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

Post » Tue Dec 29, 2009 11:15 am

I'll break down your bug report some more:
Bug Report:

I took a run through Elsweyr Anequina today. The weather correctly transitioned from the raging thunderstorm in Leyawiin to a nice bright sunny day in the desert southwest, to a raging sandstorm once I got closer to Dune. So that much appears happy.

The problem arose when I ducked into an interior in Dune, poked around for a bit, then exited. I was greeted by the original thunderstorm I left behind in Leyawiin, and a weather transition was immediately called that brought back the sandstorm after I stood around and waited for it. It's not a fluke either, I've been able to repeat this through several different interiors in Elsweyr.

The second bug came when I decided to leave the area. I hiked out through the western backlands into what would be Valenwood. That http://img193.imageshack.us/img193/474/screenshot385v.jpg followed me clear out to Anvil. Once I crossed the water from where the pic was taken up to the main shoreline SE of the city gate, the weather transitioned BACK to the thunderstorm.

It looks to me like we need some kind of detection for when you walk out of Anequina to the west. I haven't tried going north out of the desert yet to see what it'll do.

Not sure what can be done about that sandstorm following for so long, it's not exactly a quick hop to cross Valenwood.


The first bug is tricky because you're in a seperate worldspace with the Tamriel one as its parent, but you're not in Cyrodiil, but there's no way of telling this directly. I suppose I could add a check for the last result of the cell check, but since you're coming out of an interior, that will also be true, so I'm going to have to fix that to be false first, but then all I've got to go on are the last worldspace parent, which will be Tamriel, and is not helpful since it's a repeat of the initial problem, and the last cell check, which is the same.

In short, it's a pretty much unsolveable problem. The only solution I can see would be to totally stop the progression of the weather script past the first few lines when the player leaves Cyrodiil, and only start it again when they enter it again.

The second bug is because the weather script doesn't check when you leave Elsweyr, only when you enter Tamriel again, because that's the only (country?) with a clearly defined border and a region that encompasses all of it, and the weather script is supposed to be a general case thing, so it would work if you're travelling in other regions too. I would guess that the sandstorm followed you to anvil because the region stops at the water's edge, and before that there was no other weather regions specified by vanilla, so the weather just stayed.

To fix that universally would require me to draw regions out for each country(?) and then add in checks for each to see if you've moved between any two of them. It's going to take a few more checks and variables, but I think that's acceptable for a more complete solution. I'm not going to do anything about the no region on the water at Anvil, because it's not really worth it, if I get the above checks in it shouldn't be noticeable.

And as for the weather transitioning back to the thunderstorm, that's because when you go back into Tamriel, the weather script starts processing again, and selects the last weather you had applied by AN. I suppose I could tie this into the time to transition next, so if you've gone past it, it selects a new weather.

I think I may be able to salvage something from the solution to the first bug, but that would result in the second being unsolveable, but thankfully it should also result in the fixing of the last bug. The second bug isn't really a problem with AN anyway, it's due to a lack of vanilla weather information beyond the borders of Cyrodiil, and I'm not really that fussed over it.


That's what I just did. Yes, that was very obvious indeed, even more when I considered the timescale-thing myself, but I got that "flash of genius" one second AFTER posting. :facepalm:
Sorry!!

Everthing's fine, when set to 30 it's gone pretty fast.


I could implement another setting into Enhanced Transitions to deal with the Kvatch Thunderstorm and Oblivion Gate weathers, which both have very short transition times, so need their own catagory, and this would let you control transitions so you don't have to change your timescale. I'll add that in for the next version.

I also just realised that we don't have anything for when the player enters an interior with an Oblivion storm outside. I'm not sure it ever occurs, but if anyone knows of a situation in which it does, I'll add a check and a weather to get it inside too.
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Trevi
 
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Post » Tue Dec 29, 2009 12:24 pm

...

I also just realised that we don't have anything for when the player enters an interior with an Oblivion storm outside. I'm not sure it ever occurs, but if anyone knows of a situation in which it does, I'll add a check and a weather to get it inside too.


I havent tested it yet but I think that condition might be true for maybe the Leyawiin coastguardstation on the back of that little island in the middle of OC Leyawiin reborn. It sure looks closer then the 5000 distance limit you spoke of and the Oblivion Gate at the rear of that building.

There is also one real close to the Temple area of OC Leyawiin reborn, Maybe some other places over there too. Maybe... Like I said though, I dont know for sure. I was just poking around in the CS a few days ago and remember seeing Ogates real close to OCLR.

..edit..

hmmm, I see a couple of places maybe in the Open Cities where that might end up true... but I want to test before I open my mouth :unsure:

..edit2..

The Inn of Ill Omen. Tested that one so far. I was easily able to walk over to it during an O storm. I thought maybe OC Bruma, there is one right next to the wall near where the Inn is but its not open yet in my test game. Dont remember when it will open. :obliviongate: ... Thats all I think I got right now.
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Shelby Huffman
 
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Post » Tue Dec 29, 2009 9:58 pm

To put it into a bit of perspective and make it easier to tell if something is close enough, 5000 units is roughly 1.25 cells distance.

That coast guard station is vanilla, so it's been that close the whole time. It's definitely within 5000 units so it'll make a good test site.

@Wrinklyninja: RE: Elsweyr. Whatever you're able to come up with, that's cool. Though unless I'm misreading, you're talking about Elsweyr as though it's in another worldspace. This isn't the case, it's all in Tamriel other than parts of Corinthe and Orcrest. Dune is in the Tamriel worldspace.
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Daniel Brown
 
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Post » Tue Dec 29, 2009 4:32 pm

Hey everyone. I've started having a problem with AN as of late.

Yesterday, I noticed that the "interior" part of this mod didn't seem to be working. That is, when I would go inside a building (in this case, in the IC), the lighting inside would be the stock, vanilla lighting, and not the outdoor weather/time controlle dlighting i've grown accustomed to with this mod. I also wasn't getting the weather sounds inside. I did, oddly enough, seem to be getting the transparent windows where I could see outside.

At this point I was using a slightly older version of AN, so I decided to update today, hoping that would fix my problem. I have gotten the lighting inside of buildings to work the way its supposed to, mostly, but I don't seem to be getting weather sounds indoors, and the weather transitions aren't smooth anymore. Just a few minutes ago I was stepping in and out, in and out of the All Saint's Inn, and it would go from being rainy to sunny to stormy.

This all seems to have happened at random. The only mods i've added recently have been the Race Rebalancing Project and LAME, and the Elswyr land mod (though i'm fairly certain AN was working correctly after installing this.) If you guys could help me out, i'd really appreciate it. It speaks very, very highly of this mod when my game just doesn't feel right at all when it stops working! :D

Here's my load order taken from BOSS.

------------------------------------Recognised and re-ordered mod files:------------------------------------Oblivion.esmWindfall.esmScreenEffects.esmAll Natural Base.esmOscuro's_Oblivion_Overhaul.esmOpen Cities Resources.esmAFC v2 Core.esmCM Partners.esmUnofficial Oblivion Patch.espDLCShiveringIsles.espAll Natural.esp  . Note:  Required for All Natural.  . Bashed Patch tag suggestion:  {{BASH:C.Climate}}All Natural - Enhanced Weather.esp  . Note:  Only use one All Natural weather plugin.AFC v2 Combo Chains.espAFC v2 Combat Moves.espAFC v2 Locational Damage.espDS Time Manager.espKF Chapel Shop.espPurge Cell Buffers - Loading.espLiving Economy.esp  . Note:  Don't use 'Living Economy' and 'Living Economy - SI' together. Pick one.Unenchanted Staves.espShaiyaOutfit.espOscuro's_Oblivion_Overhaul.espOOO-Armor_Perks_WearRate_Repair.espOOO-Birthsigns.espOOO-Combat_Skills_Perks_Marksmanship.espOOO-DaedraLord_Quests.espOOO-Dangerous_traps.espOOO-Deadly_Combat.espOOO-DLT_Immersion.espOOO-Magic_Effects+Enchantments.espOOO-Magic_Effects+Spells.espOOO-Magic_Game_Settings.espOOO-Potions.espOOO-ThiefGuild_Difficult.espOOO-Container_Trap_Instant_Effects.espdelivery_job.espJSRandomTasks.espWindfall.espElsweyrAnequina.esp  . Note:  Border region restrictions must be turned off: use Wrye Bash tweak, hand edit .ini file or use no-border mod (not recommended).Open Cities New Sheoth.esp  . Note:  Requires Shivering Isles expansion.Open Cities Anvil.espOpen Cities Bravil.espOpen Cities Bruma.espOpen Cities Cheydinhal.espOpen Cities Chorrol.espOpen Cities Leyawiin Reborn.espOpen Cities Skingrad.espOCC-OOO-Patch.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espANB_No_FastTravel.espBuyLockpicks.espDS Less Predictable Respawn.espgardening.espKT_KhajEyeToggleNoEff.espKyoma's Journal Mod.espQuest Award Leveling SI.espQuest Award Leveller.espMidasSpells.espMidas OscuroGems.espEnhanced Grabbing.espRealisticLeveling.espOOO-Level_Normal.espbabehair_EV.esp  . Bashed Patch tag suggestion:  {{BASH:Hair}} and deactivate.AinmhiRace.esp  . Bashed Patch tag suggestion:  {{BASH:NpcFaces,Hair,Eyes,Graphics,R.Relations}}CM Partners.espCM Partners NPC.esp  . Bashed Patch tag suggestion:  {{BASH:Hair,Eyes}}CM Partners Extra NPCs.esp  . Bashed Patch tag suggestion:  {{BASH:Hair,Eyes}}Aliyah.espDATalitha.esp  . Bashed Patch tag suggestion:  {{BASH:Hair,Eyes}}bgBalancingEVCore.esp  . Note:  bgBalancingNoSIVersion_Core_still_required.esp is required if Shivering Isles not installed.bgMagicEV.esp  . Bashed Patch tag suggestion:  {{BASH:Names}} if you are running more than one magic overhaul and want to use LAME spell names.  . Note:  Move Supreme Magica after LAME if you want Supreme Magica spell stats.bgMagicItemSigil.espbgMagicEVStartspells.espbgMagicBonus.espbgMagicEVAddEnVar.espbgMagicAlchemy.espbgMagicPotionNumberSoulGemValue.espbgBalancingOptionalLessHealth.espbgBalancingEVOptionalClasses.espbgBalancingEVOptionalFangs.espbgBalancingEVOptionalMoreEyes.espbgMagicShaderLifeDetect.espbgMagicLightningbolt.espGet Wet.espScreenControls.espBashed Patch, 0.esp-----------------------------------------------------------------Unrecognised mod files:                                           Reorder these by hand using your favourite mod ordering utility.-----------------------------------------------------------------Unknown mod file: Underwater.espUnknown mod file: Ultimate Zelda Mod.espUnknown mod file: Adrianolima.esp


Another note: I've never done anything with the Bash Patch feature of Wrye Bash, as I don't really know anything about it yet. So if that somehow could be messing me up, please let me know.
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Alisia Lisha
 
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Post » Tue Dec 29, 2009 2:20 pm

Well, you need to Import Cells from All Natural.esp into your Bashed Patch. Also move those unrecognised mods below your BP, and report them in the BOSS thread so we can add them.

@ arcwolf, Arthmoor: I'll add in support for Oblivion Gate weather then. And my mistake, I thought you were talking about Orcrest, but it applies anyway.
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Nathan Hunter
 
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Post » Tue Dec 29, 2009 8:35 am

I just rebuilt the patch and imported the cells as you've said. Weather transitioning seems to be smooth again, but the lighting indoors seems to be hit or miss. There are a few buildings in the IC that are working, but most are not - they've reverted back to their Vanilla lighting.

I've also noticed that my nights aren't dark anymore. I thought, though I could be wrong, that when I installed AN before (The 9.5 version) set up to use Enhanced Weather, there was an option for darker nights.

Really scratching my head here, but i'll keep looking for a solution. Thanks for your help.
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Amelia Pritchard
 
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Post » Tue Dec 29, 2009 5:30 pm

Darker nights is controlled in the ini. If you've upgraded, you're going to have to set that to what you had before.

As for lighting, you don't have Real Lights installed, according to the above load order.
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stevie critchley
 
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Post » Tue Dec 29, 2009 5:40 pm

To put it into a bit of perspective and make it easier to tell if something is close enough, 5000 units is roughly 1.25 cells distance.

That coast guard station is vanilla, so it's been that close the whole time. It's definitely within 5000 units so it'll make a good test site.


sheesh, guess its been too long since I played vanilla. OC is always first in my load order.

My bad... :hehe:

@ arcwolf, Arthmoor: I'll add in support for Oblivion Gate weather then. And my mistake, I thought you were talking about Orcrest, but it applies anyway.


Thank ya kindly!
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Lizbeth Ruiz
 
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Post » Tue Dec 29, 2009 10:39 am

Darker nights is controlled in the ini. If you've upgraded, you're going to have to set that to what you had before.

As for lighting, you don't have Real Lights installed, according to the above load order.


Ah, I had forgotten about the .ini. Thanks.

I thought that Real Lights replaced nearly all of the "fake" lighting throughout the game, and that without it you would still get the more "atmospheric" lighting in interiors based on the outside time and weather? When I installed this before, I don't think I was using Real Lights, but i could be wrong. It's been a while, so i'm sorry if i'm getting things wrong.
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Angela Woods
 
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Post » Tue Dec 29, 2009 6:19 am

You get weather/ToD lighting without RL, but RL has all the lighting fixtures changes. What you're describing as missing in some interiors is RL lighting, since it's not really possible for the weather lighting to be missing.
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m Gardner
 
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Post » Tue Dec 29, 2009 6:16 am

You get weather/ToD lighting without RL, but RL has all the lighting fixtures changes. What you're describing as missing in some interiors is RL lighting, since it's not really possible for the weather lighting to be missing.


That's not my problem. I just changed my ini so that nights are working correctly, and I enabled real lights, but nothing looks any different for me.

Here's an example of my problem. Back when AN was working for me and I would go into Wawnett Inn during the middle of the day, the place would be almost unnaturally bright. Then, if I went back in during the evening, the lighting would be darker, and if I went in in the middle of the night, the place would be very, very dark.

Now it isn't changing at all. No matter what time of day I go inside, the lighting is always the same. What's more, I can look out the windows just like I used to be able to, but the sky isn't right. For instance, in my game right now it's 12:20pm on a bright sunny day. But when I go inside and look out the windows to the sky, it's completely black, as though it is night. I wait around until about 6, when the sky becomes very pink-ish, go back inside, and there's absolutely no change. The lighting is the same, the sky is still black. This isn't the way it used to be - I could walk in around the sunset, and the sky would be appropriately pink.

The weather also isn't totally smooth anymore. A minute ago I was able to make it change around by popping in and out of the Temple in IC. Sunny and clear, Cloudy, sunny, all back and forth, and I don't remember it being that way back when AN was working.

What's so confusing to me is this just sort of happened out of the blue. One day it was working, the next day it wasn't.

Thanks again for your help, i'm really trying to get this straightened out because Oblivion is just not the same game without this mod.
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T. tacks Rims
 
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Post » Tue Dec 29, 2009 8:22 pm

It's because you've not got your Bashed Patch set up right.

The problem you're having is that the interior's 'Behave as Exterior' flag isn't being checked, so it's not applying any weather inside, because interior cells don't get weather unless they've got that flag. The Import Cells functionality exists to carry this information so that it gets applied even when another mod alters the interior. Therefore, if you're not getting interior weather, it must be because your BP isn't set up right.

As for the weather, it's probably related to the above. Make sure you're using the latest version of OBSE too.
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Skivs
 
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Post » Tue Dec 29, 2009 4:51 pm

Ok, thanks. I'll look into my BP and OBSE.
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Kari Depp
 
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Post » Tue Dec 29, 2009 5:38 am

ok well ive got a bug to report here in Skigrad Mages guild here is a short http://www.xfire.com/video/20f408/ of the bug play Attention to the windows on the bottom floor in the Mages guild EDIT ive allso found this bug in Anvil Mages Gulid although Anvil Mages Gulid bottom floor has no window i still dont here any rain on the roof an till i go up stars.
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Leonie Connor
 
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Post » Tue Dec 29, 2009 9:35 pm

Hmm, looks like no weather whatsoever is being set when you re-enter the guild building, and only in the ground floor cell. Have you tried rebuilding your Bashed Patch, and have you changed (added or removed) any mods recently? Have you ever been able to get weather inside on the ground floor after experiencing that bug?

EDIT: There's no difference between the two interiors so far as AN's weather system is concerned, I'm not really sure what the problem could be. There's nothing in the weather script that could cause such problems either...
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BlackaneseB
 
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Post » Tue Dec 29, 2009 7:57 am

Hmm, looks like no weather whatsoever is being set when you re-enter the guild building, and only in the ground floor cell. Have you tried rebuilding your Bashed Patch, and have you changed (added or removed) any mods recently? Have you ever been able to get weather inside on the ground floor after experiencing that bug?


ive had this bug sence v0.97 thats when ive seen it. oh and sorry i forgot to add my load order as for Bashed Patch yes ive rebulid it may time no change and ive tryed with RL and with out no change ive even tryed reinstalling All Natural. but to no Anvil. by the way iam All Natural - Enhanced Weather only.

Active Mod Files:00  Oblivion.esm01  underdark.esm02  GTAesgaard_2.esm03  All Natural Base.esm  [Version 0.9.8]04  Francesco's Leveled Creatures-Items Mod.esm05  Francesco's Optional New Items Add-On.esm06  Cobl Main.esm  [Version 1.72]07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b3p3]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  CM Partners.esm0B  TRoN.esp**  TNR - ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp0C  Unofficial Oblivion Patch.esp  [Version 3.2.0]0D  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0E  Oblivion Citadel Door Fix.esp0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  Francesco's Optional Chance of Stronger Bosses.esp12  Francesco's Optional Chance of Stronger Enemies.esp13  Francesco's Optional Chance of More Enemies.esp14  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]15  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  Fran Armor Add-on.esp18  Fran_Lv30Item_Maltz.esp19  Natural_Habitat_by_Max_Tael.esp1A  All Natural.esp  [Version 0.9.8]1B  All Natural - SI.esp  [Version 0.9.8]++  All Natural - Enhanced Weather.esp  [Version 0.9.8]++  Gates To Aesgaard 2 Weather Patch.esp1C  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp1D  MIS Low Wind.esp1E  MIS New Sounds Optional Part.esp1F  PowerAttack Voicemod - The Shivering Isles.esp20  Ayleid Loot EXtension.esp21  KF Chapel Shop.esp22  Lock Bash Omega.esp  [Version 1.3]23  DLCHorseArmor.esp24  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]25  DLCOrrery.esp26  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]27  DLCVileLair.esp28  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]29  DLCMehrunesRazor.esp2A  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2B  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2C  Adonnays Classical Weaponry.esp2D  Elegant Vests.esp2E  XiaNewAmuletsV1.esp2F  DLCThievesDen.esp30  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]31  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]32  Cobl Glue.esp  [Version 1.72]33  Cobl Si.esp  [Version 1.63]34  OOO 1.32-Cobl.esp  [Version 1.72]35  Bob's Armory Oblivion.esp36  FCOM_BobsArmory.esp  [Version 0.9.9]37  Oblivion WarCry EV.esp38  FCOM_WarCry.esp  [Version 0.9.9MB3]39  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.32.Final]3A  OOO-No_Guild_Ownership.esp  [Version 1.32.Final]++  OOO-DLT_Remover.esp  [Version 1.32.Final]3B  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]3C  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]3D  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Moderate Increased.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]3F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]40  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]41  Ivellon.esp  [Version 1.8]42  GTAesgaard_2.esp43  HeartOftheDead.esp  [Version 6.0.1]44  The Ayleid Steps.esp  [Version 3.0.3]45  VaultsofCyrodiil.esp46  DLCFrostcrag.esp47  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]++  DLCFrostcrag_MysticEmporiumPatch.esp48  Knights.esp49  Knights - Unofficial Patch.esp  [Version 1.0.9]4A  The Lost Spires.esp4B  Mighty Umbra.esp++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]4C  mythsandlegends.esp4D  Castle_Seaview.esp4E  bartholm.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]4F  DropLitTorchOBSE.esp  [Version 2.1]++  ScriptIcon_Replacer.esp50  SkycaptainsBloodTime.esp51  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp52  RenGuardOverhaul.esp53  RenGuardOverhaulShiveringIsles.esp++  Conrans Level Rates modified-3x.esp54  SaveSkillTrainingForLater.esp55  Let There Be Darkness - Knights.esp56  Let There Be Darkness - Shivering Isles.esp57  Let There Be Darkness - Mehrunes Razor.esp58  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]59  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]5A  bgMagicEVPaperChase.esp  [Version 1.68EV]5B  bgMagicAlchemy.esp  [Version 1.57]5C  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  No Vampire Feeding Message Box.esp5D  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]5E  BubbleFx.esp++  Real Lava 1.3.esp++  bgMagicEVNoSummonGlow.esp  [Version 1.62EV]++  CoreRandmonClothing4Npcs.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]5F  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.8]60  Bashed Patch, 0.esp61  Streamline 3.1.esp

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Chloe Botham
 
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Post » Tue Dec 29, 2009 4:18 pm

Are you using the latest version of OBSE? So you say you got the bug first in 0.9.7, and you've experienced it every single time when you enter the ground floor of the Skingrad Mages Guild since then? And reinstalling doesn't do anything... Was it a clean reinstall (ie, a save without AN installed)?
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Phillip Brunyee
 
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Post » Tue Dec 29, 2009 6:30 am

I just checked the All Natural.esp and the bottom floor of the Skingrad Mages Guild has the correct climate settings. I'll take a cruise in there in a bit to go check it myself but I don't think it's an issue on our end.

I can see from the video that outdoor weather is correct, the other floor of the guild functions correctly, and the windows are transparent.

My best guess would have been something loading after your bashed patch, but Streamline isn't going to do this. So the patch itself must not be set up correctly.
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dean Cutler
 
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Post » Tue Dec 29, 2009 1:28 pm

Back again. OBSE was up to date, and I've rebuilt my bash patch several times. I'm no expert on this feature, but I don't see how I could be doing it incorrectly. I right-click the patch, rebuild, and in the "Import cells" area, I check All Natural.esp and All Natural - SI.esp.

The weird thing I've noticed? Most buildings aren't working but some are. As i've mentioned, Wawnett Inn doesn't work, nor does the Merchant Inn or Tiber Septim Hotel. The temple in the Temple District, however, is working perfectly. :huh:

The only thing i've noticed, and I don't know if this is supposed to happen or not, is that I get a little message that pops up after I re-build my patch. here's what it says:

Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4015, in Execute	raise  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3977, in Execute	patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 12358, in buildPatch	patcher.buildPatch(log,SubProgress(subProgress,index))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15910, in buildPatch	raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))bolt.StateError: Mesh undefined for eye (DATalitha.esp,0x005B63) in race Ainmhi


Don't know if this is a problem or not, but I thought it bore mentioning.
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patricia kris
 
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Post » Tue Dec 29, 2009 1:46 pm

That error indicates your patch isn't actually built, the process aborted with an error. So your indoor climates are only partially functional. The ones that aren't overridden work, the ones that are don't. Pretty solid chance Wawnet Inn is being overridden. Everyone and his uncle likes to mess with the place :)

I don't remember what the eye mesh error means, so I'd go post that in the Wrye Bash thread. PacificMorrowind or someone else who knows will be along soon enough.
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JR Cash
 
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Post » Tue Dec 29, 2009 8:58 am

I just checked the All Natural.esp and the bottom floor of the Skingrad Mages Guild has the correct climate settings. I'll take a cruise in there in a bit to go check it myself but I don't think it's an issue on our end.

I can see from the video that outdoor weather is correct, the other floor of the guild functions correctly, and the windows are transparent.

My best guess would have been something loading after your bashed patch, but Streamline isn't going to do this. So the patch itself must not be set up correctly.


hmm well here is a short http://www.xfire.com/video/20f54a/ of Anvil got the same thing as for obse iam useing beta 5 and i was useing in v0.97 the only thing i can think of is when i look at the All Natural - Indoor Weather Filter For Mods.esp in Wrye Bash the ones that show up on that are orange not green but iam not shore if that even maters.
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Spooky Angel
 
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Post » Tue Dec 29, 2009 8:56 am

That error indicates your patch isn't actually built, the process aborted with an error. So your indoor climates are only partially functional. The ones that aren't overridden work, the ones that are don't. Pretty solid chance Wawnet Inn is being overridden. Everyone and his uncle likes to mess with the place :)

I don't remember what the eye mesh error means, so I'd go post that in the Wrye Bash thread. PacificMorrowind or someone else who knows will be along soon enough.


Ok, that explains it!

Thanks a lot you guys, you rock! :)
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Emzy Baby!
 
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Post » Tue Dec 29, 2009 3:15 pm

Ah-hah!

The Bash error means that your patch is failing to build. I recall getting a similar error with RBP, but I can't remember how I fixed it. Deactivating the mod in question, DATalitha.esp, will remove the error, of course, but you can also de-select it from the Race Records section when building your Patch.

I'm not sure why the error occurs, it's not a problem with the mod, or at least it wasn't with RBP, but it just randomly started happening in Bash a couple of months ago.

EDIT: Nooo! Ninja'd.
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Steeeph
 
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Post » Tue Dec 29, 2009 9:09 pm

hmm well here is a short http://www.xfire.com/video/20f54a/ of Anvil got the same thing as for obse iam useing beta 5 and i was useing in v0.97 the only thing i can think of is when i look at the All Natural - Indoor Weather Filter For Mods.esp in Wrye Bash the ones that show up on that are orange not green but iam not shore if that even maters.


Can you screenshot your "Import Cells" menu from Wrye Bash? As well as the menu that comes up when you right click to "rebuild patch"?
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JAY
 
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Post » Tue Dec 29, 2009 11:32 am

Can you screenshot your "Import Cells" menu from Wrye Bash? As well as the menu that comes up when you right click to "rebuild patch"?


umm how do i do that i can only take shots in game with xfire
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Erika Ellsworth
 
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