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

Post » Tue Dec 29, 2009 9:29 pm

Yes, it's compatible with Better Cities. It's not compatible with Lights Out because they do the same thing.
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QuinDINGDONGcey
 
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Post » Tue Dec 29, 2009 4:34 pm

If I'm reading the Lights Out description right, it turns the fake daylight bulbs on and off at 7am/pm? If so, it's not strictly incompatible with Real Lights as long as it loads after. I'm not sure I'd advise using it alongside AN though since the interior weather lighting would interfere visually with the bright daylight markers.
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Sherry Speakman
 
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Post » Tue Dec 29, 2009 6:33 am

Arthmoor must be referring to the pain I go through to make everything work. And his pain with Real Lights and testing my changes. :P

This mod's unique selling points would have to be:

And the pain of editing interior meshes so you can see the exterior stuff. That's real painful for the dev!

Speaking of selling points, you forgot the best part:
- Able to see exterior walls/roof/balcony outside windows. So fun!
- Plus a lot of minor fixes to interior meshes that the average player will never notice or care about... *cry*

Anyway, finished another mesh, just a couple more to finalize. Chorrol is going to be the best yet.
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Jose ordaz
 
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Post » Tue Dec 29, 2009 5:59 pm

Oops, I did forget. :facepalm: You get all the fun, Brumbek...

Still, it's gonna look awesome, I can just tell.

For those that don't know, the post-0.9.8-patch changelog for the weather system currently includes:
- A bucketload of changes for Tamriel accross-the-borders mods, noteably Elsweyr:DOA. Arthmoor's finally stopped complaining about the weather abroad. :P
- An addition to the ini to allow you to change the transition times of Kvatch Thunderstorms and Oblivion Gate (by this I mean on the Tamriel side) weathers.
- Added the ability to set different average weather lengths for each of the weather types in Tamriel and SI.

I'm also working on:
- Interior Oblivion Gate weather.

and toying with the ideas of:
- Customiseable weather chances for each of the seasons. I think this is now the only thing left that you can't customise regarding the weather in this mod. :)
- AN: Elsweyr. Or at least parts of it. I'm trying to assess my desire to continue with weather modding, and if I can be bothered/have enough time to get involved with something like this. The Rimmen expansion mod has already announced that they're making all their interiors AN-ready, so that's a plus. I'd also have to talk to the Elsweyr team about it, see what they think.

And of course in OGE I've been working on cloud shadows, which is weather related, if you squint at it. Nevermind the brick wall I ran into with it...
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carrie roche
 
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Post » Tue Dec 29, 2009 7:06 pm

Brick walls have a way of being knocked down though. I'm sure you'll figure it out :)

Good deal on the Rimmen meshes too. Something to be added to the filter when the time comes.

Converting all of Elsweyr could take some doing though. There's quite a few meshes with windows in them.
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Victoria Bartel
 
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Post » Tue Dec 29, 2009 7:47 pm

I believe I did figure it out, but there's no way to check without access to the information I need to finish it, but I don't have that access. :( Hopefully Scanti can once more work miracles.

Yeah, that's part of my hesitation, I hardly want to jump in and then say: "OK guys, I've set up this really neat weather system, you go and do all the horribly horrible work changing those meshes you made to work with it." So I'm putting thinking about it off until everyone's satisfied with what we currently have.
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Sarah Knight
 
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Post » Tue Dec 29, 2009 9:37 pm

Just wanted to report something - I went to the "Temple of the One" in the Imperial City Temple District, and I see that it is raining inside. Any fix for this? Everything else just works A-OK!
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Benito Martinez
 
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Post » Tue Dec 29, 2009 5:49 pm

Hey guys, can I get a quick feel for what should be in All Natural so I know if I've got it installed correctly?

I had assumed that most buildings had their window meshes changed and that indoor-lighting was switched to outdoor lighting on nearly everything.

What's the general "where we're at" on:

- Window meshes (that view the outside)

- Outdoor lighting (some houses have it, some don't?)

- Cave entrance lighting (a few caves have natural outdoor lighting?)


Thanks



ps- sudden idea for "someday". What if you commissioned someone to edit the cave entrance meshes to simply be black holes instead of rickety doors? It'd be more realistic and you wouldn't have to worry about editing so many caves directly. Just a random brainstorm.
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Angus Poole
 
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Post » Tue Dec 29, 2009 9:57 am

Just wanted to report something - I went to the "Temple of the One" in the Imperial City Temple District, and I see that it is raining inside. Any fix for this? Everything else just works A-OK!


It has a hole in its roof. It is going to rain inside...

Hey guys, can I get a quick feel for what should be in All Natural so I know if I've got it installed correctly?

I had assumed that most buildings had their window meshes changed and that indoor-lighting was switched to outdoor lighting on nearly everything.

What's the general "where we're at" on:

- Window meshes (that view the outside)

- Outdoor lighting (some houses have it, some don't?)

- Cave entrance lighting (a few caves have natural outdoor lighting?)


Thanks



ps- sudden idea for "someday". What if you commissioned someone to edit the cave entrance meshes to simply be black holes instead of rickety doors? It'd be more realistic and you wouldn't have to worry about editing so many caves directly. Just a random brainstorm.


All houses have interior weather effects. All houses that don't use Chorrol meshes will have transparent windows. All Natural base doesn't touch caves, Real Lights might change something in there, Arthmoor'd know.

As for the caves idea, search Immersive Caves on Nexus.
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BlackaneseB
 
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Post » Tue Dec 29, 2009 7:54 am

What's the general "where we're at" on:

- Window meshes (that view the outside)


All but Chorrol is done in vanilla meshes, and Chorrol is getting there. Brumbek has full details on that.

- Outdoor lighting (some houses have it, some don't?)


Not entirely sure what you mean by outdoor lighting. If you mean actual lamps, candles, etc. then only those that have them vanilla got them updated. Otherwise it sounds like you're talking about AWLS which is an entirely different mod.

- Cave entrance lighting (a few caves have natural outdoor lighting?)


Every cave that has an entrance facing the outdoors got a light bulb that comes on during the day and goes out at night. Holes in the ceilings get light shafts that cycle the same way. If you're in a dungeon that doesn't have this treatment, a mod added it, and there's no real way to provide for it without patches.

ps- sudden idea for "someday". What if you commissioned someone to edit the cave entrance meshes to simply be black holes instead of rickety doors? It'd be more realistic and you wouldn't have to worry about editing so many caves directly. Just a random brainstorm.


This is beyond the scope of All Natural and would only mean we wouldn't have to mess with the entries. Caves have plenty of other things that needed replacement lights for vanilla sources.
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Gen Daley
 
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Post » Tue Dec 29, 2009 1:15 pm

Umm... this may be an incredibly stupid question... but do the .esp files for All Natural and All Natural - SI need to be actually active? They're incorporated into the Bashed Patch via the Import Cells function, but is that all that's necessary?

And, I've been posting a lot of questions the past few days, and somehow, Arthmoor, you seem to be involved in a lot of them, so sorry for being a bother! :embarrass:
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Danny Warner
 
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Post » Tue Dec 29, 2009 7:12 pm

Not entirely sure what you mean by outdoor lighting. If you mean actual lamps, candles, etc. then only those that have them vanilla got them updated. Otherwise it sounds like you're talking about AWLS which is an entirely different mod.


Every cave that has an entrance facing the outdoors got a light bulb that comes on during the day and goes out at night. Holes in the ceilings get light shafts that cycle the same way. If you're in a dungeon that doesn't have this treatment, a mod added it, and there's no real way to provide for it without patches.


Ah. I meant indoor cells that have outside lighting rather than inside lighting.

Gotcha re: the caves. It was just an idea.
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Phillip Brunyee
 
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Post » Tue Dec 29, 2009 10:41 am

Umm... this may be an incredibly stupid question... but do the .esp files for All Natural and All Natural - SI need to be actually active? They're incorporated into the Bashed Patch via the Import Cells function, but is that all that's necessary?

And, I've been posting a lot of questions the past few days, and somehow, Arthmoor, you seem to be involved in a lot of them, so sorry for being a bother! :embarrass:


Yes, both ESPs need to be activated as well as imported into the patch.

And I do tend to get around :)

Ah. I meant indoor cells that have outside lighting rather than inside lighting.


Yes. Interiors built with vanilla meshes will also have "outdoor" weather lighting. This includes Chorrol even though the meshes are not yet done. The lighting also extends to any mod which is supported by the indoor weather filter.
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TIhIsmc L Griot
 
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Post » Tue Dec 29, 2009 2:14 pm

Yes, both ESPs need to be activated as well as imported into the patch.

...


And that would be why I was getting all those missing meshes and sky textures :facepalm:

Thanks once more... I should have that on the clipboard so I don't have to keep typing it all the time :D
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Mizz.Jayy
 
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Post » Tue Dec 29, 2009 2:46 pm

ps- sudden idea for "someday". What if you commissioned someone to edit the cave entrance meshes to simply be black holes instead of rickety doors? It'd be more realistic and you wouldn't have to worry about editing so many caves directly. Just a random brainstorm.


Have you tried Immersive Caves?
http://www.tesnexus.com/downloads/file.php?id=4666

works for 99% of caves, in some cases you may get a bit funny effects but does a very good job overall
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Manuela Ribeiro Pereira
 
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Post » Tue Dec 29, 2009 5:30 am

Wrinkly Ninja, i've asked this question sometime ago. I have used EnhancedWeatherSIOnly from the beginning with all natural. Is it still necessary? Is it incompatible? Will it cause anomalities? Should i leave it or delete it?

In fact i've got some other mods listed of which i'm quite unsure if they've been merged with all natural. See i don't keep track of every change.

I've copied my modlist with wrye bash and deleted all the lines that have nothing to do with environment mods. Are these mods still compatible with eachother?? Lightsout, natural habitat and such not (yet?) integrated?

0A All Natural Base.esm [Version 0.9.8]
0B EnhancedWeatherSIOnly.esm [Version 1.0.7]
21 MIS.esp
22 MIS New Sounds Optional Part.esp
23 Natural_Habitat_by_Max_Tael.esp
24 Natural_Vegetation_by_Max_Tael.esp
25 weather inside [seasons] v1.2.esp
26 All Natural.esp [Version 0.9.8]
27 Atmospheric Oblivion.esp
++ All Natural - EW + NW + AWS.esp [Version 0.9.6]
28 All Natural - Real Lights.esp [Version 0.9.9]
29 All Natural - SI.esp [Version 0.9.8]
62 LightsOut.esp
9C WindowLightingSystem.esp
** All Natural - Indoor Weather Filter For Mods.esp [Version 0.9.9]
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ZzZz
 
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Post » Tue Dec 29, 2009 9:19 pm

Remove Weather Inside and replace EW SI Only with Enhanced Weather's standalone SI configuration, or All Natural - SI.
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Emily Graham
 
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Post » Tue Dec 29, 2009 5:28 am

Remove Weather Inside and replace EW SI Only with Enhanced Weather's standalone SI configuration, or All Natural - SI.



Thx. Anyway.. I was thinking about lights out, which removes light beams from caves, ruines and prison windows during night time. Is such a system implemented in all natural? Would be nice.. Maybe even tweak it to show up during night time considering the moon cycles.
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Mimi BC
 
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Post » Tue Dec 29, 2009 9:31 am

That's on Arthmoor's side of things, so I'll leave it for him to answer.

@ Arthmoor: I've got a comment from Nexus for your consideration:
Awesome mod. One thing though, Benirus Manor, my absolute FAVOURITE building in the game, is really dark with this mod on. I'm modding it to be a bit better ATM but it would be nice if the ambience was higher midday, at the moment it can be midday and indoors it will look as if it's midnight lol.


I think the weather lighting is pretty good as it is, but I was wondering if you knew whether Benirus Manor had poor interior lighting or anything that would cause this, and if anything could be done about it?
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Devin Sluis
 
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Post » Tue Dec 29, 2009 10:01 am

Thx. Anyway.. I was thinking about lights out, which removes light beams from caves, ruines and prison windows during night time. Is such a system implemented in all natural? Would be nice.. Maybe even tweak it to show up during night time considering the moon cycles.


Yes. This is handled if you install the Real Lights module. All light shafts, cave entry lights, and most outdoor city lights are on a timer system that cycles them off during the day and back on at night.

@ Arthmoor: I've got a comment from Nexus for your consideration:

I think the weather lighting is pretty good as it is, but I was wondering if you knew whether Benirus Manor had poor interior lighting or anything that would cause this, and if anything could be done about it?


The haunted version of Benirus Manor is dark by default in vanilla. Real Lights will of course remove the ambient lighting which is going to make it even darker. With the weather lighting thrown in, it's probably pretty dark in there at night. The non-haunted version should have more artificial lighting after everything gets enabled when the quest is over, but obviously the natural lighting from weather won't be changed.
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Adrian Morales
 
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Post » Tue Dec 29, 2009 8:31 am

Sheesh, getting Oblivion interior weather and Elsweyr stuff to play nice with everything else is tricky - I fix something, something else breaks. Ah well, I'll get there eventually.

What I posted for though, is that I went over the OMOD install script, and here's my proposed one for the next version:
NOTE: This is for the next version, not the current one. Please don't try to install it.
DontInstallAnyPlugins
DontInstallAnyDataFiles

SelectManyWithDescriptions "Select which mod configuration you wish to use." "All Natural - Weather" "This will install the weather system, but not Real Lights." "All Natural - Real Lights" "This will only install the Real Lights part of All Natural" "All Natural - Full" "This will install both the weather and Real Lights parts of All Natural."
Case All Natural - Weather
SetVar InstallOption 1
Break
Case All Natural - Real Lights
SetVar InstallOption 2
Break
Case All Natural - Full
SetVar InstallOption 3
Break
EndSelect

If Equal %InstallOption% 2
CopyDataFile "00 Core\\All Natural.bsa" "All Natural - Real Lights.bsa"
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
Else
CopyDataFile "00 Core\\All Natural.bsa" "All Natural.bsa"
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 Equal %InstallOption% 3
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
EndIf

If DataFileExists "DLCShiveringIsles.esp"
If DialogYesNo "Do you want to use All Natural's Shivering Isles support?" "All Natural Shivering Isles Support"
CopyPlugin "00 Core\\All Natural - SI.esp" "All Natural - SI.esp"
EndIf
EndIf

Select "Select which weather mods' weathers you want to see in game." "Enhanced Weather" "Natural Weather" "AWS" "EW + NW" "EW + AWS" "NW + AWS" "EW + NW + AWS" "None"
Case Enhanced Weather
CopyPlugin "02 Enhanced Weather\\All Natural - Enhanced Weather.esp" "All Natural - Enhanced Weather.esp"
Break
Case Natural Weather
CopyPlugin "02 Natural Weather\\All Natural - Natural Weather.esp" "All Natural - Natural Weather.esp"
Break
Case AWS
CopyPlugin "02 Atmospheric Weather System\\All Natural - Atmospheric Weather System.esp" "All Natural - Atmospheric Weather System.esp"
Break
Case EW + NW
CopyPlugin "02 EW + NW\\All Natural - EW + NW.esp" "All Natural - EW + NW.esp"
Break
Case EW + AWS
CopyPlugin "02 EW + AWS\\All Natural - EW + AWS.esp" "All Natural - EW + AWS.esp"
Break
Case NW + AWS
CopyPlugin "02 NW + AWS\\All Natural - NW + AWS.esp" "All Natural - NW + AWS.esp"
Break
Case EW + NW + AWS
CopyPlugin "02 EW + NW + AWS\\All Natural - EW + NW + AWS.esp" "All Natural - EW + NW + AWS.esp"
Break
Case None
EndSelect

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 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"
EndIf

EndIf

(quoted to prevent it warping the page heaps.)

What do people think? Is that a bit easier to understand?
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Anna Beattie
 
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Post » Tue Dec 29, 2009 2:56 pm

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

The first "SelectManyWithDescriptions" should be "SelectWithDescriptions"


The next is just a suggestion: It may be clearer if you change the weather set selection to something like:

SelectMany "Select which weather mods' weathers you want to see in game, if any." "Enhanced Weather" "Natural Weather" "AWS"Case Enhanced Weather  SetVar EW 1BreakCase Natural Weather  SetVar NW 1BreakCase AWS  SetVar AWS 1BreakEndSelectIf Equal %EW% 1  If Equal %NW% 1	If Equal %AWS% 1	  CopyPlugin "02 EW + NW + AWS\\All Natural - EW + NW + AWS.esp" "All Natural - EW + NW + AWS.esp"	Else	  CopyPlugin "02 EW + NW\\All Natural - EW + NW.esp" "All Natural - EW + NW.esp"	EndIf  Else	If Equal %AWS% 1	  CopyPlugin "02 EW + AWS\\All Natural - EW + AWS.esp" "All Natural - EW + AWS.esp"	Else	  CopyPlugin "02 Enhanced Weather\\All Natural - Enhanced Weather.esp" "All Natural - Enhanced Weather.esp"	EndIf  EndifElse  If Equal %NW% 1	If Equal %AWS% 1	  CopyPlugin "02 NW + AWS\\All Natural - NW + AWS.esp" "All Natural - NW + AWS.esp"	Else	  CopyPlugin "02 Natural Weather\\All Natural - Natural Weather.esp" "All Natural - Natural Weather.esp"	EndIf  Else	If Equal %AWS% 1	  CopyPlugin "02 Atmospheric Weather System\\All Natural - Atmospheric Weather System.esp" "All Natural - Atmospheric Weather System.esp"	EndIf  EndifEndif


A bit more convoluted code, but it simply lets the user click on the weather mods he wants. Btw, the code is completely untested.
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Charlotte X
 
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Post » Tue Dec 29, 2009 2:10 pm

Whoops, looks like I left the Many there from before. Good suggestion for the weather components, I'll add that in. :)

I'd also like to hear your opinions on what should happen to the weather after you've been through an Oblivion Gate storm, and the weather has to change back to normal Tamriel weather. Should it:
- transition back to the weather it was before the storm
- transition to a new weather?
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Naomi Lastname
 
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Post » Tue Dec 29, 2009 4:05 pm

I'd also like to hear your opinions on what should happen to the weather after you've been through an Oblivion Gate storm, and the weather has to change back to normal Tamriel weather. Should it:
- transition back to the weather it was before the storm
- transition to a new weather?

I think a new weather makes sense. The Oblivion gate wrecked havoc with the old weather, so anything could happen thereafter, IMHO.
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Tyler F
 
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Post » Tue Dec 29, 2009 5:37 am

Seconded on switching to something new, through whatever mechanism picks a weather at random.
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tannis
 
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