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