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

Post » Wed Dec 29, 2010 8:16 am

@ far327: See below. I can't replicate your problem in any case, so it's probably been fixed.

I checked out the S&S scripts, and they don't change weather, except for a single script run (fraction of a second) to simulate a lightning flash, before setting it back to what it was before. So S&S can't be responsible for weather changes.

Regarding interior sounds and whatnot, S&S only uses PlaySound(3D), so it's not responsible for stopping interior sounds. However, its sounds aren't set to loop, so depending on script conditions it may only play them once (creating interior sounds for a couple of seconds), and then stop (leaving a relative silence).

So S&S can't affect AN's workings, and it is possible that S&S may only play interior sounds once of its own accord. Hence, if you're getting the sounds turning off bug, I'd recommend that you disable the interior sounds part of S&S, and just use AN's sounds for interiors.

Now that I've cleared that up, I think that's all the weather issues sorted. :D
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Rozlyn Robinson
 
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Post » Wed Dec 29, 2010 1:41 am

@ 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.
This patch you are speak of, is this an S&S patch, or AN patch? As of now I am running the latest 0-9-8 version of AN with the two updates currently up on Nexus. If you cannot recreate the bug, I will try again at home tonight and get some FRAPS video footage.
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Hayley Bristow
 
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Post » Wed Dec 29, 2010 6:53 am

I meant the AN patch. My not being able to recreate the bug probably means that I've fixed it. Just to be sure, can you open up the All Natural Base.esm in TES4Edit, and look at the ANWeather script. The bit in MenuMode should look like this:

begin menumode 1012;Sleep/Wait Menuif IsTimePassing == 1	if (GetCurrentTime + (GameDaysPassed * 24)) < timeForCheck		set flag to 3		set weatherShouldForce to 1	elseif (GetCurrentTime + (GameDaysPassed * 24)) >= timeForCheck		set flag to 1		set weatherShouldForce to 1	endifendifend


If it doesn't, then I've definitely fixed it for 0.9.9. If it does, then the bug still might not have been fixed.
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Matthew Warren
 
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Post » Wed Dec 29, 2010 4:38 am

I meant the AN patch. My not being able to recreate the bug probably means that I've fixed it. Just to be sure, can you open up the All Natural Base.esm in TES4Edit, and look at the ANWeather script. The bit in MenuMode should look like this:

begin menumode 1012;Sleep/Wait Menuif IsTimePassing == 1	if (GetCurrentTime + (GameDaysPassed * 24)) < timeForCheck		set flag to 3		set weatherShouldForce to 1	elseif (GetCurrentTime + (GameDaysPassed * 24)) >= timeForCheck		set flag to 1		set weatherShouldForce to 1	endifendifend


If it doesn't, then I've definitely fixed it for 0.9.9. If it does, then the bug still might not have been fixed.

Sure thing, though I won't be able to check until this evening. Currently at work. Thanks for the follow up.
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Chrissie Pillinger
 
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Post » Wed Dec 29, 2010 5:19 pm

Excuse the seemingly stupid questions:

1. Are the nights supposed to be darker? If not, which mod would be compatible? Dark as in "Need my Torch at night".
2. If I have S&S, which esp am I supposed to use. There's none specifically for AN so I figured I might just ask.
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Tiffany Carter
 
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Post » Wed Dec 29, 2010 9:01 am

1. Use Enhanced Nights in ini.
2. Use OBSE esp.
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hannah sillery
 
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Post » Wed Dec 29, 2010 2:07 am

Oh god, excuse my stupidness in the first question... As soon as I opened up the ini I remembered using it some time back (haven't touched oblivion for some time).

About the second question - I'll try as soon as I get the Installers Tab in Wrye Bash running again.

However, thanks for the quick reply :) .
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Isabel Ruiz
 
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Post » Wed Dec 29, 2010 10:40 am

@ far327: See below. I can't replicate your problem in any case, so it's probably been fixed.

I checked out the S&S scripts, and they don't change weather, except for a single script run (fraction of a second) to simulate a lightning flash, before setting it back to what it was before. So S&S can't be responsible for weather changes.

Regarding interior sounds and whatnot, S&S only uses PlaySound(3D), so it's not responsible for stopping interior sounds. However, its sounds aren't set to loop, so depending on script conditions it may only play them once (creating interior sounds for a couple of seconds), and then stop (leaving a relative silence).

So S&S can't affect AN's workings, and it is possible that S&S may only play interior sounds once of its own accord. Hence, if you're getting the sounds turning off bug, I'd recommend that you disable the interior sounds part of S&S, and just use AN's sounds for interiors.


Hmm, then I wonder if it's another mod I installed? I'll go through my list and make sure I don't have any that could possibly conflict.

How would I go about turning off the interior sounds part of Storms & sounds?
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Anne marie
 
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Post » Wed Dec 29, 2010 7:05 am

startquest stormmenu I think. It's in the S&S readme, anyway.
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JeSsy ArEllano
 
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Post » Wed Dec 29, 2010 5:24 am

I'm beginning to think I didn't install S&S correctly. I used the Omod version from Nexus, but the manual version seems to have a better explanation and a clear-cut install. It COULD be the omod version is outdated, or uses the non-obse version. I'm going to manually install it and let you know if it fixes anything.

EDIT:

Yeah, turns out the version I had was actually the non-obse version, I now notice the inside noises, the rain isn't always storming anymore (used to only storm, light rain was non-existant), and I've yet to encounter the "straight to storm" bug.
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katsomaya Sanchez
 
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Post » Wed Dec 29, 2010 11:24 am

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:


Quick check in nifskope reveals what I think is the problem. It's not the vertex shading, it's the emissive color on the material property blocks for the windows. The Chorrol meshes are currently set to FFFFFF (white) when they should be set to 000000 (black). A quick look at other interior meshes indicates this is probably the issue. Only the emissive color should be changed, the others look like they should be fine as is.
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HARDHEAD
 
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Post » Wed Dec 29, 2010 5:46 am

Quick check in nifskope reveals what I think is the problem. It's not the vertex shading, it's the emissive color on the material property blocks for the windows. The Chorrol meshes are currently set to FFFFFF (white) when they should be set to 000000 (black). A quick look at other interior meshes indicates this is probably the issue. Only the emissive color should be changed, the others look like they should be fine as is.

Oh, wow...that's so obvious now! Thank you Arthmoor, you always know how to fix my crazy nif problems. You will be placed in an important position in my coming empire (assuming you survive the worldwide coup, naturally). Anyway, ok, I'll fix the blasted windows and then finally be done! Man, it feels good to be done with Chorrol.

And forget about what I said about the Chorrol FG. It's good as it is. However, what we could do is edit the ChorrolFG Tower interior cell and add the exterior mesh of the main FG building to it since you really should be able to see it...do we want to do that? Likewise we could edit the Chorrol MG top story to add the interior stuff that you should be able to see on the lower levels through the windows (carpets basically).
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Jacob Phillips
 
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Post » Wed Dec 29, 2010 10:55 am

I'm all for adding the towers and carpets and such. That added touch of realism will fit nicely.

Just let me know when the coup comes so I can get back aboard my star cruiser first :)
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Stephanie I
 
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Post » Wed Dec 29, 2010 7:34 am

Ok, so I've done it all. This pack should be the final real deal. I've fixed all the windows. I've also added the FG main building to the FG tower. http://i275.photobucket.com/albums/jj317/Brumbek/ANChorrolFG.jpg. I've also added some interior stuff to the MG top story. http://i275.photobucket.com/albums/jj317/Brumbek/ANChorrolMGCarpet.jpg and if you look closely you can see carpet and a bench in the lower level window! So exciting! Heh...

http://www.megaupload.com/?d=ZGTL8ZHT

Be sure to use all the meshes from this release to overwrite the old releases because I've updated and fixed a bunch of them.

@Arthmoor and wrinklyninja: I've also added some fixed meshes just for AN to solve some problems like too long chandelier chains and inner walls that go outside the interior. The .esp has all these changes, three new statics, plus the FG Tower change and added MG stuff, so all this needs to be merged into the final .esp. ;)

So whenever you want to get together a test 0.9.9 build is great, just let me know so I can test it before release to make sure all my beautiful changes are in there, heh.
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Life long Observer
 
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Post » Wed Dec 29, 2010 6:09 pm

Wow... that interior work on the Mages' Guild building is one of those things that you don't even really notice, but seems to add that much more immersion. That's a nice touch :D
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RUby DIaz
 
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Post » Wed Dec 29, 2010 6:41 am

Right. I think it's about time to avoid going to Megaupload for anything more. This is the 3rd time in a week their site has tried to infect my PC with a virus. Brumbek, could you get that file uploaded on 4Shared instead? I already have it, but there's no sense in sending other people to a virus infected website along with their newfound attraction to loud obnoxious spam ads when you click the download button.
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Alada Vaginah
 
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Post » Wed Dec 29, 2010 12:16 pm

Right. I think it's about time to avoid going to Megaupload for anything more. This is the 3rd time in a week their site has tried to infect my PC with a virus. Brumbek, could you get that file uploaded on 4Shared instead? I already have it, but there's no sense in sending other people to a virus infected website along with their newfound attraction to loud obnoxious spam ads when you click the download button.


How does it try to infect a virus? Is it that "Congratulations, you have won" scam? Or is it more subtle?

BTW, http://games.on.net seems to be the best source for large mods nowadays, and may be a good place to upload mods to.
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Jeff Tingler
 
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Post » Wed Dec 29, 2010 3:34 pm

How big is the file? I have webspace and bandwidth that I hardly ever use, if there is *huge* demand for the file it could just serve as a mirror, though.

http://www.mediafire.com/ is a decent alternative, not sure on the file size limit though.
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Monique Cameron
 
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Post » Wed Dec 29, 2010 5:42 am

MediaFire is a possibility, the archive is ~ 140MB last time I checked, and it's not going to get over 200MB, even with the SI meshes when they're put in.

EDIT: I'm currently looking at customiseable weather chances and a few new more violent weather types (whiteout snowstorms, driving rainy thunderstorms) as additions to the 1.0 release of AN. It's going to take a while because for the former I want to get a simple-but-robust system, and the latter are going to be done from scratch, and I'm hoping to get HTF-level of quality weathers done, since they'll be going into EW too.
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kasia
 
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Post » Wed Dec 29, 2010 1:21 pm

Oooo00oo0oOoh, that sounds like it's going to be awesome, wrinkly. :drool:
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JLG
 
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Post » Wed Dec 29, 2010 10:59 am

so much good news coming from this thread man!
I was roaming the chorrol mages guild last night and I must say it looked amazing! I didn't really notice anything wrong with the meshes, but looking forward to checking out the final release tonight:)
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Amanda Furtado
 
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Post » Wed Dec 29, 2010 12:35 pm

so much good news coming from this thread man!
I was roaming the chorrol mages guild last night and I must say it looked amazing! I didn't really notice anything wrong with the meshes, but looking forward to checking out the final release tonight:)


Final release? We've still got to collate our changes and test everything out before you can get your hands on anything. Come back in a week or so, I'd imagine it'd be ready by then. :)
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alicia hillier
 
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Post » Wed Dec 29, 2010 7:16 am

Is Enhanced Seasons ever going to come back? Or is it going to be integrated with AN? The file's blocked on Nexus, so I was just wondering.
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DAVId MArtInez
 
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Post » Wed Dec 29, 2010 9:07 am

It'll come back, but as a separate mod, not part of AN. It's just blocked on Nexus because it's bugged, and I'm not really motivated to fix it instead of working on my other projects, and I don't want to distribute buggy stuff to people if I'm not going to work at fixing it.

So yes, it'll be back, but I can't give an ETA on it. TBH it's not really something I'm very interested in continuing with, but I'll get around to fixing it up at some point. First though, I've got final versions of EW and Ambient Dungeons, and probably AN 1.0 too. Not to mention whatever I'm doing with OBGE.
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Julie Serebrekoff
 
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Post » Wed Dec 29, 2010 7:08 am

MediaFire is a possibility, the archive is ~ 140MB last time I checked, and it's not going to get over 200MB, even with the SI meshes when they're put in.

EDIT: I'm currently looking at customiseable weather chances and a few new more violent weather types (whiteout snowstorms, driving rainy thunderstorms) as additions to the 1.0 release of AN. It's going to take a while because for the former I want to get a simple-but-robust system, and the latter are going to be done from scratch, and I'm hoping to get HTF-level of quality weathers done, since they'll be going into EW too.


Oooo, sounds nice.
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Tiffany Castillo
 
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