump.espcidnothumpMMversion.espCM Partners.espCM Partners NPC.espBlack Beard Races.espBrown Beard Races.espBlonde Beard Races.espGray Beard Races.espRed Beard Races.espBlonde Viking Beard Races.espGray Wizard Beard Races.espBrown Goatee Races.espBrown Mustache Races.espBlonde Goatee Races.espBrown Viking Beard Races.espBlack Goatee Races.espGray Goatee Races.espRed Goatee Races.espBlonde Mustache Races.espBlack Mustache Races.espGray Mustache Races.espRed Mustache Races.espBlack Wizard Beard Races.espBlonde Wizard Beard Races.espBrown Wizard Beard Races.espRed Wizard Beard Races.espCM Partners NPC NE.espCM Partners More NPCs.espCM Partners More NPCs NE.espCM Partners Marker NPCs.esptommygun.espCM Partners Special NPCs.espAragorns Royal Gear.espCurseOfHircine.espFlyingCameraMod.espLost Paladins of the Divines.espACCCGR.esptkRapiers.espnordinkarst_1.0.1_en.espclean mjy castle free v1.1.espClaimThatInterior.esppale_rider's Hats.espBlunderbuss.espAdonnays Ranger Coats.espMrMuhs Sheogorath-Anims EV.espKvatch Rebuilt.espXSPipeMod.espMercenaries.espTSS Custom Companion  Template.esp77_Umpa_Mp3_Player.espAlternative Start by Robert Evrae.espStargateMod-1.2.espExtended Imperial City Version 1.0.espLords and Ladies Shop.espNewfarm.espToaster Says Share Faction Recruitment.espArmageddon.espOblivionFarmer'sMarket3NoHungry.espYourICHRevamped 1.1-b.espAltair_Race.espMy Island Palace.espJHussarSaber.espTR_Stirk.espStirk_Compatibility_Patch.espAssassins Creed - Altair's Gear - Heavy Armor.espApachii_Heroes_Store.espwixs driveable skyglider.espKyoma's Journal Mod.espTheElderCouncil.espUFF_TM_Ballgowns.espAll Natural - Natural Weather.espAll Natural - NW + AWS.espAll Natural - EW + AWS.espAll Natural - Atmospheric Weather System.espAll Natural - EW + NW.espGriffon Fortress 0.5.espAll Natural - EW + NW + AWS.espAll Natural - Enhanced Weather.espArtifacts.espPlaceableMapMarker0.5.espElsweyrAnequina.espStarX Witch Hunter Armor.espKnights.espHau'oli Paena.espCrowe.espGuards&Legionnaires Addon.espCastle_Seaview.espMap Marker Overhaul.espMap Marker Overhaul - SI additions.espGuardsofCyrodiilRedux.espChristmasCottage.espAC2Gear_RS.espaaaJNF-&-DS-Pirate-Isles-Beta.espTRSAssassinBoots.espSide's Sailing Ships.espSummerset.espDwemer_Skyship_1_1_0.espBlackmarsh.espValenwood_Anequina_Patch.espSummersetLandscapes.espThe Ayleid Steps.espHammerfell.espKvatch Rebuilt Weather Patch.espFort Akatosh Redux.espTWPC6.esp



Get rid of those weather plugins, and BOSS your load order.

I'll start working on a set of fixes tomorrow, to be released as previously in a Fix Pack. Of primary concern is taking account of the Oblivion Gate reference returning 0 to prevent any more bugs with that, removing the console spam I forgot to take out, trying to find out why the weather seems to de-sync for a couple of users and fixing it, and correcting the note about the blue tint for darker nights in the ini. If anyone's got any other requested fixes, just say so. :)

Regarding the next release, I'm also going to re-evaluate our Storms & Sounds recommendation, as the two overlap somewhat, and the interior sounds in particular do not mesh well. Perhaps we need to add a note about disabling S&S interior sounds to the readme or something. Other than that, AFAIK 'all' that needs to be done regarding the weather is to go through them all making sure none look rubbish.

Continuing on in the interior sounds vein, if anyone's got any recommendations for the more recent sound replacers, I'd be glad to hear them (I've only got as recent as OSSO, S&S and MIS). I might also see about incorporating interior versions for All Natural.
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ANaIs GRelot
 
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Post » Fri Jun 25, 2010 6:53 am

I used BOSS. Here is what it says about the Weather stuff. I can't seem to start Wry Bash though for some reason.

All Natural - Real Lights.esp
. Bashed Patch tag suggestion: {{BASH:Graphics,Scripts}}
. Note: Do not use with original Real Lights mod.

All Natural.esp
. Note: Required for All Natural.
. Bashed Patch tag suggestion: {{BASH:C.Climate}}

All Natural - SI.esp
. Note: Required for All Natural SI support.
. Bashed Patch tag suggestion: {{BASH:C.Climate}}

All Natural - Enhanced Weather.esp
. Note: Only use one All Natural weather plugin.

All Natural - Natural Weather.esp
. Note: Only use one All Natural weather plugin.

All Natural - EW + NW.esp
. Note: Only use one All Natural weather plugin.

All Natural - Atmospheric Weather System.esp
. Note: Only use one All Natural weather plugin.

All Natural - EW + AWS.esp
. Note: Only use one All Natural weather plugin.

All Natural - NW + AWS.esp
. Note: Only use one All Natural weather plugin.

All Natural - EW + NW + AWS.esp
. Note: Only use one All Natural weather plugin.
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Anthony Rand
 
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Post » Fri Jun 25, 2010 1:34 am

I used BOSS. Here is what it says about the Weather stuff. I can't seem to start Wry Bash though for some reason.

All Natural - Real Lights.esp
. Bashed Patch tag suggestion: {{BASH:Graphics,Scripts}}
. Note: Do not use with original Real Lights mod.

All Natural.esp
. Note: Required for All Natural.
. Bashed Patch tag suggestion: {{BASH:C.Climate}}

All Natural - SI.esp
. Note: Required for All Natural SI support.
. Bashed Patch tag suggestion: {{BASH:C.Climate}}

All Natural - Enhanced Weather.esp
. Note: Only use one All Natural weather plugin.


For starters this is what it should look like if you want to use Enhanced Weather. You can't have all the different esp's in there because they are different weather plugins (depending on what you like).

. Note: Only use one All Natural weather plugin.

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Lance Vannortwick
 
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Post » Fri Jun 25, 2010 12:14 pm

Ok I have that done. Now I just need to figure out how to get Whrye Bash to work.
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Harry Leon
 
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Post » Fri Jun 25, 2010 2:57 am

Actually as of 0995 there are no extra plugins, weather support is handled in the ini now so all of these need to be deleted:

All Natural - Enhanced Weather.esp
All Natural - Natural Weather.esp
All Natural - EW + NW.esp
All Natural - Atmospheric Weather System.esp
All Natural - EW + AWS.esp
All Natural - NW + AWS.esp
All Natural - EW + NW + AWS.esp

They are obsolete. I guess BOSS needs to be updated to reflect this.

Actually, nevermind, it looks like the masterlist has been updated already.
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carla
 
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Post » Fri Jun 25, 2010 12:48 pm

Actually as of 0995 there are no extra plugins, weather support is handled in the ini now so all of these need to be deleted:

All Natural - Enhanced Weather.esp
All Natural - Natural Weather.esp
All Natural - EW + NW.esp
All Natural - Atmospheric Weather System.esp
All Natural - EW + AWS.esp
All Natural - NW + AWS.esp
All Natural - EW + NW + AWS.esp

They are obsolete. I guess BOSS needs to be updated to reflect this.


Done.
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Lily Something
 
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Post » Fri Jun 25, 2010 5:47 am

Alright I installed Wrye Bash correctly so it should be working. But I click on the launcher and nothing happens.
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Lou
 
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Post » Fri Jun 25, 2010 4:20 am

I've made an adjustment to the way that the normalisation of the night ambient colour works in Enhanced Nights. Before, you had a toggle setting, and then a setting that you would have to set as your current DarknessParameter * an arbitary night colour value. This didn't really make much sense at all, now that I think about it, and would actually result in your night ambient colour being the square of whatever darkness you had set, not to mention it wasn't actually modifying the ambient colour values, but the sunlight colour values. :blink: Though the name makes more sense currently, the idea is that it determines the amount of light cast by heavenly bodies such as the moons.

Now, I've set it so that it actually takes the average of the sunlight colours of the weather being processed, and uses them in the normal darkening multiplication, meaning that it's actually a true normalisation for that weather, rather than the current failed 'one size fits all' approach. This has the effect of removing the need for the NormalizeParameter setting, meaning that all you need to do now is toggle it on or off to do as you like. :)

Yet another example of something that I really should have noticed long ago, I'm pretty sure this dates back to EW 1.0. Speaking of which, it looks like I'll have to update that supposedly finished work too. :P

EDIT: Here's the ini comment for NormalizeNightAmbient now, hopefully it is sufficiently clear ;):

Enables/Disables the removal of vanilla Oblivion's blue tint at night.

EDIT 2: Looks like I've solved the problem of gate weather getting stuck after you close one. Also, I've noticed that if you travel while the weather is gate weather, then the same weather is applied to your destination, no matter how far away it is to the nearest gate, though the weather will immediately start to transition out if you are outside of a Gate's effect radius. I've made it so that if the player is fast travelling, the weather will never be set to Oblivion Gate weather on arrival.

This obviously raises the issue of what happens in cases where you travel to a point which is within the effect radius of a Gate. The question is, are there any such places, and what should happen there? With my changes, the weather will be normal on arrival, but immediately start to transition to Gate weather. With the very fast transition speed that All Natural gives Gate weather, this means that within a couple of seconds of arrival, the Gate weather will be in full effect. However, is this what you think is the right thing to happen, or should it be that the weather is Gate weather on arrival?

If I can get a couple of answers to this, I'll put up a link for testing of the Gate fix tonight. :)
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Channing
 
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Post » Fri Jun 25, 2010 5:53 am

[...]
EDIT 2: Looks like I've solved the problem of gate weather getting stuck after you close one. Also, I've noticed that if you travel while the weather is gate weather, then the same weather is applied to your destination, no matter how far away it is to the nearest gate, though the weather will immediately start to transition out if you are outside of a Gate's effect radius. I've made it so that if the player is fast travelling, the weather will never be set to Oblivion Gate weather on arrival.

This obviously raises the issue of what happens in cases where you travel to a point which is within the effect radius of a Gate. The question is, are there any such places, and what should happen there? With my changes, the weather will be normal on arrival, but immediately start to transition to Gate weather. With the very fast transition speed that All Natural gives Gate weather, this means that within a couple of seconds of arrival, the Gate weather will be in full effect. However, is this what you think is the right thing to happen, or should it be that the weather is Gate weather on arrival?

If I can get a couple of answers to this, I'll put up a link for testing of the Gate fix tonight. :)

Good job! :P
I didn't notice this as I don't use fast travel. I have one gate discovered but still open on my current game, so I could do some test on this. However it's a random gate, and I doubt I will be in the 4000 radius after fast travelling.
I think the stables outside Chorrol are within the 8000 radius of the non random gate located on the fort ruins nearby. But I already closed it, and I don't know if I have a save with this gate still open.

According to me (which should be taken as seriously as "according to my cat" when I talk about OB scripting), you should avoid to set the weather to OBStormTamriel (without transition) on arrival. The nearOblivionGate is not intialized if the weather is already set to OB storm (see the random OB gate script).
However, if you put a check on nearestGate == 0 when Oblivion = 1, this should not be a problem. So I guess you could just do as the game do by default (transition to OB storm on arrival?).
I used AN for so long that I don't even remember how the default game handles gate weather. I'm not even sure that it handles the FT away from a gate as flawlessly as AN will after your changes.

I know this is not really interesting since the fix is already on its way, but I closed another random gate yesterday evening (using the normal way involving arrows in dremora) and nearOblivionGate was again set to 0 in Oblivion and still to 0 after the gate was destroyed. I believe the glitch is when the nearOblivionGate retains its value no matter what. But if this is the case, why isn't there more people reporting an issue with this?
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Kevin Jay
 
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Post » Fri Jun 25, 2010 4:07 pm

I don't think any of the gates are within distance of fast travel markers unless you discover the gate while it's open and fast travel directly to the gate's own marker. Since I avoid the use of fast travel it doesn't bother me. The city gates are all >5000 units from the nearest markers.
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Dark Mogul
 
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Post » Fri Jun 25, 2010 3:49 pm

I don't think any of the gates are within distance of fast travel markers unless you discover the gate while it's open and fast travel directly to the gate's own marker. Since I avoid the use of fast travel it doesn't bother me. The city gates are all >5000 units from the nearest markers.

The stables of Chorrol are at a distance of 4737 from the non random gate nearby. ^^
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Enny Labinjo
 
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Post » Fri Jun 25, 2010 10:49 am

Well, the stables aren't the city gates, are they :)
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Sarah Unwin
 
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Post » Fri Jun 25, 2010 2:57 pm

Well, the stables aren't the city gates, are they :)


You can still fast travel to them, and main Gates have a radius of 9000, so it's in range. I'll add a condition check in for such circumstances.

EDIT: Actually, the Chorrol Gate seems to not be in range, even in vanilla. :shrug: The Knights Of The Thorn Lodge is within range of one though. However:

On the first run of the script after fast travelling to a location, the vanilla gate script hasn't yet updated the nearest gate reference, so I can't tell if the player is in range or not. As such, I'm just going to leave it as setting a normal weather on arrival, and having the transition to Gate weather begin after that. It's not what I'd like, but it's simple, and that's how vanilla does it.
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Nicole Mark
 
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Post » Fri Jun 25, 2010 5:24 pm

About the oblivion sky stuck issue. What variable do you need to change in console to get it unstuck again?

Cause going near and away from the gate obviously did not work.

Also J says something about oblivion to 0 and flag to 1. Elaborate that for a non-scripter like me :/
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Emma Copeland
 
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Post » Fri Jun 25, 2010 3:31 pm

OK, here's the link to the http://www.4shared.com/file/g5kOxBBX/AN_Oblivion_Gate_Fix.html. If you're at a stage where you have access to Gates, grab it, drop it in Data, and activate it. Try out pretty much anything involving Gates and their weather you can think of, and let me know how it turns out.

Also, even if you aren't at the closing Gates stage, grab it anyway, since I altered the precedence of cell checks, so now Fast Travel has importance over climate/worldspace/interior cell changes. I did this as currently travelling between worldspaces (eg. cities) will set the weather that was set when you left, irrespective of how much time has passed, as the worldspace change took precendence. Now, if a weather change was due to happen, it will take place. However, this alteration does have the capacity to break weather sync if fast travel is wrongly detected. Therefore, I'd like it if you could put it through all sorts of outlandish scenarios to see how the changes hold up.
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luke trodden
 
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Post » Fri Jun 25, 2010 3:01 pm

About the oblivion sky stuck issue. What variable do you need to change in console to get it unstuck again?

Cause going near and away from the gate obviously did not work.

Also J says something about oblivion to 0 and flag to 1. Elaborate that for a non-scripter like me :/


First you need to check two variables.
Open the console and type:
sqv ANWeatherQuest

A list of vars will be displayed (use pageup key to see all the lines). The ones you must check are "Oblivion" and "nearestGate".
If the first is equal to 1 and the second to 00000000, then you can type the following in the console:
set ANWeatherQuest.Oblivion to 0set ANWeatherQuest.weatherShouldForce to 1set ANWeatherQuest.flag to 1


Close the console, and the weather should change immediately.

EDIT: Whoops, wrinklyninja just posted a fix. So Soulz you may want to install the fix instead. ^^
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lisa nuttall
 
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