[RELz/Beta] Weather: All Natural

Post » Fri Jun 25, 2010 1:22 pm

Ah thanks for Wrinkly and J for the info.

This is ShaderX from nexus forum btw so you don't have to reply to me twice :)
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Ilona Neumann
 
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Post » Fri Jun 25, 2010 4:15 pm

I've asked scruggs for an OBSE function to detect an area transition (fast travel, load door etc.) I suspect that might help you with this if it get's done, since it should provide a more reliable method of determining a fast travel and allow you to do a quick check and instant transition.
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Jake Easom
 
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Post » Fri Jun 25, 2010 9:03 pm

I've asked scruggs for an OBSE function to detect an area transition (fast travel, load door etc.) I suspect that might help you with this if it get's done, since it should provide a more reliable method of determining a fast travel and allow you to do a quick check and instant transition.


Ooh, that certainly would be most helpful. That reminds me, I think I might request a function myself. :)

EDIT: A bug report for Brumbek:

The door leading to the first floor rooms of the Merchant's Inn in the IC Market District is set slightly back from its frame, so there's a gap that you can see the sky and the ground floor through.
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saxon
 
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Post » Fri Jun 25, 2010 4:48 pm

Hey, tryed searching this thread for "vampire" but it just gives a horrible mess of the first line of each post which just doesn't help at all.

Basicaly, im using this mod and it appears to make it so that indoors the sunlight affects my vampire. This is obviously quite a problem. Anyone else having this problem or know a fix?

:EDIT:

I have just tested it and it appears to being caused by TVE vampire mod which is evidently not taking into account the fact im in a building due to the sunlight coming in due to natural weather I think.

Any suggestions?
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Nicole M
 
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Post » Fri Jun 25, 2010 5:39 pm

The only suggestion I can make is to not use that vampire mod. None of All Natural's interior weathers apply any sun damage, so any damage that is occurring inside is simply due to that mod applying a damage irrespective of the weather settings for that.

EDIT: Unless of course, I am misunderstanding the role of that setting in the damage calculation.
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Alisia Lisha
 
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Post » Fri Jun 25, 2010 12:29 pm

I see, well I doubt that there is something wrong with the mod as a stand alone as it seems very popular and looks very good. Any other good vampire mods that might be recomended?
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sarah simon-rogaume
 
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Post » Fri Jun 25, 2010 3:29 pm

Hi, I was wondering if someone could help me tweak the ini values of All Natural... I love the ambience lighting that Natural weather gives (but only on summer/spring/autumn - not winter). I've tried to change the ini to get those lighting but I haven't succeeded.

If anyone, or you - the author, could help me configure the ini like this, then it would be very nice. Or, if you - the author, could add some extra feature for us who wants to personally configure seasons, or some tips/guidance for me how to achieve that ambience lighting that Natural weather gives (during summer specifically).

Thanks in advance
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louise fortin
 
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Post » Fri Jun 25, 2010 3:43 pm

Hi, I was wondering if someone could help me tweak the ini values of All Natural... I love the ambience lighting that Natural weather gives (but only on summer/spring/autumn - not winter). I've tried to change the ini to get those lighting but I haven't succeeded.

If anyone, or you - the author, could help me configure the ini like this, then it would be very nice. Or, if you - the author, could add some extra feature for us who wants to personally configure seasons, or some tips/guidance for me how to achieve that ambience lighting that Natural weather gives (during summer specifically).

Thanks in advance


I saw your post on Nexus, but hadn't got around to replying to it yet. There are no settings for having different colours/lighting for different seasons - in Oblivion, there are no seasons. I suppose that I could add such a feature, but I would be adding it to Enhanced Seasons, when I do get on to working on it, rather than All Natural. Such implementation would be more beneficial, as it would mean non-AN users and AN users alike could have the feature at their disposal.

As for how to achieve Natural Weather style lighting, this was done by greatly increasing the yellow levels in all the colours/lighting of the weathers. This was toned back down to roughly vanilla Oblivion levels at some point after I started working on this, as it's my intention that this follow vanilla colouration settings, rather than impose its own upon users.

Of course, I did leave in a feature to set the colouration to whatever tinting you want, in the form of the Enhanced Colours optional feature, which you can use to restore this yellow tint by increasing the value of the relevant multiplier settings. However, I don't have any presets available ATM for you to use, so you'd have to go by trial and error until you got a tint similar to that of Natural Weather. If I get the time, I'll download Natural Weather again and try to determine an Enhanced Colours preset for that level of tint. I'll perform similar comparisons with EW and AWS as well, although I believe that any changes to those weathers were far less significant.
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Rinceoir
 
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Post » Fri Jun 25, 2010 10:34 am

I saw your post on Nexus, but hadn't got around to replying to it yet. There are no settings for having different colours/lighting for different seasons - in Oblivion, there are no seasons. I suppose that I could add such a feature, but I would be adding it to Enhanced Seasons, when I do get on to working on it, rather than All Natural. Such implementation would be more beneficial, as it would mean non-AN users and AN users alike could have the feature at their disposal.

As for how to achieve Natural Weather style lighting, this was done by greatly increasing the yellow levels in all the colours/lighting of the weathers. This was toned back down to roughly vanilla Oblivion levels at some point after I started working on this, as it's my intention that this follow vanilla colouration settings, rather than impose its own upon users.

Of course, I did leave in a feature to set the colouration to whatever tinting you want, in the form of the Enhanced Colours optional feature, which you can use to restore this yellow tint by increasing the value of the relevant multiplier settings. However, I don't have any presets available ATM for you to use, so you'd have to go by trial and error until you got a tint similar to that of Natural Weather. If I get the time, I'll download Natural Weather again and try to determine an Enhanced Colours preset for that level of tint. I'll perform similar comparisons with EW and AWS as well, although I believe that any changes to those weathers were far less significant.


Great! Thanks! I'll try fixing with the ini settings again... but last time I had no luck no matter how I tried. If that doesn't work, I'll either wait for your Enhanced Seasons or, if you have enough time, your determination of the effect/tint Natural Weather gives.
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jessica breen
 
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Post » Fri Jun 25, 2010 10:28 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.


I just came back from work. I did some quick tests with Oblivion gates.
The infinite OB storm issue did not happen even if nearOblivionGate = 0 and weather is OblivionStormTamriel.
Fast travel from and to oblivion gate is also fine I think (normal weather transitionning towards OB storm).
I didn't test fast travel between worldspaces for the moment.
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ZANEY82
 
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Post » Fri Jun 25, 2010 3:25 pm

Great! Thanks! I'll try fixing with the ini settings again... but last time I had no luck no matter how I tried. If that doesn't work, I'll either wait for your Enhanced Seasons or, if you have enough time, your determination of the effect/tint Natural Weather gives.


It's tricky, since there's so many differences, but as a pleliminary change, try setting the blue levels to 0.6, and red levels to 1.1, or thereabouts. I think I'll need to put all the numbers into a spreadsheet to do a proper anolysis, which will take a long time.
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Riky Carrasco
 
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Post » Fri Jun 25, 2010 11:49 am

It's tricky, since there's so many differences, but as a pleliminary change, try setting the blue levels to 0.6, and red levels to 1.1, or thereabouts. I think I'll need to put all the numbers into a spreadsheet to do a proper anolysis, which will take a long time.


Thanks, I'll try it. But green - how much should I set it to, approximately?
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jenny goodwin
 
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Post » Fri Jun 25, 2010 9:08 am

Thanks, I'll try it. But green - how much should I set it to, approximately?


It doesn't seem to change that much. Maybe increase it a little bit (not any greater than 1.1), or just leave it at 1.
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Breanna Van Dijk
 
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Post » Fri Jun 25, 2010 12:58 pm

Ok wrinkly test report for the hotfix you provided for the oblivion sky issue..

Weather will stay at oblivion after installing patch.
Waiting 1 hour resets the weather back to normal.
Going into gate and closing will cause weather to be stuck again (timescale 5). #In vanilla obivion the weather will return to normal right after you close the gate, this is obviously not working.
Needs to wait for 1 hour game time (slow since i am on scale 5) for weather to reset. Or fast travel will fix it.
Fast travel did get desync when i travel indoor from bruma's inn to outdoor imperial market. Takes <1 hour in my timescale and weather changed from rain to sun.

NOTES on weather stuck after closing gate, i did this right after i teleported back >>
sqv ANWeatherQuest gives me oblivion = 0 and nearest gate = 0. So at least this time the mod knows i am no longer in oblivion but takes a long while to change the weather back.

EDIT :: Do note that fast travel from indoor outdoor do not 100% cause desync, infact only did one time that happen.
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Lil Miss
 
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Post » Fri Jun 25, 2010 8:51 pm

Ok wrinkly test report for the hotfix you provided for the oblivion sky issue..

Weather will stay at oblivion after installing patch.
Waiting 1 hour resets the weather back to normal.
Going into gate and closing will cause weather to be stuck again (timescale 5). #In vanilla obivion the weather will return to normal right after you close the gate, this is obviously not working.
Needs to wait for 1 hour game time (slow since i am on scale 5) for weather to reset. Or fast travel will fix it.
Fast travel did get desync when i travel indoor from bruma's inn to outdoor imperial market. Takes <1 hour in my timescale and weather changed from rain to sun.

NOTES on weather stuck after closing gate, i did this right after i teleported back >>
sqv ANWeatherQuest gives me oblivion = 0 and nearest gate = 0. So at least this time the mod knows i am no longer in oblivion but takes a long while to change the weather back.

EDIT :: Do note that fast travel from indoor outdoor do not 100% cause desync, infact only did one time that happen.


What you're describing with the Gate weather is supposed to happen. While in vanilla, the game would set the weather to be normal as soon as you'd closed the gate, I've done it so that once you close it, the weather is forced to Gate weather, and then immediately set to transition out, so the weather appears to fade away, which makes much more sense, since it gives finding and closing gates a bit of symmetry weather wise, and looks better for it IMO.

As for your desync claim, I'll look into that, though it sounds a bit odd.

EDIT: I'm doubting that what you reported was de-sync. What you described is a weather change that sounds perfectly reasonable - though you travelled for less than an hour (0.8 of an hour, roughly), you still travelled for a relatively large amount of time, and it is possible that the weather was due to change at any point during that 0.8 of an hour.

De-sync isn't something that just happens once, since it represents something in AN's ability to keep track of weathers being broken. You should be able to replicate it a lot. If you can't, it's either a case of a normal weather change (in the case of fast travelling), or an interrupted transition (in terms of load doors), and while the latter is not normal, there's nothing that can be done about it.
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Nick Tyler
 
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Post » Fri Jun 25, 2010 9:47 pm

Hey guys, your mod looks fantastic, but I have always been reluctant to get it for fear of any fps hit it might cause. Does anyone have a rough estimate of how many fps I can expect to lose?
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Ebony Lawson
 
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Post » Fri Jun 25, 2010 1:09 pm

Hey guys, your mod looks fantastic, but I have always been reluctant to get it for fear of any fps hit it might cause. Does anyone have a rough estimate of how many fps I can expect to lose?


Without RL, pretty much none. With RL, you can expect a noticeable performance hit. I can't remember the last time I played without it, so I can't give any figures, but it also depends on your system. Best thing to do is to try it out, and if it's too heavy, just deactivate it.
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Rachael
 
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Post » Fri Jun 25, 2010 5:25 pm

Without RL, pretty much none. With RL, you can expect a noticeable performance hit. I can't remember the last time I played without it, so I can't give any figures, but it also depends on your system. Best thing to do is to try it out, and if it's too heavy, just deactivate it.

Hah, fast reply and a good one at that. Thank you very much I'll give it a go asap.
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Penny Courture
 
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Post » Fri Jun 25, 2010 3:15 pm

I've just installed the latest version and everything looks great from the bit I've had time to play. I saw some errors displayed in the console though (http://img706.imageshack.us/img706/8481/screenshot3rw.jpg). What sort of mistake might this indicate? (Sorry, I'm no good at functions :( ) I double-checked my WyreBash and OBSE versions, and they both met the requirements (285 and 18), so it's probably not that.
Here's my current load order, if that might possibly be the issue. (http://img265.imageshack.us/img265/4/order1r.jpg)
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Cassie Boyle
 
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Post » Fri Jun 25, 2010 12:24 pm

You failed to perform a clean save, as indicated by the readme.
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Vincent Joe
 
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Post » Fri Jun 25, 2010 10:56 pm

You failed to perform a clean save, as indicated by the readme.

Strange... I didn't do a clean save, but I appear to be error free... Fantastic mod btw
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emily grieve
 
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Post » Fri Jun 25, 2010 7:14 pm

It doesn't seem to change that much. Maybe increase it a little bit (not any greater than 1.1), or just leave it at 1.


I tried out the settings, although they are too "strong". Also, they seem to affect everything (the weather textures too). So with enhanced color modifications, the sky become yellow-greenish as well :/

I guess I'll wait for your enhanced seasons, or for some update on all natural for specific ambience lighting adjustments. In the meanwhile I'll use Natural Weather (simplified version). It looks very good in summer, but I, frankly, HATE winter :P
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Solène We
 
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Post » Fri Jun 25, 2010 3:20 pm

I tried out the settings, although they are too "strong". Also, they seem to affect everything (the weather textures too). So with enhanced color modifications, the sky become yellow-greenish as well :/

I guess I'll wait for your enhanced seasons, or for some update on all natural for specific ambience lighting adjustments. In the meanwhile I'll use Natural Weather (simplified version). It looks very good in summer, but I, frankly, HATE winter :P


I'll change it so that EC only alters the ambient and perhaps sunlight colours, which should solve the settings effecting everything.

As for looking very good in summer, but not in winter, this cannot be anything but placebo. There are not different colours for summer and winter weathers, the only difference in the seasons is the chances of each weather type occurring.
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Laura-Lee Gerwing
 
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Post » Fri Jun 25, 2010 5:01 pm

You failed to perform a clean save, as indicated by the readme.

Thanks, I knew I'd missed something simple...happens a lot.

Edit: Now the weather is changing every time I go outside. :unsure:
Edit2: And now it's fine...probably just needed to load a few more cells to get it "settled in". Sorry about the false alarm.
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Helen Quill
 
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Post » Fri Jun 25, 2010 9:41 pm

I'm pretty sure this has nothing to do with a weather mod at all, but I though I'd ask here since there are so many knowledgeable modders here :) When I'm running along, I will suddenly get the sound of running water and it's really loud! Does anyone know what causes this? I ran into the problem with stuck weather on one of the earlier versions, so I uninstalled All Natural for now, but as I said, I don't think this problem is necessarily related to a weather mod. I've had the problem on previous play-throughs as well, several years ago. I think at that time I had tried AWS and Enhanced Weather at various points. I plan to load up the latest version of All Natural on a new install, but if there's something I'm loading that causes this running water noise, I'd like to be able to fix it. For a woman, running water noise is really bad ;)

Load order:
Spoiler

Active Mod Files:00  Oblivion.esm01  MD_Saddle_Master.esm02  Ulrim's Horses.esm03  bookplacing.esm  [Version 1]04  CustomSpellIcons.esm05  TNR ALL RACES FINAL.esp06  Unofficial Oblivion Patch.esp  [Version 3.2.6]07  Oblivion Citadel Door Fix.esp08  Enhanced Water v2.0 HDMI.esp09  QuietFeet.esp0A  Book Jackets Oblivion - BP.esp0B  ClocksOfCyrodiil.esp**  CM_Better Wine.esp0C  Display Stats.esp  [Version 1.2]0D  Encyclopaedia Cyrodilica.esp0E  ImprovedSigns.esp0F  RAEVWD Cities.esp  [Version 1.7]10  RAEVWD Imperial City.esp  [Version 1.7]11  Harvest[Containers].esp12  Enhanced Economy.esp  [Version 3.4.3]13  Map Marker Overhaul.esp  [Version 3.4]14  Improved Hotkeys_Extended.esp  [Version 1.1]15  DLCHorseArmor.esp16  DLCOrrery.esp17  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]18  SM Plugin Refurbish - Orrery.esp  [Version 1.11]19  DLCMehrunesRazor.esp1A  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1B  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]1C  DLCSpellTomes.esp1D  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1E  MaleBodyReplacerV4.esp1F  Darkgreen Glass Armour.esp20  Ethereal - Armor Imperial Legion Edition AR.esp  [Version FINAL]21  FineWeapons.esp22  RustyItems.esp23  RTFemaleReplacerV12.esp24  Slof's Horses Base.esp25  Slof's Extra Horses.esp26  Dude Wheres My Horse.esp27  MD Saddlebags v3.0.esp**  Ranokoas Organized Potions.esp28  Amajor7 Imperial Furniture.esp29  ArmoryLab.esp2A  DLCBattlehornCastle.esp2B  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]2C  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]2D  DLCFrostcrag.esp2E  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]2F  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]30  Ulrim's Horses.esp31  Knights.esp32  Knights - Unofficial Patch.esp  [Version 1.0.9]33  SM Plugin Refurbish - Knights.esp  [Version 1.06]34  Ulrim's Horses - Knights patch.esp35  The Lost Spires.esp36  Harvest [Flora].esp  [Version 3.0.0]37  NoHFailure_HFlora.esp38  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]39  AutoBookPlacer.esp3A  DecoratorAssistant with OBSE v1.1.esp3B  gardening.esp3C  Toggleable Quantity Prompt.esp  [Version 3.1.1]3D  Quest Award Leveller.esp  [Version 2.1.0]3E  Quest Award Leveller - Battlehorn Castle.esp3F  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]40  Quest Award Leveller - Knights Of The Nine.esp  [Version 2.1.0]41  Kyoma's Spell Renamer.esp  [Version 3.0.1]42  SupremeMagicka.esp  [Version 0.89]43  SM_DLCSpellTome.esp  [Version 0.80]44  SM_Scrolls.esp  [Version 0.84]45  SM_SigilStone.esp  [Version 0.83]46  Oblivion XP.esp  [Version 4.1.5]47  Super Encumbrance.esp  [Version 1.0]48  Bashed Patch, 0.esp49  FormID Finder4.esp4A  kuerteeCleanUp.esp




Thanks guys...

Edit: By the way, I had S&S loaded, but finally decided that the weather was just too loud, so I uninstalled it. I'm still using OSSO. I still get the running water noise. It just happens when I'm running along a road, with no water in sight. I've even had it happen right in front of the door to Battlehorn castle. It will stop once I leave the cell.
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Catherine Harte
 
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