Weather: All Natural, Thread 23

Post » Sat Feb 19, 2011 7:16 am

Ok, actually it wasn't from fast travel, it was from using the travel agent in my travel services mod. They function by doing a moveto and adding the elapsed time in hours to the clock. However, you ALWAYS end up in the new cell with default 38EEE weather. I would have expected at least some variety in the change, like how regular fast travel works. Here's the SQV output after the trip, as captured by Conscribe:

Spoiler
sqv anweatherquest
->fQuestDelayTime = 0.0100
->currentTime = 2935.5447
->transitionTime = 0.0000
->timeForCheck = 2936.9380
->maptime = 0.0000
->ClearLength = 9.0000
->CloudyLength = 9.0000
->OvercastLength = 7.0000
->FogLength = 6.0000
->RainLength = 6.0000
->StormLength = 4.0000
->SnowLength = 4.0000
->dayOfYear = 359
->chClear = 35
->chCloudy = 57
->chOver = 64
->chFog = 69
->chRain = 71
->chSnow = 100
->chStorm = 72
->bruma = 0
->dayRand = 2
->weatherRand = 12
->weatherShouldForce = 0
->cell = 1
->flag = 0
->fastTraveled = 0
->bExpression = 1
->number = 15
->InCyrodiil = 1
->cellLastFrame = (00005ED1)
->newWeather = (020008CA)
->newWeatherInterior = (02000871)
->newWeatherNoWindows = (020186F9)
->oldWeather = (02000867)
->oldWeatherInterior = (02000841)
->oldWeatherNoWindows = (020186F9)
->targetWeather = (020008CA)
->oldTargetWeather = (02000867)
->oldclimate = (0000015F)
->currentClimate = (0000015F)
->lastExteriorWorldSpace = (0000003C)
->lastWorldSpace = (0000003C)
->currentWorldSpace = (0000003C)
->nearestGate = (00000000)
->regions = 83.0000
->cellName = 381
->Oblivion = 0
--- Quest state -----------------------------
Running? Yes
Current stage: 0
Priority: 60



OK, I reckon that it might be that the AN fast travel detection just isn't detecting CTS travelling. I'll install that and take a look at it next week some time.
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Ysabelle
 
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Post » Fri Feb 18, 2011 7:43 pm

Well CTS isn't doing anything super special. It's just a MoveTo command, which any mod is capable of issuing. So it seems like AN is having a more general problem with sudden cell shifting?
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Mrs. Patton
 
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Post » Sat Feb 19, 2011 8:05 am

Well CTS isn't doing anything super special. It's just a MoveTo command, which any mod is capable of issuing. So it seems like AN is having a more general problem with sudden cell shifting?

Probably. FT is detected by checking the time when you go to your map screen with the time when you get back to gamemode, so if you're not going to the map, then it won't be detected. I'll try to think of something solid for moveto FTing.
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Jay Baby
 
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Post » Sat Feb 19, 2011 2:11 am

Is there anyway to get darker nights to All Natural? I loved it when the nights were almost pitch black on Enchanced Weather Darker Nights, if the Moon didn't shine. : P
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Jeff Tingler
 
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Post » Sat Feb 19, 2011 10:51 am

Is there anyway to get darker nights to All Natural? I loved it when the nights were almost pitch black on Enchanced Weather Darker Nights, if the Moon didn't shine. : P

It is... check the All Natural ini.
; ============================================================
; | Enhanced Nights (OBSE) - Configurable nights for Tamriel |
; ============================================================

set ANInitQuest.ENEnabled to 0 ; Enable/Disable Enhanced Nights. (0) <---- change it to 1

Set ANInitQuest.ENDarknessParameter to 1 ; Multiplier of the brightness at night.
Set ANInitQuest.ENNormalizeNightAmbient to 0 ; Enables/Disables vanilla's blue tint at night.
Set ANInitQuest.ENNormalizeParameter to 0 ; If above is 0, set to 0. If above is 1, set to (DarknessParameter * 60).
; Suggested Values:

; -------------------------------------------------------------------------------------------------
; | |Vanilla|50% Darker Nights|80% Darker Nights|Original Colour Darker Nights|
; -------------------------------------------------------------------------------------------------
; |DarknessParameter | 1 | 0.5 | 0.2 | 0.33 |
; |NormalizeNightAmbient| 0 | 1 | 1 | 0 |
; |NormalizeParameter | 0 | 30 | 12 | 0 |
; -------------------------------------------------------------------------------------------------
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Noraima Vega
 
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Post » Sat Feb 19, 2011 8:32 am

I just wanted to post how impressed I am with this mod. All the cells that I've been in so far the lighting has been just right, it was nice to hear the weather sounds as well.
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Michael Russ
 
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Post » Sat Feb 19, 2011 11:24 am

It is... check the All Natural ini.
; ============================================================
; | Enhanced Nights (OBSE) - Configurable nights for Tamriel |
; ============================================================

set ANInitQuest.ENEnabled to 0 ; Enable/Disable Enhanced Nights. (0) <---- change it to 1

Set ANInitQuest.ENDarknessParameter to 1 ; Multiplier of the brightness at night.
Set ANInitQuest.ENNormalizeNightAmbient to 0 ; Enables/Disables vanilla's blue tint at night.
Set ANInitQuest.ENNormalizeParameter to 0 ; If above is 0, set to 0. If above is 1, set to (DarknessParameter * 60).
; Suggested Values:

; -------------------------------------------------------------------------------------------------
; | |Vanilla|50% Darker Nights|80% Darker Nights|Original Colour Darker Nights|
; -------------------------------------------------------------------------------------------------
; |DarknessParameter | 1 | 0.5 | 0.2 | 0.33 |
; |NormalizeNightAmbient| 0 | 1 | 1 | 0 |
; |NormalizeParameter | 0 | 30 | 12 | 0 |
; -------------------------------------------------------------------------------------------------

Thanks for helping me. :D Now my nights are as black as I wanted them to be.
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Facebook me
 
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Post » Sat Feb 19, 2011 10:35 am

Hi,
I have been having issues with Oblivion gate weather. When I approach a gate and the weather shifts to the red Oblivion sky, it also rains. I have a similar problem with the Kvatch gate area after it's closed; I don't get the Oblivion sky there, just the stormy weather.

I noticed in the changelog that a similar-sounding Kvatch weather problem is listed as one of the fixes in 0.9.7, but I am running 0.9.9 with the fix pack and I still get it. I am also using the Kvatch Rebuilt patch, if that's relevent.
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Elea Rossi
 
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Post » Sat Feb 19, 2011 5:34 am

Hi,
I have been having issues with Oblivion gate weather. When I approach a gate and the weather shifts to the red Oblivion sky, it also rains. I have a similar problem with the Kvatch gate area after it's closed; I don't get the Oblivion sky there, just the stormy weather.

I noticed in the changelog that a similar-sounding Kvatch weather problem is listed as one of the fixes in 0.9.7, but I am running 0.9.9 with the fix pack and I still get it. I am also using the Kvatch Rebuilt patch, if that's relevent.


Oblivion Gate/Kvatch Weather is still broken a bit in the latest release, but what you're describing is normal behaviour - AN adds rain to oblivion storms, and once you close the gate at Kvatch, it's supposed to go stormy.
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His Bella
 
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Post » Sat Feb 19, 2011 4:10 am

Oblivion Gate/Kvatch Weather is still broken a bit in the latest release, but what you're describing is normal behaviour - AN adds rain to oblivion storms, and once you close the gate at Kvatch, it's supposed to go stormy.

Thanks, I didn't realize AN is supposed to add the rain to Oblivion gate weather.

Is it normal for the Kvatch weather to turn rainy every time I return to the area though? I am doing Kvatch Rebuilt, and I get a fast transition to stormy weather every time I go back to where the gate was. As soon as I enter Kvatch, the weather goes back to what it was. I don't experience this behavior with AN turned off.
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Naazhe Perezz
 
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Post » Sat Feb 19, 2011 5:51 am

Thanks, I didn't realize AN is supposed to add the rain to Oblivion gate weather.

Is it normal for the Kvatch weather to turn rainy every time I return to the area though? I am doing Kvatch Rebuilt, and I get a fast transition to stormy weather every time I go back to where the gate was. As soon as I enter Kvatch, the weather goes back to what it was. I don't experience this behavior with AN turned off.


KR Patch is broken in latest release, but all signs point to it being fixed for the next release.
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Fanny Rouyé
 
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Post » Sat Feb 19, 2011 1:47 am

KR Patch is broken in latest release, but all signs point to it being fixed for the next release.

Sounds good. Thanks.
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Alba Casas
 
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Post » Sat Feb 19, 2011 8:06 am

Hi.
I'm having an issue with Real Lights.
I'm just using that .esp along with the meshes and textures for it provided in the .bsa file. I'm using Arthur's Natural Environments mod.
All Natural - Real Lights doesn't conflict with that mod.

Using OBMM...
I have installed it following the readme to the letter. Takes a loooong time to process that huge BSA file making an OMOD.
I've also tried extracting the mesh and texture files just for Real Lights, making their own exclusive file just so I could bypass the long processing time to make the OMOD.
I have not directly installed these files in the main data folder but have made an OMOD instead for easy installation/uninstallation.


I've installed and re-installed numerous times thinking it was my mistake but I'm missing meshes and some natural daylight which should be visible. Daylight coming from ports or holes in the ceilings of dungeons and caves.

I started a new game.
In the Imperial Prison player cell I'm missing a mesh. Natural daylight seems odd here as just the 'light beam' is showing.
http://i789.photobucket.com/albums/yy175/Bugaw/ImperialPrisonstart.jpg

I decided to take a look around for more. Using the TCL console command I took a look at the hallway opening. Same issue.
http://i789.photobucket.com/albums/yy175/Bugaw/ImperialPrisonhallwayoutsideplayerc.jpg

Then after the guards enter my cell and open the wall.....in the first area where natural daylight should be coming down in beams from the port holes in the ceiling I'm getting the missing mesh star as well with no 'sunbeam' light where there naturally should be.
http://i789.photobucket.com/albums/yy175/Bugaw/ImperialPrisonfirstarea.jpg




Then using the TCL console command again I got a full shot of the missing meshes.
http://i789.photobucket.com/albums/yy175/Bugaw/Collisiontoggleshotofthefirstarea.jpg

Using BOSS and current master list.
My load (ewww)

Oblivion.esm
You Are Here.esm
EnhancedWeather.esm
Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
Francesco's Optional New Creatures Add-On.esm
Cobl Main.esm
Better Cities Resources.esm
AFC v2 Core.esm
Bab.esm
HorseCombatMaster.esm
HrmnsOblivionScriptOptimizationv1.0.esp
Colourwheels sixy Female NPCs.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
No_More_Oblivion_Gates-2581.esp
MOBS SI.esp
MOBS SI Optional Combat Settings.esp
Unofficial Oblivion Patch.esp
Oblivion Vwalk UOS.esp
DLCShiveringIsles Vwalk UOS.esp
DLCShiveringIsles Vwalk DG_DS UOS.esp
Colourwheels sixy Female NPCs Vwalk UOS.esp
Arthur_Natural_Weather_HDR_by_Max_Tael.esp
Natural_Habitat_by_Max_Tael.esp
EnhancedWeather.esp
EnhancedWeather - Darker Nights, 80.esp
All Natural - Real Lights.esp
Enhanced Water v2.0 HD.esp
Better Bell Sounds.esp
MIS.esp
MIS New Sounds Optional Part.esp
Soundscaper.esp
Storms & Sound.esp
WindowLightingSystem.esp
AFC v2 Damage Text.esp
AFC v2 Locational Damage.esp
FOV Modifier.esp
Lock Bash Omega.esp
Security Rebalance-Traps and Bash Locks.esp
more_classes.esp
P-Froggys Wall Climbing EV.esp
RAEVWD New Sheoth.esp
RAEVWD Cities.esp
RAEVWD Imperial City.esp
Reset the Blood Decal Variable.esp
Vows and Covenants.esp
wd purse of wonders.esp
Wyverex - Deployable Traps.esp
Crowded Cities 15.esp
Crowded Cities 15 Vwalk.esp
Crowded Roads.esp
Crowded Roads Vwalk.esp
FF_Real_Thirst.esp
Duke Patricks - Friendship Ring For Companion Detection.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
Bab.esp
LockpickToolkit.esp
Babarized RareTradeGoods.esp
Babarized BrashLeatherArmors.esp
Colourwheels sixy Stock Armor & Clothing Replacer.esp
Colourwheels sixy SI Armor & Clothing Replacer.esp
FF_Horse_Whistle.esp
Francesco's Optional Chance of Stronger Bosses.esp
Francesco's Optional Chance of Stronger Enemies.esp
Francesco's Optional Files 1.esp
Francesco's Optional Files 2.esp
Francesco's Optional Files 4.esp
LexScalesArmour.esp
VictorsSpoils.esp
Cobl Glue.esp
Cobl Si.esp
FF_Real_Thirst, Cobl.esp
COBL-FransCre.esp
COBL-FransNewCre.esp
ReteroX_BBEvilSkeletons.esp
BabShop.esp
AshTentMod.esp
Castle_Dunkerlore_V1.esp
FF_WaldnirsWoods.esp
ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp
ImpeREAL Empire - Unique Forts.esp
Reaper_Drakelowe's Witch.esp
The_Tower_of_the_Lich_King-4492.esp
VaultsofCyrodiil.esp
Woodcutters_Cabin_COBL.esp
ElsweyrAnequina.esp
ElsweyrAnequina Vwalk.esp
Reaper's Esmeralda's Desert Manor.esp
road+bridges.esp
West Roads.esp
Natural_Vegetation_by_Max_Tael.esp
Bag of Holding.esp
DropLitTorchOBSE.esp
ActorsHaveTorches.ESP
moremerchantmoneyv1.1.esp
P1DkeyChain.esp
PersuasionOverhaul.esp
ReneerNPCSneakMod.esp
kuerteeGoldIsAnInventoryItem.esp
Salmo the Baker, Cobl.esp
RealisticFatigue.esp
RealisticHealth.esp
RealisticForceMedium.esp
RealSleepExtended.esp
Thieves Arsenal.esp
Thieves_Arsenal_Patch_033010.esp
Extinguish the Lights.esp
Thieves Arsenal - Extinguish the Lights Patch.esp
MM_StolenHorseOwnership.esp
StealthArmor.esp
SM Combat Hide.esp
StealthOverhaul.esp
StolenFlagRemover.esp
StealthOverhaul, Cobl.esp
Thievery_Normal_Thrill.esp
wolfiePolishingCloth v1.00.esp
SM Bounty.esp
CoblDeathFix.esp
RenGuardOverhaul.esp
RenGuardOverhaulShiveringIsles.esp
SM RGOConfig.esp
Oss133FrameRateOptimizer.esp
Fatigue Penalities NSD v1.2.esp
OWE&P 4FP.esp
Deadly Reflex 5 - Timed Block and 2.5x damage.esp
DeadlyReflex 5 - Combat Moves.esp
kuerteeAttributeAndSkillBasedDamageModifiers.esp
Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp
Duke Patricks - Actors Can Miss Now.esp
Duke Patricks - Fresh Kills Now Alert The NPCs.esp
Francesco's level up mini mod - Slower skills x1.5.esp
Cobl Races.esp
Cobl Races TNR.esp
Cobl Races TNR SI.esp
Cobl Races - Balanced.esp
Francesco's 10 days respawn time - 1-16 day lenght rescale.esp
DynamicTimescale.esp
[GFX]_Initial_Glow-all.esp
Get Wet - just droplets.esp
Get Wet.esp
Improved Lava.esp
Duke Patricks - Magic you can believe in.esp
DeadlyTrap.esp
Real Hunger, Cobl.esp
NRB4 Standard Road Record.esp
Cobl Silent Equip Misc.esp
Bashed Patch, 0.esp
Duke Patricks - BASIC Script Effect Silencer.esp
Duke Patricks - BASIC Script Effect Silencer BETA.esp
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No Name
 
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Post » Fri Feb 18, 2011 11:16 pm

There's a reason why you're told to just rename the BSA instead of picking pieces of it out the way you have. You're missing the skydome mesh along with several other bits and pieces, like that missing light beam mesh. Restore the proper BSA file and you'll find that things are working again.

The prison will be the only exception since that mesh is constructed strangely by Bethesda to begin with.
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Poetic Vice
 
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Post » Sat Feb 19, 2011 8:07 am

There's a reason why you're told to just rename the BSA instead of picking pieces of it out the way you have. You're missing the skydome mesh along with several other bits and pieces, like that missing light beam mesh. Restore the proper BSA file and you'll find that things are working again.

The prison will be the only exception since that mesh is constructed strangely by Bethesda to begin with.



You are correct sir.
I was installing this as an OMOD. As I stated, I followed to the letter of the readme. I extracted the Real Lights .esp and the All Natural .bsa file and made an OMOD out of that. Why?... IDK. Not necessary. Doh!

I have now just dropped both into the data file. I now see stars in the evening and daylight in the day. I'm still getting just the light beam in the prison cell with no natural light.
No natural daylight though through the areas I talked about also in the first dungeon area. In vanilla though there is a sum beam and natural light in that first dungeon area.
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Claire Lynham
 
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Post » Sat Feb 19, 2011 9:08 am

I tested both night and day 1am and 1pm.
Where there should be some cascading natural bright light in the day there is none.
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Rebecca Dosch
 
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Post » Sat Feb 19, 2011 1:46 am

I think you might have multiple versions of the same mod, in more than one case, just for starters, Bugaw.

Though I could be mistaken, as I can't quite remember all the correct configs off the top of my head (shame, shame!) ;)

Actually, you'd think I might by now...


edit: The very first one that leapt out at me was the last one on the list (well, the last two, in fact) - I sort of scanned upwards from there, don't ask me why. :) Try BOSS, and following its advice. Er, that's *my* advice anyhow.
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Zualett
 
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Post » Sat Feb 19, 2011 10:32 am

I'm using BOSS as I stated in the first post. That is where BOSS put them.
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Daddy Cool!
 
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Post » Sat Feb 19, 2011 1:32 am

I'm using BOSS as I stated in the first post. That is where BOSS put them.

I was alluding(!) more to the advice part, really (i.e., from bosslog.txt). But hey, it's just my perspective, and I could be lacking some pertinent facts or what have you.
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Rhi Edwards
 
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Post » Fri Feb 18, 2011 11:18 pm

Real Lights is working for me now without the missing meshes (which were only noticed in the IC Prison). Thx Arthmoor.

The issue now is the lack of natural light. Am I still doing something wrong or is this just the reality of Real Lights?

Example:
Imperial Prison

http://i789.photobucket.com/albums/yy175/Bugaw/Vanillanaturallightandsunbeam.jpg
http://i789.photobucket.com/albums/yy175/Bugaw/ImperialPrisonfirstarea.jpg

...and for example a cave at random
Hrota Cave
http://i789.photobucket.com/albums/yy175/Bugaw/Hrotacave.jpg
With Real Lights this area is completely dark.
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Petr Jordy Zugar
 
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Post » Sat Feb 19, 2011 3:16 am

I tested both night and day 1am and 1pm.
Where there should be some cascading natural bright light in the day there is none.


Obviously at night they're supposed to be gone.

During the day the beams should be there unless the weather on the surface is cloudy, raining, whatever. Anything other than clear daylight will obscure the beams from showing up. It's crude, yes, but it's meant to simulate the fact that you won't get tons of daylight underground when the surface is overcast in some way.

Same deal for everywhere underground that light could get into. Caves, sewers, etc. If the sky is overcast, no light beams.
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Jason King
 
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Post » Sat Feb 19, 2011 4:36 am

Obviously at night they're supposed to be gone.


Yes at night this is logical but the daytime is something else.

During the day the beams should be there unless the weather on the surface is cloudy, raining, whatever. Anything other than clear daylight will obscure the beams from showing up. It's crude, yes, but it's meant to simulate the fact that you won't get tons of daylight underground when the surface is overcast in some way.

Same deal for everywhere underground that light could get into. Caves, sewers, etc. If the sky is overcast, no light beams.



I took this into account but is persistent at all times. *shrugs*
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Brandon Wilson
 
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Post » Sat Feb 19, 2011 2:46 am

If the surface weather is overcast, you won't see the beams. It's also quite possible that if you haven't been to the surface yet the scripts haven't been given status on what the weather is like outside.


An error for Brumbek:

http://img138.imageshack.us/img138/4137/windowgap.jpg has a gap between the window and the frame.
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cassy
 
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Post » Sat Feb 19, 2011 5:36 am

If the surface weather is overcast, you won't see the beams. It's also quite possible that if you haven't been to the surface yet the scripts haven't been given status on what the weather is like outside.


An error for Brumbek:

http://img138.imageshack.us/img138/4137/windowgap.jpg has a gap between the window and the frame.


Ok. Now that it seems to be working, I'll play with it some more although I have been in an outside area when it is clear and still have the same issue when I go inside a cave.
I did just try that with the Hrota Cave and have the same issue. Clear outside but no natural light through that same ceiling hole.

Thanks for the replies.
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Michelle Chau
 
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Post » Fri Feb 18, 2011 7:54 pm

Arthur_Natural_Weather_HDR_by_Max_Tael.esp
EnhancedWeather.esp


Well at that point I'll just note that you're running two different weather mods. Pick one or the other. You can't run both at the same time. Doing so could very well be why the clear weather isn't working out.

You do realize also that those two mods make up 2/3 of the weather that All Natural itself will deliver, right? Was there some reason you chose not to use the actual weather part of the mod?
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Amie Mccubbing
 
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