[WIPz/RELz] Weather: All Natural, Thread 21

Post » Wed Dec 29, 2010 8:29 pm

Probably best answered by WN but I remember AWS having most of the very dark storms. I agree that they are some of the best ones :) My guess is, now that you are using all three weather mods together, you are just seeing a variety of different storms from each.

EDIT - Yes, I agree with you about how the traffic on the forums are slowing. Spring Break is my guess.
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emma sweeney
 
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Post » Wed Dec 29, 2010 9:31 pm

Spring break plus a forum upgrade that a lot of people aren't happy with.

The storm lighting you're describing sounds normal. Some are dark, others not so dark. Unless we're talking about thunderstorms that are daylight bright I don't think it's an issue.
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Elea Rossi
 
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Post » Wed Dec 29, 2010 11:56 pm

No, I wasn't suggesting that it was a problem, just making an observation and wondering if there were a way to change it. If not, I'll not trouble myself about it further :)
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Mel E
 
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Post » Thu Dec 30, 2010 1:09 am

Any news on the Oblivion Gate bugfix?
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Shiarra Curtis
 
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Post » Wed Dec 29, 2010 2:15 pm

No, I'm a bit busy and haven't done any modding recently. When I have a fix, I will post about it, there's no need to continually ask about it. My workload is rather unforgiving lately, and will likely stay that way until mid-week, so it's unlikely that I'll get anything done until then.

As I've said before, just avoid closing Oblivion gates. With as much as there is to do in the game, this shouldn't be a problem.

EDIT: Bug report for Brumbek:

Hi folks! Great mod. I think I found a baby glitch. I run Glenvar Castle (another truly great mod) and in the master bedroom, there is a stone covering over the two interior doors on the top of the steps, you can walk right through it and it's only seen from the inside. Also it seems like some stone wall trimmings seen errant going through the bookcase in the library. I'm not a modder, but a pretty decent researcher, so here's what I found...

The Master bedroom at Glenvar is based on the same mesh as for the Chorrol house. The file I tracked it down to was 'chorrolhouseupper04interior01.nif'. I think something is just a tad off with your rendition of it.

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Portions
 
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Post » Wed Dec 29, 2010 9:56 pm

Despite what I said above, I decided to stay up late (see the sacrifices I make? :P) and get some modding in, and I've got another test fix for the gate bug. You can get it http://cid-465896b69b9940e8.skydrive.live.com/self.aspx/Public/ANObGateFix.esp. Just drag 'n' drop and activate, and test thoroughly. I tested it out myself quickly and it seems to work OK, but I'd appreciate further testing before I upload it as a patch proper.
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Sharra Llenos
 
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Post » Wed Dec 29, 2010 8:38 pm

Bug report for Brumbek:

The Master bedroom at Glenvar is based on the same mesh as for the Chorrol house. The file I tracked it down to was 'chorrolhouseupper04interior01.nif'. I think something is just a tad off with your rendition of it.

A tad off? I've killed men for less! Er, I mean, thanks to whoever spotted this. I will look into it...but I fear the only solution will be a patch or change to the Glenvar Castle mod, but I'll get back to you soon about it.

Despite what I said above, I decided to stay up late (see the sacrifices I make? :P) and get some modding in...

You are truly a tireless servant! You remind me of...me. ;) I stayed up way, way too late last night finishing my SI palace changes. My minor changes have turned into a major overhaul. I've added exterior stuff to all the palace windows and let me tell you it's gorgeous. I mean there should be a law against creating stuff this awesome. Heh. Anyway, I'll have a video up soon I hope showing it all off. This I promise: your SI Palace experience will never be the same once you witness the glory of All Natural goodness. That is all.
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ijohnnny
 
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Post » Thu Dec 30, 2010 12:21 am

A tad off? I've killed men for less! Er, I mean, thanks to whoever spotted this. I will look into it...but I fear the only solution will be a patch or change to the Glenvar Castle mod, but I'll get back to you soon about it.


I was going to be dutiful and report the same here, after reading the report on Nexus. The mesh itself if you look at the doorways at the top of the stairs has faces that cover the doorways. It may simply be that Glenvar Castle uses the mesh in an unusual way, but the doorways weren't blocked prior to AN editing it.
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D IV
 
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Post » Wed Dec 29, 2010 10:12 pm

Ah, I see how it is, Arthmoor wishes to be added to my list as well! So be it. Actually, I've fixed the mesh. It's on the http://www.tesnexus.com/downloads/download.php?id=57260. This removes the annoying walk through walls. Although the door placed by Glenvar Castle could ideally be moved just barely to fit better but this isn't something to worry about since this is how it was in Vanilla with Glenvar.

Also, I've uploaded a video showing off the new SI Palace work I've done. This took a long time to complete but I like it. Feedback is welcome so long as it's wholly and entirely ecstatic jubilation.

http://www.youtube.com/watch?v=-AWFFp5JRHc

Oh, and you can get the http://www.tesnexus.com/downloads/download.php?id=57256. If Arthmoor or other experts want to review it to make sure everything is ok, then I can add it to the main nexus page if we want.
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Kayleigh Williams
 
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Post » Thu Dec 30, 2010 4:13 am

Just WOW!
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Scott
 
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Post » Wed Dec 29, 2010 2:48 pm

Ah, I see how it is, Arthmoor wishes to be added to my list as well! So be it. Actually, I've fixed the mesh. It's on the http://www.tesnexus.com/downloads/download.php?id=57260. This removes the annoying walk through walls. Although the door placed by Glenvar Castle could ideally be moved just barely to fit better but this isn't something to worry about since this is how it was in Vanilla with Glenvar.

Also, I've uploaded a video showing off the new SI Palace work I've done. This took a long time to complete but I like it. Feedback is welcome so long as it's wholly and entirely ecstatic jubilation.

http://www.youtube.com/watch?v=-AWFFp5JRHc

Oh, and you can get the http://www.tesnexus.com/downloads/download.php?id=57256. If Arthmoor or other experts want to review it to make sure everything is ok, then I can add it to the main nexus page if we want.


Freaking awesome, that. :thumbsup:

If people give me the OK for that fix, I'll be heading over to SI to test it out next, so I'll check out your work too.
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Emily Jones
 
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Post » Thu Dec 30, 2010 5:19 am

Freaking awesome, that. :thumbsup:

If people give me the OK for that fix, I'll be heading over to SI to test it out next, so I'll check out your work too.


I tried it out last night - thanks for working on it, felt bad about hassling you (but it seemed to work - heheh. But no more I promise). Unfortunately it didn't work for me. I did only merge it with a bashed patch, placed it just after all natural.esp, so will try again not merging it and loading it after the bashed patch. Will get back to you in an hour or so.

Edit: Just tried it out loading the esp last and it still doesn't work unfortunately. Bugger.

Brumbek, just watched your Shivering Isles Palace video - magical stuff. What music are you using incidentally? Was very fitting.
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^~LIL B0NE5~^
 
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Post » Thu Dec 30, 2010 3:32 am

Despite what I said above, I decided to stay up late (see the sacrifices I make? :P) and get some modding in, and I've got another test fix for the gate bug. You can get it http://cid-465896b69b9940e8.skydrive.live.com/self.aspx/Public/ANObGateFix.esp. Just drag 'n' drop and activate, and test thoroughly. I tested it out myself quickly and it seems to work OK, but I'd appreciate further testing before I upload it as a patch proper.


Since the only thing that I can do to help is to report... The esp worked for me, two regions where I had closed the gates and oblivion clima still were fixed to the place are now ok (one was next and affecting even inside Bruma, only following the storyline, the other was someplace in mountains). If it matter, it was not just merging, deactiving and testing, I had to chance cells because at first glance it were still there: chancing city or fast traveling solved the issue. So... for me you have managed oen more step to the 1.0 :celebration: .

And how can I tell? Divine work Brumbek, as always. Nice team you all are. :intergalactic:


And to Zemball (if was of this esp that you talked, if no, sorry) : Try again, chancing cells.


If anything else tomorrow I'll look again, today will be a family-day.
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NEGRO
 
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Post » Wed Dec 29, 2010 11:29 pm

Since the only thing that I can do to help is to report... The esp worked for me, two regions where I had closed the gates and oblivion clima still were fixed to the place are now ok (one was next and affecting even inside Bruma, only following the storyline, the other was someplace in mountains). If it matter, it was not just merging, deactiving and testing, I had to chance cells because at first glance it were still there: chancing city or fast traveling solved the issue. So... for me you have managed oen more step to the 1.0 :celebration: .

And how can I tell? Divine work Brumbek, as always. Nice team you all are. :intergalactic:


And to Zemball (if was of this esp that you talked, if no, sorry) : Try again, chancing cells.


If anything else tomorrow I'll look again, today will be a family-day.


Just tested again - and it works for me, sort of. I closed a random gate south of Chorrol, after closing it the weather appears the same, and if I fast travel to Chorrol it doesn't change. If I fast travel to another region, it does change. If I travel normally to The Tower Stone from the Gate, the weather almost changes - it looks like a mix between AN weather and Oblivion Weather (a semi-transparent reddy cloud texture is all that's left of the Oblivion weather). If I wait there, it changes.

I'm using Fewer Oblivion Gates if that makes any difference, but it looks like it does work, just not quite 100% yet.

Almost there!
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Sweets Sweets
 
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Post » Wed Dec 29, 2010 10:56 pm

A clarification for what my patch does:

1. You enter the field of effect of a gate, and your weather changes to Oblivion.
2. You enter gate, and close it.
3. You reappear in Tamriel. The weather is still Oblivion, since that's what it was last time you were there, and it doesn't make any sense for it to instantly vanish. The weather does start to change to a new weather immediately though, and will complete the transition if you don't fast travel. If you do fast travel, depending on how far the weather has already transitioned, it may set the new weather, or it may set the old weather (in this case, the Oblivion weather). If it sets the Oblivion weather, then it'll still start to change immediately after fast-travelling, and will continue as before.

That's how it's supposed to work, anyway, and it looks like that's what's happening to you, Zenball, apart from the Chorrol thing. Are you sure it doesn't change at all there, or did you just take a quick look and not hang around for long?

I'm glad it works for Fcara1 though. It seems that the weather script generally needs a cell change or fast travel to update itself when you upgrade, I might add that to the readme instructions for 1.0.
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Izzy Coleman
 
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Post » Wed Dec 29, 2010 11:16 pm

It worked for me as well. I didn't even have to close a new gate, the stuck Oblivion Gate weather started to vanish on its own. I then entered another gate, closed it, and all was normal. Good work! and thanks a lot...
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Ownie Zuliana
 
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Post » Thu Dec 30, 2010 6:11 am

...
Are you sure it doesn't change at all there, or did you just take a quick look and not hang around for long?
...

Sorry, was just a quick look. Or the look and 10 or so secs in my way to the nearest city gate to try the cell chance. Trying again, weather fixed itself after some time. Look perfect now. Tnx.
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Ella Loapaga
 
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Post » Thu Dec 30, 2010 12:26 am

Sorry, was just a quick look. Or the look and 10 or so secs in my way to the nearest city gate to try the cell chance. Trying again, weather fixed itself after some time. Look perfect now. Tnx.


Sorry, that was directed at Zenball. Though I'm glad it works for you. :)
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Lew.p
 
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Post » Thu Dec 30, 2010 4:26 am

Nice catch Cogstar. Fortunately this one is easy to solve. In Wrye Bash, remove the C.Climate tag from the Frostcrag Spire patch. Rebuild your patch, and All Natural should regain control of the Mages Guild interiors.

@Wrinklyninja: We should make a note of this in the readme.


aww looks like ive got that problem again but this this its not Frostcrag Spire patch here is a small http://www.xfire.com/video/256ef7/ and here is my Load Order

Active Mod Files:00  Oblivion.esm01  underdark.esm02  GTAesgaard_2.esm03  All Natural Base.esm  [Version 0.9.9]04  Francesco's Leveled Creatures-Items Mod.esm05  Francesco's Optional New Items Add-On.esm06  Francesco's Optional New Creatures Add-On.esm07  Cobl Main.esm  [Version 1.72]08  BetterMusicSystem.esm09  CM Partners.esm0A  TRoN.esp0B  Unofficial Oblivion Patch.esp  [Version 3.2.0]0C  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0D  Oblivion Citadel Door Fix.esp0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  All Natural - Real Lights.esp  [Version 0.9.9]11  All Natural.esp  [Version 0.9.9]12  All Natural - SI.esp  [Version 0.9.9]++  All Natural - Enhanced Weather.esp  [Version Final]++  Symphony of Violence.esp13  WindowLightingSystem.esp++  Item interchange - Extraction.esp  [Version 0.76]14  Lock Bash Omega.esp  [Version 1.3]15  merchant chest fix.esp16  BetterMusicSystem(SI).esp17  Enhanced Economy.esp  [Version 3.3.4]18  DLCMehrunesRazor.esp19  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1A  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1B  Adonnays Classical Weaponry.esp1C  Elegant Vests.esp1D  tda_Armoury.esp1E  XiaNewAmuletsV1.esp1F  Cobl Glue.esp  [Version 1.72]20  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]21  TIE.esp  [Version 1.34]22  Demonhunter.esp23  GTAesgaard_2.esp24  hackdirtabyss.esp25  HeartOftheDead.esp  [Version 6.2]26  The Ayleid Steps.esp  [Version 3.2]27  VaultsofCyrodiil.esp28  The Lost Spires.esp29  mythsandlegends.esp2A  bartholm.esp2B  DropLitTorchOBSE.esp  [Version 2.1]2C  EVE_ShiveringIslesEasterEggs.esp2D  seorin's Artifact Fix.esp++  ScriptIcon_Replacer.esp++  SigilStonesUnlevelled - Adjusted.esp2E  SkycaptainsBloodTime.esp2F  Quest Award Leveling SI.esp30  Quest Award Leveller.esp  [Version 2.0.1]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]31  Alternate Start Revamped.esp32  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp++  Conrans Level Rates modified-3x.esp33  SaveSkillTrainingForLater.esp34  Let There Be Darkness - Shivering Isles.esp35  Let There Be Darkness - Mehrunes Razor.esp++  Item interchange - Placement.esp  [Version 0.76]36  CuteElf11.esp  [Version 1.2]37  bgBalancingEVCore.esp  [Version 10.5EV-D]38  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]39  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]3A  bgMagicEVPaperChase.esp  [Version 1.68EV]3B  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  EVE_KhajiitFix.esp++  No Vampire Feeding Message Box.esp++  bgMagicShaderLifeDetect.esp  [Version 1.68]3C  BubbleFx.esp++  Real Lava 1.3.esp++  bgMagicEVNoSummonGlow.esp  [Version 1.62EV]3D  MassA.I-30.esp3E  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]3F  Bashed Patch, 0.esp

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Monika Fiolek
 
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Post » Wed Dec 29, 2010 10:53 pm

Confirming Cogstar's problem, specifically in the Bloated Float Tavern Deck. Bashed Patch is dead last and it is assigned a climate and behaving as exterior but the game renders it as though neither is true.

Weather Debug Ring - Weather: 020051A2 Percentage:1.00 Time: 11.23 Region FormIDs:** Dumping Array #120 **Refs: 1 Owner A8: Weather Debug Ring.esp[ 0.000000 ] :  (0006EF2F)[ 1.000000 ] :  (001194AF)[ 2.000000 ] :  (00094161)[ 3.000000 ] :  (00094162)[ 4.000000 ] :  (0007B864)


Also, as I fast traveled in from where my test char was standing, the snowstorm he was in up by Kingscrest Cavern followed him to the IC Waterfront, where it should never snow. So it looks like something else has gone screwy. The snow is not going away with further travel or with crossing cell boundaries nearby. Seems to be well and truly stuck.

sqv anweatherquest->fQuestDelayTime = 0.0100->currentTime = 3419.1155->transitionTime = 0.0000->timeForCheck = 3430.0000->maptime = 0.0000->ClearLength = 9.0000->CloudyLength = 9.0000->OvercastLength = 9.0000->FogLength = 9.0000->RainLength = 9.0000->StormLength = 9.0000->SnowLength = 9.0000->dayOfYear = 15->chClear = 40->chCloudy = 59->chOver = 68->chFog = 68->chRain = 68->chSnow = 100->chStorm = 68->bruma = 1->dayRand = 3->weatherRand = 8->weatherShouldForce = 0->cell = 1->flag = 0->fastTraveled = 0->bExpression = 0->number = 13->InCyrodiil = 1->cellLastFrame = (0000C1F3)->newWeather = (020051A2)->newWeatherInterior = (02002591)->newWeatherNoWindows = (020186F9)->oldWeather = (020008D5)->oldWeatherInterior = (02000870)->oldWeatherNoWindows = (020186FA)->targetWeather = (02002591)->oldTargetWeather = (02000870)->oldclimate = (02001BA9)->currentClimate = (02001BA9)->lastExteriorWorldSpace = (0000003C)->lastWorldSpace = (00000000)->currentWorldSpace = (00000000)->nearestGate = (0018B742)->regions = 120.0000->Oblivion = 0->cellName = 0--- Quest state -----------------------------Running?       YesCurrent stage: 0Priority:      60


I haven't yet installed the OB weather fix patch.
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Terry
 
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Post » Thu Dec 30, 2010 6:12 am

Regarding my previous question, about some storms being too bright... I was using just EW weather before, and someone mentioned that AWS weathers had the darkest storms, so my brighter storms are probably from the NE weathers... Enhanced Colors controls color levels on a per-system basis... is it possible to use Enhanced Colors to darken my NE weathers? Or is that not what Enhanced Colors does?
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Naughty not Nice
 
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Post » Wed Dec 29, 2010 2:26 pm

aww looks like ive got that problem again but this this its not Frostcrag Spire patch here is a small http://www.xfire.com/video/256ef7/ and here is my Load Order
snip



Confirming Cogstar's problem, specifically in the Bloated Float Tavern Deck. Bashed Patch is dead last and it is assigned a climate and behaving as exterior but the game renders it as though neither is true.

Weather Debug Ring - Weather: 020051A2 Percentage:1.00 Time: 11.23 Region FormIDs:** Dumping Array #120 **Refs: 1 Owner A8: Weather Debug Ring.esp[ 0.000000 ] :  (0006EF2F)[ 1.000000 ] :  (001194AF)[ 2.000000 ] :  (00094161)[ 3.000000 ] :  (00094162)[ 4.000000 ] :  (0007B864)


Also, as I fast traveled in from where my test char was standing, the snowstorm he was in up by Kingscrest Cavern followed him to the IC Waterfront, where it should never snow. So it looks like something else has gone screwy. The snow is not going away with further travel or with crossing cell boundaries nearby. Seems to be well and truly stuck.

snip

I haven't yet installed the OB weather fix patch.


OK, I'll have a look at that stuff.

Regarding my previous question, about some storms being too bright... I was using just EW weather before, and someone mentioned that AWS weathers had the darkest storms, so my brighter storms are probably from the NE weathers... Enhanced Colors controls color levels on a per-system basis... is it possible to use Enhanced Colors to darken my NE weathers? Or is that not what Enhanced Colors does?


Yes, you can use EC for that. It only works during the day though, I think. Better to let me know which are deviating from the norm and I can look at them.
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Phillip Hamilton
 
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Post » Wed Dec 29, 2010 2:40 pm

...
Yes, you can use EC for that. It only works during the day though, I think. Better to let me know which are deviating from the norm and I can look at them.


http://i227.photobucket.com/albums/dd171/misterPEB/ScreenShot57.jpg's a screenshot of the storm that prompted me to mention it here in the first place. Thunder and heavy rain, and really bright and orange.
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gemma
 
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Post » Thu Dec 30, 2010 4:15 am

Confirming Cogstar's problem, specifically in the Bloated Float Tavern Deck. Bashed Patch is dead last and it is assigned a climate and behaving as exterior but the game renders it as though neither is true.

snip

Also, as I fast traveled in from where my test char was standing, the snowstorm he was in up by Kingscrest Cavern followed him to the IC Waterfront, where it should never snow. So it looks like something else has gone screwy. The snow is not going away with further travel or with crossing cell boundaries nearby. Seems to be well and truly stuck.

snip

I haven't yet installed the OB weather fix patch.


In follow up, I checked out Bloated Float, that's also messed up for me. Looking at script variables (yours and mine) show that the script is working properly, but even just a simple fw has no effect.

I looked at the four cells that make up the Bloated Float, and found this:
ICWaterfrontTheBloatedFloatBelowDeck - Isn't even touched by AN. This is a mistake, as the other non-windowed cell still has the NoWindows climate attached, so this should too.
ICWaterfrontTheBloatedFloat - This has the UOP changes and a climate attached, but is missing an exterior flag. That's why you aren't seeing the weather changes.
ICWaterfrontTheBloatedFloatLoadRoom - Same as above.
ICWaterfrontTheBloatedFloatCabin - The only cell which has been done properly.

Those corrections will have to be made. I'm happy to do them myself and release along with my weather patch when I'm done with that. :)

As for the snowing in the wrong place, the problem seems to be that the weather isn't getting re-evaluated until next time it needs to change to a new weather, so no matter where you go, the weather will remain snowy until you a) encounter an Oblivion gate, which will then select a new weather once it goes back to normal Tamriel weather, or B) have played long enough that the time for the next transition comes around.

I'll try to think of a way to get around this issue, which is specific to snowy weather types, but ATM the weather script is working properly, just not as it should. Perhaps I can take something from the SI script...

@ ishmaeltheforsaken: I'll have a look through the stormy weathers. That orange tint should go, but I may decide just to downgrade the weather to a rainy one rather than darken it, as it's pretty much the same as the weather is like outside for me ATM, which I'd definitely class as rainy.

----------------------------------------

EDIT: I've been toying with the idea of converting the weather type quests to arrays instead, and junking the separate plugins in favour of on/off switches for each component mod in the ini. Pratically, this doesn't make any difference, as the plugins are mergeable anyway, but I'd like to hear your say on the idea. Yea or Nea?

(Please say Nea, I really don't need any more work, but I won't be able to get rid of the idea until I try it out or someone tells me not to do it.)
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lisa nuttall
 
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Post » Thu Dec 30, 2010 3:38 am

More modular ability is always a good thing WN!

I experienced the snowy weather following me to Chorrol and the Waterfront, but it didn't bother me that much. I live in one of the hottest places on Earth and even we can get a freak of nature snow day. Very little, but it has happened 2 or 3 times within the last 15 years.

EDIT - Come to think of it, Elsweyr would be the one place where it really shouldn't snow. And maybe Anvil... Other than that, all climates seems to me like places that could experience snow fall. Anvil, with UL added and BC if one chooses to run it could probably be a candidate for unlikely snow as well. I mean, what altitude would huge redwood trees need to grow in? When I think of Redwoods, I think of Northern California coast. So, it does snow there, just rarely.

In terms of Vanilla Anvil, the climate seems much lower altitude, so snow fall would be unlikely. I use UL, so if it snows even in Anvil, I can live with it.
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Nadia Nad
 
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