[RELz/Beta] Weather: All Natural

Post » Fri Jun 25, 2010 3:26 am

I have loaded the bashed patch to the bottom of my load order aaaannddd.... nothing. Black screen is still there...
By the way, the AN readme says something about changes you need to make to Streamline ini, but the line that needs to be changed is not there.


;-----------------------------------------------------------------------------------
set SLv.WeatherUnsticker to 1 ; Leave set at 1 unless you use a
; scripted weather mod
;-----------------------------------------------------------------------------------


Then your black screen problem is not being caused by the nVidia bug. Either way it's not a problem AN is responsible for.

As for streamline, that section right there I just quoted is what you need to change, and it's right there in your ini file already. You just need to change it to zero, then use the in-game Streamline menu to reinitialize from the ini file before it will take effect.
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Thu Jun 24, 2010 8:22 pm

I know I've mentioned this before and if you gave me an answer - I can't recall it, so sorry up front if I'm repetitive.

Every once in a while when I transition from an interior to an exterior and at the loading screen I can hear the sound of heavy rain ... for only a brief second then after the area has loaded it is sunny. About 1/3 the time then the game will crash.

Not saying the crash has anything to do with AN though, but if that is a bug of some kind maybe it is contributing. Right now I have very few replacers installed in the game as I'm testing out the new PyFFI meshes so the game is running pretty stable. I am, however, also playing around with OBGE and Side's new EAX control, so I'll be the first to admit it could be those as well.

My basic question is - do you experience this too? or have you heard of it before? When it comes occurs in my game it seems persistent as if there is a rainy weather that AN is suppressing.

thanks
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Fri Jun 25, 2010 1:37 am

I know I've mentioned this before and if you gave me an answer - I can't recall it, so sorry up front if I'm repetitive.

Every once in a while when I transition from an interior to an exterior and at the loading screen I can hear the sound of heavy rain ... for only a brief second then after the area has loaded it is sunny. About 1/3 the time then the game will crash.

Not saying the crash has anything to do with AN though, but if that is a bug of some kind maybe it is contributing. Right now I have very few replacers installed in the game as I'm testing out the new PyFFI meshes so the game is running pretty stable. I am, however, also playing around with OBGE and Side's new EAX control, so I'll be the first to admit it could be those as well.

My basic question is - do you experience this too? or have you heard of it before? When it comes occurs in my game it seems persistent as if there is a rainy weather that AN is suppressing.

thanks


That'll be the game choosing a rainy weather, and then AN choosing the correct weather and overriding it. However, this particular case has a roughly 1 in 7 chance of happening for every interior->exterior switch, which is a lot more common that 'every once in a while'. I don't pay much attention to loading screen sounds to be honest, so I can't say for sure whether I hear a similar thing. Perhaps in these cases something is causing processing to slow to the point where there's enough time for you to hear the sound before AN changes the weather, and that this interrupt is contributing to your crashes?

I would try removing OBGE, as I would have thought that to be the most likely culprit, although seeing as it seems to be sound-related, and I notice that Side's EAX uses the Oblivion EAX plugin, perhaps remove that too?

I'll keep an ear out for this loading screen rain sound. :)

EDIT: It does use an OBSE plugin after all...
User avatar
teeny
 
Posts: 3423
Joined: Sun Feb 25, 2007 1:51 am

Post » Thu Jun 24, 2010 3:36 pm

The EAX controller is OBSE plugin driven - it is in the readme :whisper: :rofl:

Seriously though - my load screens can take 20-30 seconds so I hear a lot. That is what max mods will do for ya.

1 in 7 huh? Hmm - alright.

Well parts of OBGE I can play with fine and other parts are too much strain - always testing that boundary you know.

thanks
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Thu Jun 24, 2010 9:03 pm

Alright, so using both All Natural and Reneer's Rain Mod together causes crashes I guess. Like I posted in Reneer's thread, the game crashes when I load up a save, and half a second before it crashes, the weather turns really stormy.
User avatar
Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Fri Jun 25, 2010 7:01 am

Well, as you requested in the Reneer Rainmod thread I will post here too wrinklyninja.

I am having a spot of a problem with my game right now, and I have to work through a few things before I know what the cause could be. But pertaining to the Rainmod - basically I can't use it right now as it crashes when I enter an exterior cell. I was inside the "Rat lady's" house in Anvil when I tested this and there I also haven't got any weather from the All natural (It's black outside the windows) - I haven't checked in the CS if the cell is set to behave as exterior or not but it seems like something has affected it, yes? So anyway, thus the Rainmod did not crash when I was inside the house but crashed shortly after (1-2 sec) after leaving the house. No changing of weather before the CTD.

And now I am off to hunt down the offending files that hinders me from making LOD's with TES4:Lod generator in Elsewyer :brokencomputer:

Cheers to you all!
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Fri Jun 25, 2010 2:15 am

Well, as you requested in the Reneer Rainmod thread I will post here too wrinklyninja.

I am having a spot of a problem with my game right now, and I have to work through a few things before I know what the cause could be. But pertaining to the Rainmod - basically I can't use it right now as it crashes when I enter an exterior cell. I was inside the "Rat lady's" house in Anvil when I tested this and there I also haven't got any weather from the All natural (It's black outside the windows) - I haven't checked in the CS if the cell is set to behave as exterior or not but it seems like something has affected it, yes? So anyway, thus the Rainmod did not crash when I was inside the house but crashed shortly after (1-2 sec) after leaving the house. No changing of weather before the CTD.

And now I am off to hunt down the offending files that hinders me from making LOD's with TES4:Lod generator in Elsewyer :brokencomputer:

Cheers to you all!


You need to Import Cells from All Natural.esp into your Bashed Patch to fix the no weather indoors problem. Thanks for the report though.
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Fri Jun 25, 2010 5:08 am

You need to Import Cells from All Natural.esp into your Bashed Patch to fix the no weather indoors problem. Thanks for the report though.

Possibly there are some dirty edits in a later loading mod that affected the Bash import cells. Will clean some mods and see if something turns out nasty.... Thanks for trying to help, it is much appreciated.

EDIT: Something broke with my Bash patch file. I will delete it and load a clean one. I couldn't get it to work, checked in Tes4Edit and everthing is set to exterior. Loaded it last after bash and it worked. Typical, after 40h of getting ready to start playing things are starting to fall apart :brokencomputer: -----> Strange. Bash set it as exterior cell and nothing conflicts afterwards, still it is black? O lordy lord, Oblivion drives me nuts sometimes (make that always) EndEDIT
User avatar
Miranda Taylor
 
Posts: 3406
Joined: Sat Feb 24, 2007 3:39 pm

Post » Thu Jun 24, 2010 8:23 pm

Some advice, please.
I checked in TES4Edit to see if there were any conflicts, none I found should affect the "act as exterior cell" and Bash is set as that too. When moving esp that do conflict (like fog distance - I know this makes no difference, fixed by patching) so that it loads before All natural it is still black outside.

The only way I got it to work was to place it just before the Bash patch. There is only the cell conflict, and that is I said not very heavy. I can find no other conflicts.


Question: Is there any reason why I shouldn't load the All natural esp just before the Bash patch?
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Thu Jun 24, 2010 10:25 pm

I am having what seems to be some common problems. Weather continues to change often during interior <-> exterior cell changes, and indoor weather is not heard. I have disabled both the MIS and S&S ESPs, as per recommendation, but this has not affected it. Please tell me if I am doing something wrong.


Spoiler
This is a report on your currently active/merged mods.

Active Mod Files:
? 00 Oblivion.esm
? 01 All Natural Base.esm [Version 0.9.9]
? 02 Francesco's Leveled Creatures-Items Mod.esm
? 03 Francesco's Optional New Items Add-On.esm
? 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
? 05 Mart's Monster Mod.esm [Version 3.7b3p3]
? 06 FCOM_Convergence.esm [Version 0.9.9MB3]
? 07 Unofficial Oblivion Patch.esp [Version 3.2.6]
? 08 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
? 09 Oblivion Citadel Door Fix.esp
? 0A DLCShiveringIsles.esp
? 0B Unofficial Shivering Isles Patch.esp [Version 1.4.0]
? 0C MMM.esp
? 0D Francesco's Optional Chance of Stronger Bosses.esp
? 0E Francesco's Optional Chance of Stronger Enemies.esp
? 0F Francesco's Optional Chance of More Enemies.esp
? 10 Francesco's Optional Leveled Guards.esp
? ++ FCOM_Francescos.esp [Version 0.9.9]
? ++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
? 11 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
? ? ? LoadingScreens.esp
? 12 All Natural - Real Lights.esp [Version 0.9.9]
? 13 All Natural.esp [Version 0.9.9]
? 14 All Natural - SI.esp [Version 0.9.9]
? ++ All Natural - EW + AWS.esp [Version Final]
? 15 Enhanced Water v2.0 ND.esp
? ++ Symphony of Violence.esp
? 16 MIS New Sounds Optional Part.esp
? 17 Atmospheric Oblivion.esp
? 18 ImprovedSigns.esp
? ++ VA_BetterGold.esp
? 19 Enhanced Economy.esp [Version 4.0.5]
? 1A Map Marker Overhaul.esp [Version 3.4]
? 1B Map Marker Overhaul - SI additions.esp [Version 3.0.2]
? 1C Bob's Armory Oblivion.esp
? 1D FCOM_BobsArmory.esp [Version 0.9.9]
? 1E Oblivion WarCry EV.esp
? 1F FCOM_WarCry.esp [Version 0.9.9MB3]
? 20 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
? ++ OMOBS.esp [Version 1.0]
? ++ OMOBS_SI.esp [Version 1.0]
? 21 OMOBS Optional Combat Settings.esp [Version 1.0]
? 22 FCOM_Convergence.esp [Version 0.9.9Mb3]
? ++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
? 23 FCOM_RealSwords.esp [Version 0.9.9]
? 24 FCOM_DurabilityAndDamage.esp [Version 0.9.9]
? 25 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
? ++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]
? ++ FCOM_NoAdventurersInGates.esp [Version 0.9.9]
? 26 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
? 27 Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3]
? ++ Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]
? 28 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
? 29 FCOM_MoreRandomSpawns.esp [Version 0.9.9]
? 2A FCOM_MoreRandomItems.esp [Version 0.9.9]
? ++ Fransfemale.esp
? ? ? EVE_StockEquipmentReplacer4FCOM.esp
? 2B ImpeREAL City Unique Districts - All the Districts - Merged.esp
? 2C DLCBattlehornCastle.esp
? 2D DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
? 2E DLCFrostcrag.esp
? 2F Knights.esp
? 30 Knights - Unofficial Patch.esp [Version 1.0.9]
? ? ? EVE_KnightsoftheNine.esp
? ++ Mart's Monster Mod - Knights.esp [Version 3.7b3p3]
? ++ FCOM_Knights.esp [Version 0.9.9Mb3]

** SNIP: All UL Mods **

? 4B Harvest [Flora].esp [Version 3.0.0]
? ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
? 4C Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
? 4D EVE_ShiveringIslesEasterEggs.esp
? ++ Short Grass V3.esp
? 4E Enhanced Economy - House prices.esp [Version 1.0]
? 4F Quest Award Leveller.esp
? ++ Quest Award Leveller - Battlehorn Castle.esp
? ++ Quest Award Leveller - Knights of the Nine.esp
? 50 Alternate Start Revamped.esp
? 51 RealisticForceMedium.esp
? 52 SupremeMagicka.esp [Version 0.90]
? 53 SM_ShiveringIsles.esp [Version 0.86]
? ++ SM_OOO.esp [Version 0.89]
? ++ SM_MMM.esp [Version 0.89]
? ++ SM_UnlockSpells.esp [Version 0.70]
? ++ SM_Scrolls.esp [Version 0.84]
? 54 Oblivion XP.esp [Version 4.1.5]
? ++ EVE_KhajiitFix.esp
? 55 bgBalancingEVCore.esp [Version 10.52EV-D]
? ? ? bgBalancingEVOptionalNPCDiversity, Beautification.esp [Version 10.0EV-D]
? ++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
? ++ bgBalancingEVOptionalSeamReducerHighElfFix.esp [Version 10.0EV-D]
? ++ Real Lava 1.3.esp
? ? ? All Natural - Indoor Weather Filter For Mods.esp [Version 0.9.9]
? 56 Bashed Patch, 0.esp


Import Cells
Source Mods
? Unofficial Oblivion Patch.esp
? Unofficial Shivering Isles Patch.esp
? All Natural.esp
? All Natural - SI.esp
? DLCBattlehornCastle - Unofficial Patch.esp
? DLCFrostcrag.esp
? Knights - Unofficial Patch.esp
? All Natural - Indoor Weather Filter For Mods.esp

Cells Patched
? Oblivion.esm: 481
? DLCBattlehornCastle.esp: 1
? Knights.esp: 1
? xulChorrolHinterland.esp: 3
? xulBravilBarrowfields.esp: 2
? xulBrenaRiverRavine.esp: 4
? xulImperialIsle.esp: 4


Import Scripts
Source Mods
? Oscuro's_Oblivion_Overhaul.esm
? Mart's Monster Mod.esm
? Unofficial Oblivion Patch.esp
? Unofficial Shivering Isles Patch.esp
? All Natural - Real Lights.esp
? Atmospheric Oblivion.esp
? Oscuro's_Oblivion_Overhaul.esp
? FCOM_Convergence.esp
? Harvest [Flora].esp

Modified Records
? CONT: 1
? CREA: 39
? LIGH: 15
? NPC_: 12

User avatar
Javier Borjas
 
Posts: 3392
Joined: Tue Nov 13, 2007 6:34 pm

Post » Fri Jun 25, 2010 8:37 am

Is the weather in All Natural supposed to change at a split second? I have noticed this as well as one other issue I will get to in a second. I ask because I don't seem to remember this in the previous version, although I may be wrong. There was a large thunderstorm going on and it was pouring down rain and all of a sudden at the snap of a finger it was sunny with the default Oblivion clear blue sky again. This seemed rather odd, I remember the weather gradually changing not that quickly.

I have also noticed some weather transitions upon cell change like has been mentioned. The rain had stopped but it stayed cloudy, and as soon as I entered a shop in the IC I heard the rain sounds going on outside and low and behold I exited the cell and it was raining/thundering again!

I am looking forward to the new version, hopefully this will be fixed.
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Thu Jun 24, 2010 11:25 pm

Some advice, please.
I checked in TES4Edit to see if there were any conflicts, none I found should affect the "act as exterior cell" and Bash is set as that too. When moving esp that do conflict (like fog distance - I know this makes no difference, fixed by patching) so that it loads before All natural it is still black outside.

The only way I got it to work was to place it just before the Bash patch. There is only the cell conflict, and that is I said not very heavy. I can find no other conflicts.


Question: Is there any reason why I shouldn't load the All natural esp just before the Bash patch?


That's really odd. The only reason that should happen is if you're importing cells from a mod loading after All Natural.esp that is also tagged with C.Climate. If you're not, perhaps it's a bug that needs to be reported in the Wrye Bash thread. As for loading the plugin late, that will cause any other edits made to that cell to be forgotten, but it's up to you to look at your own load order and decide whether that's an issue.

I am having what seems to be some common problems. Weather continues to change often during interior <-> exterior cell changes, and indoor weather is not heard. I have disabled both the MIS and S&S ESPs, as per recommendation, but this has not affected it. Please tell me if I am doing something wrong.


Spoiler
This is a report on your currently active/merged mods.

Active Mod Files:
? 00 Oblivion.esm
? 01 All Natural Base.esm [Version 0.9.9]
? 02 Francesco's Leveled Creatures-Items Mod.esm
? 03 Francesco's Optional New Items Add-On.esm
? 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
? 05 Mart's Monster Mod.esm [Version 3.7b3p3]
? 06 FCOM_Convergence.esm [Version 0.9.9MB3]
? 07 Unofficial Oblivion Patch.esp [Version 3.2.6]
? 08 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
? 09 Oblivion Citadel Door Fix.esp
? 0A DLCShiveringIsles.esp
? 0B Unofficial Shivering Isles Patch.esp [Version 1.4.0]
? 0C MMM.esp
? 0D Francesco's Optional Chance of Stronger Bosses.esp
? 0E Francesco's Optional Chance of Stronger Enemies.esp
? 0F Francesco's Optional Chance of More Enemies.esp
? 10 Francesco's Optional Leveled Guards.esp
? ++ FCOM_Francescos.esp [Version 0.9.9]
? ++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
? 11 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
? ? ? LoadingScreens.esp
? 12 All Natural - Real Lights.esp [Version 0.9.9]
? 13 All Natural.esp [Version 0.9.9]
? 14 All Natural - SI.esp [Version 0.9.9]
? ++ All Natural - EW + AWS.esp [Version Final]
? 15 Enhanced Water v2.0 ND.esp
? ++ Symphony of Violence.esp
? 16 MIS New Sounds Optional Part.esp
? 17 Atmospheric Oblivion.esp
? 18 ImprovedSigns.esp
? ++ VA_BetterGold.esp
? 19 Enhanced Economy.esp [Version 4.0.5]
? 1A Map Marker Overhaul.esp [Version 3.4]
? 1B Map Marker Overhaul - SI additions.esp [Version 3.0.2]
? 1C Bob's Armory Oblivion.esp
? 1D FCOM_BobsArmory.esp [Version 0.9.9]
? 1E Oblivion WarCry EV.esp
? 1F FCOM_WarCry.esp [Version 0.9.9MB3]
? 20 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
? ++ OMOBS.esp [Version 1.0]
? ++ OMOBS_SI.esp [Version 1.0]
? 21 OMOBS Optional Combat Settings.esp [Version 1.0]
? 22 FCOM_Convergence.esp [Version 0.9.9Mb3]
? ++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
? 23 FCOM_RealSwords.esp [Version 0.9.9]
? 24 FCOM_DurabilityAndDamage.esp [Version 0.9.9]
? 25 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
? ++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]
? ++ FCOM_NoAdventurersInGates.esp [Version 0.9.9]
? 26 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
? 27 Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3]
? ++ Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]
? 28 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
? 29 FCOM_MoreRandomSpawns.esp [Version 0.9.9]
? 2A FCOM_MoreRandomItems.esp [Version 0.9.9]
? ++ Fransfemale.esp
? ? ? EVE_StockEquipmentReplacer4FCOM.esp
? 2B ImpeREAL City Unique Districts - All the Districts - Merged.esp
? 2C DLCBattlehornCastle.esp
? 2D DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
? 2E DLCFrostcrag.esp
? 2F Knights.esp
? 30 Knights - Unofficial Patch.esp [Version 1.0.9]
? ? ? EVE_KnightsoftheNine.esp
? ++ Mart's Monster Mod - Knights.esp [Version 3.7b3p3]
? ++ FCOM_Knights.esp [Version 0.9.9Mb3]

** SNIP: All UL Mods **

? 4B Harvest [Flora].esp [Version 3.0.0]
? ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
? 4C Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
? 4D EVE_ShiveringIslesEasterEggs.esp
? ++ Short Grass V3.esp
? 4E Enhanced Economy - House prices.esp [Version 1.0]
? 4F Quest Award Leveller.esp
? ++ Quest Award Leveller - Battlehorn Castle.esp
? ++ Quest Award Leveller - Knights of the Nine.esp
? 50 Alternate Start Revamped.esp
? 51 RealisticForceMedium.esp
? 52 SupremeMagicka.esp [Version 0.90]
? 53 SM_ShiveringIsles.esp [Version 0.86]
? ++ SM_OOO.esp [Version 0.89]
? ++ SM_MMM.esp [Version 0.89]
? ++ SM_UnlockSpells.esp [Version 0.70]
? ++ SM_Scrolls.esp [Version 0.84]
? 54 Oblivion XP.esp [Version 4.1.5]
? ++ EVE_KhajiitFix.esp
? 55 bgBalancingEVCore.esp [Version 10.52EV-D]
? ? ? bgBalancingEVOptionalNPCDiversity, Beautification.esp [Version 10.0EV-D]
? ++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
? ++ bgBalancingEVOptionalSeamReducerHighElfFix.esp [Version 10.0EV-D]
? ++ Real Lava 1.3.esp
? ? ? All Natural - Indoor Weather Filter For Mods.esp [Version 0.9.9]
? 56 Bashed Patch, 0.esp


Import Cells
Source Mods
? Unofficial Oblivion Patch.esp
? Unofficial Shivering Isles Patch.esp
? All Natural.esp
? All Natural - SI.esp
? DLCBattlehornCastle - Unofficial Patch.esp
? DLCFrostcrag.esp
? Knights - Unofficial Patch.esp
? All Natural - Indoor Weather Filter For Mods.esp

Cells Patched
? Oblivion.esm: 481
? DLCBattlehornCastle.esp: 1
? Knights.esp: 1
? xulChorrolHinterland.esp: 3
? xulBravilBarrowfields.esp: 2
? xulBrenaRiverRavine.esp: 4
? xulImperialIsle.esp: 4


Import Scripts
Source Mods
? Oscuro's_Oblivion_Overhaul.esm
? Mart's Monster Mod.esm
? Unofficial Oblivion Patch.esp
? Unofficial Shivering Isles Patch.esp
? All Natural - Real Lights.esp
? Atmospheric Oblivion.esp
? Oscuro's_Oblivion_Overhaul.esp
? FCOM_Convergence.esp
? Harvest [Flora].esp

Modified Records
? CONT: 1
? CREA: 39
? LIGH: 15
? NPC_: 12



The weather bug has probably been fixed for the next version. Interior weather sounds are quite quiet, perhaps you cannot hear them because your volume is too low for it? In any case, the best thing to do is just to wait for the new version. :shrug:

Is the weather in All Natural supposed to change at a split second? I have noticed this as well as one other issue I will get to in a second. I ask because I don't seem to remember this in the previous version, although I may be wrong. There was a large thunderstorm going on and it was pouring down rain and all of a sudden at the snap of a finger it was sunny with the default Oblivion clear blue sky again. This seemed rather odd, I remember the weather gradually changing not that quickly.

I have also noticed some weather transitions upon cell change like has been mentioned. The rain had stopped but it stayed cloudy, and as soon as I entered a shop in the IC I heard the rain sounds going on outside and low and behold I exited the cell and it was raining/thundering again!

I am looking forward to the new version, hopefully this will be fixed.


Nope, weather isn't supposed to do that, as above though, in that it's probably been fixed already. Same with the second bug.

I've been saying 'wait for the next version' for a while now, and it's getting to drag on a bit, sorry. 0.9.9.5 was (AFAIK) ready for release a couple of days ago, and Arthmoor's in charge of that, since he's got all the files. I'm sure he's just busy and it'll be up once he gets around to it. :)
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Fri Jun 25, 2010 1:28 am

Better late than never, right? 0.9.9.5 is now up at Nexus, other mirrors will have to wait because the uploads are happening too slowly right now.

Here's the list of changes since 0.9.9:
Spoiler
Updated Tamriel and SI weather scripts with fixes for various bugs, including fast weather switching, Oblivion Gate weather getting stuck and instant weather changes.
Fixed weather de-sync in SI and fixed interior/exterior switches stopping the weather from changing between regions properly.
Support for BAIN wizards has been added.
HDR lighting values for clear weather have been adjusted to be less bright.
Added detection of fast travel mods such as Cyrodiil Travel Services to Tamriel and SI weather scripts.
Added check to change weather when it is raining and the player moves to a high altitude snowy region.
Replaced plugin/quest-stage combination weather selection method with an array based method for both Tamriel and SI, and replacing weather plugins with ini settings for selecting weathers from NW, AWS and EW.
Optimised all scripts.
Fixed lightning flashes in a NoWindows weather.
Fixed cell flags in The Bloated Float to fix interior weather there.
Fixed Kvatch Rebuilt compatibility.
Removed dummy Oblivion cell as it is no longer required.
Added Natural Interior effects to SI's New Sheoth Palace.
Updated a number of weathers, updating some EditorIDs, removing some duplicates and fixing sounds, colouration and classifications.
Added BAIN Wizard installation file for simplified installation using BAIN.
Removed silence from the end of some interior weather sounds so they loop better.
Removed a number of duplicate sound entries.
Replaced AWS weather textures with those updated in AWS 2.5.
Removed meshes\sky\stars.nif from BSA, as it was not required.


Since the weather scripting is being handled differently that in previous versions, you WILL need to clean save before upgrading to avoid having weather get messy and not work properly.
User avatar
Alessandra Botham
 
Posts: 3440
Joined: Mon Nov 13, 2006 6:27 pm

Post » Fri Jun 25, 2010 3:53 am

Cool. Perhaps we should remove MegaUpload as a mirror, what with it being annoying and your reports of getting viruses off it? That still leaves us with the ModDB mirror, which should be fine. It also means you need to upload less. :)

I'd like to stress the point Arthmoor made in that a clean save upgrade is required, and that there are no longer any weather plugins - the selection of weather mods' weathers is now done through the ini.

You may also experience a few sudden weather changes after upgrading, as the variables that keep track of various conditions are filled for the first time. I can't recall off the top of my head how many, if any, of these there may be, but just so you know it's OK if it does happen to you.
User avatar
joannARRGH
 
Posts: 3431
Joined: Mon Mar 05, 2007 6:09 am

Post » Fri Jun 25, 2010 4:03 am

Worked beautifully!

Your very clear instructions went flawless for me and the BAIN install went like a breeze. Thank you so much for the update. :hugs:
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Fri Jun 25, 2010 7:43 am

Thanks for the update has well

OMOD Install was flawless has usual..

And this has well..Save Us one esp..

Guess this is reason a clean save is needed once again

Since our saved once relied on plugins that are no longer getting load or merged etc..all INI controllable now..Nice.. :celebration:


; | 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)

User avatar
Jade Payton
 
Posts: 3417
Joined: Mon Sep 11, 2006 1:01 pm

Post » Thu Jun 24, 2010 7:43 pm

Thanks for the update!!!!
:cookie:
User avatar
A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Fri Jun 25, 2010 7:01 am

Just had a couple of hours with it installed (via bain) and weather changes working fine here, very nice atmospherics, the icing on my immersion cake. :goodjob:

PS. Like the ini choice method of implementing EW/NW/AWS.
User avatar
Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Fri Jun 25, 2010 5:32 am

Ooh, me happy :D
Seriously, thank you guys!
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Thu Jun 24, 2010 9:07 pm

Thanks very much for the new release.
Downloaded and I'm installing now (blanc save)
Reliable the new way it's configured; now if some people have problems (introduced by others mods) in SI, they have just to switch 1 to 0 in the INI.
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Thu Jun 24, 2010 7:50 pm

I just want to note this down for future reference: Regarding Storms & Sounds' indoor sounds, the ones added by S&S are a lot louder than AN's sounds. As I've said before, S&S can sometimes play its sounds only once when you enter an interior, and so this will result in an apparent cut-out of interior weather sounds. This hasn't actually happened, it's just S&S messing up slightly. AN's sounds are still playing, they're just a lot quieter. If this happens to you, you can either disable S&S's interior weather sounds, or remove S&S completely if you don't want any of it's other effects.

Thanks very much for the new release.
Downloaded and I'm installing now (blanc save)
Reliable the new way it's configured; now if some people have problems (introduced by others mods) in SI, they have just to switch 1 to 0 in the INI.


What? No, the UseExtra toggle only toggles extra weathers. It doesn't have any effect on the weather script in SI itself, so I'm not sure what you mean...
User avatar
Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm

Post » Fri Jun 25, 2010 7:24 am

So I had the previous All Natural version, and everything seemed to work fine. Upgraded to the new version and haven't noticed any problems, though I've only played about an hour. The thing is, when I go into console mode, as soon as I load a save, I get a

Error in script 04000ed9
File: All Natural Base.esm offset: 0x1910 Command: ar_list

not sure what that is or why it tells me that, but I installed it correctly. All I did was use oblivion mod manager to activate it, simple enough to do. Weird thing is, I haven't noticed any problems...but no idea what that script is supposed to do.
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Thu Jun 24, 2010 7:53 pm

So I had the previous All Natural version, and everything seemed to work fine. Upgraded to the new version and haven't noticed any problems, though I've only played about an hour. The thing is, when I go into console mode, as soon as I load a save, I get a

Error in script 04000ed9
File: All Natural Base.esm offset: 0x1910 Command: ar_list

not sure what that is or why it tells me that, but I installed it correctly. All I did was use oblivion mod manager to activate it, simple enough to do. Weird thing is, I haven't noticed any problems...but no idea what that script is supposed to do.

Did you do a clean save?
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Fri Jun 25, 2010 12:22 am

nice continued work.
User avatar
Alessandra Botham
 
Posts: 3440
Joined: Mon Nov 13, 2006 6:27 pm

Post » Fri Jun 25, 2010 1:31 am

What?

Spoiler
In the Shivering Isles, the user can choose whether to have only vanilla weathers, or to enable the extra weathers for SI included in All Natural.

that what I mean (quoted from doc).
User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

PreviousNext

Return to IV - Oblivion