[WIPz/RELz] Weather: All Natural, Thread 20

Post » Tue Dec 29, 2009 9:18 am

Yep, that's what I was leaning towards too. Currently it's just setting the previous weather though.

I'm currently trying to sort out the order of importance for overrides to the weather from the following list:
Oblivion Storm
Cell/Worldspace switch (excluding exterior->exterior)
fast travel
kvatch thunderstorm
entering/leaving Cyrodiil
weather length

Trouble is that half of them are only checked on cell changes, when some should be checked all the time, and some are overriding others they shouldn't, and the whole thing's a very complicated mess. I'll hack through it eventually though. :)

So far:
length>cyrodiil>oblivion
cell change>length>fast travel>kvatch (although length rarely gets involved in this, so it could be length>everything else)
cyrodiil>cell change
oblivion>time
fast travel>oblivion
oblivion>cell change

See what I mean? :P
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Manuel rivera
 
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Post » Tue Dec 29, 2009 12:02 pm

does Storms and Sound v3 work with All Natural?
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Amy Smith
 
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Post » Tue Dec 29, 2009 7:04 am

Yes, use the OBSE plugin.
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Sophie Morrell
 
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Post » Tue Dec 29, 2009 12:36 pm

What I posted for though, is that I went over the OMOD install script, and here's my proposed one for the next version:

What do people think? Is that a bit easier to understand?

I'd change the "All Natural - Real Lights" option to "All Natural - Real Lights ONLY" just to make it clear. Plus I'd add to the description to say ""This will only install the Real Lights part of All Natural and NONE of the weather options so you can use any other weather mod you wish."

For "Do you want to use All Natural's Shivering Isles support?", I'd add "Pick yes if you don't use another mod for Shivering Isles weather." Or something like that to help the user...

For "Do you want to use the Bash Filter patch for other mods support?", I'd add "Pick yes if you use a Bashed Patch. Be sure to rebuild your Bashed Patch after installing." Again, or something like that to help the user...

Anyway, just my few thoughts. The more detail we add to help the user, the less problems.
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Chloe Yarnall
 
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Post » Tue Dec 29, 2009 9:53 pm

Added the above suggestions. :)

Is anyone getting weird weather around Oblivion Gates? As in, transition backwards and forwards between the last normal weather and the Gate weather?

I'm getting that even with 0.9.8, and I'm pretty darn sure I've fixed this before. :(

I'm also not getting thunderstorms around Kvatch at all, when I should be.

Stupid exceptions to the rules.
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elliot mudd
 
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Post » Tue Dec 29, 2009 7:49 pm

Added the above suggestions. :)

Oh, I'd also change it so the top default option (Case 1) is All Natural - Full since almost all users will want to use this, so putting it first will cut down on accidental partial installs.

Can't help on weather questions, that would require me actually playing the game. :)

I'm only slightly behind schedule on Chorrol meshes. I hope to push through it this weekend. Just depends on how antisocial I want to be. Sometimes the asylum has events they want me to participate in but anyway...
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loste juliana
 
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Post » Tue Dec 29, 2009 4:16 pm

Is anyone getting weird weather around Oblivion Gates? As in, transition backwards and forwards between the last normal weather and the Gate weather?

I'm getting that even with 0.9.8, and I'm pretty darn sure I've fixed this before. :(

I'm also not getting thunderstorms around Kvatch at all, when I should be.


yes transitions like you mention but I seen it mostly around kvatch. Only been by a couple actual ogates with all natural and that was during my test for weather inside a week ago or so... I thought it was by design though so I didnt say anything... sorry.
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Luis Reyma
 
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Post » Tue Dec 29, 2009 12:50 pm

Sometimes the asylum has events they want me to participate in but anyway...


I know, they're great, aren't they? :D

I particularily enjoy 'Pin The Tail On The Rorschach Donkey' - it's great fun, just like the normal game, but instead of being blindfolded, there's a 50/50 chance you might not even be able to see the donkey! Great times...


Yeah, this weather stuff drove me insane a long time ago... It's nearly at an end though. :)
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.X chantelle .x Smith
 
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Post » Tue Dec 29, 2009 7:22 pm

Guys, can you explain what plugin is better from "02" installation folders for realistic results? Readme dont explain it at all. All EW + NW + AWS included or only some of them? Dont want to make weather mess by choosing wrong one.
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Robert Devlin
 
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Post » Tue Dec 29, 2009 8:49 pm

Guys, can you explain what plugin is better from "02" installation folders for realistic results? Readme dont explain it at all. All EW + NW + AWS included or only some of them? Dont want to make weather mess by choosing wrong one.

02 simply adds more weather types. So for the greatest variety choose the complete EW + NW + AWS. Any other option merely provides less variety (which some may prefer of course.)
All (as far as I have seen) are realistic looking weathers. And the transitions etc. are a separate part of the mod, so irrelevant. The ONLY choice in these 02 options is how many varieties of weather you want to see in-game.

And none of the selections are a"mess" so I wouldn't worry about that. ;)
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Tai Scott
 
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Post » Tue Dec 29, 2009 10:22 am

Seems that the Weather changes out of a sudden if I use fast travel, even for most short distances, .

This happens regularly. Is there any issue with this?
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Tessa Mullins
 
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Post » Tue Dec 29, 2009 6:16 am

The weather shouldn't change on fast travel unless the journey time is greater than the time that the weather is set to last for.

I just rolled back to 0.9.8 + patch and it works fine for me.

EDIT: No, wait. It seems to work fine over short distances, but otherwise it's broken.

Looks like it's yet another thing that I've tried to fix before being broken. Ah well...
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Anna S
 
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Post » Tue Dec 29, 2009 6:25 pm

Thanks for detailed answer, Vargr. So I'll pick them all then. ;) Ive tested it a littile yesterday and indoor weather sounds and lightings is damn incredible and adds alot of atmosphere to vanilla Oblivion. Now I need some ghost house quest, few bottles of beer and play it at night :)
Btw, how many bugs and issues still exist in this release, except long distance fast travel?
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Symone Velez
 
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Post » Tue Dec 29, 2009 3:03 pm

Oblivion Gates, Elsweyr compatibility and fast travel don't work properly. They're nothing game-breaking though, just a right pain in the ass to fix.

And Chorrol interiors don't have see through windows yet.

EDIT: The script says that fast travel is any cell change that occurs between exteriors in the same worldspace that gives a game time difference between frames of 21.6 seconds or greater. A new weather is chosen if the time difference is greater than 18 minutes.

That is so badly wrong, I can't believe I've never spotted it before. :facepalm: Now to think of an alternative...

I'll keep the lower limit, as I highly doubt anyone will be playing at 21.6 seconds per frame, so it's a fair enough measure, but the upper limit will have to change.

EDIT 2: Wait, no, that was for Timescale 30. That sort of thing shouldn't be timescale dependent at all, it just begs for cases where people have odd timescales and them messing things up.
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lauraa
 
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Post » Tue Dec 29, 2009 6:02 am

Minus one bug. :)
A bit of critique - candles lights for real lights plugin must be brighter i think. Its just too dark right now and hardly to see anything without torch.
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Taylrea Teodor
 
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Post » Tue Dec 29, 2009 9:37 am

It would probably make Arthmoor's life easier if you could specify which interiors need brightening - I'd doubt that every single candle everywhere could do with brightening, it's more like each dark cell has to be looked at, probably.

I think I've fixed the fast travel bug, and Elsweyr too. Hopefully that is the case, and I can fix Oblivion weather without breaking everything else too.
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Chrissie Pillinger
 
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Post » Tue Dec 29, 2009 7:02 pm

Minus one bug. :)
A bit of critique - candles lights for real lights plugin must be brighter i think. Its just too dark right now and hardly to see anything without torch.


Yes, thats true, some interiors (some all...) , like the inn's, are much to dark, the candle lights should be brighter.

EDIT 2: Wait, no, that was for Timescale 30. That sort of thing shouldn't be timescale dependent at all, it just begs for cases where people have odd timescales and them messing things up.


Timescale is set to 3 on my rig ......don't like living in the fast lane..... :ahhh:
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Becky Cox
 
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Post » Tue Dec 29, 2009 7:10 pm

I think I've fixed the fast travel bug, and Elsweyr too. Hopefully that is the case, and I can fix Oblivion weather without breaking everything else too.

Thats good news.

It would probably make Arthmoor's life easier if you could specify which interiors need brightening - I'd doubt that every single candle everywhere could do with brightening, it's more like each dark cell has to be looked at, probably.

Ive been in Cheydinhal so far and fighters guild plus pub was very dark at night. But its a not a real issue, because RL is optional and vanilla interior lights looks good to me. So i just will keep RL disabled. But, I see some additional ambient lighting in day time because of interiors with opened windows is working now like exteriors. Can it be disabled without disabling weather sounds inside? Just its highly unrealistic (bright sunlight passing trough all meshes and it looks weird) and simply dont work with Oblivion lighting engine. It will work with Crysis engine for example, but not with Oblivion.
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Camden Unglesbee
 
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Post » Tue Dec 29, 2009 7:55 pm

No, you can't disable the interior weather. That's cutting half this mod away.

As for 'ambient' lighting being unrealistic because it's all-pervasive, that's the whole point of ambient lighting. Directional or point lighting is the type that should be blocked by meshes, but ambient is the type that is everywhere. So I'm not entirely sure how you could have a problem with it being everywhere.

The lighting is balanced so as to not appear too bright. If it is too bright, it's probably because it was designed mainly for use alongside Real Lights. I'm not really following your problems, you say it is too dark with Real Lights, but then it's too bright without it.

If you only want weather sounds inside, then perhaps Storms and Sounds is more what you're looking for.
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Tracy Byworth
 
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Post » Tue Dec 29, 2009 6:12 am

No, you can't disable the interior weather. That's cutting half this mod away.

As for 'ambient' lighting being unrealistic because it's all-pervasive, that's the whole point of ambient lighting. Directional or point lighting is the type that should be blocked by meshes, but ambient is the type that is everywhere. So I'm not entirely sure how you could have a problem with it being everywhere.

The lighting is balanced so as to not appear too bright. If it is too bright, it's probably because it was designed mainly for use alongside Real Lights. I'm not really following your problems, you say it is too dark with Real Lights, but then it's too bright without it.

If you only want weather sounds inside, then perhaps Storms and Sounds is more what you're looking for.


I just use a torch, when my PC goes inside. The Inn in the market district for example, its always much too dark, but i also noticed this in aleswell ? and other small pubs along the red road, but probably its all of them.
Best thing is, I will keep an eye open too, and post any pubs, inns, etc, where the light is OK, because they should be much less, as far as I have noticed.

But anyway, thats not such big issue, allover the weather mod is just fantastic and adds best effects I do know. the lightning is AWESOME!! actually, i could see the small rain clouds swirling through the air! thats well detailed, wrinklyninja.
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bimsy
 
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Post » Tue Dec 29, 2009 9:12 pm

I was wondering if All Natural needed ScreenEffects for optimal results?
It's listed on the ScreenEffects tesnexus page as using it and in the all natural readme there was this line(under "Beta 0.9"):
"Updated Enhanced Seasons for ScreenEffects 1.0 support."

It's not documented anywhere else so I thought I would ask :).

Also while I'm at it, awesome mod! Real Lights in particular is astounding(it also pushes my computer to its knees :P), thank you for taking it over.
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Sarah Kim
 
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Post » Tue Dec 29, 2009 4:31 pm

No, you can't disable the interior weather. That's cutting half this mod away.

As for 'ambient' lighting being unrealistic because it's all-pervasive, that's the whole point of ambient lighting. Directional or point lighting is the type that should be blocked by meshes, but ambient is the type that is everywhere. So I'm not entirely sure how you could have a problem with it being everywhere.

The lighting is balanced so as to not appear too bright. If it is too bright, it's probably because it was designed mainly for use alongside Real Lights. I'm not really following your problems, you say it is too dark with Real Lights, but then it's too bright without it.

If you only want weather sounds inside, then perhaps Storms and Sounds is more what you're looking for.

Its dark with RL at night, but bright when day with RL or without. Its not excessive brighting problem. Directional sunlight isnt blocked by meshes for Oblivion engine (or any other engine without realtime shadows support for objects or lightmaps or raytracing (raytracing isnt for realtime for modern hardware of course)), its going trough them. Look at the brighter, than in vanilla game, floor and some walls in your mod - its from directional light. ;) I'll show it.

Vanilla:
http://i47.tinypic.com/21kl2.jpg
http://i48.tinypic.com/2vbtrw5.jpg

All Natural:
http://i50.tinypic.com/kby4hl.jpg
http://i49.tinypic.com/344ce9e.jpg

All natural + RL:
http://i50.tinypic.com/2eolc28.jpg
http://i47.tinypic.com/2z65iz9.jpg

Thats why its a mistake imo to add directional sunlight for Oblivion interiors. If only engine has realtime shadows or lightmaps, that would work. But sadly not in this case.
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Jynx Anthropic
 
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Post » Tue Dec 29, 2009 6:43 pm

I was wondering if All Natural needed ScreenEffects for optimal results?
It's listed on the ScreenEffects tesnexus page as using it and in the all natural readme there was this line(under "Beta 0.9"):
"Updated Enhanced Seasons for ScreenEffects 1.0 support."

It's not documented anywhere else so I thought I would ask :) .

Also while I'm at it, awesome mod! Real Lights in particular is astounding(it also pushes my computer to its knees :P ), thank you for taking it over.


Enhanced Seasons was removed in 0.9.6, as I remade it into a separate mod, which isn't available ATM because it's buggy and I'm waiting for OBGEv2 to stabilise before I do any work on it.


Its dark with RL at night, but bright when day with RL or without. Its not excessive brighting problem. Directional sunlight isnt blocked by meshes for Oblivion engine (or any other engine without realtime shadows support for objects or lightmaps or raytracing (raytracing isnt for realtime for modern hardware of course)), its going trough them. Look at the brighter, than in vanilla game, floor and some walls in your mod - its from directional light. ;) I'll show it.

Vanilla:
http://i47.tinypic.com/21kl2.jpg
http://i48.tinypic.com/2vbtrw5.jpg

All Natural:
http://i50.tinypic.com/kby4hl.jpg
http://i49.tinypic.com/344ce9e.jpg

All natural + RL:
http://i50.tinypic.com/2eolc28.jpg
http://i47.tinypic.com/2z65iz9.jpg

Thats why its a mistake imo to add directional sunlight for Oblivion interiors. If only engine has realtime shadows or lightmaps, that would work. But sadly not.


Your issues aren't anything we can do anything about. Oblivion was made using the lighting systems it uses, and we can't change it.

If you think it's a mistake to have interior weather lighting, then perhaps this mod isn't for you, because you can't have the rest of the weather system without it, and so you're only left with Real Lights, which you've already said you don't want to use.
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c.o.s.m.o
 
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Post » Tue Dec 29, 2009 12:40 pm

Hi. Is there anywhere a guide on how to add AN features into my mod, for personal use? Thanks.
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Lory Da Costa
 
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Post » Tue Dec 29, 2009 8:16 am

There's a section in the readme on it, IX. Adding Natural Interiors Support to Other Mods, that gives you instructions on how to do it. If there's anything not covered there, or that you're unsure about, then just ask in here again.
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James Shaw
 
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