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

Post » Tue Dec 29, 2009 7:02 pm

Original All Natural, up to version 0.6, by Chong Li.
All Natural 0.7 through to present by Wrinklyninja, Arthmoor, and Brumbek.

Description:

All Natural combines a robust custom weather system that allows the use of weather types from all existing weather mods with custom versions of Natural Interiors and Real Lights in order to provide the greatest weather/environment experience possible. The three segments of All Natural will be explained below:

1. Custom Weather System

The cornerstone of All Natural is unique weather system that includes a new regional weather script to keep the weather synced on interior/exterior switching and when fast travelling and a variety of optional features to help enhance and customize the user's weather experience. All Natural also allows you to choose from only vanilla weathers or from some or all the weather types from Natural Weather, Atmospheric Weather System, and Enhanced Weather.

2. Natural Interiors

Natural Interiors was originally created by Wormheart, and its purpose was to make it so interior locations such as houses and guilds would be affected by the weather outside and time of day, and to make it so interior locations had weather sounds inside very similarly to the original "Weather Inside" mod. To accomplish this, interior windows were made transparent and the sky outside now matched the exterior weather and time of day. The result is you can look out an interior window and see a sunset, stars, etcetera and also have the interior lighting level change based on it being sunny, cloudy, nighttime, etcetera, plus you can hear rain/storm sounds from within.Sadly, Natural Interiors was never finished and had some issues. However, All Natural now includes an improved and expanded version that cannot be found outside of All Natural. Also, the Natural Interiors segment of All Natural cannot be separated from All Natural, so you must use All Natural in full to benefit from the Natural Interiors segment.

3. Real Lights

Real Lights was an incredibly ambitious project by Josef K. which aimed to replace all the fake lighting (invisible lights with no actual light source) with real lights with real light sources. For example, with Real Lights locations have candles or other light sources that emit light instead of generic white light coming from mid-air.Sadly Real Lights was abandoned long ago and has some issues with save game bloating. However, the mod has now been included in All Natural and has been recently updated to fix all the problems it previously had. The All Natural version of Real Lights is the most updated and safe version of Real Lights and no one should use the older stand-alone version. The Real Lights segment of All Natural is the only segment you can actually use independently, so even if you want to use, say, Enhanced Weather, you can use the Real Lights plugin from All Natural. Instructions on how to do this are included in the installation section of this guide.


http://www.tesnexus.com/downloads/file.php?id=18305 v0.9.8 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v0.9.8 @ ModDB

A patch for Nascosto Isles to bring the sky coloration in line with the values used by All Natural is included, as is one to preserve compatibility between The Ayleid Steps and All Natural - Real Lights. Patches for Kvatch Rebuilt and Gates To Aesgaard 2 are also supplied, as is a filter patch for a large number of popular mods.

http://www.gamesas.com/index.php?showtopic=1057128

Change Log:

Beta 0.9.8

* Patch included for Gates to Aesgaard (episode 1) to adjust the weather properly.
* OMOD installation script fixed.
* Fixed the skydome texture that was turning pink for some users.
* Fixed the floor in Rosethorn Hall (skhouseupperint04.nif) that was messed up due to a faulty mesh.
* Real Lights work fully completed in all dungeons and other interior cells.
* Fixed non-transparent windows in the Temple of the One for the post-MQ model.
* Added visible decorations outside the windows of the Temple of the One interior.
* Fixed SI weather sticking or changing to the wrong weather type.
* Fixed scripts preventing weather from changing while waiting/sleeping.
* Optimized weather scripts for Tamriel and SI.
* Fixed All Natural changing the weather in new worldspaces and their interiors.

Beta 0.9.7

* Many improvements and tweaks to Real Lights, too many to list. In general, the entirety of the Imperial City, Anvil, Bravil, Bruma, all sewers and caves below the Imperial City, and some scattered other places nearby like Vilverin.
* Full Shivering Isles weather support (but no natural interiors support for SI yet).
* Fixed Imperial Temple interior graphical problem where the city outside the windows was way too high up and would look wacky when jumping.
* Added full Natural Interiors support for Kvatch Rebuilt by including edited meshes in the archive and updating the filter patch to include Kvatch Rebuilt. Make sure to install the .esp, meshes, and use the filter patch to make Kvatch Rebuilt work as intended.
* Fixed bugs in GaussianNumberGenerator function.
* Fixed bugs with weather script, including IC district transition not being detected and weather remaining stormy in kvatch after the battle.
* A couple of bugs fixed in SI weather script to do with New Sheoth detection.
* Minor aesthetic changes to the console output of the init scripts.
* Added patches for Kvatch Rebuilt and Gates To Aesgaard 2, both fixing bugs in the mods that break the weather in general. These patches may hopefully be merged into updated versions of both quest mods in the future.
* Added variable weather volatility for Tamriel and SI and parameters to ini.
* Added timescaled weather functionality which is buit-in and controlled by the above feature.
*Fixed the following mesh:
chorrol\interior\chorrolhousemiddle04interiorchorrol\interior\chorrolhousemiddle05interiorchorrol\interior\chorrolhousemiddle06interiorchorrol\interior\chorrolhousemiddle07interiorchorrol\interior\chorrolhousemiddle08interiorchorrol\interior\chorrolhousemiddle09interiorchorrol\interior\chorrolhouseupper01interiorchorrol\interior\chorrolhouseupper02interior01chorrol\interior\chorrolhouseupper02interior02chorrol\interior\chorrolhouseupper02interior03chorrol\interior\chorrolhouseupper03interiorchorrol\interior\chorrolhouseupper04interior01chorrol\interior\chorrolhouseupper04interior02chorrol\interior\chorrolhouseupper04interior03chorrol\interior\chorrolmageguildbottomstorychorrol\interior\chorrolmageguildmiddlestorychorrol\interior\chorrolmageguildtopstory


* Fix the following SI meshes, as above.
Architecture\City\Dementia\DementiaInteriors\DementiaHouse01Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse01InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse02Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse02InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse03Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse03InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse04Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse04InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse05Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse05InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse06Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse06InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse07Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseInn01Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseInn01InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseLower01Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseLower01InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseLower02Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseLower02InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseLower03Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseLower03InteriorTop.NIFArchitecture\Settlements\HouseDementia01Interior.NIFArchitecture\Settlements\HouseDementia02Interior.NIFArchitecture\Settlements\HouseDementia03Interior.NIFArchitecture\Settlements\HouseDementia04Interior.NIFArchitecture\City\Mania\LCManiaHouseInt01.NIFArchitecture\City\Mania\LCManiaHouseInt02.NIFArchitecture\City\Mania\LCManiaHouseInt03.NIFArchitecture\City\Mania\LCManiaHouseInt04.NIFArchitecture\City\Mania\LCManiaHouseInt06.NIFArchitecture\City\Mania\LCManiaHouseInt06Top.NIFArchitecture\City\Mania\LCManiaHouseInt07.NIFArchitecture\City\Mania\LCManiaHouseInt07Top.NIFArchitecture\City\Mania\LCManiaHouseInt08.NIFArchitecture\City\Mania\LCManiaHouseInt08Top.NIFArchitecture\City\Mania\LCManiaHouseInt09.NIFArchitecture\City\Mania\ManiHouseINT01.NIFArchitecture\City\Mania\ManiHouseINT01UP.NIFArchitecture\City\Mania\ManiSmity01INT.NIFArchitecture\City\CityWalls\SESacellum ArdenSulTowerInterior.NIFThe following meshes together form the Palace halls:Architecture\Palace\Interior\PalaceCourt01.NIFArchitecture\Palace\Interior\PalaceCourtAlcove01.NIFArchitecture\Palace\Interior\PalaceCourtConnector01.NIFArchitecture\Palace\Interior\PalaceCourtEnd01.NIFArchitecture\Palace\Interior\PalaceCourtEnd02.NIFArchitecture\Palace\Interior\PalaceCourtEnd03.NIFArchitecture\Palace\Interior\PalaceCourtEnd04.NIFArchitecture\Palace\Interior\PalaceCourtEnd05.NIFArchitecture\Palace\Interior\PalaceCourtSteps01.NIF

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TWITTER.COM
 
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Post » Tue Dec 29, 2009 5:13 pm

Arthmoor-

With all due respect - I really don't see why it would be a problem linking the weather debug utility to the main post with the very small instructions to get the FormID from the weather during a debug. I've used this mod for a very long time and that was an unknown to me. What could it harm?

I'd go so far as to package it with the mod - and I will from now on in my own custom bain package.

Ok so regarding the http://i361.photobucket.com/albums/oo54/psymon11b/SISkyInTamriel.jpg -as reported last thread- I installed the debug ring and this is directly from the static conlogger log:

Weather Debug Ring - Weather: 00038EF1 Percentage:0.03 Time: 16.88 Region FormIDs:
** Dumping Array #874 **
Owner FB: Weather Debug Ring.esp
[ 0.000000 ] : (0006EF2F)
[ 1.000000 ] : (0008E0A3)

Which is a thunderstorm - now it did start to storm in the next 10 minutes in game - I'll go back to an earlier save and try again.

=================

[edit] Ok went back to an earlier save prior to the weather changing to SI weather and it looked clear. I put the ring on and got this weather:

Weather Debug Ring - Weather: 00078801 Percentage:0.22 Time: 16.09 Region FormIDs:
** Dumping Array #832 **
Owner FB: Weather Debug Ring.esp
[ 0.000000 ] : (0008E0A3)

I rode around for a while on my horse then the weather turned SI and got interations of the above as I went along:
Weather Debug Ring - Weather: 00078801 Percentage:0.50 Time: 16.37 Region FormIDs:** Dumping Array #837 **Owner FB: Weather Debug Ring.esp[ 0.000000 ] :  (0006EF2F)[ 1.000000 ] :  (0008E0A3)Weather Debug Ring - Weather: 00078801 Percentage:0.50 Time: 16.37 Region FormIDs:** Dumping Array #832 **Owner FB: Weather Debug Ring.esp[ 0.000000 ] :  (0006EF2F)[ 1.000000 ] :  (0008E0A3)Weather Debug Ring - Weather: 00078801 Percentage:0.56 Time: 16.42 Region FormIDs:** Dumping Array #833 **Owner FB: Weather Debug Ring.esp[ 0.000000 ] :  (0006EF2F)[ 1.000000 ] :  (0008E0A3)Weather Debug Ring - Weather: 00078801 Percentage:0.64 Time: 16.50 Region FormIDs:** Dumping Array #832 **Owner FB: Weather Debug Ring.esp[ 0.000000 ] :  (0006EF2F)[ 1.000000 ] :  (0008E0A3)
Looking in Tes3edit I see that is the Shivering Isles clear sky weather.
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x_JeNnY_x
 
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Post » Tue Dec 29, 2009 6:06 pm

Should I import All natural.esp to my bashed patch? After updating from 9.7 to 9.8 my sky turned pink, I think it has something to do with the godray shader I'm using.

EDIT: I fixed it.
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Laura Ellaby
 
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Post » Tue Dec 29, 2009 6:35 am

What does the readme tell you to do?
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Arnold Wet
 
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Post » Tue Dec 29, 2009 9:14 am

Work on Chorrol meshes progresses. I mostly finished another yesterday after many, many hours of effort. These last three meshes are taking so long due to insane complexity. I open the meshes and get this overwhelming sense of despair, but I have to force myself to just start editing. Brick by brick as they say. Anyway, I need to focus and just finish them. I will set myself a goal to push hard and get them done in the next two weeks.

And if need be, I'll skip the final two meshes and release the rest if I miss the deadline.

I want to get out a test patch with the Chorrol meshes, ideally version 0.9.9 so we can find most problems before 1.0. I won't let this be perpetually 0.9.x!

(Oh and yeah, I forget if I told everybody that I actually managed to get both my dead RAID1 hard drives fixed by Seagate since it was entirely their fault. For the record, Seagate proper and i365.com, their recovery people, were extremely great to work with. Sadly, my Raptor HD with Windows couldn't be recovered after the SATA plastic connector bit broke off, but I got a "new" refurbished one from Western Digital...so I'm finally all back to normal. I opted to put my Seagate drives back into RAID1 because I'm paranoid. And I'm now testing certain backup solutions. Currently I'm trying Mozy.com's free 2 gig online backup for my "My Documents" and other important data. Mozy is ok but not great. If anyone knows better solutions, let me know.)
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Julie Ann
 
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Post » Tue Dec 29, 2009 10:56 am

Arthmoor-

With all due respect - I really don't see why it would be a problem linking the weather debug utility to the main post with the very small instructions to get the FormID from the weather during a debug. I've used this mod for a very long time and that was an unknown to me. What could it harm?


It's not really that important. There's no need to get snippy about it. When we need someone to get that information it's not a big deal to link to it.
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Susan
 
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Post » Tue Dec 29, 2009 9:35 pm

Man, that's going to be the longest two weeks ever. Go for the deadline, but it's (IMHO) much better if it takes a bit longer and we can release all the Chorrol stuff than if we just release most of it, so don't worry too much if it slips.
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stacy hamilton
 
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Post » Tue Dec 29, 2009 9:25 am

Finally finished chorrolhouseupper01interior.nif...took ages. It's gone from 775kb to 1,727kb! I had to add so much stuff but it's real nice now. ;) Anyway.

Just checked it out in-game, it's perfect with no errors. Man, gotta love that. You work 10 hours on something, and you really don't want to find problems with it after that! I'm going to use this mesh to make another timescale video. It'll be rad.

Edit: made the video. And it was rad. http://www.youtube.com/watch?v=3hybFXXPOiQ
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dean Cutler
 
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Post » Tue Dec 29, 2009 5:39 pm

Finally finished chorrolhouseupper01interior.nif...took ages. It's gone from 775kb to 1,727kb! I had to add so much stuff but it's real nice now. ;) Anyway.

Just checked it out in-game, it's perfect with no errors. Man, gotta love that. You work 10 hours on something, and you really don't want to find problems with it after that! I'm going to use this mesh to make another timescale video. It'll be rad.


oh COOL ! :D
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joannARRGH
 
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Post » Tue Dec 29, 2009 2:32 pm

I agree, that is pretty rad. :D :drool:
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Angel Torres
 
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Post » Tue Dec 29, 2009 9:57 am

Reading about your current work on the Chorrol Meshes, I just want to repeat that the last update of NI already had some meshes done for this Town. Since this update was never merged with the latest version of NI and is also no longer availabe on TESNexus, maybe you have oversee them and now do double work. The meshes are:

chorrelhousemiddleinterior01.nif
chorrelhousemiddleinterior02.nif
chorrelhousemiddleinterior03.nif
chorrelhousemiddleinterior04.nif
chorrelhousemiddleinterior05.nif
chorrolfgchorrolinterior01.nif
chorrolfgtowerinterior01.nif
chorrolfightersguildhallinterior01.nif

I?ve used them for over 2 years now and they always worked fine.

Also, from the two chorrol meshes that Brumbek released about a year ago, I was able to fix the chorrelhousemiddleinterior07.nif so it works fine now too.

If any of the meshes noted above is needed, just tell me. Otherwise, good luck with your work on the remaining meshes.
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Nims
 
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Post » Tue Dec 29, 2009 5:28 am

Brumbek's got two more to do, the chances of them being already done are pretty small, and even if NI had them, he'd still have to edit them to add in the transparent windows and stuff. Still, worth letting him know just in case. :shrug: Perhaps if you PM'd him the info would reach him faster?
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R.I.p MOmmy
 
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Post » Tue Dec 29, 2009 10:58 am

Hey,

Just wanted to say great job. This is MUCH more stable than natural weather and with the inclusion of real lights, this give the game a huge bump in immersion factor. Well done, I can't wait until everything is finished. :thumbsup:
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Jessica Nash
 
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Post » Tue Dec 29, 2009 11:22 am

@Brumbek: Really outstanding work. the decreasing error rate could be due your expertise, the routine you have achieved. makes you a perfect teacher for others willing to begin modding. ;)


Is there any tool, which will show me the current cell and other important data, when I am in-game? purpose in short: in case i will find any error, so I 'll be able to take a screenshot,
with all the important information regarding the used cell, location etc. thanks in advance for any help.
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Charity Hughes
 
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Post » Tue Dec 29, 2009 4:33 pm

Edit: made the video. And it was rad. http://www.youtube.com/watch?v=3hybFXXPOiQ

That is incredible.
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ILy- Forver
 
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Post » Tue Dec 29, 2009 11:25 am

Brumbek's got two more to do, the chances of them being already done are pretty small, and even if NI had them, he'd still have to edit them to add in the transparent windows and stuff. Still, worth letting him know just in case. :shrug: Perhaps if you PM'd him the info would reach him faster?


Well, the transparent windows are the main content of NI, so of course these meshes already have them added. The concept is the same as used in AN.
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Marine x
 
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Post » Tue Dec 29, 2009 5:51 am

Reading about your current work on the Chorrol Meshes, I just want to repeat that the last update of NI already had some meshes done for this Town.

I?ve used them for over 2 years now and they always worked fine.

Also, from the two chorrol meshes that Brumbek released about a year ago, I was able to fix the chorrelhousemiddleinterior07.nif so it works fine now too.

If any of the meshes noted above is needed, just tell me. Otherwise, good luck with your work on the remaining meshes.

Thanks for letting me know. I forget if I knew about those meshes...I think I did but decided to redo them since they are the more simple ones and I wanted all of Chorrol to be standardized. Regardless, all those are done now.

@Brumbek: Really outstanding work. the decreasing error rate could be due your expertise, the routine you have achieved. makes you a perfect teacher for others willing to begin modding. ;)

Is there any tool, which will show me the current cell and other important data, when I am in-game? purpose in short: in case i will find any error, so I 'll be able to take a screenshot,
with all the important information regarding the used cell, location etc. thanks in advance for any help.

Yes, I am getting quite good at all this...although I'm glad it's almost done.

If you mean interior cells, the easiest way is just to take note of the name as you enter the building.
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OTTO
 
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Post » Tue Dec 29, 2009 6:06 pm

Is there any tool, which will show me the current cell and other important data, when I am in-game? purpose in short: in case i will find any error, so I 'll be able to take a screenshot,
with all the important information regarding the used cell, location etc. thanks in advance for any help.


Since it's useful for more than just AN debugging, to get cell info to show, do this in the console:

tdt
sdt 0

That will display some information in the top right of the screen that should include cell info for where the player is standing.
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KRistina Karlsson
 
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Post » Tue Dec 29, 2009 8:03 am

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.
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Euan
 
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Post » Tue Dec 29, 2009 10:36 am

OK, I'll take a look at the script again, thanks.
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Juan Cerda
 
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Post » Tue Dec 29, 2009 6:57 pm

Ok, I'm not sure if this is a bug or if it's normal behavior, but I couldn't find anything about "normal Oblivion gate weather behavior" to rule out it is a bug.

How long does the Oblivion gate weather in Tamriel stay? Is it a certain radius, or is it a time span?

I passed an oblivion gate near Leyawiin and got the red sky, storm, etc. I didn't close it and just continued, but when I was in the middle of Elsweyr and the weather persisted I started to wonder. I didn't see an oblivion gate for a looong time, because I didn't start the mainquest at first, but I don't remember it staying that long (distance and timewise). If it's the time, it might be because I've got the timescale set to 5, which I didn't always use to do. What do you think?
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Lou
 
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Post » Tue Dec 29, 2009 6:04 pm

AN lets Oblivion do their own vanilla thing. The game should release the weather override as soon as the player is more than 5000 distance units away from it, and so the weather should start to transition to something else at that point. AN uses the same distance as the point at which to reassert control, by setting the previous weather again.

Why don't you try raising your timescale and see what happens? While the override is released at a set distance, transitions are timescale-dependant, so take much longer at 5 than 30, allowing you to travel a larger distance.
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Natasha Callaghan
 
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Post » Tue Dec 29, 2009 5:46 pm

Ok. So here's a question I haven't seen asked. How would one make use of the Enhanced Transitions settings to make weather transition at the speed of Timescale = 30 when you're set to Timescale = 10?
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Stay-C
 
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Post » Tue Dec 29, 2009 7:40 pm

I think you'd want to set it to the fraction of vanilla timescale that you play at, so in your case you'd set it to 0.3. ET doesn't touch Oblivion Gate weather though, although maybe it should.

Regarding Elsweyr, we've got so many loopholes and checks for it in the weather script, and the only method to fix the bugs you reported would be to add yet more, that it's getting to the point where I'm considering splitting off another weather script for when the player is in Elseweyr. I'll try to fix things as it is, but I'm going to have to take a look at the impact of Elsweyr's compatibility and decide on the best way to resolve it.
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Kieren Thomson
 
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Post » Tue Dec 29, 2009 4:58 pm

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.
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no_excuse
 
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