Weather: All Natural, Thread 23

Post » Fri Feb 18, 2011 8:47 pm

@ Arthmoor: Regarding CTS and such travel mods in general, I've added a check to the weather script that checks to see if the game time since the last script run is more than 6 minutes greater than the game time in the previous frame. Am I right in thinking that there aren't going to be any such travels in a time less than that?

It might be that the script run speed may be too fast, in which case I may delay the check for a frame or so to allow the travel script to set the new time, depending on how my testing goes. Though the script for CTS sets the new time and then moves the player in the same frame, so there shouldn't be any issue there.
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Honey Suckle
 
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Post » Sat Feb 19, 2011 1:50 am

@ wrinkly. Okay thanks, I do have OBSE v18. I just double checked to be sure. I'll redo my bash patch and make sure AN is checked in Imported cells. If that doesn't work, I'll remove the Kvatch patch and see if that fixes stuff.

@Terra Nova. Outside of the IC, I've had pretty decent spread of different types of weathers. I didn't change anything with AN other than turning on darker nights. I'm on timescale of 10 I think. If that helps you any :)
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Mark Churchman
 
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Post » Fri Feb 18, 2011 8:26 pm

@ wrinkly. Okay thanks, I do have OBSE v18. I just double checked to be sure. I'll redo my bash patch and make sure AN is checked in Imported cells. If that doesn't work, I'll remove the Kvatch patch and see if that fixes stuff.

@Terra Nova. Outside of the IC, I've had pretty decent spread of different types of weathers. I didn't change anything with AN other than turning on darker nights. I'm on timescale of 10 I think. If that helps you any :)


The Kvatch patch is a lose-lose situation ATM, as it breaks the weather, but it also fixes the weather breakage in KR. So you'll get buggy weather no matter what. :(

To remedy this, grab the http://cid-465896b69b9940e8.skydrive.live.com/self.aspx/Public/Kvatch%20Rebuilt%20Weather%20Patch.esp. That fixes the issues the current patch has, but bear in mind that this doesn't completely solve AN compatibility with KR - there's been a few changes to the AN weather script since 0.9.9 to get the two to play nice, and I can't release those changes before 0.9.9.5. Weather inside and around Kvatch will still most likely be broken, but it will stop KR from breaking the weather elsewhere.

@ Arthmoor: My testing shows that the check I put in has CTS working with AN. I'll put together a package with my changes for you to test too. The only potential problem I can see is if the player changes exterior cells with a timescale of 1080 or greater, the change may be incorrectly interpreted as a fast travel. But that's something I can live with. :shrug:
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Far'ed K.G.h.m
 
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Post » Sat Feb 19, 2011 5:03 am

I think we can rest easy knowing that it would take a timescale of >= 1080 to cause problems. Anyone playing at that rate is going to encounter far worse than the occasional weather glitch.
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Raymond J. Ramirez
 
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Post » Sat Feb 19, 2011 10:31 am

http://cid-465896b69b9940e8.skydrive.live.com/self.aspx/Public/Kvatch%20Rebuilt%20Weather%20Patch.esp


You are the bomb! I just spent a good 30 minutes in the IC with it raining like crazy and going in and out of stores. It continued to rain like crazy :). Thank you!
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Jenna Fields
 
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Post » Sat Feb 19, 2011 3:58 am

Just a little question.
Is this mod compatible with "Let There Be Darkness" mod?
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Vicki Blondie
 
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Post » Sat Feb 19, 2011 1:34 am

Just a little question.
Is this mod compatible with "Let There Be Darkness" mod?


Yes.
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Farrah Lee
 
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Post » Sat Feb 19, 2011 11:06 am

Thank You.
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Racheal Robertson
 
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Post » Fri Feb 18, 2011 10:44 pm

Love these textures almost realstic looking once again

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot417.jpg

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot416.jpg

Keep up the good work everyone
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XPidgex Jefferson
 
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Post » Sat Feb 19, 2011 5:36 am

Love these textures almost realstic looking once again

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot417.jpg

http://i131.photobucket.com/albums/p305/corepc/vibrant/ScreenShot416.jpg

Keep up the good work everyone

Nice shots! I need to see those in person...soon...soon... ^___^
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naome duncan
 
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Post » Fri Feb 18, 2011 9:51 pm

Hello.
Bit of suggestion...
When I go into a shop I still see the same wind as outside in the streeet.
Is this All Natural doing as was suggested somewhere else?
Is there a way to disable the wind inside shops and inns and houses?
You see, this is exactly why such things came to exist - to protect you from All Natural :D
If you could add some shop-like noises would be great.
I paly More Immersive Sounds Edited and the plugin of my choice was MIS Low Wind.esp which reduces the volume of wind noise.
It is after All Natural and yet the wind noise is too much for me.

Help, please? 50% reduction would be fine.
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Bird
 
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Post » Fri Feb 18, 2011 11:58 pm

@ Corepc: Nice shots. :thumbsup: I'll put them up on Nexus.

Hello.
Bit of suggestion...
When I go into a shop I still see the same wind as outside in the streeet.
Is this All Natural doing as was suggested somewhere else?
Is there a way to disable the wind inside shops and inns and houses?
You see, this is exactly why such things came to exist - to protect you from All Natural :D
If you could add some shop-like noises would be great.
I paly More Immersive Sounds Edited and the plugin of my choice was MIS Low Wind.esp which reduces the volume of wind noise.
It is after All Natural and yet the wind noise is too much for me.

Help, please? 50% reduction would be fine.


The weather sounds inside have been edited to sound like they're muffled from outside. They're different from the exterior ones, hence why MIS Low Wind has no effect on them. I'll test out how it sounds with AN and MIS active, I usually just have AN active for testing. The only way to disable the interior weather sounds is to edit every single Interior and NoWindows weather and remove the attached sounds, which wouldn't take that long in TES4Edit if you really wanted to.

We're not adding interior ambient effects, there's plenty of other mods that do that, and it isn't really weather-related anyway. I'll go over the interior sounds, as I suspect that the sounds are in general overdone, and only really rain and thunder should be heard.

If anyone's got any other opinions on interior weather sounds, I'd like to hear them. :)
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Monika Krzyzak
 
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Post » Sat Feb 19, 2011 11:25 am

I've just installed this mod and I absolutely love it. Amazing job, keep it up!

But I have a little problem. Or more precisely, two little problems.

1. I'm getting CTD's everytime i go to sleep. I'm think it's related to AN since I was not experiencing CTD's before installing AN.

2. When I'm in interior, everything is perfect, but when i crouch, screen suddenly goes black. When I stand back again, it's normal. Only solution to this is to equip a torch, because it eliminates the blackening screen, but it's not too great walking everywhere with a torch.

http://img532.imageshack.us/i/oblivion201005232100204.png/
http://img63.imageshack.us/i/oblivion201005232100227.png/
http://img185.imageshack.us/i/oblivion201005232100259.png/
http://img580.imageshack.us/i/oblivion201005232100295.png/

One more thing- http://img32.imageshack.us/i/oblivion201005232100466.png/
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Camden Unglesbee
 
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Post » Sat Feb 19, 2011 6:42 am

I've just installed this mod and I absolutely love it. Amazing job, keep it up!

But I have a little problem. Or more precisely, two little problems.

1. I'm getting CTD's everytime i go to sleep. I'm think it's related to AN since I was not experiencing CTD's before installing AN.

2. When I'm in interior, everything is perfect, but when i crouch, screen suddenly goes black. When I stand back again, it's normal. Only solution to this is to equip a torch, because it eliminates the blackening screen, but it's not too great walking everywhere with a torch.

http://img532.imageshack.us/i/oblivion201005232100204.png/
http://img63.imageshack.us/i/oblivion201005232100227.png/
http://img185.imageshack.us/i/oblivion201005232100259.png/
http://img580.imageshack.us/i/oblivion201005232100295.png/

One more thing- http://img32.imageshack.us/i/oblivion201005232100466.png/


AN does have a sleep menu part of the weather script, but there isn't anything in there that should cause crashes, it's only variable checking/setting and an IsTimePassing call. What other mods that affect sleeping/waiting do you have?

This is the NVIDIA fog bug or a variant. Use the Bashed Patch's Tweak Assorted->Nvidia Fog Fix to fix it.

I'll leave the RL report to Arthmoor.
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Sarah Unwin
 
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Post » Sat Feb 19, 2011 1:56 am

Nuclear candles? Hmm.... looks like it was just too close to the one on the wall, as well as actually being buried in the cabinet. All the times I've been in there lately and didn't even notice that :P
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Damned_Queen
 
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Post » Sat Feb 19, 2011 4:58 am

It may seem strange to you, but up until the invention of the lightbulb (1879), that is how things were.


Not quite that accurate. Before the lightbulb was invented there were many invented techniques used to amplify light. Such as refractions from reflective sources. So things weren't really as dark as you're imagining it, and there is some precedence in having a tad bit of ambient light that would make sense. Though, Bethesda went a little overboard for (what I imagine) to be gameplay reasons.

I just fired this up with "Let there be More Darkness", and the chargen cell is almost black with a faint light source outside the cell. The torch in the cell seems to have been tuned off for some reason, and the window isn't giving off much light. It's made me wonder if the "Real Lights" component manages light inside all interior cells (including dungeons), or just some interior cells like buildings. Is using "Real Lights" enough to cover everything?
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Roy Harris
 
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Post » Fri Feb 18, 2011 10:35 pm

Real Lights manages the actual light sources, such as torches, lamps, Ayleid crystals, etc. It also places lit sunbeams under many cave holes, and bright sunlight leaking through the doors to caves. This covers pretty much everything now, world wide. The wilderness, cities, buildings, and all dungeons. All fake light (the transparent bulb things in the CS) have been deleted. So now all light generated by an actual object comes from real sources.

It does not manage the actual ambient light settings though. For city interiors, the All Natural weather component handles that. Dungeons, ruins, caves, etc. are untouched and will still have their unnaturally high amounts of ambient light unless you combine it with something else, like Let Their Be Darkness.

The specific situation in the chargen cell is a bit of a sticky point. The torch was removed because that cell is supposed to be unoccupied, so for lore reasons there shouldn't be a blazing torch burning away in there. One could raise all sorts of issues with prison cells having lit torches at all, but that's another story. Apparently facegen takes place during a time of day when the backlight from the window wouldn't be on either. Obviously needs to be tweaked a bit.

As far as pre-lightbulb days, Wrinklyninja is more or less on the mark there. While there may have been ways to amplify light, doing so with candles and lanterns doesn't get you far enough to turn a dark building with no windows into something you could see in unaided. Also, in case you hadn't noticed, Tamriel lacks the kinds of refractive and reflective devices that would give you the effect you're talking about. We're not trying to achieve lighting realism by Earth standards. We're trying to achieve it by Tamriel standards.
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Cash n Class
 
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Post » Sat Feb 19, 2011 7:16 am

Thanks for the response. I thought as much. I wouldn't really call it lore reasons. I guess for realism it makes sense, but I wonder for gameplay reason whether it does, though...

I figured you'd respond that way about ambient light to which all I can say is; use your imagination (about the lack of refractive devices)!! ;)

I guess I misunderstood the intent of the plugin then. I was under the impression that it was intended for realism by Earth standards. After all, vanilla is the 'Tamriel standard'. ;)

Anyway, thanks for the impressive effort you guys have made on this ambitious project. It's pretty amazing what you've done so far.
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Francesca
 
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Post » Fri Feb 18, 2011 9:11 pm

I have been playing The Shivering Isles for some days with All Natural last version
(one of the very rare occasions I play SI in years)
I find AN is not working smooth in SI; changes to climat and rain happen suddenly from time to time and in a non smooth way;
Also it was raining in Bliss, then when I have gone out the town (using the main gate) there was no rain.
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Jennifer Munroe
 
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Post » Sat Feb 19, 2011 9:27 am

The SI stuff is being looked into. Our test version isn't quite as bad, but it still has problems. The unstable weather switching while outdoors seems solved, but it isn't holding properly going in and out of doors yet.
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Nicole Kraus
 
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Post » Sat Feb 19, 2011 10:14 am

If anyone's got any other opinions on interior weather sounds, I'd like to hear them. :)

after switching to AN i noticed the interiors weather sounds appear to have the same volume as exterior.

i was using Enhanced Weather with Storms & Sound and some patches i made for the mod and found the outside to inside transition realistic. when i walk in a building, it sounds like i walk inside. i just looked in the CS at the S&S mod and see a bunch of sounds with all different settings so i'm not sure how it pulls off the effect.

i'm with Blade of Mercy reducing the interior sounds a bit. keep up the good work!
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Cash n Class
 
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Post » Sat Feb 19, 2011 7:20 am

I must have an odd setup then because for the most part the interior weather sounds are barely audible. Other than the occasional thunder I don't hear any of it.
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Crystal Clear
 
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Post » Sat Feb 19, 2011 12:14 am

Following something Arthmoor brought up in a PM:

Currently, if you're in the mountains and it's snowing, when you go back down to the lowlands, the weather will change to prevent it from snowing where it shouldn't. Arthmoor thought that the weather would also go the other way: if it was stormy and you went up a mountain, it would turn snowy. I think this would be a pretty good thing to have, so I'm going to have a go at doing that. I'm also thinking of going a bit futher:

Altitude transitions will cause a weather change between corresponding levels of precipitation: going up, this will be rainy->snowy, stormy->heavy snow (no actual weathers like this, but it's something I want to do) and going down, it will be snowy->rainy, heavy snow->stormy. If the weather has no precipitation, it won't change.

I'm also thinking of stopping you from getting foggy weather at high altitude, as it's something I've never seen myself, but I'm not so sure on this.

To clarify, high altitude = Jerall and Valus mountain ranges.

It's going to make things a bit more complicated to do and I may have to create a new catagory to deal with the distinctions involved, but I think that if it works out, it'll be pretty neat. Any thoughts?
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Lauren Dale
 
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Post » Fri Feb 18, 2011 8:45 pm

Now that's what I call realism.
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Da Missz
 
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Post » Fri Feb 18, 2011 8:21 pm

http://www.gamesas.com/index.php?showtopic=1094185
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C.L.U.T.C.H
 
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