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

Post » Wed Dec 29, 2010 5:44 am

hi,
i believe i am getting close to providing some info on the looping sounds. it appears that they only happen during a thunderstorm and using the console command fw 38ef1 is not an effective debug aid as the weather resets when i change cells. is there another way i can set the weather to a thunderstorm for testing? thanks.


You can set the weather in All Natural by opening the console and entering:

set ANWeatherQuest.NewWeather to "WeatherID"

where WeatherID is the FormID of the weather you want. This will set it the next time you go through a load door or something, so to get it right away, you've still got to use ForceWeather too.

after several days i have not been able to reproduce this bug. i believe using console commands does not give the same conditions this occurred...hard to say since i can't duplicate. for whatever its worth, i'll give you some info on this looping sound bug that happened in my game. i found this when i was figuring out what was going on with the interior sounds disappearing caused by Better Cities.

the bug is the thunder looping. it replays after 1 - 2 seconds continuously. it occurred in the vanilla interiors on the IC Waterfront. the IC Waterfront interiors added by Better Cities played interior storm sounds correctly but every vanilla interior (i used console "unlock" to check them all) had the looping bug.

i wish i had more to add. get people to post when/where this happens. my level 5 character will buy the IC shack so i hope to stumble on this again. i was running this setup when it happened:
AN 0.9.8
Better Cities 4.5.0
Storms & Sound 3.0
Storms & Sound - Better Cities patch
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SiLa
 
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Post » Tue Dec 28, 2010 11:04 pm

It looks like I'll have to knuckle down and have a look at this sound bug myself. I'll do that once Arthmoor gives me the green light for my most recent changes.

I've changed so much fixing bugs that are in 0.9.8 patched that I'm not sure if any of you guys' bug reports are even valid anymore. Anyway, once I can safely merge in my changes, I'll investigate this, and hopefully I won't be able to find anything, and that'll mean that we can release 0.9.9 once Brumbek's finished with the Mages Guild, I think.

We're getting there, slowly but surely...

EDIT: Wait, checking the upload date at Nexus, 0.9.8's only been out for just under 2 months, and the patches for a month. It feels a lot longer than that for some reason.
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RAww DInsaww
 
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Post » Wed Dec 29, 2010 10:58 am

And a green light you shall have. Oblivion weather transitions working perfectly. Going inside the coast guard house shows up properly (and is very VERY cool). Leaving again no longer causes the weather to insta-switch away. Crossing into Elsweyr is still working, and regular weather is nice and sound. So all in all, it looks like the weather scripting has finally been conquered. I'll go ahead and merge your patch file into the ESM and then all we're waiting on is the Mages Guild mesh from Brumbek.
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Kaylee Campbell
 
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Post » Wed Dec 29, 2010 1:50 pm

Huzzah! :D

One could almost say that it's all good on the weather front. :P

I'd better get looking at S&S then. I'll be trying it on an install with just S&S and AN active, I've already made sure that BC is compatible, so that shouldn't factor in, unless S&S doesn't work with BC, which isn't really my problem anyway.
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OTTO
 
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Post » Wed Dec 29, 2010 5:05 am

And a green light you shall have. Oblivion weather transitions working perfectly. Going inside the coast guard house shows up properly (and is very VERY cool). Leaving again no longer causes the weather to insta-switch away. Crossing into Elsweyr is still working, and regular weather is nice and sound. So all in all, it looks like the weather scripting has finally been conquered. I'll go ahead and merge your patch file into the ESM and then all we're waiting on is the Mages Guild mesh from Brumbek.

Greetings Mittenheads, well, I'm very close to being done with the Mages Guild the nif exporter was giving me trouble but I has outsmarted it. Anyway. Trying to finish everything real quick here, maybe tomorrow.
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Jeff Tingler
 
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Post » Wed Dec 29, 2010 7:08 am

Some authors (not just in modding, anything that people create for peer review) get so incredibly wound up about reviews of their work, and what people think, but then refuse anything but super-positive inverse trolling. Honesty is so much better for people who create stuff though, it's what helps us improve our work.


That's the right spirit and a healthy attitude. Improvement is more easily gained by constructive critisism and not by scared little fan girls fawning over the "Emperor's new clothes". I don't know if that expression means anything in the Anglo-Saxon world?

Anyway, I see you are still struggling with the "looping weather" bug and have narrowed it down to an incompatibility with Better Cities and/or Storms&Sounds. That fits with my own experiences.

I'm looking forward to playing a good game of Oblivion again and AN is of course an obvious choice for my mod list. I especially look forward to seeing what Arthmoor has done with Real Lights.
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kasia
 
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Post » Wed Dec 29, 2010 12:39 am

I've had this installed for a few days, and through normal use have spotted a few things:

1. A few times while moving from inside to outside it will set the weather as storming. This happened once in Chorrol leaving my Chorrol house, and again in the Imperial City when leaving a shop (or an inn, I cannot remember which).

2. On occasion, while moving from inside to outside there will be a very brief, but loud buzzing sound. It sounds like TV static, but is more likely just the in-game rain noise (the briefness makes it sound like static). I'm assuming this is because of the bug above, and is supposed to be a workaround for it. The first few times it made me jump, but it's definitely not a huge deal. It just appears to not always work, given that a few times I've gone from clear day to storming.

3. I don't know if this has anything to do with this mod, but while I'm walking around I notice a repeated "wind blowing" sound. It actually bugs the [censored] out of me and I'm not entirely sure why. Possibly because it doesn't sound like wind it sounds more like a seatbelt being pulled across to be plugged in. It's gotten to the point where I'm tempted to learn how to go in and replace all the vanilla sounds with better ones. I have a friend that specializes in sound effects, and he has a repository of them (he tells me about 500 GB worth of sounds), but I figured I should mention this here in case it has something to do with this mod.

Also on that note, if you ever need any sound effects, possibly to immerse the player more in the game through this mod, I can talk to him about collecting some sounds. I've always felt the rain and general atmospheric sounds effects have needed a tune up.

Otherwise I'm in love with what this mod does. I know it's not feasible, but I really wish there was a way to make it so that when you looked out the windows inside you could actually see the town outside, or even just some LOD objects. Looking at the gradient of the sky is only so interesting.
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Ash
 
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Post » Wed Dec 29, 2010 8:05 am

I've had this installed for a few days, and through normal use have spotted a few things:

1. A few times while moving from inside to outside it will set the weather as storming. This happened once in Chorrol leaving my Chorrol house, and again in the Imperial City when leaving a shop (or an inn, I cannot remember which).


Are you using Better Cities and/or Storms & Sounds?

2. On occasion, while moving from inside to outside there will be a very brief, but loud buzzing sound. It sounds like TV static, but is more likely just the in-game rain noise (the briefness makes it sound like static). I'm assuming this is because of the bug above, and is supposed to be a workaround for it. The first few times it made me jump, but it's definitely not a huge deal. It just appears to not always work, given that a few times I've gone from clear day to storming.


Can't say I've noticed this, but I'll keep an ear out.

3. I don't know if this has anything to do with this mod, but while I'm walking around I notice a repeated "wind blowing" sound. It actually bugs the [censored] out of me and I'm not entirely sure why. Possibly because it doesn't sound like wind it sounds more like a seatbelt being pulled across to be plugged in. It's gotten to the point where I'm tempted to learn how to go in and replace all the vanilla sounds with better ones. I have a friend that specializes in sound effects, and he has a repository of them (he tells me about 500 GB worth of sounds), but I figured I should mention this here in case it has something to do with this mod.


Have a look at my Environment Mod List (link in sig), particularily at the Sound section, that's got a few good mods that improve weather sounds.
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GabiiE Liiziiouz
 
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Post » Wed Dec 29, 2010 10:09 am

Are you using Better Cities and/or Storms & Sounds?


I am using Storms & Sounds, in fact I'm using most plugins recommended in the doc file that accompanies the install files.

Have a look at my Environment Mod List (link in sig), particularily at the Sound section, that's got a few good mods that improve weather sounds.


I looked through that list, and found more than what I was looking for. Thanks a lot, I usually browse Nexus and Planet Elder Scrolls for the top mods, but it's great to have a list available.
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Kyra
 
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Post » Wed Dec 29, 2010 12:35 pm

I am using Storms & Sounds, in fact I'm using most plugins recommended in the doc file that accompanies the install files.


I'm currently trying to track down some bugs associated with S&S, including something similar to what you describe. Try disabling it, and see if that clears up your problems.
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Nomee
 
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Post » Wed Dec 29, 2010 12:45 pm

I'm currently trying to track down some bugs associated with S&S, including something similar to what you describe. Try disabling it, and see if that clears up your problems.


Well, if it helps the process at all, I just encountered this going from outdoors to indoors, a reverse of what normally happens. Is it possible that while you're playing the weather variable gets changed, but before it can finish the transition you move from one space to another, and it attempts to maintain that variable but just setting the weather? IDK, I hope it helps while you're snooping around.
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Marie
 
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Post » Tue Dec 28, 2010 11:44 pm

Hello friends...the time has come...to say fair's fair. Oh, I mean to release the completed Chorrol pack! Yes, indeed.

http://www.megaupload.com/?d=B04CWXF5

@Arthmoor and wrinklyninja: The only issue is all the windows seem to be bright for some strange reason...it might be some vertex color/NiVertexProperty problem. Check out the windows in-game if you could and see what you think. Currently none of the windows have vertex colors set so they default to white. I can make them not glow by setting the vertex color to black but that makes them basically 100% clear. I'm not so great at this vertex color stuff plus Max exporter has wacky bugs that cause problems. Grrr.

Also, I'm going to slightly improve the FG Tower mesh so you can see the main FG building from the windows. That will be quick. I'll do it in a day or two...
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ladyflames
 
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Post » Wed Dec 29, 2010 4:16 am

...to pay the rent, now, to pay our share...

gtm
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Stephy Beck
 
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Post » Wed Dec 29, 2010 3:24 pm

Combo breaker. :P

Cheers Brumbek. :) Looks like I'll be checking out Chorrol too, some people have reported weather issues there as well as the IC, so I'll let you know about the windows.
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Silvia Gil
 
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Post » Wed Dec 29, 2010 1:54 pm

Hmm, I should probably give this a test drive. Pics at Nexus looks promising. Do we need to Pyffi any meshes? Download is only at 35% so can't access the readme yet. Oh, the fileplanet mirror is only version 0.97 .
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Tom Flanagan
 
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Post » Wed Dec 29, 2010 5:25 am

Meshes have already been PYFFIed. We'll update the mirror when we release 0.9.9.

I'm just testing out Chorrol ATM, I'll report my findings in a bit.

EDIT: OK, here's what I think:

Windows are a fair bit too bright. In dull weather this is OK, but on a bright weather, this hurts. Removing RL helps with lighting in general, but it doesn't solve the issue with the windows themselves being almost white. I don't know anything about vertex colours and whatnot, but if it can be changed to lower the brightness, that'd be great. Perhaps RL in Chorrol also needs a tweak, I don't know. :shrug:

I've also come across a few other, slightly related things:
- A few weathers have different classifications for their interior and exterior weathers, and the NoWindows and NoSounds weathers need their classifications removed or changed to better reflect their state.
- There's a few AMB sound effects missing NI* variants. This isn't really a problem, as it's only the light wind sounds, which would probably end up too quiet to hear anyway, but I thought I might as well bring it up.

I'll go through the weather classifications and fix them. I've also experienced a couple of faulty weather sets, but that wasn't on a clean save, and I haven't reproduced it on the clean game yet.

In other news, I've taken down my Weather Debug Utilities. My reasons for doing so were that EW doesn't need it, having no bugs, and while AN may still have some, any reports are pretty useless as I've fixed pretty much everything for 0.9.9 (only thing I haven't fixed is S&S bug, but I haven't even replicated that). I've modified my copy of the plugin to give specific info on AN, so if there turns out to be bugs remaining in 0.9.9, I'll just upload it again to the AN Nexus page. Just to let you all know, in case you wonder where it's gone.
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LittleMiss
 
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Post » Wed Dec 29, 2010 4:06 am

I see in the readme that there's no "night sky/stars/sun replacements textures". I'm guessing there's new cloud textures? (Haven't opened the bsa to check, lazy me) I have amassed quite a collection of day sky textures that I like a lot, so would this require some esp/bsa editing on my part to not loose those?
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Lyndsey Bird
 
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Post » Wed Dec 29, 2010 3:36 pm

Each weather defines its own weather textures. AN does include new textures for the new weathers, but it doesn't have any replacements. So if you've replaced vanilla textures, you'll still see the replacements for the weathers that use them.

EDIT: Apostrophe abuse.
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Nichola Haynes
 
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Post » Wed Dec 29, 2010 4:03 am

I thought so. How about textures from the previous versions of AWS, Natural Weather, etc? I've made some tweaks to those and if they're in the bsa with the same filenames/paths, what then? I know invalidation takes care of the vanilla bsas, but does it also work on mod-bsas?
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Ownie Zuliana
 
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Post » Wed Dec 29, 2010 8:28 am

It works the same way, so your changes will override the stuff in the BSA. We haven't changed the textures themselves though, so that's OK.

EDIT: I need some clarification on the S&S bug. Please only respond if you do not use Better Cities' Imperial City plugin too:

Am I right in thinking the bug involves the disappearance of all interior weather sounds a short time after entering an interior, and that it also involves a weather change from whatever it was before to a stormy weather type, which is then reverted back to the proper weather the next time AN changes the weather (through a load door, after a certain time, etc.)?

Also, under what circumstances do you find that the bug appears? Does it only occur during rainy/stormy weathers, or can it appear during any weather type?

Thanks for any responses, the sooner I get this sorted, the sooner 0.9.9 gets released. :)
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Kyra
 
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Post » Wed Dec 29, 2010 9:36 am

Excellent.
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Chris Jones
 
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Post » Wed Dec 29, 2010 1:13 pm

EDIT: I need some clarification on the S&S bug. Please only respond if you do not use Better Cities' Imperial City plugin too:

Am I right in thinking the bug involves the disappearance of all interior weather sounds a short time after entering an interior, and that it also involves a weather change from whatever it was before to a stormy weather type, which is then reverted back to the proper weather the next time AN changes the weather (through a load door, after a certain time, etc.)?

Also, under what circumstances do you find that the bug appears? Does it only occur during rainy/stormy weathers, or can it appear during any weather type?

Thanks for any responses, the sooner I get this sorted, the sooner 0.9.9 gets released. :)


I haven't heard if the sounds stop after entering the interior, probably because I wasn't really listening for that. I'll open up Oblivion and have a listen. Otherwise you are correct that it changes to stormy and reverts back later, as that's what has happened to me so far, I can be sure once I've wondered around Oblivion for a few minutes.

The bug appears - as far as I know - during all weather types. The times it had happened to me were during clear and cloudy weather.

Edit: So far from my experiments and such, I haven't noticed the sounds disappearing. Actually I don't hear any sounds on the inside unless it's storming. I DID notice, however, that after the bug occured, using FW 38ef0 in the console will switch the weather, but as soon as you enter any building it goes back to what it was before. Same with SW 38ef0.
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Stacy Hope
 
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Post » Wed Dec 29, 2010 4:39 pm

I currently am not using Better Cities. One bug I've come across (very minor) is when pressing "T" to bring up the wait window and then immediately pressing cancel, this seems to trigger rainy stormy weather. I think it only happens during overcast weather though. So I'm assuming that the game is scheduling rainy stormy weather for the next transition after the overcast, but it fast forwards to this transition when pressing "T" even if you don't click the wait button after pressing "T". Kinda weird, but I can live with it. Hope I explained that clearly enough.

I'm using OCC currently.

@Brumbek - Thank you thank you thank you!!! Looking forward to testing/playing it.
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Trent Theriot
 
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Post » Wed Dec 29, 2010 8:57 am

@ MechTiger: Hmm, that seems to be a different variation. The sounds are pretty quiet, so you probably just can't hear all but the loud ones. The weather switching you described is supposed to happen - that's AN making sure the right weather is being set.

@ far327: I seem to have fixed that on the patch at Nexus, though it might not actually be the real fix. Does it happen without S&S? I'll try it out with S&S and see what happens.
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Adam Porter
 
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Post » Wed Dec 29, 2010 4:17 am

@ MechTiger: Hmm, that seems to be a different variation. The sounds are pretty quiet, so you probably just can't hear all but the loud ones. The weather switching you described is supposed to happen - that's AN making sure the right weather is being set.

@ far327: I seem to have fixed that on the patch at Nexus, though it might not actually be the real fix. Does it happen without S&S? I'll try it out with S&S and see what happens.

My guess is it's probably S&S only because I didn't always experience this behavior. There have been many times when building my load order that I didn't add in S&S because I may of forgotten etc...
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Eliza Potter
 
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