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

Post » Wed Dec 29, 2010 1:49 am

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 v0.9.9 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v0.9.9 @ ModDB

A patch for Nascosto Isles to bring the sky coloration in line with the values used by All Natural is included.
A patch to provide transparent window meshes for Kvatch Rebuilt is included, along with an extensive filter for interior weather to apply to various mods.

http://www.gamesas.com/index.php?showtopic=1072896

Beta 0.9.9

* Fixed weather script compatibility with Elsweyr and Better Cities, improved fast travel weather behaviour, and fixed a few bugs in the weather script.
* Added full interior and exterior support for Oblivion Gate weather in Cyrodiil, and individually customisable weather chances for each weather type in Cyrodiil and SI.
* Tweaked a large number of weathers for better lighting, and a fixed a few anomalies in some others.
* Adjusted lighting in the Perception dreamworld so the path isn't completely obscured.
* Removed flame from Elder Council chamber.
* Chorrol interior meshes are now completed.
* Added the following meshes:
chorrol\interior\chandelierhangingrod02AN.nifchorrol\interior\chorrolfgchorrolinterior01.nifchorrol\interior\chorrolfgtowerinterior01.nifchorrol\interior\chorrolfightersguild01AN.nifchorrol\interior\chorrolfightersguildhallinterior01.nifchorrol\interior\chorrolhousemiddle01interior.nifchorrol\interior\chorrolhousemiddle02interior.nifchorrol\interior\chorrolhousemiddle03interior.nifchorrol\interior\chorrolhousemiddle04interior.nifchorrol\interior\chorrolhousemiddle05interior.nifchorrol\interior\chorrolhousemiddle06interior.nifchorrol\interior\chorrolhousemiddle07interior.nifchorrol\interior\chorrolhousemiddle08interior.nifchorrol\interior\chorrolhousemiddle09interior.nifchorrol\interior\chorrolhouseupper01interior.nifchorrol\interior\chorrolhouseupper02interior01.nifchorrol\interior\chorrolhouseupper02interior02.nifchorrol\interior\chorrolhouseupper02interior03.nifchorrol\interior\chorrolhouseupper03interior.nifchorrol\interior\chorrolhouseupper04interior01.nifchorrol\interior\chorrolhouseupper04interior02.nifchorrol\interior\chorrolhouseupper04interior03.nifchorrol\interior\chorrolmageguildbottomstory.nifchorrol\interior\chorrolmageguildmiddlestory.nifchorrol\interior\chorrolmageguildtopstory.nifchorrol\interior\chorrolmguildwallupper02AN.nif


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 meshes:
chorrol\interior\chorrolmageguildbottomstorychorrol\interior\chorrolmageguildmiddlestorychorrol\interior\chorrolmageguildtopstory


* Fixed 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:[codebox]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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celebrity
 
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Post » Wed Dec 29, 2010 3:44 am

No BAIN doesn't support any scripting but I replace that with careful "readme" reading :P.
I was just surprised because I didn't remember that I had pre-renamed the main esp in my BAIN package for it to support the S&S mod patches :).


BAIN will shortly be supporting scripted installs though, so that's about to change :)
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Sara Johanna Scenariste
 
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Post » Tue Dec 28, 2010 8:07 pm

BAIN will shortly be supporting scripted installs though, so that's about to change :)



OOo, nice.
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Lauren Dale
 
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Post » Wed Dec 29, 2010 1:20 am

Just making sure, but you guys are going to do all of SI eventually, right? I refuse to go back there again (on a new character) until that's out :D
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louise fortin
 
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Post » Wed Dec 29, 2010 12:10 am

Heh, you'll be staying away for a very long time then. Brumbek's work takes time, and I'm sure he'd like a holiday after Chorrol is finished.
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Neko Jenny
 
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Post » Tue Dec 28, 2010 10:18 pm

Just wanted to say that this is a new addition to my game and I am loving the atmosphere it brings, well done on all your hard work! :foodndrink:
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Claire Jackson
 
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Post » Wed Dec 29, 2010 9:49 am

I just took a look at Better Cities, and yes, the Imperial City is completely messed up for some reason.

The sound missing in interiors is not due to Storms & Sounds, but this. I'll get right on trying to fix it.

EDIT: It's because BC is so damn difficult, and assigns the districts to that new worldspace. Same problem as before, but this time it's the interior cells not being recognised as allowable, as you're entering from a worldspace that is neither the Tamriel one, or one that's got Tamriel as a parent. Damn annoying, is what it is. I suppose that I could also use GetEditorID on the current cell if it is an interior, and maybe compare the returned string with the universal "IC" starting string for all IC interiors.

EDIT 2: Well, that seems to have fixed it. Now to check out the Arena, before I can get back to fixing the Oblivion weather.

EDIT 3: Arena weather works fine, Marshmallow. I don't know why things don't work for you, but perhaps I fixed it in the course of fixing something else.
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Umpyre Records
 
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Post » Wed Dec 29, 2010 7:07 am

excellent, wrinklyninja. glad to hear you figured out what's happening.

it has been reported a few times in Storms & Sound threads of repeating/looping thunder sounds. has something to that effect also been reported in AN? btw, i have just started using AN - was using EW for the longest time with no issues. i have some more testing to do but it seems i found something as i am having that problem in certain cells.
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SEXY QUEEN
 
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Post » Wed Dec 29, 2010 4:15 am

Well, people report it, but no-one's actually told me when it occurs. Is it:

1. Using only AN.
2. Using AN + S&S.
3. Using only S&S.

If it's the first one, I'd take a look, but I'm not going shooting in the dark at a rabbit that doesn't exist. Which is what trying to fix that bug is, without that info.

As far as I can tell, which is pretty far, there's no way that AN can cause that on its own, so either it's a S&S bug, or S&S is messing with sounds and causing AN's interior sounds to switch off.

But that's all just conjecture without some evidence and information.
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Davorah Katz
 
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Post » Wed Dec 29, 2010 6:56 am

Well, people report it, but no-one's actually told me when it occurs. Is it:

1. Using only AN.
2. Using AN + S&S.
3. Using only S&S.

that is exactly what i was going to try to figure out. when i finally heard it i understand why the complaints. :brokencomputer:
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Luis Longoria
 
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Post » Tue Dec 28, 2010 7:55 pm

Glad to see you figured it out! Thanks for looking into it, is that now fixed in the 0.98 version?

No rush of course, but just wondering as I would love to see Real Lights everywhere! Although I haven't noticed anywhere that hasn't had Real Lights YET w/ 0.97. I am also only a level 1 using FCOM so it will be awhile before I get everywhere.

I will have to look into that to see if it still occurs with/without S&S. I am using both, if that helps. S&S 3.0 and AN 0.97 at the moment.

-J
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Micah Judaeah
 
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Post » Wed Dec 29, 2010 10:16 am

In 0.9.7 there were numerous dungeons that hadn't been touched. Cities and the IC sewers had already been done by then. 0.9.8 finished the dungeon work so everything is done now. The more people using 0.9.8 the more likely any residual problems are to be found, so it's better to go ahead and try it than sit around waiting. I'd hate to have things hit 1.0 and then hear people complain because nobody wanted to upgrade past 0.9.7 :)

This interior weather sound thing. If I'm understanding right, weather sound is looping in some unusual way? If so I can't say I've ever run into that. I don't use S&S myself because when I tried it, it went nuts outside with thunderstorms popping up all the time, and the lighting thing was insanely over done. I never really got far enough with it to go indoors.
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Jah Allen
 
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Post » Tue Dec 28, 2010 9:22 pm

I don't use S&S myself because when I tried it, it went nuts outside with thunderstorms popping up all the time, and the lighting thing was insanely over done. I never really got far enough with it to go indoors.

You can adjust the S&S settings of course (the default frequencies etc. WERE over the top in my opinion.) But I too dropped it after a while. For me the AN weather is plenty.
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Rhysa Hughes
 
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Post » Tue Dec 28, 2010 8:18 pm

@ Jamrock990: No, it's not fixed in 0.9.8, and I won't be releasing another patch for it. It'll be in 0.9.9 though.

Could you go back to using 0.9.8, and find out for me under which configuration the sound bug happens?
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Daniel Brown
 
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Post » Wed Dec 29, 2010 4:25 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.
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djimi
 
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Post » Wed Dec 29, 2010 10:51 am

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.
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carley moss
 
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Post » Tue Dec 28, 2010 8:15 pm

@ Jamrock990: No, it's not fixed in 0.9.8, and I won't be releasing another patch for it. It'll be in 0.9.9 though.

Could you go back to using 0.9.8, and find out for me under which configuration the sound bug happens?


Yes, I will look into that. I suspect as you know it is something BC related, as it seems to only happen there but I'll try to look into it a bit more.


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.


For S&S you can type startquest stormtest in the console, but I guess that wouldn't cover AN.
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Charles Mckinna
 
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Post » Tue Dec 28, 2010 11:43 pm

If you could try to replicate it in non-Better Cities - Imperial City cells, as those are broken for the moment. If you're not using BC, then they're fine, but try replicating the S&S bug in somewhere that's not already bugged with something that could interfere. :)
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Taylah Haines
 
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Post » Wed Dec 29, 2010 2:00 am

Ok i found the bug that caused this to happen http://www.xfire.com/video/20f408/ i can now confirm that the DLCFrostcrag - Unofficial Patch.esp v15 and by removeing it i think it may of fixed this one http://www.xfire.com/video/1aefa1/ to but iam yet to confirm that.
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Damian Parsons
 
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Post » Wed Dec 29, 2010 8:48 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.
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Chris BEvan
 
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Post » Wed Dec 29, 2010 12:53 am

i have been having the same problem as post #29 of http://www.gamesas.com/bgsforums/index.php?showtopic=1072896 where the interior windows are transparent but not showing any weather due to the fact that there is no climate in the interior cell. however, the solution for that user (bashed patch was not finishing appropriately) is not happening for me. my bashed patch is finishing as it should with no errors in its log. i tried making my own esp and testing to see if the interior flags were being overridden. i placed my esp last and it still wouldn't work. i checked the all-natural.esp and all the flags were there. can someone please help me
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Rachyroo
 
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Post » Wed Dec 29, 2010 12:36 am

Are you using Better Cities?
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Catherine N
 
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Post » Wed Dec 29, 2010 5:23 am

yes, but it wasn't working before nor after i installed better cities
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Josephine Gowing
 
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Post » Wed Dec 29, 2010 4:16 am

[see below]
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Prue
 
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Post » Wed Dec 29, 2010 11:16 am

I installed the latest transparent windows that Brumbek made for Chorrol! Fantastic work BTW!
Has it already been pointed out that there are purple windows inside of the Vanilla player home in Chorrol?

I will keep my eyes peeled for other oddities.

EDIT - I was using better cities at the time I tested, so I will double check how they look with Vanilla.
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TIhIsmc L Griot
 
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