Weather: All Natural, Thread 23

Post » Sat Feb 19, 2011 8:42 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 traveling 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, etc and also have the interior lighting level change based on it being sunny, cloudy, nighttime, etc, 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=1083289

Beta 0.9.9

* Fixed weather script compatibility with Elsweyr and Better Cities, improved fast travel weather behavior, and fixed a few bugs in the weather script.
* Added full interior and exterior support for Oblivion Gate weather in Cyrodiil, and individually customizable 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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Céline Rémy
 
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Joined: Sat Apr 07, 2007 12:45 am

Post » Sat Feb 19, 2011 4:51 am

I know that All natural doesn't touch "that"
Here are more pics...
http://img256.imageshack.us/img256/9839/screenshot25.png
http://img685.imageshack.us/img685/4836/screenshot24t.png
http://img641.imageshack.us/i/screenshot23ye.png/
http://img413.imageshack.us/img413/4282/screenshot22x.png


This any better? http://img213.imageshack.us/img213/1627/screenshot442.jpg


So this doesn't get lost before anyone has the chance to see it.
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jodie
 
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Joined: Wed Jun 14, 2006 8:42 pm

Post » Sat Feb 19, 2011 6:42 am

Man, this is a huge asset for the player. Just awesome. :celebration:

Thanks Arthmoor. :bowdown:



EDIT: I didn't see your last reply, but it's almost the same environment that you have a copy of from the real world to paste it into the Oblivion world.
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Trista Jim
 
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Post » Fri Feb 18, 2011 9:04 pm

So this doesn't get lost before anyone has the chance to see it.

Yes its much better but i have more pics to show...by the way how did you make the windows dark and one more thing you noticed how little space do windows offer to "view" of the outside was that meant to be like that ? You gonna expand it in future mods? After that probably gonna have to or should make for better cities too if you know what i mean? Or have you already worked on that too?
I hope you noticed but its kinda toooo dark in the inhabited places which is well annoying :shrug:
http://img52.imageshack.us/img52/8894/screenshot29v.png
http://img638.imageshack.us/img638/7374/screenshot28g.png
http://img255.imageshack.us/img255/3325/screenshot27v.png In darkness its invisible, when exposed to light its visible does anyone have this error?
http://img36.imageshack.us/img36/7919/screenshot26i.png
Just take a look its awful!
You noticed how my night sky is much brighter i gotta replace/fix that
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Cedric Pearson
 
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Post » Sat Feb 19, 2011 12:25 am

The windows have some bad emmissive property settings on them. I fixed the one to see if it would work and now that we're sure that's the problem the others in Anvil can get fixed now too.

As far as darkness levels, those are deliberate. This is a candle using society so there's no justification for interiors to be bright enough to see by without lights. Of course the problems is, balancing it for night time use often makes the daytime experience a nuclear dawn nightmare.
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liz barnes
 
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Post » Fri Feb 18, 2011 11:34 pm

So this doesn't get lost before anyone has the chance to see it.

Yes its much better but i have more pics to show...by the way how did you make the windows dark and one more thing you noticed how little space do windows offer to "view" of the outside was that meant to be like that ? You gonna expand it in future mods? After that probably gonna have to or should make for better cities too if you know what i mean? Or have you already worked on that too?
I hope you noticed but its kinda toooo dark in the inhabited places which is well annoying :shrug:
http://img52.imageshack.us/img52/8894/screenshot29v.png
http://img638.imageshack.us/img638/7374/screenshot28g.png
http://img255.imageshack.us/img255/3325/screenshot27v.png In darkness its invisible, when exposed to light its visible does anyone have this error?
http://img36.imageshack.us/img36/7919/screenshot26i.png
Just take a look its awful!
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Cool Man Sam
 
Posts: 3392
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Post » Sat Feb 19, 2011 2:20 am

Wait why do i have a double post? !!!! that turned out wrong ....
Well still i gotta show you more pics
http://img684.imageshack.us/img684/8179/screenshot30n.png
http://img140.imageshack.us/img140/1503/screenshot31.png
http://img248.imageshack.us/img248/2905/screenshot32w.png
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Marcia Renton
 
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Post » Sat Feb 19, 2011 8:11 am

there's light where there's sources for light. If it's too much of a problem, take out a torch or wait for daylight or get some night-eye, or some light spells. Yeah, it's supposed to be so you can see out the window and see the sky. Makes a lot more sense than the vanilla glowy blue windows.
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Susan
 
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Post » Sat Feb 19, 2011 8:17 am

Wait why do i have a double post? !!!! that turned out wrong ....
Well still i gotta show you more pics
http://img684.imageshack.us/img684/8179/screenshot30n.png
http://img140.imageshack.us/img140/1503/screenshot31.png
http://img248.imageshack.us/img248/2905/screenshot32w.png


I think that this is an issue with Oblivion's implementation of HDR, not with All Natural. I'm not sure anyone's really posted any "recommended tweaks" to the HDR settings in the .ini, but you can mess with it to make it work better.

[EDIT] And at the preceding post, those pictures don't look too dark to me. During the day, they're lit by the sun, so they're NOT that dark. When they ARE that dark is at night. Well, it's dark at night :shrug: If you don't like it, then don't use the Real Lights plugin, because that's kinda the whole point of Real Lights. There are still some interiors here and there that I think are just too dark, but they're very few and far between, and the buildings you've picced aren't among them.
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Rachael Williams
 
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Post » Sat Feb 19, 2011 2:06 am

now we need to make a mod where you bang your shins into furniture when you try and walk around in the dark.
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Matthew Warren
 
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Post » Fri Feb 18, 2011 9:27 pm

We had a discussion about suggested INI tweaks for altering interior lighting a while back...I have not link to it, so it would probably take forever to find...
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Nichola Haynes
 
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Post » Sat Feb 19, 2011 10:28 am

We had a discussion about suggested INI tweaks for altering interior lighting a while back...I have not link to it, so it would probably take forever to find...


Oblivion.ini? Or an addition to All Natural's .ini? A config file setting for it would seem to eliminate the need for Let There Be Darkness completely, and at the same time provide a blanket change to every interior cell, regardless of plugin origin.
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Chloe :)
 
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Post » Fri Feb 18, 2011 10:58 pm

Oblivion.ini
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MISS KEEP UR
 
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Post » Fri Feb 18, 2011 7:47 pm

I seem to remember Arwen's site having some advice re: ini settings for light intensity, blur radius and the like. Though I might be confusing that info for something else - I've got so much from so many places, then tinkered a lot as well...

edit: though that might've been simply to complement some mods. hm.
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Tamika Jett
 
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Post » Sat Feb 19, 2011 8:42 am

I just browsed Arwen's site and I did not see anything about lighting. We only talked about a few settings...maybe two or four.
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Pumpkin
 
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Post » Sat Feb 19, 2011 3:53 am

Yeah but the places with lots of people are DARK! and thats normal to you?
Inn's filled with people and there are few sitting in some room and its dark....
Can i get rid of the daylight in interiors? If that can't be done then tell me how to get rid of the sky in interriors
There are just too many candles that don't give lighting
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Adam Porter
 
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Post » Sat Feb 19, 2011 5:48 am

I do not remember a problem with darkness and I use Real Lights, Wrye Bash, Darker Nights (through the INI) and HDR. I have not run this mod since December, however...
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Angela Woods
 
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Post » Fri Feb 18, 2011 9:16 pm

tweaks for reasonable HDR:

10) Reducing HDR exposure
HDR is sweet, but a little overpowering inside. Set the following under [BlurShaderHDRInterior] only:

fBlurRadius=6.0000 (default 7.0000)
fBrightScale=1.7500 (default 2.2500)

took them from here: http://www.atomicmpc.com.au/Feature/36546,optimising-oblivion-v20.aspx/3

someone please save this info somewhere ;)

edit: stupid forum doesn't like that weblink because of the comma instead of a dot. but it's indeed a comma and it won't work with a dot.
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Marquis deVille
 
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Post » Sat Feb 19, 2011 2:46 am

I remember discussing those...Those numbers, the settings are unfamiliar to me. Well, at least I know which to tweak now. I have to bookmark this because there is no way I will remember when the time comes for me to make these changes. Thanks for posting this.
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carla
 
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Post » Sat Feb 19, 2011 5:06 am

Yeah but the places with lots of people are DARK! and thats normal to you?
Inn's filled with people and there are few sitting in some room and its dark....
Can i get rid of the daylight in interiors? If that can't be done then tell me how to get rid of the sky in interriors
There are just too many candles that don't give lighting


It may seem strange to you, but up until the invention of the lightbulb (1879), that is how things were. It got really dark when the sun set, and you either just went to bed, lit a fire, or lit some candles. Candles were expensive too, so you wouldn't have bought that many, if you could afford to use them at all. I don't see what's so wrong about people sitting in the dark, isn't that what you do in a power cut?

As for getting rid of the daylight in interiors, you might as well uninstall All Natural - the interior effects are a good 1/3 of the whole mod, and aren't something you can pick and choose with.

If you've got unlit candles, the only way they're ever going to be lit is if you tell Arthmoor which candles they are and where they are, so he can take a look at them.

@ Gekko64: Thanks for those values. I'll see if they stop the nuclear interiors I've seen a couple of times. :)
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Izzy Coleman
 
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Post » Fri Feb 18, 2011 7:26 pm

no problem guys, always glad to help a little bit :)
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yessenia hermosillo
 
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Post » Sat Feb 19, 2011 6:34 am

If you've got unlit candles, the only way they're ever going to be lit is if you tell Arthmoor which candles they are and where they are, so he can take a look at them.


This. Contrary to popular belief, I am not psychic, nor can I identify locations by sight in screenshots (most of the time anyway). If you have one that's too bright, or too dark, identify it clearly. The very least I need is city and interior name. If it's a dungeon, I need the exact dungeon name, though I seriously doubt there's going to be a lot of issues in dungeons.
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jenny goodwin
 
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Post » Fri Feb 18, 2011 8:19 pm

Didn't I already say that in the pictures?
Anvil, Imperial City,....
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Jani Eayon
 
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Post » Fri Feb 18, 2011 9:29 pm

Didn't I already say that in the pictures?
Anvil, Imperial City,....

Sorry, but you stated that there is a lot of candles without light. Arthmoor needs precise identification of such candles. E.g. in IC Merchant Inn screenshots I just can't see any unlit candle. So your statement is not very helpful, is it. Or just uninstall Real Lights part of All Natural.
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lydia nekongo
 
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Post » Sat Feb 19, 2011 1:13 am

I can confirm window textures with non-zero emissive maps in Anvil interiors. Looks funny when it's sunny too.
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Roddy
 
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