[WIPz/RELz] Weather: All Natural

Post » Fri May 27, 2011 6:02 pm

No crashing for me wrinklyninja, I've been in and out of cathedrals a whole bunch in the past few days. But I'm posting about something else.

I wonder if you guys wouldnt update the readme with an explanation of what each of the weather mods you incorporate actually do. I took a good portion of yesterday hunting down what NW, AWS, and EW actually did in an attempt to determine why I would even want all 3 at the same time. Maybe it would stop these irritating instant transitions. What I found out, if I'm right, is each add something like 30 new weathers a piece. For a total of way over 100 weathers? Jesus! is that right? lol. I still dont know exactly what All Natural brings to the mix, other then to mix the weathers and add a better controller to em..

Anyway, I cut back to AN - EW after finding the forum post on EW. With some initial testing, that seems to have reduced the insta-transitions to almost nill. I'm going to continue testing it to see if I'm correct in what I'm seeing. I hope so. Now I'm thinking, if I'm just using EW, why use AN at all other then the real lights part :blink:
Its hard to make a informed decision... uhg :facepalm:

Here's what I found and where I got my info. In case I'm totally wrong about what they each do.

EW = http://www.oblivionmodwiki.com/index.php/Enhanced_Weather
NW (Maybe from here)? = http://www.oblivionmodwiki.com/index.php/Natural_Environments#Additional_weather_types
AWS = http://www.tesnexus.com/downloads/file.php?id=6730

Maybe a nice html doc like COBL has? :read: please? with sugar?
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Elizabeth Lysons
 
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Post » Fri May 27, 2011 8:42 am

When it's said that AN includes NW, AWS and EW, it doesn't include the whole mods, just the weathers from them. It then uses it's own weather system to tie them all together. That's why you can use AN with just vanilla weathers, it includes it's own weather system which is applied, and the weather plugins specify which weathers the system can choose from. Off the top of my head, I think it's about 120 new weathers in Tamriel and about 70 in SI, if you choose to use them all.

The couple of paragraphs of explanation in my Environment Mod List may help you to understand what AN does.

Changing the weather plugin shouldn't have had any effect on forced transitions, since as I've said above, the plugins have no effect on the weather system itself. And I'm using the NW + AWS + EW plugin myself anyway.

As for why you're using AN for your weather, the main attraction would be the interior weather effects.

EDIT: I really need to update the Mod Wiki pages for the mods I've worked on. IMHO though, the wiki's pretty poor, and I can't imagine it gets a lot of use. It would be great if they just merged it with (or at least implemented a similar area on) UESPWiki, since that's a much better site, with loads more traffic and already holds a wealth of info on Oblivion, as well as a bit on mods already. I wonder why this hasn't happened already. If I've considered it, then surely heaps more people have too...

EDIT 2: @arcwolf: Have you tried to completely remove AN and clean reinstall it? It may be that something messed something up and that's stuck in your game, but removing it will allow you to start over.
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Leilene Nessel
 
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Post » Fri May 27, 2011 9:20 pm

I have an strange i little problem with All Natural, if i enter a shop (or even entering on a city) and exit the weather suddenly changes drasticaly (i.e. from sunny to rain, or foggy to sunny) note that this does not happen if i enter a dungeon.

my current load order is:

All Natural.esp
All Natural - Real Lights.esp
All Natural - EW +NW + AWS.esp
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Mariana
 
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Post » Fri May 27, 2011 12:44 pm

I suggest you read the readme. It's highly unlikely that you have a problem that is not answered by doing everything that you are told to do in there.
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.X chantelle .x Smith
 
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Post » Fri May 27, 2011 9:11 pm

I suggest you read the readme. It's highly unlikely that you have a problem that is not answered by doing everything that you are told to do in there.


Yes i did read the readme, it says to use OBSE higher than v17, but i'm using the lastest v18 beta and no matter if i fast enter/exit the interior shop, it happens 80% of the time i do it.
i'll try to mess up with the .ini and see if i can find anything to fix this, thanks wrinklyninja :)
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kirsty joanne hines
 
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Post » Fri May 27, 2011 3:45 pm

You must be using a very old version of All Natural if the readme says to use OBSE > v17, since the last few versions at least have required >= v18 beta 4. Make sure you're using AN 0.9.8.

Also if you're using Streamline, change the settings for that as directed in the AN readme.
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SHAWNNA-KAY
 
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Post » Fri May 27, 2011 11:53 am

Yep, i'm using AN 0.9.8, and OBSE v18beta4 both directly downloaded from 'Nexus and i'm not using Streamline, this is very odd, maybe an reinstall of the mod would help it ?
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James Potter
 
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Post » Fri May 27, 2011 9:13 am

Post your load order. Try a clean reinstall too.
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Tinkerbells
 
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Post » Fri May 27, 2011 4:28 pm

Have you tried to completely remove AN and clean reinstall it? It may be that something messed something up and that's stuck in your game, but removing it will allow you to start over.


Thats the thing, I'm not playing existing games. If you're implying that? I'm still slowly adding mods, tweaking and starting new games. Every time. Test character, Imperial, Apprentice, Acrobat, starts in Leyawiin as a commoner in the inn. I run around Tamriel testing out the features of a mod. If Oblivion crashes, or just doesnt plain work right, I try and determine why. If I cant fix it, or ask for and get help to get it fixed... I chunk it and move on. This mod being the exception. I'm doggedly sticking with it.

Anyway, if AN's NW EW AWS (abbreviation overload) dont effect the weather system itself, well then maybe moving from NW-EW-AWS to just EW had the effect as a reinstall? None the less, I'll follow your advice and rip it out totally. Then reinstall. Its a bain anyway so it'll be easy. Let see where NW-EW-AWS... XYZ... gets me this time lol

Ya know, I've almost just come to accept it and moved on. :shrug: At least it doesnt cause crashes... Well, for me anyway. :whistle:
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Trent Theriot
 
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Post » Fri May 27, 2011 7:31 pm

That's exactly what i do, enable a mod, test, enable another, test again .. my game doesn't even crash at all, in fact it started acting strange since i've got Stutter Remover, but i guess it's my fault anyways since i've been messing around with the .ini but that's no problem at all :)
i did a fresh install and wasn't using any previous saves, just started the thing all over again doing alot of tests for around 5 to 6 days of installing mods, reading readmes and forum threads and stuff like that.
Doing a fresh install of AN didn't helped as the weather keeps switching from interiors/exteriors, when i enter/exit again a couple of times, it changes back to the previously wheather type i had. like you said, that's something i've accepted and been playing normalmy :)
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Jonathan Montero
 
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Post » Sat May 28, 2011 12:02 am

@ ThaMan: For some reason the sync isn't holding over interior/exterior transitions, so either something is releasing the weather override, or something is causing the data to be lost during the transition. Those are the only possibilities if you've got everything installed correctly. Are you Importing Cells into the Bashed Patch?

@ arcwolf: Could you you recap for me again what exactly is the nature of your bug and where it occurs?
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Miguel
 
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Post » Fri May 27, 2011 12:03 pm

@wrinklyninja: Yes, already did the Import Cells stuff in bashed patch. i'll try to re do the whole AN installation and rebuild a new Bashed Patch and see what it does.

Editing: Load Order as you asked :)

Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.8]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  You Are Here.esm05  Jog_X_Mod.esm06  Cobl Main.esm  [Version 1.72]07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Armamentarium.esm  [Version 1.35]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  Artifacts.esm  [Version 1.1]0B  VASE - core.esm0C  TamrielTravellers.esm  [Version 1.39c]0D  FCOM_Convergence.esm  [Version 0.9.9MB3]0E  Kvatch Rebuilt.esm0F  Better Cities Resources.esm10  Unofficial Oblivion Patch.esp  [Version 3.2.4]11  Better Cities .esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  Fran Armor Add-on.esp16  Fran_Lv30Item_Maltz.esp17  All Natural - Real Lights.esp  [Version 0.9.8]18  All Natural.esp  [Version 0.9.8]19  All Natural - EW + NW + AWS.esp  [Version 0.9.6]1A  Kvatch Rebuilt Weather Patch.esp1B  Enhanced Water v2.0 HDMI.esp++  Item interchange - Extraction.esp  [Version 0.78]1C  Enhanced Economy.esp  [Version 3.3.3]1D  Terran Vampires Beta.esp  [Version 1.31]1E  AmbientDungeons.esp  [Version 1.3]1F  DLCHorseArmor.esp20  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]21  DLCOrrery.esp22  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]23  DLCVileLair.esp24  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]25  DLCMehrunesRazor.esp26  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  MaleBodyReplacerV4.esp++  EVE_StockEquipmentReplacer.esp27  DLCThievesDen.esp28  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]29  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2A  Cobl Glue.esp  [Version 1.72]2B  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]2C  Bob's Armory Oblivion.esp2D  FCOM_BobsArmory.esp  [Version 0.9.9]2E  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]2F  Oblivion WarCry EV.esp30  FCOM_WarCry.esp  [Version 0.9.9MB3]31  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]32  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  MOBS.esp  [Version 1.2.2a]33  MOBS Optional Combat Settings.esp  [Version 1.2.2a]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]34  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLVendors.esp  [Version 1.35]**  Armamentium female.esp++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]35  FCOM_RealSwords.esp  [Version 0.9.9]36  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]37  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]38  FCOM_LessReaversInGates.esp  [Version 0.9.9]39  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]3C  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3D  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  VASE - Cyrodiil for MMM.esp++  TamrielTravellers Cosmetics Cobl or RBP.esp++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]3F  TamrielTravellers4OOO.esp  [Version 1.39c]++  TamrielTravellersItemsnpc.esp  [Version 1.39c]40  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Fransfemale.esp41  TIE In.esp  [Version 1.2b]42  TIE In - Cobl.esp  [Version 1.2b]43  TIE In - FCOM Convergence.esp  [Version 1.2b]44  TIE In - RealSwords.esp  [Version 1.2b]45  TIE In - MMM Gems.esp  [Version 1.2b]46  TIE In - MMM Craft.esp  [Version 1.2b]47  TIE In - BobsGuardUnity.esp  [Version 1.2b]48  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]++  ArtifactsFemaleArmor.esp49  KDCircletsOOOOptimized - Loot Only.esp  [Version 1.2]4A  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]++  EVE_StockEquipmentReplacer4FCOM.esp++  EVE_StockEquipmentReplacer for OOO.esp++  EVE_StockEquipmentReplacer4MMM.esp4B  Ivellon.esp  [Version 1.5]4C  ImpeREAL Empire - Unique Forts.esp4D  ICEXPAND.esp4E  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp4F  Kvatch Rebuilt - Leveled Guards - FCOM.esp50  LetThePeopleDrink.esp  [Version 2.5]51  Mag1cWind0w_The_Imperial_Water.esp52  thievery.esp53  thievery - EE patch.esp  [Version 1.0]54  DLCFrostcrag.esp55  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]56  The Lost Spires.esp57  Mighty Umbra.esp58  The Mystery of the Dulan cult.esp59  MannimarcoRevisited.esp5A  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]5B  FCOM_DulanCult.esp  [Version 0.9.9]5C  xuldarkforest.esp  [Version 1.0.3]5D  xulStendarrValley.esp  [Version 1.2.1]5E  xulTheHeath.esp5F  XulEntiusGorge.esp60  xulFallenleafEverglade.esp  [Version 1.3.1]61  xulColovianHighlands_EV.esp  [Version 1.2.1]62  xulChorrolHinterland.esp  [Version 1.2.2]63  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]64  xulBravilBarrowfields.esp  [Version 1.3.2]65  xulLushWoodlands.esp  [Version 1.3]66  xulAncientYews.esp  [Version 1.4.2]67  xulAncientRedwoods.esp  [Version 1.6]68  xulCloudtopMountains.esp  [Version 1.0.1]69  xulArriusCreek.esp  [Version 1.1.2]6A  xulPatch_AY_AC.esp  [Version 1.1]6B  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]6C  xulPantherRiver.esp6D  xulRiverEthe.esp  [Version 1.0.2]6E  xulBrenaRiverRavine.esp  [Version 1.0.2]6F  xulImperialIsle.esp  [Version 1.6.3]70  xulBlackwoodForest.esp71  xulCheydinhalFalls.esp  [Version 1.0.1]72  xulAspenWood.esp  [Version 1.0]73  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]74  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]75  Enhanced Vegetation [150%].esp76  Better Cities - House price patch.esp  [Version 1.0]77  JQ-Fighters_Guild_United.esp++  FCOM_FighterGUnited.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]78  TIE In - MannimarcoRevisited.esp  [Version 1.2b]79  TIE In - Kvatch Rebuilt.esp  [Version 1.2b]7A  TIE In - DLCOrrery.esp  [Version 1.2b]7B  TIE In - DLCThievesDen.esp  [Version 1.2b]7C  TIE In - DLCFrostcrag.esp  [Version 1.2b]7D  TIE In - BC-Anvil.esp  [Version 1.2b]7E  RealisticForceMedium.esp7F  RealisticMagicForceMedium.esp80  Kobu's Character Advancement System.esp81  Kobu's 1.5x Slower Skills Mod.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]82  X.Races.Comp.esp83  bgBalancingEVCore.esp  [Version 10.52EV-D]++  bgBalancingEVNoSIVersion_Core_still_required.esp  [Version 10.5DV-D]84  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]85  bgMagicBonus.esp  [Version 1.7EV]86  bgMagicEVPaperChase.esp  [Version 1.68EV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]87  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  EVE_KhajiitFix.esp88  Better Cities - Full City Defences.esp89  Better Cities Full.esp8A  BCBravilFULL-Barrowfields patch.esp8B  BCChorrol-ChorrolHinterland fix.esp8C  BCCheydinhalFULL-CheydinhalFalls patch.esp8D  Better Cities - No LEYAWIIN Flooding.esp8E  Better Cities Full Patch.esp8F  Better Cities - Thievery.esp90  Better Imperial City Patch.esp----> Delinquent MASTER: Better Imperial City.esp91  Better Imperial City.esp92  Better Cities - COBL.esp  [Version 0]**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]93  bgMagicLightningbolt.esp94  QTdof.esp++  Visually Realistic Deadly Lava.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.8]95  Bashed Patch, 0.esp

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Charlotte Lloyd-Jones
 
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Post » Fri May 27, 2011 10:41 am

Post your load order too, there may be something I can spot there.
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Prisca Lacour
 
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Post » Fri May 27, 2011 12:11 pm

@ ThaMan: For some reason the sync isn't holding over interior/exterior transitions, so either something is releasing the weather override, or something is causing the data to be lost during the transition. Those are the only possibilities if you've got everything installed correctly. Are you Importing Cells into the Bashed Patch?

@ arcwolf: Could you you recap for me again what exactly is the nature of your bug and where it occurs?


ThaMan's issues also happen to me by the way. I didnt want to mention it but since you've jumped on it I'll mention I do see that too.
The scenario for me with this oddity [ I admit this is an extreme case ] is this: Go to Anvil its raining. Enter the Black smith, turn right back around exit. Its now foggy. Turn right back around enter black smith. Turn right back around exit black smith. Its clear day. Turn right back around enter black smith. Turn right back around exit black smith. Its Thunder storm. The issue also occurs randomly if you take your time and go about your business within a shop. So since I dont do the above extreme test under normal circumstances I dont care about it. I'm just leaving that one above alone. Ive seen it too much to care about it. Like for many versions. so ... anyway, if it happens I enter a shop on a sunny day buy some junk and head out and its a downpour I just chalk it up to a cloud burst or blame sheogorath.

If you want to see a log of that issue check the Logs I sent you, Its going to be Log: Without Streamline 2.log around line 354 and 355 you see this

Cell: 0003053B Weather: 02000CE6 Percent: 1.00
Cell: 0000617F Weather: 00038EF1 Percent: 1.00


SO on to the real issue you want to hear about from me, as follows:

A new game. Just AN loaded, Includes Real Lights, EW NW AWS combo and the weather filter. Rest except the Alt Start Mod is vanilla.
{note: Alt Start so I dont have to walk out of that stupid jail yet again. I really doubt it messes with weather. }

{edit: Now that I think about it maybe I had landscape mods in these tests. Like elswyre and xul. But nothing that should mess with weather that I know of anyway. Its been a few days slept since then}

Check log with streamline nopurgeperiod.log

Line 3462 and 3463

Cell: 0000617F Weather: 00038EEE Percent: 0.80
Cell: 0000617F Weather: 02005195 Percent: 1.00

That was an obvious instant transition. In fact its why the log was so short. I got PO'd at the game and had to chill for a while :P heh

Other examples are harder to see because the log shows only that the percentage went from 1.00 to 0 but when it hits 0 it changes with a snap. No fade just BAM clear, to Rain. or Rain to fog. Honestly I cant even remember where in the logs insta-transitions occurred now because of that. The logs look normal to me anyway but in amongst them there are instant transitions.

In these tests the issues usually occur on the yellow road running away from Open Cities, Layawiin reborn. Although they can occur when going from the Mage guild side of Leyawiin across the bridge to the castle center island. I've seen them also happen around Anvil and the Brena Cross inn. As well as near Bravil on the Orange Road.

The other one I've talked about was the below. When the weather typically will transition from 00038EF1 to 00038EF2 and back again repeatedly. Transitions occur normally, you can see this in the log without streamline 2.log

Check around the following lines:
951 & 952
4271 & 4272
7388 & 7389

I anticipated it would keep doing that if I had turned around and headed back to Leyawiin. But I kept going and headed on to the Imperial City Isle and made a loop then came back. Normal weather until I believe I came around Bravil area check lines

21617 & 21618
26344 & 26345
29316 & 29317

Having experience with programming I know this is going to be a frustrating issue and make little if any since. So, no rush, I only want to help. Not going to hammer ya or anything. If you need more testing from me please dont hesitate to ask. I'd be glad to.
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Josee Leach
 
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Post » Fri May 27, 2011 10:21 am

arcwolf: Yes ! that's the exact same thing that happens to me and you explained just what i had in mind (my english is terrible lol). this may sound awkward but it does not happen in every shop i enter, just some of them (tested in IC only so far, still trying to shoot out some random problems in my game).
as arcwolf said, i'm just trying to point the problem here. i wish i'd could help, but i don't know anything about programming and stuff like that. :(
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Dean Brown
 
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Post » Fri May 27, 2011 9:16 am

I can't understand why it's not working for both of you. I've gone over the code so many times now, I'm pretty sure I could write it from memory almost perfectly, and I can't spot anything that would let fast weather switching occur. The symptoms match those one would expect to see if you were using the wrong version of OBSE or weren't importing cells, but you both are.

Clutching at straws, have you tried using the latest OBSE beta (5), I used it when making 0.9.8, but there's no note saying a mod made with beta 5 requires beta 5 to be used when playing it. Still, it's worth a shot.

At least there's only one bug to worry about between the two of you...
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ILy- Forver
 
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Post » Fri May 27, 2011 6:56 pm

This mod rocks; I upgraded some days ago to the last version. Work very smooth.

I remember sometimes ago wrinklyninja advised to use Natural Habitat with All Naturals. Here is a minimal OMOD version of Natural Habitat:
http://www.zshare.net/download/71509225b7d410b0/
I'm using it for some weeks.
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James Potter
 
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Post » Fri May 27, 2011 10:56 am

I can't understand why it's not working for both of you. I've gone over the code so many times now, I'm pretty sure I could write it from memory almost perfectly, and I can't spot anything that would let fast weather switching occur. The symptoms match those one would expect to see if you were using the wrong version of OBSE or weren't importing cells, but you both are.

Clutching at straws, have you tried using the latest OBSE beta (5), I used it when making 0.9.8, but there's no note saying a mod made with beta 5 requires beta 5 to be used when playing it. Still, it's worth a shot.

At least there's only one bug to worry about between the two of you...


I'm using beta 5.

But I'm thinking that maybe we are looking at this the wrong way. Lets stand back and think...

If its working for you, then what are you doing that we arent. Whats different here. Maybe its a obse plugin or maybe its the way you bash your game. There are so many factors that could play into a issue like this that it needs to be looked at with just the core elements. Everything else stripped away.

If I run it with just AN - EW AWS NW. Vanilla, no landscape mods, no OBSE pluggins... let me try that. Hell, it could be some wacked out unforseen interaction with OSR or even weOCPS.

Question, you dont see anything strange happening if I coc to the wawnet inn from the start dungeon do you? I hate to have to do the start quest over and over for these tests. :yuck: "you... I've seen you" YEA just about 15 minutes ago! ARGH!

What are you running with your AN setup winklyninja? Do be detailed. Mods, pluggins, bash options... that sort of junk.

Man this issue remindes me of some cobal I stumped a professor with... jeeze what a nightmare. lol
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mollypop
 
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Post » Fri May 27, 2011 3:08 pm

My load order for testing AN:
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.8]02  All Natural - Real Lights.esp  [Version 0.9.8]03  All Natural.esp  [Version 0.9.8]04  All Natural - SI.esp  [Version 0.9.8]05  All Natural - EW + NW + AWS.esp  [Version 0.9.6]06  AN Patch.esp


The patch is the plugin containing my WIP changes for the next version, but there's nothing there that would affect sync.

Running OBSE v0018 beta 5, OBSE plugins are: Elys' Universal Silent Voice, FastExit2, OBGEv2, Oblivion Stutter Remover, weOCPS. OSR is set to heap mode 1.

All Natural ini at defaults apart from Enhanced Nights Tamriel & SI at 80% darker.

I think that's all that is relevant, I've got texture replacers too, but they have no effect.

As for starting a new game, I used CDM Character Generation Overhaul (and no other mods) to start at the IC Palace, then once I'd finished the CharGen, I installed AN with the install as above, and removed CDM-CGO.
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Joie Perez
 
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Post » Fri May 27, 2011 1:51 pm

I apologize for interupting you all, but before I use the Real Lights only part of this wonderful mod, I wish to know if it is necessary to uninstall the original Real Lights mod completely before putting this one to use. Can this and the original standalone mod be used simutaneously?
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Tanya Parra
 
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Post » Fri May 27, 2011 2:38 pm

no. get rid of original real lights, clean save without it, then add AN real lights.
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jasminε
 
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Post » Sat May 28, 2011 12:37 am

-snip-

Running OBSE v0018 beta 5, OBSE plugins are: Elys' Universal Silent Voice, FastExit2, OBGEv2, Oblivion Stutter Remover, weOCPS. OSR is set to heap mode 1.


M'kay, quick question and a note.

What version of OSR? I've been using the one you can download from Skyranger-1's FTP site. Latest alpha 4... At least as of yesterday, I like bleeding edge so sue me :)

heap mode 1 also.

OBGEv2 cant run it, causes cell transitional CTD's which kind of svcks. Just tested that one out this morning.

everything else plugin wise I have already and use regularly. OSR has a fastexit built in now.. So I've chunked FastExit2.

I'll get on it and test the rest of today. See if I can reproduce my issues with your setup and get back here tomorrow some time.
I hope I can just narrow it down to another mod, then I can just kick that to the curb so to speak...

Thanks for the info.
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Hannah Barnard
 
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Post » Sat May 28, 2011 12:18 am

no. get rid of original real lights, clean save without it, then add AN real lights.


Will do. Thanks again, Gekko64.
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Danial Zachery
 
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Post » Fri May 27, 2011 1:51 pm

no problem, enjoy and make sure you're also using the renamed bsa file for AN ( if using real lights module only. I'd recommend using all of AN though, it's one of the very best mods imho )
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kiss my weasel
 
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Post » Fri May 27, 2011 12:56 pm

Just upgraded to OBSE b5 and nothing, keeps changing weathers like sheogorath smoked some kind of pot lol ..
i don't know if upgrading OBSE to b5 did this, but now when i change from interiors to exteriors , the weather goes crazy as we all know BUT, if i do it again, it changes back to normal (doing this just a couple of times). before that, AN was all crazy switching to every kinds of weather every time.
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Monika Krzyzak
 
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