[RELz/Beta] Weather: All Natural

Post » Fri Jun 25, 2010 6:21 pm

Thanks to hlvr's questioning me on how to use the Enhanced Colours optional feature, I have come to realise that it has all the usefulness of a chocolate teapot. This is something I intend to remedy, as it's a choice between fixing it or junking it, and at least one user would like to see it being useful, so going with the idea of the silent majority, I'm going to fix it.

As it is now, the feature was implemented as a stop-gap to tide over users until I could get around to actually standardising all the included weathers' tinting, though it's still fairly bad at that. I'm going to change it from being customisable per-weather-mod to per-weather-type, as that's now where most distinction lies. The RGB settings will remain the same, but they will be customisable differently for each of the 7 weather types (not including Oblivion Gate weather). In addition, rather than affecting the whole gamut of colours, only the sunlight (and possibly ambient too) colours will be affected, though the effected times will be extended from the current day only to the four available sunrise, day, sunset and night times. This should give greater consistence and control over the current system.

I'm also planning on doing a renaming of most of the optional features to make their names, etc. a bit more expressive of their purpose, as the Enhanced * labels work OK for EW, where it fits a pre-existing naming scheme, but in AN we can afford to be a bit more expressive in our nomenclature. :)

All this is planned for inclusion in the Fix Pack, which I hope to have released before the weekend is over. Then again, unless I get some more reports in on how the fix I posted works, that may not happen. (hint: download and give feedback, people!)

EDIT: @ andalaybay: I'm suspicious of gardening.esp, as I've used the majority of the other mods in your LO at one point or another, and don't remember such a problem. Are you using any sound replacers/additions besides OSSO? Try disabling gardening.esp, perhaps there's a watering plants script running or something that plays the sound of water running, and it's got stuck. :shrug:
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Fri Jun 25, 2010 9:06 pm

Ignore this post the test fix works perfectly.
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Fri Jun 25, 2010 7:01 pm

Was the persisting Oblivion storm fixed in 0.9.9.5? Because it is still definately a problem. At least with my game.


I've only got reports of the storm persisting if you close the gate, or enter oblivion and exit through the gate again. Basically, if you don't go into Oblivion, it should work in 0.9.9.5. I've posted a test fix I'd like feedback from on the previous page addressing this issue.
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Fri Jun 25, 2010 9:28 am

Thanks to hlvr's questioning me on how to use the Enhanced Colours optional feature, I have come to realise that it has all the usefulness of a chocolate teapot. This is something I intend to remedy, as it's a choice between fixing it or junking it, and at least one user would like to see it being useful, so going with the idea of the silent majority, I'm going to fix it.

You mentioned earlier that seasonal changes to the Enhanced Colours were not considered/possible? If it is possible I wouldn't mind seeing it - if my memory is not failing utterly I believe I saw and enjoyed it in Natural weather by Max Tael. The summers where warmer (yellow, red) winter colder (more blue).

The look-through windows are a great addition, I really loved wormhearts endeavours and am looking forward to even more eye candy in the future :D

Cheers!
User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Fri Jun 25, 2010 2:51 pm

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.

If I get the time, I'll download Natural Weather again and try to determine an Enhanced Colours preset for that level of tint.

Thanks to hlvr's questioning me on how to use the Enhanced Colours optional feature, I have come to realise that it has all the usefulness of a chocolate teapot. This is something I intend to remedy, as it's a choice between fixing it or junking it, and at least one user would like to see it being useful, so going with the idea of the silent majority, I'm going to fix it.

I'm ashamed to admit I'm one of the people who really loved Natural Weather's yellow tint. It was one of my favorite things about it actually. So I'm very happy to hear you're working on all this. I would really love having the option to easily 'turn on' NW's original colors. A while ago I thought about requesting some sort of NW color patch .esp that would restore the original colors of NW, but this new option sounds great. So thanks!

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.

I've stopped using S&Ss to see if the default AN sounds are enough for me. I like the idea of not having to use S&Ss for the interior sounds portion, so I'd prefer AN handle that entirely.

Oh, and I'll fix that IC Merchant Inn mesh and send you a link to include it in the fixpack.
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Fri Jun 25, 2010 3:55 pm

...
EDIT: @ andalaybay: I'm suspicious of gardening.esp, as I've used the majority of the other mods in your LO at one point or another, and don't remember such a problem. Are you using any sound replacers/additions besides OSSO? Try disabling gardening.esp, perhaps there's a watering plants script running or something that plays the sound of water running, and it's got stuck. :shrug:


Really? I wouldn't have that one loaded at all except it came as part of Armory Lab. I was thinking of getting rid of Armory Lab anyway, so I will try that. I don't think I had it loaded previously though, and as I said, it has been a persistent problem for me. AFAIK, I'm only using OSSO. As I said, I did have S&S loaded, and that was the same on my previous play-through. I had some issues when uninstalling S&S, so I might have some remnants there. I tried to clear out the directory and re-installed OSSO.

Ok, so I think I'll just go with OSSO and load the latest All Natural when I do my clean install and we'll see how it goes. I was hoping someone had heard of this before and could point me to something specific.

Thanks!
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Fri Jun 25, 2010 6:23 pm

You mentioned earlier that seasonal changes to the Enhanced Colours were not considered/possible? If it is possible I wouldn't mind seeing it - if my memory is not failing utterly I believe I saw and enjoyed it in Natural weather by Max Tael. The summers where warmer (yellow, red) winter colder (more blue).

The look-through windows are a great addition, I really loved wormhearts endeavours and am looking forward to even more eye candy in the future :D

Cheers!


I'm not planning on incorporating such seasonal weather colour changes into AN, but I have put it on my to-do list for Enhanced Seasons, which will be compatible, so there's practically no difference. Plus ES will have OBGEv2 support for colour alteration and latitude-based sunrise/set times, and a few other things. When it's released, of course...

I'm ashamed to admit I'm one of the people who really loved Natural Weather's yellow tint. It was one of my favorite things about it actually. So I'm very happy to hear you're working on all this. I would really love having the option to easily 'turn on' NW's original colors. A while ago I thought about requesting some sort of NW color patch .esp that would restore the original colors of NW, but this new option sounds great. So thanks!


I've stopped using S&Ss to see if the default AN sounds are enough for me. I like the idea of not having to use S&Ss for the interior sounds portion, so I'd prefer AN handle that entirely.

Oh, and I'll fix that IC Merchant Inn mesh and send you a link to include it in the fixpack.


Great, that makes it 2 people. :) I plan on having a preset as with Enhanced Nights for the Natural Weather tinting, so that should be good news for you. That might take a bit longer than this weekend though, I'll have to see how everything goes.

I've also removed S&S from my game, just to see what sort of impact is lost/gained. So far, the only losses I've noticed are the obvious lightning strikes, which isn't that big a deal for me any more, and the improved thunder sounds. If I can find a replacer for them to go on top of OSSO, MIS and AO, then I'll be happy. The interior sounds provided by AN (IMHO) are a lot more immersive in terms of volume and such.
User avatar
Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Fri Jun 25, 2010 7:45 pm

Hi Wrinkly one,

Sorry for my silence, I was on vacation. Downloaded and tried the fix; it worked perfectly. I have a saved game showing the red sky over the imperial university. After loading this save, I stepped inside Midas' shop and exited - no more red sky. I then tried fast traveling to a closed gate; no red sky there either.

Thanks wrinklyninja and Julianig!
User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Sat Jun 26, 2010 1:32 am

Seem to have taken a step backward on Kvatch while running Kvatch Rebuilt again. I approached the outside of the city, with a moderate thunderstorm that had been with me since leaving Skingrad. Went inside the city to find bright blue sky. Did my thing there. Exited the city and the bright blue sky weather stuck with it, with no hint of wanting to transition out. So it looks like the weather got spontaneously changed to something it shouldn't have been. Standard 0995 release, not using the update for OB weather fix.

Actually I take that back, I got down to where the vanilla Kvatch camp was and the thunderstorm I had previously came roaring back in a near-instant transition. So something's up.
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Fri Jun 25, 2010 4:34 pm

wrinklyninja: I can't find anything wrong with the Merchants Inn interior...where exactly is this problem again? Maybe screenshot since I'm having difficulties...

Oh, but I did notice in the Merchants Inn when I was by the entrance door I could look up and see the sun glare through the roof...I've never seen that before. Is that a bug or limitation or wot? Just curious since it did look fairly out of place. ;)
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Fri Jun 25, 2010 3:15 pm

If you can see sunglare through the roof, something is wrong - perhaps a micro-crack in the mesh? Otherwise you shouldn't be able to see the sun or sky except through a window.
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Fri Jun 25, 2010 7:00 pm

If you can see sunglare through the roof, something is wrong - perhaps a micro-crack in the mesh? Otherwise you shouldn't be able to see the sun or sky except through a window.

Well, I can see the sun glare very clearly through the merchant Inn roof by the entrance. And that part is solid geometry in the mesh (icgroundfloor18.nif), so I'm really uncertain why it's happening. Does it happen to you? I'll have to test other IC buildings.
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Fri Jun 25, 2010 4:50 pm

Yeah it doesn't make sense to me either. *shrug* who knows?
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Fri Jun 25, 2010 10:51 pm

Seem to have taken a step backward on Kvatch while running Kvatch Rebuilt again. I approached the outside of the city, with a moderate thunderstorm that had been with me since leaving Skingrad. Went inside the city to find bright blue sky. Did my thing there. Exited the city and the bright blue sky weather stuck with it, with no hint of wanting to transition out. So it looks like the weather got spontaneously changed to something it shouldn't have been. Standard 0995 release, not using the update for OB weather fix.

Actually I take that back, I got down to where the vanilla Kvatch camp was and the thunderstorm I had previously came roaring back in a near-instant transition. So something's up.


I really thought I'd managed to nail that patch last time. Perhaps something's up with the weather script this time. I'll take a look. What stage of the rebuild are you at? (best just to give me the name of your current active KR quest)


wrinklyninja: I can't find anything wrong with the Merchants Inn interior...where exactly is this problem again? Maybe screenshot since I'm having difficulties...

Oh, but I did notice in the Merchants Inn when I was by the entrance door I could look up and see the sun glare through the roof...I've never seen that before. Is that a bug or limitation or wot? Just curious since it did look fairly out of place. ;)


http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-06-1908-49-09-38.jpg.

Hey me again, Your temporary Oblivion gate patch appears to conflict with supreme Magicka's sustainable summons. And it appears to make NCGD and Progress go on a speed trip seeing as how my level 1 character was level 10 by the end of the tuturial dungeon. Not sure why it does it, but the problem ceases upon the patch's deactivation.


I don't see how, since it just changes variable detection, with the only end product being a change in the weather. It doesn't change timescale or anything, so I'm a bit confused. I'll check it out before I release the patch though.
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Sat Jun 26, 2010 2:08 am

http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-06-1908-49-09-38.jpg.

Interesting...my game doesn't have that...my door is perfectly fine. Perhaps some mod of yours moves the door? I can try to fix this anyway, but can others check to see if their's is wrong too?
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Sat Jun 26, 2010 12:01 am

Interesting...my game doesn't have that...my door is perfectly fine. Perhaps some mod of yours moves the door? I can try to fix this anyway, but can others check to see if their's is wrong too?


I'm running vanilla + AN + KR here ATM. Though it could be due to my PYFFIed vanilla meshes, maybe that does something to the door. :shrug:
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Fri Jun 25, 2010 10:15 pm

I'm running vanilla + AN + KR here ATM. Though it could be due to my PYFFIed vanilla meshes, maybe that does something to the door. :shrug:

I've just checked the door to the rooms of merchants inn, and it was fine.
I'm using about 30 mods but only UOP could have done something on this door I think. And I didn't use pyffi on my vanilla meshes.

Oh, but I did notice in the Merchants Inn when I was by the entrance door I could look up and see the sun glare through the roof...I've never seen that before. Is that a bug or limitation or wot? Just curious since it did look fairly out of place. ;)

I didn't see any sunglare while inside the merchants inn. Where did you see it exactly? And when?


Wrinkly, I'd like to test your fix on the desync issue, but I'm not sure of what is a desync exactly... ^^
Is it a difference in weather between interior and exterior? Or a difference between worldspaces? And if it's the latter, how can we know if the weather changed after a fast travel because it was supposed to change or because of a bug?
User avatar
Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm

Post » Fri Jun 25, 2010 6:14 pm

I've just checked the door to the rooms of merchants inn, and it was fine.
I'm using about 30 mods but only UOP could have done something on this door I think. And I didn't use pyffi on my vanilla meshes.

Wrinkly, I'd like to test your fix on the desync issue, but I'm not sure of what is a desync exactly... ^^
Is it a difference in weather between interior and exterior? Or a difference between worldspaces? And if it's the latter, how can we know if the weather changed after a fast travel because it was supposed to change or because of a bug?


Basically, de-sync is when the weather doesn't match up to what you'd think it would be. It's most noticeable across load doors due to the short time they take, but essentially, if the weather changes when you don't think it should have, then it's de-sync. Fast travel is a bit difficult in that the weather could change during it anyway, and so the best way to tell is by looking at the current weather and comparing it with what the script says it should be. However, it's not fast travel I'm concerned with in the fix, it's moving between cells and worldspaces (basically, between cities and the wilderness), which could be wrongly interpreted as fast travel and a weather change made to occur.

So if you get different weather on each side of a door, or when going through a city's gate, that's what to let me know about. :)

EDIT: @ Brumbek: A before/after comparison of the new colour tinting:

http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Weather/Oblivion2010-06-1911-28-30-65.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Weather/Oblivion2010-06-1911-27-17-52.jpg

Too much, too little, just right?
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Fri Jun 25, 2010 5:44 pm

I got this strange crash with All Natural - seconds later I enter any interior cell in market district all the sounds dissapear and after a moment my system freezes stone dead. This happens randomly, and as far as I can tell other cells are loading fine. I tried to run All Natural without Bash patch for interiors, but the crashes were still there... so I guess one of the main modules are causing this. OBSE 18, Wrye 285, streamline weatherunsticker is set to 0

Spoiler
Подключенные моды:00  Oblivion.esm01  All Natural Base.esm  [версия 0.9.9.5]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [версия 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [версия 1.34]06  Mart's Monster Mod.esm  [версия 3.7b3p3]07  VASE - core.esm08  TamrielTravellers.esm  [версия 1.39c]09  FCOM_Convergence.esm  [версия 0.9.9MB3]0A  Armamentarium.esm  [версия 1.35]0B  Artifacts.esm0C  Better Cities Resources.esm0D  Unofficial Oblivion Patch.esp  [версия 3.2.6]0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [версия 1.4.0]10  SM Plugin Refurbish - SI.esp  [версия 1.30]++  Shivering OOO.esp11  Better Cities .esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Quests-SI only.esp16  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [версия 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [версия 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [версия 0.9.9]18  Natural_Habitat_by_Max_Tael.esp19  All Natural.esp  [версия 0.9.9.5]1A  All Natural - SI.esp  [версия 0.9.9.5]1B  Enhanced Water v2.0 HD.esp1C  WindowLightingSystem.esp1D  AliveWaters.esp1E  Ayleid Loot EXtension.esp1F  Ayleid Loot EXtension - OOO Dungeons.esp20  Book Jackets Oblivion.esp21  ImprovedSigns.esp++  Item interchange - Extraction.esp  [версия 0.78]22  DLCHorseArmor.esp23  DLCHorseArmor - Unofficial Patch.esp  [версия 1.0.5]24  SM Plugin Refurbish - HorseArmor.esp  [версия 1.11]25  DLCOrrery.esp26  DLCOrrery - Unofficial Patch.esp  [версия 1.0.3]27  SM Plugin Refurbish - Orrery.esp  [версия 1.11]28  DLCMehrunesRazor.esp29  DLCMehrunesRazor - Unofficial Patch.esp  [версия 1.0.4]2A  SM Plugin Refurbish - MehrunesRazor.esp  [версия 1.30]++  MaleBodyReplacerV4.esp++  RTFemaleReplacerV12.esp2B  Roberts Armamentium female.esp2C  Cobl Glue.esp  [версия 1.72]2D  Cobl Si.esp  [версия 1.63]2E  OOO 1.32-Cobl.esp  [версия 1.72]++  FCOM_Cobl.esp  [версия 0.9.9]2F  Bob's Armory Oblivion.esp30  FCOM_BobsArmory.esp  [версия 0.9.9]31  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [версия 0.9.9]32  Oblivion WarCry EV.esp33  FCOM_WarCry.esp  [версия 0.9.9MB3]34  Oscuro's_Oblivion_Overhaul.esp  [версия 1.34]35  OOO-No_Guild_Ownership.esp  [версия 1.33]++  OMOBS.esp  [версия 1.0]++  OMOBS_SI.esp  [версия 1.0]++  OOO-NoLockBash.esp++  ArmamentariumLLVendors.esp  [версия 1.35]36  ArmamentariumArtifacts.esp  [версия 1.35]37  FCOM_Convergence.esp  [версия 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [версия 0.9.9beta2]38  FCOM_RealSwords.esp  [версия 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [версия 0.9.9MB3]39  Mart's Monster Mod - More Wilderness Life No Gates.esp  [версия 3.7b3]++  FCOM_SaferRoads.esp  [версия 0.9.9]++  FCOM_LessReaversInGates.esp  [версия 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [версия 3.7b3]++  Mart's Monster Mod - Less Reavers.esp  [версия 3.7b3]++  Mart's Monster Mod - Less Bone Loot.esp  [версия 3.7b1]3A  Mart's Monster Mod - Hunting & Crafting.esp  [версия 3.7b3p3]3B  Mart's Monster Mod - Farm Animals.esp3C  Mart's Monster Mod - Diverse WaterLife.esp  [версия 3.7b3p3f]++  VASE - Cyrodiil for MMM.esp++  VASE - Vanilla SI.esp++  Mart's Monster Mod - Slof Horses Complete.esp  [версия 3.7b3]++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [версия 3.7b3]++  TamrielTravellerAdvscript.esp  [версия 1.40Alpha]3D  TamrielTravellers4OOO.esp  [версия 1.39c]3E  ShiveringIsleTravellers.esp  [версия 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [версия 1.39c]++  FCOM_TamrielTravelers.esp  [версия 0.9.9]++  FCOM_HungersUnitySI.esp  [версия 0.9.9]**  FCOM_Archery.esp3F  FCOM_Archery_Armamentarium.esp++  FCOM_Archery_Artifacts.esp40  FCOM_Archery_RealSwords.esp++  FCOM_Archery_MMM_H&C.esp41  FCOM_FriendlierFactions.esp  [версия 0.9.9]42  FCOM_MoreRandomItems.esp  [версия 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp++  ArmamentariumLL4OOO.esp  [версия 2.01]++  ArmamentariumLLMagicOOO.esp  [версия 1.35]++  MMM-Cobl.esp  [версия 1.69]43  Lock Bash Omega.esp  [версия 1.5]44  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [версия 1.0]45  VaultsofCyrodiilBC.esp46  DLCFrostcrag.esp47  DLCFrostcrag - Unofficial Patch.esp  [версия 1.0.4]48  SM Plugin Refurbish - Frostcrag.esp  [версия 1.2]49  Knights.esp4A  Knights - Unofficial Patch.esp  [версия 1.0.9]++  SM Plugin Refurbish - Knights.esp  [версия 1.06]4B  Mart's Monster Mod - City Defences.esp  [версия 3.7b3p3]++  FCOM_Knights.esp  [версия 0.9.9Mb3]4C  xulStendarrValley.esp  [версия 1.2.2]4D  xulTheHeath.esp4E  XulEntiusGorge.esp4F  xulFallenleafEverglade.esp  [версия 1.3.1]50  xulColovianHighlands_EV.esp  [версия 1.2.1]51  xulChorrolHinterland.esp  [версия 1.2.2]52  xulBeachesOfCyrodiilLostCoast.esp  [версия 1.6.4]53  xulBravilBarrowfields.esp  [версия 1.3.2]54  xulLushWoodlands.esp  [версия 1.3]55  xulAncientYews.esp  [версия 1.4.2]56  xulAncientRedwoods.esp  [версия 1.6]57  xulCloudtopMountains.esp  [версия 1.0.3]58  xulArriusCreek.esp  [версия 1.1.3]59  xulPatch_AY_AC.esp  [версия 1.1]5A  xulRollingHills_EV.esp  [версия 1.3.2]5B  xulPantherRiver.esp5C  xulRiverEthe.esp  [версия 1.0.2]5D  xulBrenaRiverRavine.esp  [версия 1.0.2]5E  xulImperialIsle.esp  [версия 1.6.3]5F  xulBlackwoodForest.esp60  xulCheydinhalFalls.esp  [версия 1.0.1]61  xulAspenWood.esp  [версия 1.0.1]62  xulSkingradOutskirts.esp++  Item interchange - Placement for FCOM.esp  [версия 0.78]++  Item interchange - Placement for Frostcrag.esp  [версия 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [версия 0.78]63  bgBalancingEVCore.esp  [версия 10.52EV-D]64  bgMagicEV.esp  [версия 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [версия 1.68EV]++  bgMagicItemSigil.esp  [версия 1.68EV]++  bgMagicEVStartspells.esp  [версия 1.68EV]65  bgMagicBonus.esp  [версия 1.7EV]++  bgMagicEVAddEnVar.esp  [версия 1.68EV]66  bgMagicEVPaperChase.esp  [версия 1.68EV]++  bgBalancingEVOptionalClasses.esp  [версия 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [версия 10.0EV-D]67  bgBalancingEVOptionalNPCDiversity, Vanilla.esp  [версия 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [версия 10.]68  bgBalancingEVLAMEAddition.esp  [версия 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [версия 10.0EV-D1.62EV]69  bgBalancingEVOptionalNPCDiversityLAME.esp  [версия 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [версия 10.0EV-D]6A  Better Cities SKINGRAD.esp6B  Better Cities BRAVIL.esp6C  BCBravil-Barrowfields patch.esp6D  Better Cities ANVIL.esp6E  Better Cities CHORROL.esp6F  BCChorrol-ChorrolHinterland fix.esp70  Better Cities CHEYDINHAL.esp71  BCCheydinhal-CheydinhalFalls patch.esp72  Better Cities LEYAWIIN.esp73  BCSkingrad-SkingradOutskirts patch.esp74  Better Imperial City.esp75  Better Cities - COBL.esp  [версия 2]76  Better Cities - No LEYAWIIN Flooding.esp++  [GFX]_Initial_Glow-all.esp++  bgMagicShaderLifeDetect.esp  [версия 1.68]++  Real Lava 1.3.esp++  Visually Enchanted Fire 3.esp++  Visually Enchanted Frost 2.esp++  Visually Enchanted Shock 1.esp**  All Natural - Indoor Weather Filter For Mods.esp  [версия 0.9.9.5]78  Bashed Patch, 0.esp79  FormID Finder4.esp7A  Oblivion Graphics Extender Support.esp  [версия 0.2]7B  Streamline 3.1.esp

User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Fri Jun 25, 2010 6:08 pm

I got this strange crash with All Natural - seconds later I enter any interior cell in market district all the sounds dissapear and after a moment my system freezes stone dead. This happens randomly, and as far as I can tell other cells are loading fine. I tried to run All Natural without Bash patch for interiors, but the crashes were still there... so I guess one of the main modules are causing this. OBSE 18, Wrye 285, streamline weatherunsticker is set to 0

Spoiler
Подключенные моды:00  Oblivion.esm01  All Natural Base.esm  [версия 0.9.9.5]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [версия 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [версия 1.34]06  Mart's Monster Mod.esm  [версия 3.7b3p3]07  VASE - core.esm08  TamrielTravellers.esm  [версия 1.39c]09  FCOM_Convergence.esm  [версия 0.9.9MB3]0A  Armamentarium.esm  [версия 1.35]0B  Artifacts.esm0C  Better Cities Resources.esm0D  Unofficial Oblivion Patch.esp  [версия 3.2.6]0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [версия 1.4.0]10  SM Plugin Refurbish - SI.esp  [версия 1.30]++  Shivering OOO.esp11  Better Cities .esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Quests-SI only.esp16  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [версия 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [версия 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [версия 0.9.9]18  Natural_Habitat_by_Max_Tael.esp19  All Natural.esp  [версия 0.9.9.5]1A  All Natural - SI.esp  [версия 0.9.9.5]1B  Enhanced Water v2.0 HD.esp1C  WindowLightingSystem.esp1D  AliveWaters.esp1E  Ayleid Loot EXtension.esp1F  Ayleid Loot EXtension - OOO Dungeons.esp20  Book Jackets Oblivion.esp21  ImprovedSigns.esp++  Item interchange - Extraction.esp  [версия 0.78]22  DLCHorseArmor.esp23  DLCHorseArmor - Unofficial Patch.esp  [версия 1.0.5]24  SM Plugin Refurbish - HorseArmor.esp  [версия 1.11]25  DLCOrrery.esp26  DLCOrrery - Unofficial Patch.esp  [версия 1.0.3]27  SM Plugin Refurbish - Orrery.esp  [версия 1.11]28  DLCMehrunesRazor.esp29  DLCMehrunesRazor - Unofficial Patch.esp  [версия 1.0.4]2A  SM Plugin Refurbish - MehrunesRazor.esp  [версия 1.30]++  MaleBodyReplacerV4.esp++  RTFemaleReplacerV12.esp2B  Roberts Armamentium female.esp2C  Cobl Glue.esp  [версия 1.72]2D  Cobl Si.esp  [версия 1.63]2E  OOO 1.32-Cobl.esp  [версия 1.72]++  FCOM_Cobl.esp  [версия 0.9.9]2F  Bob's Armory Oblivion.esp30  FCOM_BobsArmory.esp  [версия 0.9.9]31  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [версия 0.9.9]32  Oblivion WarCry EV.esp33  FCOM_WarCry.esp  [версия 0.9.9MB3]34  Oscuro's_Oblivion_Overhaul.esp  [версия 1.34]35  OOO-No_Guild_Ownership.esp  [версия 1.33]++  OMOBS.esp  [версия 1.0]++  OMOBS_SI.esp  [версия 1.0]++  OOO-NoLockBash.esp++  ArmamentariumLLVendors.esp  [версия 1.35]36  ArmamentariumArtifacts.esp  [версия 1.35]37  FCOM_Convergence.esp  [версия 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [версия 0.9.9beta2]38  FCOM_RealSwords.esp  [версия 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [версия 0.9.9MB3]39  Mart's Monster Mod - More Wilderness Life No Gates.esp  [версия 3.7b3]++  FCOM_SaferRoads.esp  [версия 0.9.9]++  FCOM_LessReaversInGates.esp  [версия 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [версия 3.7b3]++  Mart's Monster Mod - Less Reavers.esp  [версия 3.7b3]++  Mart's Monster Mod - Less Bone Loot.esp  [версия 3.7b1]3A  Mart's Monster Mod - Hunting & Crafting.esp  [версия 3.7b3p3]3B  Mart's Monster Mod - Farm Animals.esp3C  Mart's Monster Mod - Diverse WaterLife.esp  [версия 3.7b3p3f]++  VASE - Cyrodiil for MMM.esp++  VASE - Vanilla SI.esp++  Mart's Monster Mod - Slof Horses Complete.esp  [версия 3.7b3]++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [версия 3.7b3]++  TamrielTravellerAdvscript.esp  [версия 1.40Alpha]3D  TamrielTravellers4OOO.esp  [версия 1.39c]3E  ShiveringIsleTravellers.esp  [версия 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [версия 1.39c]++  FCOM_TamrielTravelers.esp  [версия 0.9.9]++  FCOM_HungersUnitySI.esp  [версия 0.9.9]**  FCOM_Archery.esp3F  FCOM_Archery_Armamentarium.esp++  FCOM_Archery_Artifacts.esp40  FCOM_Archery_RealSwords.esp++  FCOM_Archery_MMM_H&C.esp41  FCOM_FriendlierFactions.esp  [версия 0.9.9]42  FCOM_MoreRandomItems.esp  [версия 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp++  ArmamentariumLL4OOO.esp  [версия 2.01]++  ArmamentariumLLMagicOOO.esp  [версия 1.35]++  MMM-Cobl.esp  [версия 1.69]43  Lock Bash Omega.esp  [версия 1.5]44  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [версия 1.0]45  VaultsofCyrodiilBC.esp46  DLCFrostcrag.esp47  DLCFrostcrag - Unofficial Patch.esp  [версия 1.0.4]48  SM Plugin Refurbish - Frostcrag.esp  [версия 1.2]49  Knights.esp4A  Knights - Unofficial Patch.esp  [версия 1.0.9]++  SM Plugin Refurbish - Knights.esp  [версия 1.06]4B  Mart's Monster Mod - City Defences.esp  [версия 3.7b3p3]++  FCOM_Knights.esp  [версия 0.9.9Mb3]4C  xulStendarrValley.esp  [версия 1.2.2]4D  xulTheHeath.esp4E  XulEntiusGorge.esp4F  xulFallenleafEverglade.esp  [версия 1.3.1]50  xulColovianHighlands_EV.esp  [версия 1.2.1]51  xulChorrolHinterland.esp  [версия 1.2.2]52  xulBeachesOfCyrodiilLostCoast.esp  [версия 1.6.4]53  xulBravilBarrowfields.esp  [версия 1.3.2]54  xulLushWoodlands.esp  [версия 1.3]55  xulAncientYews.esp  [версия 1.4.2]56  xulAncientRedwoods.esp  [версия 1.6]57  xulCloudtopMountains.esp  [версия 1.0.3]58  xulArriusCreek.esp  [версия 1.1.3]59  xulPatch_AY_AC.esp  [версия 1.1]5A  xulRollingHills_EV.esp  [версия 1.3.2]5B  xulPantherRiver.esp5C  xulRiverEthe.esp  [версия 1.0.2]5D  xulBrenaRiverRavine.esp  [версия 1.0.2]5E  xulImperialIsle.esp  [версия 1.6.3]5F  xulBlackwoodForest.esp60  xulCheydinhalFalls.esp  [версия 1.0.1]61  xulAspenWood.esp  [версия 1.0.1]62  xulSkingradOutskirts.esp++  Item interchange - Placement for FCOM.esp  [версия 0.78]++  Item interchange - Placement for Frostcrag.esp  [версия 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [версия 0.78]63  bgBalancingEVCore.esp  [версия 10.52EV-D]64  bgMagicEV.esp  [версия 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [версия 1.68EV]++  bgMagicItemSigil.esp  [версия 1.68EV]++  bgMagicEVStartspells.esp  [версия 1.68EV]65  bgMagicBonus.esp  [версия 1.7EV]++  bgMagicEVAddEnVar.esp  [версия 1.68EV]66  bgMagicEVPaperChase.esp  [версия 1.68EV]++  bgBalancingEVOptionalClasses.esp  [версия 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [версия 10.0EV-D]67  bgBalancingEVOptionalNPCDiversity, Vanilla.esp  [версия 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [версия 10.]68  bgBalancingEVLAMEAddition.esp  [версия 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [версия 10.0EV-D1.62EV]69  bgBalancingEVOptionalNPCDiversityLAME.esp  [версия 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [версия 10.0EV-D]6A  Better Cities SKINGRAD.esp6B  Better Cities BRAVIL.esp6C  BCBravil-Barrowfields patch.esp6D  Better Cities ANVIL.esp6E  Better Cities CHORROL.esp6F  BCChorrol-ChorrolHinterland fix.esp70  Better Cities CHEYDINHAL.esp71  BCCheydinhal-CheydinhalFalls patch.esp72  Better Cities LEYAWIIN.esp73  BCSkingrad-SkingradOutskirts patch.esp74  Better Imperial City.esp75  Better Cities - COBL.esp  [версия 2]76  Better Cities - No LEYAWIIN Flooding.esp++  [GFX]_Initial_Glow-all.esp++  bgMagicShaderLifeDetect.esp  [версия 1.68]++  Real Lava 1.3.esp++  Visually Enchanted Fire 3.esp++  Visually Enchanted Frost 2.esp++  Visually Enchanted Shock 1.esp**  All Natural - Indoor Weather Filter For Mods.esp  [версия 0.9.9.5]78  Bashed Patch, 0.esp79  FormID Finder4.esp7A  Oblivion Graphics Extender Support.esp  [версия 0.2]7B  Streamline 3.1.esp



Are you sure it's All Natural causing the crashes? Does it crash without All Natural active, or with only vanilla + All Natural with no other mods?
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Sat Jun 26, 2010 1:06 am

I'm sure that all natural is causing this since I tried to run it only with vanilla esm, and crashes dissapear then I uninstall your mod...
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Fri Jun 25, 2010 7:24 pm

I have a problem with lines running across the sky, dividing it into immense squares. When I deactivate the mod, I'm left with a brilliantly white sky.
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Fri Jun 25, 2010 11:26 pm

I'm sure that all natural is causing this since I tried to run it only with vanilla esm, and crashes dissapear then I uninstall your mod...


Well, that's the first I've ever heard of crashes. :shrug: Make sure you're using OBSE v18 too. Otherwise, I don't know why it would be causing crashes. Do they only occur on an exterior->interior switch?
User avatar
Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Fri Jun 25, 2010 5:55 pm

Yeah, only in this case. Will use Enhanced Weather then, it runs smooth, thou I'll miss Real Lights and Natural Interiors options...
User avatar
His Bella
 
Posts: 3428
Joined: Wed Apr 25, 2007 5:57 am

Post » Sat Jun 26, 2010 1:16 am

I didn't see any sunglare while inside the merchants inn. Where did you see it exactly? And when?

wrinklyninja: Ah, so yes vanilla has the door issue but the UOP fixes it. I always test AN along with the UOP. So I'm thinking I'm not going to do anything since first, the building mesh itself is correct, and second, everybody should be running the UOP. Perhaps we should add the UOP as a recommended mod in the readme and note that it fixes some issues that otherwise cause visual problems with AN...

EDIT: @ Brumbek: A before/after comparison of the new colour tinting:

http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Weather/Oblivion2010-06-1911-28-30-65.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Weather/Oblivion2010-06-1911-27-17-52.jpg

Too much, too little, just right?

I really like it! Going from memory, that appears to be very similiar to what NW looked like. Sure, it's been years since I've seen NW, but that looks great I think.

Here's a good comparison shot of NW:

http://www.tesnexus.com/downloads/images/2536-1-1217478130.JPG

So maybe yours is not quite as orange or so? Regardless, keep a note of what that setting is you're using because it's nice. :)
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

PreviousNext

Return to IV - Oblivion