Weather: All Natural, Thread 23

Post » Sat Feb 19, 2011 9:18 am

just curious, what do you mean by weather adjustments? like making them look better, or something more fix-ish? :lol:
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Jarrett Willis
 
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Post » Fri Feb 18, 2011 7:43 pm

just curious, what do you mean by weather adjustments? like making them look better, or something more fix-ish? :lol:


Making them look better, mostly, and some sound tweaks too. Which reminds me that I've got to ask HTF for permission to include the updated sky textures in AWS 2.5. The adjustments take ages though, since I've got to edit the values, load the game, cycle through the changed weathers, exit the game and repeat ad infinitum, or at least till they look good, and that has to be done for 4 different times of day.
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Manuel rivera
 
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Post » Sat Feb 19, 2011 7:06 am

What do you suggest then wrinkly, just ignore it, avoid fast travel etc :)?
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casey macmillan
 
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Post » Sat Feb 19, 2011 1:17 am

take all the time in the world to do that stuff then, once it's bugfree people will already be thankful enough for this masterpiece :D
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Shelby McDonald
 
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Post » Sat Feb 19, 2011 11:03 am

What do you suggest then wrinkly, just ignore it, avoid fast travel etc :)?


When fast travelling, it's sometimes possible for the previous weather to be applied on arrival. It may be that this was the case, and the weather should begin to transition to something normal straight away, so just refrain from fast travelling again for a while. Once the weather has finished transitioning, it should go back to normal.

Then again, Arthmoor's reported trouble with fast travel, though that may be due to the WIP KR patch I sent him. I'll take a look at fast travel anyway.
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Dan Scott
 
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Post » Sat Feb 19, 2011 10:53 am

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.


Sounds good. I still need to go verify that all the Anvil windows are looking right and check on RL stuff that's been reported in Bruma. It would definitely be easier to manage what's fixed and what's still broken if everyone including the users are actually using what we are.

I also hope those adjustments you're talking about include HDR tweaking to the clear weather types since at least the vanilla one is still nuclear.
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CHARLODDE
 
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Post » Sat Feb 19, 2011 12:16 am

Sounds good. I still need to go verify that all the Anvil windows are looking right and check on RL stuff that's been reported in Bruma. It would definitely be easier to manage what's fixed and what's still broken if everyone including the users are actually using what we are.

I also hope those adjustments you're talking about include HDR tweaking to the clear weather types since at least the vanilla one is still nuclear.


Yep, the adjustments do include de-arming the clear weathers. :P I've sent you (yet) another KR patch. :D
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Kieren Thomson
 
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Post » Sat Feb 19, 2011 3:41 am

Standing in for another user again...

Active Mod Files:
00 Oblivion.esm
01 All Natural Base.esm [Version 0.9.9]
02 Unofficial Oblivion Patch.esp [Version 3.2.5]
03 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
04 Oblivion Citadel Door Fix.esp
05 DLCShiveringIsles.esp
06 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
07 Natural_Habitat_by_Max_Tael.esp
08 All Natural.esp [Version 0.9.9]
09 All Natural - SI.esp [Version 0.9.9]
++ All Natural - EW + NW + AWS.esp [Version Final]
0A Enhanced Water v2.0 HD.esp
++ Enhanced Water v2.0 HD - SI Addon.esp [Version 0.1]
0B AmbientTownSounds.esp
0C MIS.esp
0D MIS New Sounds Optional Part.esp
0E Rainbows.esp
0F Cities Alive At Night.esp
10 WindowLightingSystem.esp
11 AliveWaters.esp
12 AliveWaters - Koi Addon.esp
13 AliveWaters - Slaughterfish Addon.esp
14 Akatosh Mount By Saiden Storm.esp
15 All normal clothes buyable.esp
16 Book Jackets Oblivion.esp
17 ClocksOfCyrodiil.esp
18 ImprovedSigns.esp
++ VA_BetterGold.esp
19 DLCHorseArmor.esp
1A DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
1B DLCOrrery.esp
1C DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
1D DLCVileLair.esp
1E DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
1F DLCMehrunesRazor.esp
20 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
21 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
** Book Jackets DLC.esp
++ GrimbotsSpellTomes.esp
++ FineWeapons.esp
++ RustyItems.esp
22 Dude Wheres My Horse.esp
23 DLCThievesDen.esp
24 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
25 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
26 OBSE-Storms & Sound SI.esp
27 BravilSeaDomes.esp
28 DLCBattlehornCastle.esp
29 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
2A DLCfrostcrag.esp
2B Knights.esp
2C Knights - Unofficial Patch.esp [Version 1.0.9]
2D ANB_No_FastTravel.esp
2E ImprovedSoulgems.esp [Version 1.11]
2F Potable Pastiche.esp
30 Enhanced Vegetation [150%].esp
31 Quest Award Leveller.esp [Version 2.0.1]
32 Quest Award Leveller - Vile Lair.esp [Version 2.1.0]
++ Quest Award Leveller - Mehrunes Razor.esp [Version 2.1.0]
33 Quest Award Leveller - Knights of the Nine.esp [Version 2.1.0]
34 Enhanced Grabbing.esp [Version 0.5]
35 All+5AttributeModifiers.esp
36 actors_in_charge.esp
37 ActorsInMadness.esp
38 Cat_eyes.esp
++ Real Lava 1.3.esp
** All Natural - Indoor Weather Filter For Mods.esp [Version 0.9.9]
39 Bashed Patch, 0.esp



The problem with Storms and Sounds is that, when enabled, any storm becomes perpetual, in that even if it does seem to end (stops raining, birds chirping) it starts back up any time I reload or enter a different cell (building, town, dungeon, etc.).

Other than that, there's nothing to report from my end. Nothing else is glitching as far as I know.

It's possible that the thunder sounds repeating is an issue.

I'm not really sure what else to say. That's all that's wrong for me.

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Taylor Tifany
 
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Post » Sat Feb 19, 2011 3:56 am

Standing in for another user again...


Thanks, I've sent them a PM to follow it up.
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Marcin Tomkow
 
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Post » Sat Feb 19, 2011 8:51 am

Cheers for the help wrinkly! I don't use fast travel anyway, I was just wondering if the issue would perpetuate. I won't elaborate on my worries, save to say you have put my mind at ease about the issue:).
On a side note: thanks for this mod, I appreciate the work.
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Annika Marziniak
 
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Post » Sat Feb 19, 2011 1:14 am

Thanks, I've sent them a PM to follow it up.

Thank you for the quick reply!
- Tomlong75210
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Rob
 
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Post » Sat Feb 19, 2011 5:34 am

Wow Im thick. Just realised the reason that the oblivion thunderstorm (the crazy red one) was taking so long to go was that fact that Id tweaked it in the All Natural.ini ?_? doh!
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Thomas LEON
 
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Post » Sat Feb 19, 2011 4:39 am

Hmm, I have rains and storms set at 12 but I rarely get rain. maybe it's my timescale..
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Sammie LM
 
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Post » Sat Feb 19, 2011 6:18 am

Slight update, same poster:
Well, I never got Storms and Sounds to work, but I'll keep fussing around with it. But, I do have good news. The repeating thunder sounds was due to the EW+NW+AWS.esp. If I use just NW or EW+NW, all the thunder sounds are used like I thought they would be. I haven't tried EW+AWS or NW+AWS yet, but at least I know all three combined were the cause. And maybe using all three was causing Storms and Sounds to act funky as well. I'll try out different combinations.

Well, for some reason, now Storms and Sound doesn't work no matter what version I use, and whether or not I use a clean save. Strange. Random. Probably user error somewhere in there.

I'm calling success enough on this. I found out what was causing the repeating thunder sounds, and that's good enough for now. Though I do hope that I can, one day, use both mods.



Edit: Done for now I think...
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CHangohh BOyy
 
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Post » Sat Feb 19, 2011 10:01 am

If that's the repeating thunder sounds from that one formID I reported awhile back then I don't see how one combination of weather or the other could cause that. Especially since I'm currently using the unreleased test update with the new weather array that doesn't even have those plugins anymore.
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Haley Merkley
 
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Post » Sat Feb 19, 2011 6:55 am

OK, I've been updating the readme, and the changlog for 0.9.9.5 is looking like this:
Spoiler
Beta 0.9.9.5

. Fixed cell flags in The Bloated Float to fix interior weather there.
. Fixes applied to the SI weather script to prevent fast weather switching in SI. - NOT YET CONFIRMED.
. Fixes applied to the Tamriel weather script to prevent fast weather switching and Oblivion Gate weather getting stuck.
. Fixed Kvatch Rebuilt compatibility. - NOT YET CONFIRMED.
. Replaced previous plugin/quest based weather selection method with an array based one for both Tamriel and SI.
. Removed weather plugins obsoleted by the above replacement.
. Added ini settings for the selection of weathers from the component weather mods.
. Optimised all scripts.
. Removed dummy Oblivion cell as it is no longer required.
. Revised a few weather EditorIDs for clarity.
. Replaced AWS weather textures with those updated in AWS 2.5.
. Removed silence from the end of some interior weather sounds so they loop better. - NOT YET DONE.
. Revised a number of weathers, fixing HDR values, sounds and colouration. - NOT YET DONE.
. Added BAIN Wizard installation file for simplified installation using BAIN.
. Fixed the following meshes:
. chorrol\interior\chorrolupper04.nif


That's without anything Arthmoor might have done to RL, and without the fixes needed for Anvil's glowing windows. I won't get all the weather revisions done for 0.9.9.5, but I will do the most pressing, like Arthmoor's crazy storm sounds and nuclear HDR.

I'm thinking that it would be good to include Brumbek's SI Palace work, as that's been around for a while now, and there's been no complaints I know of. We'll see what Our Overlord says when he next pops up.
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Kat Ives
 
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Post » Fri Feb 18, 2011 8:30 pm

looks amazingly awesome, thanx very much guys :)
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Paul Rice
 
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Post » Sat Feb 19, 2011 3:14 am

GAH!

Looks like 6 of the interior sounds got corrupted, shortening them, and turning a good 5 seconds in some cases into blankness. I've redone the SI ones, but "amb_windheavy_lp.wav" and "amb_windmedium_lp.wav" are causing me problems, I can't seem to get them to sound nice. :(

EDIT: I've done a BAIN Wizard file for installation. I've got to update the installation instructions for that now.
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Bad News Rogers
 
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Post » Sat Feb 19, 2011 9:56 am

Hey, great mod thought I'd mention this before you release 1.0.0 .

In the All Natural - Indoor Weather Filter for Mods the Inns Of Cyrodiil mod (now?) comes with four sepereate .esp's . MerryBellInn.esp, PinePeakLodge.esp, SingingStablehandInn.esp, & SleepyCatInn.esp .

Maybe it is a different mod, I've been trying to find most of the mods included in the Weather Filter for mods and the only thing I could find was "Cyrodiil Inns" not "InnsOfCyrodiil" as the .esp suggests in the weather filter.

Also, if it is indeed the same mod. Would I be able to merge all four of the above .esp's into one and name it InnsOfCyrodiil.esp ? Would they merge just fine even if it is not the same mod?
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Mr. Allen
 
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Post » Sat Feb 19, 2011 7:45 am

GAH!

Looks like 6 of the interior sounds got corrupted, shortening them, and turning a good 5 seconds in some cases into blankness. I've redone the SI ones, but "amb_windheavy_lp.wav" and "amb_windmedium_lp.wav" are causing me problems, I can't seem to get them to sound nice. :(

EDIT: I've done a BAIN Wizard file for installation. I've got to update the installation instructions for that now.


All I did was edit the existing sound files in Audicity. They sound fine to me, and I can send you the ones I have.
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Chloe Yarnall
 
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Post » Fri Feb 18, 2011 8:10 pm

Hey, great mod thought I'd mention this before you release 1.0.0 .

In the All Natural - Indoor Weather Filter for Mods the Inns Of Cyrodiil mod (now?) comes with four sepereate .esp's . MerryBellInn.esp, PinePeakLodge.esp, SingingStablehandInn.esp, & SleepyCatInn.esp .

Maybe it is a different mod, I've been trying to find most of the mods included in the Weather Filter for mods and the only thing I could find was "Cyrodiil Inns" not "InnsOfCyrodiil" as the .esp suggests in the weather filter.

Also, if it is indeed the same mod. Would I be able to merge all four of the above .esp's into one and name it InnsOfCyrodiil.esp ? Would they merge just fine even if it is not the same mod?


InnsofCyrodill.esp is the merger mod I made of those 4. Yes, they're safe to merge together. Adding them individually to the filter would waste 3 slots, and in a filter mod available master slots are more precious than available mod slots in the normal load order since you can't pull tricks to get around the limit.
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Steve Smith
 
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Post » Fri Feb 18, 2011 11:39 pm

All I did was edit the existing sound files in Audicity. They sound fine to me, and I can send you the ones I have.


That's what I'm doing, but the blank space on the end of the files isn't supposed to be blank. I can't really chop it off, because then I'll have mismatched interior and exterior sounds, and I'm OCD about stuff like that. :P

Still, send me those files anyway, it might be that they're OK. :)
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Travis
 
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Post » Sat Feb 19, 2011 1:01 am

InnsofCyrodill.esp is the merger mod I made of those 4. Yes, they're safe to merge together. Adding them individually to the filter would waste 3 slots, and in a filter mod available master slots are more precious than available mod slots in the normal load order since you can't pull tricks to get around the limit.


Thanks! Just saved 3 slots and now have AN support as well.

If you are going to include the Weather Filter in 1.00 maybe it would be a good idea to include a list of the compatible mods. Most are self explanatory, but I'm sure people would like to know. I know I would. Just an idea to make 1.00 perfect.

Which mod is TR_Stirk.esp by the way?
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Scotties Hottie
 
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Post » Sat Feb 19, 2011 8:05 am

Which mod is TR_Stirk.esp by the way?


http://www.tesnexus.com/downloads/file.php?id=22401. It just takes a Nexus search to figure out most sources.
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DAVId MArtInez
 
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Post » Sat Feb 19, 2011 3:39 am

OK, I've been updating the readme, and the changlog for 0.9.9.5 is looking like this:

That's without anything Arthmoor might have done to RL, and without the fixes needed for Anvil's glowing windows. I won't get all the weather revisions done for 0.9.9.5, but I will do the most pressing, like Arthmoor's crazy storm sounds and nuclear HDR.

I'm thinking that it would be good to include Brumbek's SI Palace work, as that's been around for a while now, and there's been no complaints I know of. We'll see what Our Overlord says when he next pops up.

Brumbek has been a bad Brumbek and not done any more modeling work lately. It's just that the weight of the world's been dragging me down. Plus I've been playing way too much of those online mindless murder simulator games recently...all I know is if violent video games make people violent, everybody better be real careful around me...

But anyway, adding the SI palace to the release sounds great. Also, I still need to take a look at the other weather textures and re-save them for higher quality. Not a huge deal.

Now that we are getting close to 1.0, I'm still planning on trying to do some montage of weathers and stuff for a 1.0 video. Unrelated, I just got a new super awesome video card so I'll be curious to see what FPS improvements I get in Oblivion. I'm hoping for major improvements. ;)
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maria Dwyer
 
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