[WIPz/RELz] Weather: All Natural

Post » Fri May 27, 2011 11:12 pm

Quick question, minor thing: I have downloaded 9.8 now and want to install with BAIN. I read the readme - it's wao, very comprehensive.

Still a quick question, please forgive: Do I HAVE TO select one of the several folders "02" included? I need 00 Core, sure, and I want to try out 01 Real Lights but I'm unsure if picking a "02" is essential. I could not decide anyway which of the "02" I should be using even if I HAD to select one, and I'm afraid the big one with EW + NW + AWS.esp may slow down game FPS. Is there an acclaimed favorite among those 3 weather mods? Otherwise I'm happy to start with selecting no "02" folder at all.

Thanks for a brief comment.

You don't have to pick an 02. If you pick no 02, you get only vanilla weather types. None of the 02 choices will slow down your game. I'd recommend EW+NW+AWS for the most variety, but you can experiment by trying one at a time. You are welcome for the brief comment. ;)

I also think a standalone Real Lights option would be a good idea so Real Lights only people don't have to use the large main .bsa...course why would people NOT want to use full All Natural??? Mental insanity is the only reason I can think of!!!
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Laura
 
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Post » Fri May 27, 2011 7:54 pm

If you pick no 02, you get only vanilla weather types.

Thanks for clarifying, Brumbek! I'll experiment a little with the various options.
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Taylah Illies
 
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Post » Fri May 27, 2011 12:15 pm

soo...why am i getting these pink squares in the sky?
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Anthony Diaz
 
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Post » Fri May 27, 2011 7:45 pm

chris_1979 asked the exact same question on the http://www.gamesas.com/bgsforums/index.php?showtopic=1063802&st=140 about 1/2 an hour later. I don't think he has a clue what was causing his troubles.

AT THE VERY LEAST: disable a given mod to see if it could be the problem, before posting on that mod's thread about it.

Yes, that's why it asks you if you want to install only standalone Real Lights. I wasn't too sure on the wording, it can clearly be confused, but I couldn't think of anything better. If you've got any suggestions, please do spill. :)

Heh: I did the ""YES" - Oh where did th erest of the mod go?" thing.

It might have been the wording, but for a lot of us it was probably being too used to the "use real lights as well" question at the start of the OMOD install.

I was kind of thinking of a possible rewrite, in which one is asked about both Real lights and weather, and if one selects Real lights and weather/no-weather - Basically an added weather option ("No weather (Real lights only thanks.)") - then real lights is loaded in the appropriate way given the weather picks.
Meaning only ONE question is asked about Real Lights, but it is automatically handled based on ones weather choices.


Hmm (thinking as he writes) Perhaps the first question asking if one wants Real Lights (maybe set a variable to 1 or True if YES)
the second asking if one wants the weather stuff .
If YES; then go through that, and the filter esp. and install the Real lights in that way (if selected of course)
If NO; then stop and install Real Lights in the stand alone fashion.

I think I might just have a go at that, if only for my own interest's sake.


What Arthmoor said is a good idea too.
Better in that it would mean that one who only wants Real Lights doesn't have to install the entire weather mod.
Then the Weather Mod could assume that those who have downloaded it want the weather, and may or may not want the Real Lights IN ADDITION (not stand alone.)
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Siobhan Wallis-McRobert
 
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Post » Fri May 27, 2011 11:50 am

Great job on the New Sheoth Palace issues wrinklyninja, I checked it out and I can say real nice work. I appreciate the effort you must have put into debugging that... couple of days coding... eesh. A little bit of the maddness has left The Shivering isles. I'm sure Sheogorath is PO'd :) better watch out he'll jump rope with your guts heh

Anyway, not to put a fly in the ointment but um I'm noticing something else now I didnt see in 97. I was over by the Imperial City in Tamriel I was standing right next to Wilderness (14,23) 58663 95619 2283 A old stone wall fort chunk. Anyway, I was looking around admiring my latest HD sky texture and pretty red Moon when I became curious what time it was in game. So, I pressed T to bring up the wait menu and see, 2:00 AM by the way. Clicked cancel and the weather instant transitioned from clear night sky to a hard storm rain. I was actually lucky because I quick saved just before I checked the time. Every time I load that quick save and push T to see the time. It turns from clear night sky with very little if any clouds to hard storm rain. I'll post my load order but its hard for me to see what could be causing a conflict of this sort.

Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  All Natural Base.esm  [Version 0.9.8]03  Kvatch Rebuilt.esm04  Open Cities Resources.esm  [Version 3.3.2]05  Portal.esm06  Unofficial Oblivion Patch.esp  [Version 3.2.0]07  Oblivion Citadel Door Fix.esp08  DLCShiveringIsles.esp09  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0A  Natural_Habitat_by_Max_Tael.esp0B  All Natural - Real Lights.esp  [Version 0.9.8]0C  All Natural.esp  [Version 0.9.8]0D  All Natural - SI.esp  [Version 0.9.8]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]++  Kvatch Rebuilt Weather Patch.esp0E  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]0F  Book Jackets Oblivion.esp10  P1DanywhereSittable.esp11  P1DseeYouSleep.esp12  Reznod_Mannequin.esp13  DLCHorseArmor.esp14  DLCOrrery.esp15  DLCVileLair.esp16  P1DseeYouSleep - DLCVileLair.esp17  DLCMehrunesRazor.esp18  DLCSpellTomes.esp19  Book Jackets DLC.esp++  GrimbotsSpellTomes.esp1A  KDDwemerSpectacles.esp1B  PersuasionOverhaul.esp  [Version 1.43]++  Slof's Horses Essential.esp1C  DLCThievesDen.esp1D  OBSE-Storms & Sound SI.esp1E  Kvatch Rebuilt.esp1F  OCC-KR-Patch.esp20  StopDarkBrotherhood.esp21  TR_Stirk.esp22  Stirk_Compatibility_Patch.esp23  DLCFrostcrag.esp24  Frostcrag Addon.esp25  Knights.esp26  DLC_SM-Pluggin_Referb_Merged.esp  [Version 1.05]27  ElsweyrAnequina.esp28  xuldarkforest.esp  [Version 1.0.3]29  xulStendarrValley.esp  [Version 1.2.1]2A  xulTheHeath.esp2B  XulEntiusGorge.esp2C  xulFallenleafEverglade.esp  [Version 1.3.1]2D  Anequina-Fallenleaf-Patch.esp2E  xulColovianHighlands_EV.esp  [Version 1.2.1]2F  xulChorrolHinterland.esp  [Version 1.2.2]30  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]31  xulBravilBarrowfields.esp  [Version 1.3.2]32  xulLushWoodlands.esp  [Version 1.3]33  xulAncientYews.esp  [Version 1.4.2]34  xulAncientRedwoods.esp  [Version 1.6]35  xulCloudtopMountains.esp  [Version 1.0.1]36  xulArriusCreek.esp  [Version 1.1.3]37  xulPatch_AY_AC.esp  [Version 1.1]38  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]39  xulPantherRiver.esp3A  xulRiverEthe.esp  [Version 1.0.2]3B  xulBrenaRiverRavine.esp  [Version 1.0.2]3C  xulImperialIsle.esp  [Version 1.6.3]3D  xulBlackwoodForest.esp3E  xulCheydinhalFalls.esp  [Version 1.0.1]3F  KvatchRebuilt-CheydinhalFalls patch.esp40  bartholm.esp41  Bartholm-Panther River Patch.esp  [Version 1.0]42  Open Cities New Sheoth.esp  [Version 1.1]43  Open Cities Bartholm.esp  [Version 1.0.3]44  Open Cities Outer Districts.esp  [Version 3.3.2]45  Open Cities Full + Leyawiin Reborn.esp  [Version 3.3.3]46  OCC-KOTN-Patch.esp  [Version 2.0.1]47  OCLR+ULBWForest Patch.esp48  OC+Cheydinhal Falls Patch.esp  [Version 1.0]49  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]4A  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]4B  AutoBookPlacer.esp4C  DecoratorAssistant with OBSE v1.1.esp4D  DecoratorAssistant Unlock for OBSE version.esp4E  ImprovedSoulgems.esp  [Version 1.11]4F  Kyoma's Journal Mod.esp  [Version 3.2.1]50  ReneersTrainingMod.esp  [Version 0.94]++  ScriptIcon_Replacer.esp51  Toggleable Quantity Prompt.esp  [Version 3.1.1]52  StartChoices.esp53  RealisticForceMedium.esp54  Is It Safe.esp55  Portal - SI.esp56  SetEssentialActors.esp57  Pestilent Afflictions.esp58  sr_spell_deletion.esp59  Syc_AtHomeAlchemy_No_Bounty_v2.esp5A  DirenniAlchemyApparatus.esp5B  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp5C  Enhanced Grabbing.esp  [Version 0.4]5D  No More Annoying Messages.esp  [Version 1.3]++  Real Lava v1.2.esp**  Open Cities Road Record.esp**  Open Cities LR Road Record.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.8]5E  Bashed Patch, 0.esp5F  MergedMaps.esp

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FoReVeR_Me_N
 
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Post » Fri May 27, 2011 6:46 pm

Really appreciate your effort in getting Real Lights cleaned up and more immersive.

If I were to downsize the All Natural.bsa to just include what was needed for the Real Lights standalone would these be the necessary folders to include?
meshes\allnatural\dungeons\caves
meshes\allnatural\sky
meshes\reallights
textures\reallights\fireblue
textures\reallights\firegreen
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Kortniie Dumont
 
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Post » Fri May 27, 2011 8:59 pm

@ Mirei: If you're getting a pink sky outside, then that's because you aren't loading the BSA. Make sure you've got All Natural.esp active and that the BSA is named All Natural.bsa. If it's inside at the windows and you're using Corepc's Vibrant Textures, install his updates to them.

@ arcworlf: Good to hear SI works OK now. As for the wait issue, I just changed how the waiting works for this version, so it may be a bug with that, and I think I know just what the problem is. I suspect that it's because I'm not actually checking to see if you've waited any time or not, and just checking to see if you've gone past the time for the next weather change or not. For the weather to change as you describe, then you must have been past the time, but only just, so the transition was either about to start or had just started anyway. The wait menu just changed it from being set to it being forced.

I'll get that one fixed for the next version, thanks. :) If you could load that same save and get me two pieces of info that would be great. Just go into the console and type:
show anweatherquest.timeforcheck
show gamehour
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Monika
 
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Post » Fri May 27, 2011 11:32 pm

I think I might just have a go at that, if only for my own interest's sake.


What Arthmoor said is a good idea too.
Better in that it would mean that one who only wants Real Lights doesn't have to install the entire weather mod.
Then the Weather Mod could assume that those who have downloaded it want the weather, and may or may not want the Real Lights IN ADDITION (not stand alone.)

Well I did have a go at altering the OMOD script. Think I got it.

If you guys are interested, here it is:
DontInstallAnyPluginsDontInstallAnyDataFiles;;Select Weather options: Add various weather types (EW, NW, AWS), basic (vanilla) weather, or skip weather mod entirely.SelectWithDescriptions "Select which weather mod you want to use" "Enhanced Weather" "Load All_Natural Weather components PLUS weather types from 'Enhanced Weather' mod" "Natural Weather" "Load All_Natural Weather components plus weather types from 'Natural Weather' mod" "AWS" "Load All_Natural Weather components PLUS weather types from 'Atmospheric Wather System' mod" "EW + NW" "Load All_Natural Weather components PLUS weather types from 'Enhanced Weather' and 'Natural Weather' mods" "EW + AWS" "Load All_Natural Weather components PLUS weather types from 'Enhanced Weather' and 'Atmospheric Weather System' mods" "NW + AWS" "Load All_Natural Weather components PLUS weather types from 'Natural Weather' and 'Atmospheric Weather System' mods" "EW + NW + AWS" "Load All_Natural Weather components PLUS weather types from 'Enhanced Weather', 'Natural Weather' and 'Atmospheric Weather System' mods" "Vanilla" "Load All_Natural Weather components (But no new weather types)" "None (Abandon or Load Real Lights only)" "Do not load any of the All_Natural Weather components. You will still have the option of installing the Real Lights component, as a Standalone mod."Case Enhanced Weather	CopyPlugin "02 Enhanced Weather\\All Natural - Enhanced Weather.esp" "All Natural - Enhanced Weather.esp"	SetVar standalone 0	BreakCase Natural Weather	CopyPlugin "02 Natural Weather\\All Natural - Natural Weather.esp" "All Natural - Natural Weather.esp"	SetVar standalone 0	BreakCase AWS	CopyPlugin "02 Atmospheric Weather System\\All Natural - Atmospheric Weather System.esp" "All Natural - Atmospheric Weather System.esp"	SetVar standalone 0	BreakCase EW + NW	CopyPlugin "02 EW + NW\\All Natural - EW + NW.esp" "All Natural - EW + NW.esp"	SetVar standalone 0	BreakCase EW + AWS	CopyPlugin "02 EW + AWS\\All Natural - EW + AWS.esp" "All Natural - EW + AWS.esp"	SetVar standalone 0	BreakCase NW + AWS	CopyPlugin "02 NW + AWS\\All Natural - NW + AWS.esp" "All Natural - NW + AWS.esp"	SetVar standalone 0	BreakCase EW + NW + AWS	CopyPlugin "02 EW + NW + AWS\\All Natural - EW + NW + AWS.esp" "All Natural - EW + NW + AWS.esp"	SetVar standalone 0	BreakCase Vanilla	SetVar standalone 0	Break Case None	SetVar standalone 1 	BreakEndSelect;;File and patch installation, ONLY IF installing weather (not just real Lights)If Equal %standalone% 0	CopyDataFile "00 Core\\All Natural.ini" "All Natural.ini"	CopyPlugin "00 Core\\All Natural Base.esm" "All Natural Base.esm"	CopyPlugin "00 Core\\All Natural.esp" "All Natural.esp"	If DataFileExists "Nascosto Isles 3.esp"		CopyPlugin "05 Nascosto Isles Weather Patch\\All Natural - Nascosto Isles Weather Patch.esp" "All Natural - Nascosto Isles Weather Patch.esp"	EndIf	If DataFileExists "Kvatch Rebuilt.esp"		CopyPlugin "06 Kvatch Rebuilt Patch\\Kvatch Rebuilt Weather Patch.esp" "Kvatch Rebuilt Weather Patch.esp"		CopyDataFolder "06 Kvatch Rebuilt Patch\\Meshes" "Meshes" True	EndIf	If DataFileExists "GTAesgaard.esp"		CopyPlugin "07 Gates to Aesgaard Patch\\Gates To Aesgaard Weather Patch.esp" "Gates To Aesgaard Weather Patch.esp"	EndIf	If DataFileExists "GTAesgaard_2.esp"		CopyPlugin "08 Gates to Aesgaard 2 Patch\\Gates To Aesgaard 2 Weather Patch.esp" "Gates To Aesgaard 2 Weather Patch.esp"	EndIf	If DataFileExists "DLCShiveringIsles.esp"		CopyPlugin "00 Core\\All Natural - SI.esp" "All Natural - SI.esp"	EndIfEndIf;;Install Filter (only if installing weather)If Equal %standalone% 0 	If DialogYesNo "Do you want to use the Bash Filter patch for other mods support?" "Bash Filter Option - Read Readme to Explain" 		CopyPlugin "03 Bash Filter For Various Mods\\All Natural - Indoor Weather Filter For Mods.esp" "All Natural - Indoor Weather Filter For Mods.esp" 	EndIfEndIf;;Real Lights, vary installion method depending on Standalone or with weather.If DialogYesNo "Do you want to use Real Lights?" "Real Lights"	CopyPlugin "01 Real Lights\\All Natural - Real Lights.esp" "All Natural - Real Lights.esp"	If DataFileExists "The Ayleid Steps.esp"		CopyPlugin "04 Real Lights - The Ayleid Steps Patch\\All Natural - Real Lights - The Ayleid Steps Patch.esp" "All Natural - Real Lights - The Ayleid Steps Patch.esp"	EndIf	If Equal %standalone% 0		CopyDataFile "00 Core\\All Natural.bsa" "All Natural.bsa"	Else		CopyDataFile "00 Core\\All Natural.bsa" "All Natural - Real Lights.bsa"	EndIfElse	If Equal %standalone% 0		CopyDataFile "00 Core\\All Natural.bsa" "All Natural.bsa"	Else		Message "Installation abandoned"	FatalError	EndIfEndIf


I went with a: "Weather - Filter - Real Lights" Theme, which doesn't ask for standalone, but installs it in that fashion if no weather options are selected (Renames the BSA)
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Amy Cooper
 
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Post » Fri May 27, 2011 1:12 pm

Yes, but keep in mind this may not be the final layout of the module and there are likely to be bugs and bad placements and such that will result in some lights either being moved or deleted.


Great! Thank you for all your hard work.
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Monika Fiolek
 
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Post » Fri May 27, 2011 9:22 pm

I see that there are quite a few .nif meshes in the All Natural pack. Do you guys know if they are PyFFied ? Maybe they are, as Arthmoor is pretty deep into PyFFI-ing (I believe). If not, I will could do it no problem. If the authors wish, I would be happy to send them the PyFFIed files to include in a future repack / version of the mod. :)
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Loane
 
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Post » Fri May 27, 2011 11:58 pm

I'm having some problems in Kvatch. Every time I enter the chapel of Akatosh the game crashes. Only when All Natural is enabled.
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Richard Thompson
 
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Post » Fri May 27, 2011 5:48 pm

@ Tommy_H: I believe that the meshes are all PYFFIed.

@ Ranchester: Is this during or after the battle for Kvatch, and are you using any Kvatch restoring mods (Rebuilt, Aftermath, etc.)?
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sally R
 
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Post » Fri May 27, 2011 9:34 pm

No I'm not using any Kvatch mods. It's the first time when entering the chapel.
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vicki kitterman
 
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Post » Sat May 28, 2011 12:05 am

I'll get that one fixed for the next version, thanks. :) If you could load that same save and get me two pieces of info that would be great. Just go into the console and type:
show anweatherquest.timeforcheck
show gamehour


Huh, it was earlier around 11 something when I saved in the game. Could of swore it was 2 am. Maybe I ran down the road a little ways after I saved... anyway, here are the results:

show anweatherquest.timeforcheck == 74.0119
show gamehour == 23.3774

ok, so my notes were a little off, hey it was late I was tired. Better observations in the morning now. It was what I would call lightly cloudy at 11 when I saved, I must have ran down the road a little ways to the Imperial bridge around Wilderness (16,10) 66036 41960 1453. So I checked both areas to reconfirm my original observations. At 11 the above reading I pressed T and it insta transitions I ran down the road and waited looking around again. Still partly cloudy, meaning there were high altitude light grey clouds with large breaks in between moon visible through clouds no sounds of wind or anything pretty calm.

New readings were

show anweatherquest.timeforcheck == 86.0122
show gamehour == 2.0183

pressed T. insta change.

All through the testing I was checking those values, from 11 till my gamehour == 1.9754 check it was still timeforcheck == 74.0119
after 2 am it became 86.0122 weather was still roughly the same. No wind clouds same density and thickness, same altitude.

I did one more test prior to this long test but not as detailed at 2 am I got these values with the same weather type and T transition.

show anweatherquest.timeforcheck == 85.0122
show gamehour == 2.0545

If ya need anything else let me know.
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Rodney C
 
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Post » Fri May 27, 2011 11:17 am

OK, from those values, what should have happened is this:

23:00 (whenever you started, basically) - 02:00 (specifically, 2.0119) there should have been no weather change. However, upon reaching 2.0119, or just past 02:00, the weather should have started to transition to something new, as at that time you would have passed the timeforCheck time, 74.0119, which is 3 days and 2 hours (3x24 + 2 = 74). If you waited past that time, then the weather should have changed to that when you waited, instantaneously. Otherwise, there should have been no other changes.

From this and your previous report, I can only think that in your first reported case it was 02:00, and the weather had just started to transition. However, when you brought up the menu, it realised that you had 'waited' past the time that the weather was supposed to change, and instead of waiting for it to transition normally, it immediately forced it.

However, this doesn't match up with you getting an insta-transition at 23:00 as you have just reported. I'll try to replicate the conditions, I just went in game and tried pressing T to wait, but then cancelling the menu, but I didn't get a forced transition, so I'm thinking my above hypothesis could be correct.
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Melissa De Thomasis
 
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Post » Fri May 27, 2011 11:22 am

OK, from those values, what should have happened is this:

23:00 (whenever you started, basically) - 02:00 (specifically, 2.0119) there should have been no weather change. However, upon reaching 2.0119, or just past 02:00, the weather should have started to transition to something new, as at that time you would have passed the timeforCheck time, 74.0119, which is 3 days and 2 hours (3x24 + 2 = 74). If you waited past that time, then the weather should have changed to that when you waited, instantaneously. Otherwise, there should have been no other changes.

From this and your previous report, I can only think that in your first reported case it was 02:00, and the weather had just started to transition. However, when you brought up the menu, it realised that you had 'waited' past the time that the weather was supposed to change, and instead of waiting for it to transition normally, it immediately forced it.

However, this doesn't match up with you getting an insta-transition at 23:00 as you have just reported. I'll try to replicate the conditions, I just went in game and tried pressing T to wait, but then cancelling the menu, but I didn't get a forced transition, so I'm thinking my above hypothesis could be correct.


I'm pretty sure your Hypothesis is correct too and I'm not sure why it would insta-transition at 23:00 but it does. I duno, its not my script I'm only reporting what I'm see'n lol

I load the game its 11 something pm I press T and cancel and insta-transition... hmmmm... wierd. :blink:
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rheanna bruining
 
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Post » Fri May 27, 2011 10:51 pm

I'd just keep playing and forget about it, unless it keeps happening later. I've got it fixed for the next version, so that should be fine.
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Laura Samson
 
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Post » Fri May 27, 2011 2:54 pm

Works for me ;) Thanks for the help
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Tina Tupou
 
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Post » Fri May 27, 2011 2:42 pm

@ Tommy_H: I believe that the meshes are all PYFFIed.


They are. No need to spend time on that.

@ Ranchester: Is this during or after the battle for Kvatch, and are you using any Kvatch restoring mods (Rebuilt, Aftermath, etc.)?


Hmmm. Wonder if something wonky is happening in chapels. A Nexus user commented about it crashing at the chapel in Cheydinhal too. I haven't been able to replicate this.
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gandalf
 
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Post » Fri May 27, 2011 9:27 pm

I'll devote some time to the Kvatch/cathedral bug for the next version.

I'm also planning to go through every single weather (377 of them) and double check how they look, as especially in SI I came across some weathers that really lent interiors a great feel, but others that were jarring (too much fog, etc.). I'd like to get them all up to the same sort of level of quality.

Apart from that, I also want to get a gradual transition between Crucible/Bliss/Palace in New Sheoth, rather than the current insta-transition. I think that'll be enough to keep me busy. :)
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Susan
 
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Post » Fri May 27, 2011 11:22 am

Ok, Arthmoor lovely to know they're pyffied already. :thumbsup:

Quick question: I have installed your mod now, but only the modules 00 Core, 01 Real Lights and 03 "Bash filters for mod". So I have no "02" optional weather plugin installed right now. I got the stuff all imported into Bashed Patch as per the readme. All went well and it is working just fine.

Now when I'm inside and the weather is clear and sunny on the outside, often times the HDR exaggerates inside, it's shining just tooooo much. Is there a setting in the mod (.ini file?) that I can tone HDR effect down? I looked and could not find anything... I doubt there is.

Alternatively, maybe one of the optional 02 plugins will scale back on HDR a little bit?

If not, I faintly remember there are some settings I can change in the Oblivion.ini to change the brightness and force of HDR. Does anybody have a few values he could recommend? That would be very kind, thank you!
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Joey Avelar
 
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Post » Fri May 27, 2011 11:32 pm

The '02' weather plugins just 'unlock' the weathers from the specified mod(s), there's essentially a big list for each weather type of all the weathers in All Natural, and the weather plugins add the relevant weathers to these lists.

But as to the HDR, we've toned it down from vanilla heaps already, and there's nothing else in the mod to do so further, though I too recall something about Oblivion.ini.

Oh, and I just managed to get the New Sheoth weather working how I wanted it, which took a lot less time and effort than I thought it might. :) I also discovered that I missed one of my debug messages, so if anyone gets 'rain' printed to the console whenever the weather changes in SI to a rainy weather, you know why. :P
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john page
 
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Post » Sat May 28, 2011 12:21 am

Reducing HDR exposure:
HDR is sweet, but a little overpowering inside. Open your Oblivion.ini, then set the following under [BlurShaderHDRInterior] only:

fBlurRadius=6.0000 (default 7.0000)
fBrightScale=1.7500 (default 2.2500)
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sam westover
 
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Post » Fri May 27, 2011 11:33 pm

Thanks Gekko, I will try these settings for HDR. :foodndrink:

@Wrinklyninja : I fully expect to install one of the 02 folders later on. I simply could not make up my mind which to take for a first install, so I went with none and wanted kinda testing if I got it working on my compy. Now that it works great, I'll do some research on Tesnexus to learn about the different weather options.

Somewhat off-topic, but since this is the thread of the weather experts: You will know that some roofs are not waterproof in Cyrodil... :rolleyes: Like when you stand in a horse stable (Weynon for example) and when it's raining, it's raining right through the roof... Is there a mod that rectifies this? I find it a bit annoying and an immersion breaker. Please, really just a one sentence comment if at all. I could ask in the mod psychics thread as well.
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Russell Davies
 
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Post » Fri May 27, 2011 11:00 pm

you're welcome mate. I suggest 02 ANW+NW+EW for max variety of weathers :)

btw, there's no mod that fixes the "raining through roofs" issue as of yet.
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zoe
 
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