Weather: All Natural, Thread 23

Post » Sat Feb 19, 2011 3:13 am

I do not know why you renamed the BSA, but as long as that plugin is active things should be fine. Wait...You are using the AN - Real Lights as a stand alone mod? Oh...can't help you there... Well, now that you have disabled AN, if you were using AN's Darker Nights, that is gone now.

But what does this reply have anything to do with the interiors? You screwing around with me again? :(
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Bethany Watkin
 
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Post » Fri Feb 18, 2011 8:11 pm

But what does this reply have anything to do with the interiors? You screwing around with me again? :(

I do not know what you mean by that last question, and I said I was unsure how things worked if you are using the Real Nights stand alone, without AN. AN may have changed the lighting in some interiors, making them darker, so, by disabling it, you may have removed those changes.

Edit: wording
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Javier Borjas
 
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Post » Sat Feb 19, 2011 10:29 am

out of curiosity when should we expect the next version? not trying to give you any haste of course, just curious if it's in the order of weeks or months :lol:
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Charles Weber
 
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Post » Fri Feb 18, 2011 7:34 pm

As long as it's out before TESV comes along I'll be happy. :) So, no pressure.
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Timara White
 
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Post » Sat Feb 19, 2011 9:16 am

I do not know what you mean by that last question, and I said I was unsure how things worked if you are using the Real Nights stand alone, without AN. AN may have changed the lighting in some interiors, making them darker, so, by disabling it, you may have removed those changes.

Edit: wording

But if i remember i already had my interiors darker :S even before using AN i am really confused now damn it all!
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Laura
 
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Post » Sat Feb 19, 2011 1:04 am

But if i remember i already had my interiors darker :S even before using AN i am really confused now damn it all!


Then you had to have been using some sort of other mod that handled interior darkness the same way AN does. If you're using the Real Lights module in stand-alone what you're seeing is entirely normal because you've reverted back to vanilla light levels indoors. Most of which are far too bright to be realistic. You also will not be seeing the transparent window interiors in that configuration either.
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Tom Flanagan
 
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Post » Fri Feb 18, 2011 7:26 pm

out of curiosity when should we expect the next version? not trying to give you any haste of course, just curious if it's in the order of weeks or months :lol:


Not answering for Arthmoor and Brumbek here, but I'd say another month or perhaps two. RL is a bit busy for me, and Brumbek's hardly been around because of it too. I've still got heaps of stuff to get through in AN before it's ready for 1.0, but finding the time is hard.
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Nana Samboy
 
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Post » Sat Feb 19, 2011 8:31 am

Then you had to have been using some sort of other mod that handled interior darkness the same way AN does. If you're using the Real Lights module in stand-alone what you're seeing is entirely normal because you've reverted back to vanilla light levels indoors. Most of which are far too bright to be realistic. You also will not be seeing the transparent window interiors in that configuration either.

This totally ruined my game -.- now my interiors are not dark as they used to be and if I use All Natural interiors will be too bright on daylight....can you help me in any way?
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Scared humanity
 
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Post » Fri Feb 18, 2011 10:08 pm

Not answering for Arthmoor and Brumbek here, but I'd say another month or perhaps two. RL is a bit busy for me, and Brumbek's hardly been around because of it too. I've still got heaps of stuff to get through in AN before it's ready for 1.0, but finding the time is hard.


Seems like a reasonable estimate to me. Allows time for things to bake, and for reports on what to fix for the RL module to come in, or fix what I find along the way myself. Though I think it wouldn't hurt to push a fix-pack out at some point to address the Anvil meshes. When I can remember to stop what I'm doing and fix the rest :P
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Ludivine Dupuy
 
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Post » Fri Feb 18, 2011 9:05 pm

fix packs are great. :)

I don't mind waiting a long time for new stuff, but having bugs in the best weather mod makes me a sad panda :lol:
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Kara Payne
 
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Post » Fri Feb 18, 2011 8:32 pm

Allright, I'll be writing them down as I go. Honmund's home in Bruma was the last one I remember.

Baenlin's house and Lyra Rosentia's House have the glitch, too
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sw1ss
 
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Post » Fri Feb 18, 2011 7:57 pm

What would be recommended when it comes to installing EW, NW and AWS weathers? All of them? None? Too subjective to give a recommendation about?
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Philip Rua
 
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Post » Sat Feb 19, 2011 3:08 am

It is too subjective. I love HTF's mods, so I use AWS + EW (and I assume you are referring to which AN option you should add.) Natural Weather's color scheme is a bit different, and it is not my thing. You can easily swap them out, so I say try them first. I really love AWS' variety, and all of EW's much fewer weather textures are just as nice, if not a little higher quality. I do not know what it is about NW, too colorful maybe...I think the others are more "realistic," I have heard some talk about he green tinge, but, really, my eyes told me what I liked. I think that is the only way to go. Look at the screen shots for the separate mods, on their TESNexus pages.
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Lauren Dale
 
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Post » Sat Feb 19, 2011 12:55 am

Even with the hot fix Im still getting the oblivion gate weather bug when I entered/closed a gate. It would take a few hours of wating or travelling before the weather is reset back to normal.
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Annika Marziniak
 
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Post » Fri Feb 18, 2011 9:06 pm

Interior over-brightness is almost certainly going to be due to the weather type at the time and an over use of light sources from the Real Lights module. In order to fix it, again, we need specifics. Or rather I need them. Location names at the very least.

Actually, it seems everywhere I go for a bit of house robbery in Bruma has this glitch - add Hammer and Axe and Jerall View Inn to the ones I've already mentioned :(
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Robert DeLarosa
 
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Post » Sat Feb 19, 2011 7:51 am

Actually, it seems everywhere I go for a bit of house robbery in Bruma has this glitch - add Hammer and Axe and Jerall View Inn to the ones I've already mentioned :(


Lyra's house and Jerall View were two I fixed recently. The entire city can't be that bad. I can certainly check, but I find it hard to accept that a whole city would be that badly screwed up.
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katsomaya Sanchez
 
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Post » Sat Feb 19, 2011 7:37 am

Lyra's house and Jerall View were two I fixed recently. The entire city can't be that bad. I can certainly check, but I find it hard to accept that a whole city would be that badly screwed up.

Alright, that was a bit of an overstatement. But, as I've said, add Honmund's and Baelin's and Hammer and Axe to that list.
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Oscar Vazquez
 
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Post » Fri Feb 18, 2011 7:54 pm

I'm not sure if this is a bug or not. I have a house mod that is 2 cells. The main floor with windows that I assigned NIWGeneric too, and the basemant that I assigned NIWGenericNoWindows.

Right now there is a full blown storm going on. I used the weather debug ring to see what info I could get on the weather. The weather outside is showing 01000860. On the main floor the weather type is showing as 01000813. When I go to the basemant cell the weather shows as 010186FB.

010186FB is the weather Arthmoor mentioned in the previous thread as not sounding right. Quote -- "Weather ID 020186FB is making thunder sounds ALL THE TIME. As soon as one thunderclap finishes the next one starts."

Not sure what to make of all this. Should the basemant cell be doing the same weather as the main floor cell? Or is it just the fact that 010186FB is sounding so out of place, that it's so noticeable.

Edit-- If I assign NIWGeneric to the basemant as well. Both main floor and basemant show as weather 01000813 but I also get lightening flashes in the basemant.
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Yama Pi
 
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Post » Fri Feb 18, 2011 9:10 pm

I'm not sure if this is a bug or not. I have a house mod that is 2 cells. The main floor with windows that I assigned NIWGeneric too, and the basemant that I assigned NIWGenericNoWindows.

Right now there is a full blown storm going on. I used the weather debug ring to see what info I could get on the weather. The weather outside is showing 01000860. On the main floor the weather type is showing as 01000813. When I go to the basemant cell the weather shows as 010186FB.

010186FB is the weather Arthmoor mentioned in the previous thread as not sounding right. Quote -- "Weather ID 020186FB is making thunder sounds ALL THE TIME. As soon as one thunderclap finishes the next one starts."

Not sure what to make of all this. Should the basemant cell be doing the same weather as the main floor cell? Or is it just the fact that 010186FB is sounding so out of place, that it's so noticeable.

Edit-- If I assign NIWGeneric to the basemant as well. Both main floor and basemant show as weather 01000813 but I also get lightening flashes in the basemant.


NoWindows,NoSounds,Interior are all slightly different versions of the exterior weather, so that's perfectly normal. I haven't looked at the sounds bug yet though.
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Richard
 
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Post » Sat Feb 19, 2011 10:54 am

Beta 0.9.9
...
* Chorrol interior meshes are now completed.


Just a belated thanks for this. It looks wonderful. :foodndrink:
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lexy
 
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Post » Sat Feb 19, 2011 11:35 am

So I installed this early this morning and when I ran down the docks, my character was looking down at the ground.http://zassyen.net/images/docks.png was the NPCs that normally walk up and down the dock. They were above as normal before I added the mods. *Using latest OBSE version*

Also I uninstalled the All Natural - Interior filter thing. Said one or more masters missing.

Spoiler
00 Oblivion.esm
01 All Natural Base.esm [Version 0.9.9]
02 Francesco's Leveled Creatures-Items Mod.esm
03 Francesco's Optional New Items Add-On.esm
04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
05 Mart's Monster Mod.esm [Version 3.7b3p3]
06 FCOM_Convergence.esm [Version 0.9.9MB3]
07 Unofficial Oblivion Patch.esp [Version 3.2.5]
08 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
09 Francesco's Optional Chance of Stronger Bosses.esp
0A Francesco's Optional Chance of Stronger Enemies.esp
0B Francesco's Optional Chance of More Enemies.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
0C FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
0D All Natural - Real Lights.esp [Version 0.9.9]
0E All Natural.esp [Version 0.9.9]
0F All Natural - EW + NW + AWS.esp [Version Final]
10 RoadSigns.esp
11 Enhanced Economy.esp [Version 3.4.3]
12 Improved Hotkeys.esp [Version 1.1]
13 Bob's Armory Oblivion.esp
14 FCOM_BobsArmory.esp [Version 0.9.9]
15 Oblivion WarCry EV.esp
16 FCOM_WarCry.esp [Version 0.9.9MB3]
17 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ OOO-DLT_Remover.esp [Version 1.33]
++ OMOBS.esp [Version 1.0]
18 FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
++ FCOM_SpawnRatesStronger.esp [Version 0.9.9Mb3]
19 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
++ FCOM_SaferRoads.esp [Version 0.9.9]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_NoReaversInGates.esp [Version 0.9.9]
++ Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
1A Knights.esp
++ FCOM_Knights.esp [Version 0.9.9Mb3]
1B SupremeMagicka.esp [Version 0.90]
1C SM_ShiveringIsles.esp [Version 0.86]
++ SM_OOO.esp [Version 0.89]
++ SM_MMM.esp [Version 0.89]
1D RenGuardOverhaul.esp
1E RenGuardOverhaulShiveringIsles.esp
1F Oblivion XP.esp [Version 4.1.4]
20 actors_in_charge.esp
21 X.Moon.Elf.esp
22 Natasha's Barrel.esp
23 Bonds Studio Apartment.esp
++ [GFX]_Initial_Glow-all.esp
24 No_maiq.esp(testing)
25 Bashed Patch, 0.esp
26 Streamline 3.1.esp

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Peter lopez
 
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Post » Fri Feb 18, 2011 10:41 pm

AN doesn't touch the docks AFAIK, only changes interior stuff and lights. The Filter is supposed to be imported into your bashed patch, but left unchecked.
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jess hughes
 
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Post » Fri Feb 18, 2011 8:42 pm

Loaded my save without the mods. Same problem.

OK my bad then. It seems I have missed something and gotta look into my LO deeper.
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Hannah Whitlock
 
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Post » Sat Feb 19, 2011 5:06 am

Ill post my load order later (not on gaming pc). However it seems that when I close an oblivion gate the oblivion weather stays. When I first got this I downloaded the fix pack, and my problem seemed to go. However I recently started a new game, and after closing the oblivion gate the weather seemed to stick. I tested by walking quite far away (back to the kvatch camp) and the oblivion weather did disperse. Unforunatley I then fast travelled to IC just to test it was working, but upon fast travel The weather had returned to the oblivion weather.
I'm using the latest OBSE, and the latest All Natural with patch. (it should be noted I'm also using the .esp that merged all 3 of the other weather mods (AWS, EW, NW)). Thanks in advance and Ill post my load order when I can.
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Jeff Tingler
 
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Post » Fri Feb 18, 2011 10:21 pm

Ill post my load order later (not on gaming pc). However it seems that when I close an oblivion gate the oblivion weather stays. When I first got this I downloaded the fix pack, and my problem seemed to go. However I recently started a new game, and after closing the oblivion gate the weather seemed to stick. I tested by walking quite far away (back to the kvatch camp) and the oblivion weather did disperse. Unforunatley I then fast travelled to IC just to test it was working, but upon fast travel The weather had returned to the oblivion weather.
I'm using the latest OBSE, and the latest All Natural with patch. (it should be noted I'm also using the .esp that merged all 3 of the other weather mods (AWS, EW, NW)). Thanks in advance and Ill post my load order when I can.


No need to PYLO. It's something I'm pretty sure I've fixed by now, though the latest fix pack still has a few problems with the weather. I'm planning on releasing a fix pack soonish, though I've been saying that for ages now - I'm a bit pushed for time due to RL. Though as it's looking, we might as well release a 0.9.9.5, as there's a few BSA things to sort out, and changes to structure I'd like to get seen before 1.0, and such a release would be significantly easier to manage than another fix pack.

If Arthmoor's looking at this, what do you say to a 0.9.9.5 consisting of my updates, your RL stuff, the fixed sound files and the fixed anvil windows? I've still got to do a heap of weather adjustments after fixing up scripting, hence why I don't want to label it 1.0.
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Melis Hristina
 
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