[WIPz/RELz] Weather: All Natural

Post » Fri May 27, 2011 12:21 pm

...until Chorrol's meshes are done...


A couple of months then, hopefully. :)

...and OBSE 0018 is no longer beta.


2011? :P

Just kidding. Yeah, that's what I see us doing too. (In which case we really would be the 'FCOM' of weather mods, seeing as that's also stuck at 0.9.9 for a while.) I've got all the features that I wanted in nailed, so from here on in, it's bug fixing and optimisation for me, I think.
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Lilit Ager
 
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Post » Fri May 27, 2011 1:43 pm

It looks like the omod isn't doing what it's supposed to be doing. I get a question about Real Lights, but not about which version of the esp I want, nor is it installing an esp for Shivering Isles. Only the "real lights" esp is installing. I strongly suspect this is what's causing the crashes since other esps are likely expected by the script.

edit: I'm also looking at the script and what's supposed to be installing. The only plugin installing is "All Natural - Real Lights.esp", no esms or options.

edit edit: It looks like you're missing an endif after the first question, so the rest of the entire script is falling under "else" and not executing if I answer "yes".
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sunny lovett
 
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Post » Fri May 27, 2011 10:08 am

It's not broken - just badly worded, I have been told. It's asking you if you want to use only Real Lights. If you want to use the rest of the mod, you should click no, then you'll get the opertunity to pick plugins, and install RL along with them.

I'm going to upload the updated master containing all the fixes and work I've done since 0.9.8 now, I just need to whip up a quick readme.
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Sylvia Luciani
 
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Post » Fri May 27, 2011 10:30 pm

See above. I'm testing it now.


edit: Yup, that was the problem. It appears there's also an extraneous endif on line 73 at the end. It may be that got mistakenly pasted.
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Russell Davies
 
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Post » Fri May 27, 2011 11:37 pm

OK, I'll get that fixed for the next version. I'm not going to upload a fix now, because the script is going to get changed anyway, to make the options a bit clearer, and to remove the GTA patches from it, which would need them to be removed from the mod, which will be done for the next version.

In other news, the patch is up on Nexus.
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Valerie Marie
 
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Post » Fri May 27, 2011 5:16 pm

Wish you'd have said you wanted to do that so quickly, I'd have given you the RL update to go with it.
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Lauren Graves
 
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Post » Fri May 27, 2011 10:26 am

Gah, whoops, sorry about that. You can still upload it separately though as a RL update if you want. :shrug:
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Maria Leon
 
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Post » Fri May 27, 2011 10:05 am

Hmm. Well, it was working.

I'm still getting CTDs about 1-2 minutes into play after the script fix. The only other mods I have running are the TNR, Qarl, Slof, and other assorted texture mods + AWLS and Francesco. The bash patch appears to be correct, though I'm admittedly ignorant of its inner workings. Removing All Natural makes the game stable again. I think I'll probably sit it out till the next release. Unless you've got some insight, I don't think I can pin it down. Any data or information you need from me?




I'll be darned. I spoke too soon. Still crashing without AN. Investigating.
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maya papps
 
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Post » Fri May 27, 2011 5:16 pm

@wrinklyninja:

Tested today, reactivated Better Cities 4.4.2 with IC and it works now, even the AWLS works. Really good work.

I will test further if time allows it.
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Beulah Bell
 
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Post » Fri May 27, 2011 4:38 pm

Gah, whoops, sorry about that. You can still upload it separately though as a RL update if you want. :shrug:


Also going to have to update the weather filter as well. The initial stages of Ruined Tail's Tale are issuing forceweather commands which cause it to begin raining indoors. Without the filter this isn't a problem, so at least that cell needs to come out. Who knows if it needs more.
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Wanda Maximoff
 
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Post » Fri May 27, 2011 5:21 pm

OK, I'll get that fixed for the next version. I'm not going to upload a fix now, because the script is going to get changed anyway, to make the options a bit clearer, and to remove the GTA patches from it, which would need them to be removed from the mod, which will be done for the next version.

Could try the script I wrote here:
http://www.gamesas.com/bgsforums/index.php?showtopic=1067139&view=findpost&p=15523966
:D

In other news, the patch is up on Nexus.

Thanks. It was one of those times when the TESNexus "Today's updated" page missed it.
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Tamika Jett
 
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Post » Fri May 27, 2011 10:24 am

I've uploaded the weather filter and RL update to Nexus.

When you install the updated filter, you must rebuild your Bashed Patch before it will remove the cell for Ruined Tail.
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Pants
 
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Post » Fri May 27, 2011 2:40 pm

@ Vargr: I think I will, or at least something like it.

@ Arthmoor: I think I'll have a look at RTT, see if it's patchable scripting wise, and if it's worth it. When I get the time though. :(
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Phillip Hamilton
 
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Post » Fri May 27, 2011 10:13 am

I really wouldn't bother. It's one cell out of the whole mod that's done that. Pulling it out of the filter solved the issue so there's no need to patch around it.
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Rachel Briere
 
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Post » Fri May 27, 2011 2:44 pm

And am I supposed to be seeing the http://i361.photobucket.com/albums/oo54/psymon11b/SISkyInTamriel.jpg with version 0.9.8???

I just updated after the patches of today (all the way from 0.9.7 to 0.9.8) and noticed this on a recent save game load?

Is this intentional?
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Nicholas
 
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Post » Fri May 27, 2011 5:43 pm

I wouldn't figure that's intentional, but I haven't seen it happen either. Unless Sheogorath himself is messing with you :)
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Greg Cavaliere
 
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Post » Fri May 27, 2011 12:10 pm

No, it's not intentional. Could you get the FormID of that weather for me, and I'll check it out.
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Svenja Hedrich
 
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Post » Fri May 27, 2011 9:30 pm

As soon as I learn how to get the FormID of the weather you shall have it.

translation: Can someone tell me how to get it?
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nath
 
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Post » Fri May 27, 2011 11:26 am

Use the weather debug ring.
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Frank Firefly
 
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Post » Fri May 27, 2011 5:59 pm

And the ring is where?

No option for debug in the ini

The readme states the debug ring was removed as of version 0.9.0. Can't find anything in readme about how to debug.

need more instructions.
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Allison C
 
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Post » Fri May 27, 2011 2:27 pm

@ Vargr: I think I will, or at least something like it.

Cool. The important thing, I think, is that it avoids the mistakes that people might make (and have reported making) of accidentally 'choosing' the "Real Lights" only option. That was the intent anyway. ;)

EDIT: Getting dangerously close to the dreaded 200 post mark. :ooo: Almost new thread time eh?
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Mr. Ray
 
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Post » Fri May 27, 2011 3:33 pm

@ Psymon: Get the Weather Debug Utilities at TES Nexus, one of the plugins adds a ring that, when activated, prints information including the FormID about the current weather to the console.

Wow, this thread went quite fast. :huh:
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OTTO
 
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Post » Fri May 27, 2011 7:58 am

So then maybe for the new thread you could add a section about how to debug and give reports or at least where to find the debug ring - even on Nexus.

I don't see anything like that on the AN download page.
I've been through every folder of the main download.
I've searched 'weather debug' and 'debug ring' on nexus - with 0 results.

I don't think I can help under these circumstances. The debug options here seem a bit too arcane and obscure for me.
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ZANEY82
 
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Post » Fri May 27, 2011 10:06 pm

http://www.tesnexus.com/downloads/file.php?id=27970

I searched 'weather debug'. It's also accessible via my Nexus account page. It's not alluded to anywhere in documentation, because there aren't that many occasions in which it is required. Perhaps a note about bug reporting should be added to the OP but that's up to Arthmoor.
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Hairul Hafis
 
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Post » Fri May 27, 2011 5:52 pm

I think it's probably just as easy to link to that entry occasionally. Don't really need it in the OP.

Speaking of OP... http://www.gamesas.com/index.php?showtopic=1072896
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Roanne Bardsley
 
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