[RELz/BETA] Weather: All Natural, Thread 25

Post » Tue Feb 01, 2011 10:03 am

You're not using OBSE v18, or you didn't do a clean save upgrade from 0.9.9. Install the mod correctly before you start to report bugs.


Have OBSE v18, but yeah I just noticed that. I downloaded it from a (recently updated) mod pack and I assume it had 0.9.9.5. Will try that. Whoops.

Thanks for the quick reply!
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Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Tue Feb 01, 2011 10:53 pm

Have OBSE v18, but yeah I just noticed that. I downloaded it from a (recently updated) mod pack and I assume it had 0.9.9.5. Will try that. Whoops.

Thanks for the quick reply!


Yet another example of why mod packs are bad news for all...
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joseluis perez
 
Posts: 3507
Joined: Thu Nov 22, 2007 7:51 am

Post » Tue Feb 01, 2011 8:51 pm

Yet another example of why mod packs are bad news for all...


Yeah I hear you. I used TCOM and found it to be crap. Picked what I wanted out of it (including All Natural) but neglected to check version numbers. My fault, I guess.
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Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm

Post » Wed Feb 02, 2011 12:15 am

@ Liriid, pls use a spoiler bbs code on that... it's huge.
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Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Tue Feb 01, 2011 11:44 am

Fixed.

As for the patch, hooray, it worked!

I'm not sure if it was intended or not, but I had to wait for a day or two for the scripts to kick in again. Loading up and then transitioning between cells didn't seem to actually 'activate' the mod. Waiting for a day and then trying it made everything work great though.

Thanks!
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Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Tue Feb 01, 2011 8:16 pm

Due to a nearby Oblivion gate around Feldscar, there's a terrible thunderstorm in the area. I walk into Blackrock Inn and the rain doesn't change noise like it would at my waterfront shack, and it instead blasts at full volume with no difference in sound. It seems that northern interiors are incompatible with any rain due to it normally not happening. But unfortunately, Oblivion gates cause rain, so this means all Bruma style interiors around them aren't functioning properly with interior weather sound.

Any chance for a fix? Unless this is an upgrading bug or something similar on my end. It really kills immersion.
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Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Tue Feb 01, 2011 11:51 am

The closest Oblivion gate to Feldscar is at least 4 cells away, likely at a distance of 48,000 units or more. How could it possibly be having any effect on things from that far away? It wouldn't even be loaded into memory anymore.
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DAVId MArtInez
 
Posts: 3410
Joined: Fri Aug 10, 2007 1:16 am

Post » Tue Feb 01, 2011 11:27 pm

I had no issue with AN since I had installed the patch. However I've got some questions concerning the ini settings.

Transition speed multiplier
  • Does it apply on the the transition towards the corresponding weather or on the transition away from it?
  • As it is a "speed multiplier" I guess that increasing the multiplier means increasing the speed of the transition (so the transition takes less time), am I right?
  • What is the valid range for this value? (If I set it to 0, what would happen?)


Colour tints
  • Valid range of values?
  • I did some tests on this, wanting to have a more pronounced yellow light on clear and cloudy weather, and less light when there's a storm.
    But it seems that some types of weather are either not affected by my changes or are using the colour tints of another type.
    For example, I had a cloudy weather that used the settings I set for storms.
    I did my tests by modifying the "weatherShouldForce" and "flag" variables to 1 with the console. So maybe I did something wrong here.
    Here are my settings:
    Spoiler

    set ANInitQuest.CTEnabled to 1 ; Enable/Disable Enhanced Colours for Tamriel. (0)

    Set ANInitQuest.CTClearR to 1.5 ; Multiplier for red values in clear weathers. (1)
    Set ANInitQuest.CTClearG to 1.5 ; Multiplier for green values in clear weathers. (1)
    Set ANInitQuest.CTClearB to 1 ; Multiplier for blue values in clear weathers. (1)

    Set ANInitQuest.CTCloudyR to 1.5 ; Multiplier for red values in cloudy weathers. (1)
    Set ANInitQuest.CTCloudyG to 1.5 ; Multiplier for green values in cloudy weathers. (1)
    Set ANInitQuest.CTCloudyB to 1 ; Multiplier for blue values in cloudy weathers. (1)

    Set ANInitQuest.CTFogR to 0.8 ; Multiplier for red values in foggy weathers. (1)
    Set ANInitQuest.CTFogG to 0.8 ; Multiplier for green values in foggy weathers. (1)
    Set ANInitQuest.CTFogB to 0.8 ; Multiplier for blue values in foggy weathers. (1)

    Set ANInitQuest.CTOvercastR to 0.9 ; Multiplier for red values in overcast weathers. (1)
    Set ANInitQuest.CTOvercastG to 0.9 ; Multiplier for green values in overcast weathers. (1)
    Set ANInitQuest.CTOvercastB to 0.6 ; Multiplier for blue values in overcast weathers. (1)

    Set ANInitQuest.CTRainR to 0.5 ; Multiplier for red values in rainy weathers. (1)
    Set ANInitQuest.CTRainG to 0.5 ; Multiplier for green values in rainy weathers. (1)
    Set ANInitQuest.CTRainB to 0.5 ; Multiplier for blue values in rainy weathers. (1)

    Set ANInitQuest.CTSnowR to 0.8 ; Multiplier for red values in snowy weathers. (1)
    Set ANInitQuest.CTSnowG to 0.8 ; Multiplier for green values in snowy weathers. (1)
    Set ANInitQuest.CTSnowB to 1 ; Multiplier for blue values in snowy weathers. (1)

    Set ANInitQuest.CTStormR to 0 ; Multiplier for red values in stormy weathers. (1)
    Set ANInitQuest.CTStormG to 0 ; Multiplier for green values in stormy weathers. (1)
    Set ANInitQuest.CTStormB to 0 ; Multiplier for blue values in stormy weathers. (1)


And one last thing... It seems that I only wrote in this thread concerning bugs. I never said once what I think about AN. Time to correct this.
As english is not my primary language, I will have some diffculty to really convey my feelings. But I'll try.
In one word: fabulous!
And in more than one word: when I first installed it I was really really impressed. Being able to see and hear the weather outside from any interior is... I can't find my words. I find it normal now, but I wouldn't be able to play without it. The first time I saw it I was happier than a child seeing his gifts under the christmas tree. :P
And the lights... Even if my FPS drops like crazy in some cells, I can't imagine my game without real lights.
Thanks a lot guys. :)
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Miss K
 
Posts: 3458
Joined: Sat Jan 20, 2007 2:33 pm

Post » Tue Feb 01, 2011 5:04 pm

Due to a nearby Oblivion gate around Feldscar, there's a terrible thunderstorm in the area. I walk into Blackrock Inn and the rain doesn't change noise like it would at my waterfront shack, and it instead blasts at full volume with no difference in sound. It seems that northern interiors are incompatible with any rain due to it normally not happening. But unfortunately, Oblivion gates cause rain, so this means all Bruma style interiors around them aren't functioning properly with interior weather sound.

Any chance for a fix? Unless this is an upgrading bug or something similar on my end. It really kills immersion.


Not sure about the Feldscar thing, but I hadn't thought about Oblivion Gates when I added the 'not supposed to rain here' check, so I imagine that could cause some problems. I'll do some testing, but it probably just needs a change to 'and whenever the weather isn't Oblivion stormy'.

I had no issue with AN since I had installed the patch. However I've got some questions concerning the ini settings.

Transition speed multiplier
  • Does it apply on the the transition towards the corresponding weather or on the transition away from it?
  • As it is a "speed multiplier" I guess that increasing the multiplier means increasing the speed of the transition (so the transition takes less time), am I right?
  • What is the valid range for this value? (If I set it to 0, what would happen?)


Colour tints
  • Valid range of values?
  • I did some tests on this, wanting to have a more pronounced yellow light on clear and cloudy weather, and less light when there's a storm.
    But it seems that some types of weather are either not affected by my changes or are using the colour tints of another type.
    For example, I had a cloudy weather that used the settings I set for storms.
    I did my tests by modifying the "weatherShouldForce" and "flag" variables to 1 with the console. So maybe I did something wrong here.
    Here are my settings:
    Spoiler

    set ANInitQuest.CTEnabled to 1 ; Enable/Disable Enhanced Colours for Tamriel. (0)

    Set ANInitQuest.CTClearR to 1.5 ; Multiplier for red values in clear weathers. (1)
    Set ANInitQuest.CTClearG to 1.5 ; Multiplier for green values in clear weathers. (1)
    Set ANInitQuest.CTClearB to 1 ; Multiplier for blue values in clear weathers. (1)

    Set ANInitQuest.CTCloudyR to 1.5 ; Multiplier for red values in cloudy weathers. (1)
    Set ANInitQuest.CTCloudyG to 1.5 ; Multiplier for green values in cloudy weathers. (1)
    Set ANInitQuest.CTCloudyB to 1 ; Multiplier for blue values in cloudy weathers. (1)

    Set ANInitQuest.CTFogR to 0.8 ; Multiplier for red values in foggy weathers. (1)
    Set ANInitQuest.CTFogG to 0.8 ; Multiplier for green values in foggy weathers. (1)
    Set ANInitQuest.CTFogB to 0.8 ; Multiplier for blue values in foggy weathers. (1)

    Set ANInitQuest.CTOvercastR to 0.9 ; Multiplier for red values in overcast weathers. (1)
    Set ANInitQuest.CTOvercastG to 0.9 ; Multiplier for green values in overcast weathers. (1)
    Set ANInitQuest.CTOvercastB to 0.6 ; Multiplier for blue values in overcast weathers. (1)

    Set ANInitQuest.CTRainR to 0.5 ; Multiplier for red values in rainy weathers. (1)
    Set ANInitQuest.CTRainG to 0.5 ; Multiplier for green values in rainy weathers. (1)
    Set ANInitQuest.CTRainB to 0.5 ; Multiplier for blue values in rainy weathers. (1)

    Set ANInitQuest.CTSnowR to 0.8 ; Multiplier for red values in snowy weathers. (1)
    Set ANInitQuest.CTSnowG to 0.8 ; Multiplier for green values in snowy weathers. (1)
    Set ANInitQuest.CTSnowB to 1 ; Multiplier for blue values in snowy weathers. (1)

    Set ANInitQuest.CTStormR to 0 ; Multiplier for red values in stormy weathers. (1)
    Set ANInitQuest.CTStormG to 0 ; Multiplier for green values in stormy weathers. (1)
    Set ANInitQuest.CTStormB to 0 ; Multiplier for blue values in stormy weathers. (1)


And one last thing... It seems that I only wrote in this thread concerning bugs. I never said once what I think about AN. Time to correct this.
As english is not my primary language, I will have some diffculty to really convey my feelings. But I'll try.
In one word: fabulous!
And in more than one word: when I first installed it I was really really impressed. Being able to see and hear the weather outside from any interior is... I can't find my words. I find it normal now, but I wouldn't be able to play without it. The first time I saw it I was happier than a child seeing his gifts under the christmas tree. :P
And the lights... Even if my FPS drops like crazy in some cells, I can't imagine my game without real lights.
Thanks a lot guys. :)



Oh dear, Transitions speeds is a bit of a misnomer. :facepalm: It's actually times, so increasing values will make the transitions take longer. Pretty silly of me there. I'm not sure if it changes the coming or going times, I'll do some testing on that and add the info to the section explanation in the ini. I'm not sure what would happen if you set it to 0, that would make weathers transition instantly, or may just bug the game. I'll add sanity checks for that, so if it is set to 0, it instead gets set to something just above 0.

I'll check the weather types for Colour Tints, I may have got a few of them mixed up, as with your cloudy weather looking like a stormy one.

I don't mind if people post here with nothing but bugs, in my mind no news is good news - EW has hardly had a single post for months and months, and I consider that a success. Still, your feedback is appreciated. :)
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Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Tue Feb 01, 2011 12:58 pm

Have to say i am loving this mod, the atmosphere is so much better now. And the easy customization is just great. So a big thanks to all the people involved, appreciate you work. :goodjob:
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Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Tue Feb 01, 2011 11:10 pm

It's good that you don't mind, because I've got another one you can look at :D.


Spoiler
All Natural Tamriel: Initialized
Supreme Magicka Initialised Succesfully
[Automatic Difficulty Increaser v2.1.1]
[ADI] Game restart/savegame load detected. Attempting to load INI...
[ADI] INI BatchScript run.
[ADI] Settings loaded succesfully.
[ADI] Re-calculating formula...
[ADI] New formula calculated.
[ADI] Processing update...
[ADI] Update seems to be succesful.
sqv anweatherquest
->fQuestDelayTime = 0.0100
->currentTime = 158.2749
->transitionTime = 157.8893
->timeForCheck = 169.6317
->maptime = 0.0000
->ClearLength = 6.0000
->CloudyLength = 6.0000
->OvercastLength = 6.0000
->FogLength = 6.0000
->RainLength = 6.0000
->StormLength = 6.0000
->SnowLength = 6.0000
->LastX = -193013.7188
->LastY = -29867.5430
->PosX = -193013.7188
->PosY = -29867.5430
->distance = 244.8406
->dayOfYear = 244
->chClear = 27
->chCloudy = 57
->chOver = 66
->chFog = 76
->chRain = 92
->chSnow = 100
->chStorm = 100
->bruma = 0
->dayRand = 0
->weatherRand = 0
->flag = 0
->number = 12
->weatherShouldForce = 0
->cell = 1
->fastTraveled = 0
->bExpression = 0
->InCyrodiil = 1
->Oblivion = 0
->cellLastFrame = (0000AC07)
->newWeather = (00008BBC)
->newWeatherInterior = (0100AEF3)
->newWeatherNoWindows = (010186FB)
->oldWeather = (00008BBC)
->oldWeatherInterior = (0100AEF3)
->oldWeatherNoWindows = (010186FB)
->targetWeather = (00008BBC)
->oldTargetWeather = (00008BBC)
->oldclimate = (0000015F)
->currentClimate = (0000015F)
->lastExteriorWorldSpace = (0001C31A)
->lastWorldSpace = (0001C31A)
->currentWorldSpace = (0001C31A)
->nearestGate = (00000000)
->regions = 35.0000
->cellName = 0
--- Quest state -----------------------------
Running? Yes
Current stage: 0
Priority: 60

((24 HOUR WAIT))

Error in script 010172c7
Operator [ failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x1187 Command: Let
Error in script 010172c7
Operator [ failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x11A5 Command: Let
Error in script 010172c7
Operator [ failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x11C3 Command: Let
sqv anweatherquest
->fQuestDelayTime = 0.0100
->currentTime = 182.2926
->transitionTime = 157.8893
->timeForCheck = 193.2796
->maptime = 0.0000
->ClearLength = 6.0000
->CloudyLength = 6.0000
->OvercastLength = 6.0000
->FogLength = 6.0000
->RainLength = 6.0000
->StormLength = 6.0000
->SnowLength = 6.0000
->LastX = -193013.7188
->LastY = -29867.5430
->PosX = -193013.7188
->PosY = -29867.5430
->distance = 244.8406
->dayOfYear = 245
->chClear = 27
->chCloudy = 57
->chOver = 66
->chFog = 76
->chRain = 92
->chSnow = 100
->chStorm = 100
->bruma = 0
->dayRand = 4
->weatherRand = 0
->flag = 0
->number = 11
->weatherShouldForce = 0
->cell = 1
->fastTraveled = 0
->bExpression = 0
->InCyrodiil = 1
->Oblivion = 0
->cellLastFrame = (0000AC07)
->newWeather = (00008BBC)
->newWeatherInterior = (0100AEF3)
->newWeatherNoWindows = (010186FB)
->oldWeather = (00008BBC)
->oldWeatherInterior = (0100AEF3)
->oldWeatherNoWindows = (010186FB)
->targetWeather = (00008BBC)
->oldTargetWeather = (00008BBC)
->oldclimate = (0000015F)
->currentClimate = (0000015F)
->lastExteriorWorldSpace = (0001C31A)
->lastWorldSpace = (0001C31A)
->currentWorldSpace = (0001C31A)
->nearestGate = (00000000)
->regions = 77.0000
->cellName = 0
--- Quest state -----------------------------
Running? Yes
Current stage: 0
Priority: 60


Just like a few people in the last thread, my weather has been stuck on a storm for quite some time. I tried a fw 38EEE, saved, and reloaded. Right back to thunderstorm upon cell change. It seems weather type 00008BBC might be the culprit according to the logs.

Darker nights don't appear to be working properly either; I can see more than enough detail at 2:00 AM with a 0.25 luminance multiplier.
User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Post » Tue Feb 01, 2011 5:59 pm

Are you using the latest fix pack? When i first installed it forgetting the fix pack the enhanced nights wouldn't kick in. When i installed the fix and loaded up a save it took like 1 sec before the night changes kicked in.
User avatar
Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Tue Feb 01, 2011 9:22 am

It's good that you don't mind, because I've got another one you can look at :D.


Spoiler
All Natural Tamriel: Initialized
Supreme Magicka Initialised Succesfully
[Automatic Difficulty Increaser v2.1.1]
[ADI] Game restart/savegame load detected. Attempting to load INI...
[ADI] INI BatchScript run.
[ADI] Settings loaded succesfully.
[ADI] Re-calculating formula...
[ADI] New formula calculated.
[ADI] Processing update...
[ADI] Update seems to be succesful.
sqv anweatherquest
->fQuestDelayTime = 0.0100
->currentTime = 158.2749
->transitionTime = 157.8893
->timeForCheck = 169.6317
->maptime = 0.0000
->ClearLength = 6.0000
->CloudyLength = 6.0000
->OvercastLength = 6.0000
->FogLength = 6.0000
->RainLength = 6.0000
->StormLength = 6.0000
->SnowLength = 6.0000
->LastX = -193013.7188
->LastY = -29867.5430
->PosX = -193013.7188
->PosY = -29867.5430
->distance = 244.8406
->dayOfYear = 244
->chClear = 27
->chCloudy = 57
->chOver = 66
->chFog = 76
->chRain = 92
->chSnow = 100
->chStorm = 100
->bruma = 0
->dayRand = 0
->weatherRand = 0
->flag = 0
->number = 12
->weatherShouldForce = 0
->cell = 1
->fastTraveled = 0
->bExpression = 0
->InCyrodiil = 1
->Oblivion = 0
->cellLastFrame = (0000AC07)
->newWeather = (00008BBC)
->newWeatherInterior = (0100AEF3)
->newWeatherNoWindows = (010186FB)
->oldWeather = (00008BBC)
->oldWeatherInterior = (0100AEF3)
->oldWeatherNoWindows = (010186FB)
->targetWeather = (00008BBC)
->oldTargetWeather = (00008BBC)
->oldclimate = (0000015F)
->currentClimate = (0000015F)
->lastExteriorWorldSpace = (0001C31A)
->lastWorldSpace = (0001C31A)
->currentWorldSpace = (0001C31A)
->nearestGate = (00000000)
->regions = 35.0000
->cellName = 0
--- Quest state -----------------------------
Running? Yes
Current stage: 0
Priority: 60

((24 HOUR WAIT))

Error in script 010172c7
Operator [ failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x1187 Command: Let
Error in script 010172c7
Operator [ failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x11A5 Command: Let
Error in script 010172c7
Operator [ failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x11C3 Command: Let
sqv anweatherquest
->fQuestDelayTime = 0.0100
->currentTime = 182.2926
->transitionTime = 157.8893
->timeForCheck = 193.2796
->maptime = 0.0000
->ClearLength = 6.0000
->CloudyLength = 6.0000
->OvercastLength = 6.0000
->FogLength = 6.0000
->RainLength = 6.0000
->StormLength = 6.0000
->SnowLength = 6.0000
->LastX = -193013.7188
->LastY = -29867.5430
->PosX = -193013.7188
->PosY = -29867.5430
->distance = 244.8406
->dayOfYear = 245
->chClear = 27
->chCloudy = 57
->chOver = 66
->chFog = 76
->chRain = 92
->chSnow = 100
->chStorm = 100
->bruma = 0
->dayRand = 4
->weatherRand = 0
->flag = 0
->number = 11
->weatherShouldForce = 0
->cell = 1
->fastTraveled = 0
->bExpression = 0
->InCyrodiil = 1
->Oblivion = 0
->cellLastFrame = (0000AC07)
->newWeather = (00008BBC)
->newWeatherInterior = (0100AEF3)
->newWeatherNoWindows = (010186FB)
->oldWeather = (00008BBC)
->oldWeatherInterior = (0100AEF3)
->oldWeatherNoWindows = (010186FB)
->targetWeather = (00008BBC)
->oldTargetWeather = (00008BBC)
->oldclimate = (0000015F)
->currentClimate = (0000015F)
->lastExteriorWorldSpace = (0001C31A)
->lastWorldSpace = (0001C31A)
->currentWorldSpace = (0001C31A)
->nearestGate = (00000000)
->regions = 77.0000
->cellName = 0
--- Quest state -----------------------------
Running? Yes
Current stage: 0
Priority: 60


Just like a few people in the last thread, my weather has been stuck on a storm for quite some time. I tried a fw 38EEE, saved, and reloaded. Right back to thunderstorm upon cell change. It seems weather type 00008BBC might be the culprit according to the logs.

Darker nights don't appear to be working properly either; I can see more than enough detail at 2:00 AM with a 0.25 luminance multiplier.


The weather is the KvatchThunderstorm, which is only supposed to apply in or near Kvatch. However, it's possible that once it's set, it will last until the next time for a weather change, as the check to get it to change when you move away from Kvatch is quite low down the list of checks that are carried out on cell change. You could have managed to go from Kvatch to Anvil without incurring this check. Switching between two exterior cells by just walking around should do the trick though, just wander around in the wilderness for a bit and the weather should change. I'll take a look at re-ordering those checks some more.

As for your darker nights problem, it's working fine for me. It's not a matter or seeing more than enough detail - if the nights get darker than at vanilla settings, then the feature is working. If 0.25 isn't dark enough for you though, just set it to something darker. On my machine, I can see fine at 0.25, but it's definitely a lot darker than vanilla. You haven't told me if it's any darker than vanilla though, you've just said you can see fine at 0.25, which doesn't tell me if it's working or not. :shrug:
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Tue Feb 01, 2011 5:39 pm

Just like a few people in the last thread, my weather has been stuck on a storm for quite some time. I tried a fw 38EEE, saved, and reloaded. Right back to thunderstorm upon cell change. It seems weather type 00008BBC might be the culprit according to the logs.

Darker nights don't appear to be working properly either; I can see more than enough detail at 2:00 AM with a 0.25 luminance multiplier.


In the last thread, people (including me :P) were having problem with Oblivion Storm.
00008BBC is the Kvatch thunderstorm.
Do you have Kvatch Rebuilt installed? It may be linked to some changes Wrinklyninja did on this.
Also, the fw command don't work with AN (it will always reset to AN weather after a cell change).

Finally, I don't like this:
Error in script 010172c7Operator [ failed to evaluate to a valid resultFile: All Natural Base.esm Offset: 0x1187 Command: LetError in script 010172c7Operator [ failed to evaluate to a valid resultFile: All Natural Base.esm Offset: 0x11A5 Command: LetError in script 010172c7Operator [ failed to evaluate to a valid resultFile: All Natural Base.esm Offset: 0x11C3 Command: Let

It's not really like the errors I had when I installed without a clean save but... did you install AN 0.9.9.5 on a clean save? ^^

Edit: damn! Wrinkly posted something while I was writing (again!) :P
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Tue Feb 01, 2011 9:28 pm

I didn't scroll down far enough to see the errors Julianig noticed, but yes, they're a problem, and could be why you're not getting any weather changes. Did you do a clean save when you upgraded to 0.9.9.5? It looks like the script is having difficulty picking a new weather from the array, so either it's not been populated in your game (which is why a clean save was needed), or I've got a mistake in the population somewhere. Seeing as you've been experiencing the problem for a while, I'm inclined towards the former, as a population mistake would only throw up an error for a small number of possible array indices, so you're more likely to have it working than not in such a case.

EDIT: Well, while looking at the Oblivion Gates in non-rainy areas, I noticed that the Bruma MQ gate is completely screwed up for some reason. I'm not sure if this is because I used setstage mq 2 to test it, but it doesn't set the MQ00.nearOblivionGate variable, which means that the weather cycles between Oblivion and normal constantly. There's no check for the Bruma gate in the weather script either, so I need to figure out what that is, and sort something out there.
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Wed Feb 02, 2011 12:29 am

0.9.9.5 was installed on a clean save, but I've rebuilt the bashed patch so many times since then that it looks like my savegame may have gotten cranky. I have created another clean save, and now weather and darker nights work again, and I am no longer getting the console errors.

To make this kind of savegame corruption easier to deal with in the future, I'd like to suggest a console command to clear all ANW variables and re-initialize it. It would sure beat 20 minutes of wrye bash :D.
User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Tue Feb 01, 2011 9:59 pm

0.9.9.5 was installed on a clean save, but I've rebuilt the bashed patch so many times since then that it looks like my savegame may have gotten cranky. I have created another clean save, and now weather and darker nights work again, and I am no longer getting the console errors.

To make this kind of savegame corruption easier to deal with in the future, I'd like to suggest a console command to clear all ANW variables and re-initialize it. It would sure beat 20 minutes of wrye bash :D.


Perhaps an uninstall script would be useful, I can look into that. RL would benefit in particular, as currently if you remove that, all the lit ayleid stones are lost, I think, and they're not replaced by anything, so having a script to replace them with the original stones would be good. I'm not sure how I'd go about that, but it's something I'll look into.

A small update regarding the 'Defense Of Bruma' Oblivion Gates messing up: those gates don't set a nearOblivionGate reference, so I'll have to detect quest stages instead, unless I find a script which sets similar references that I can check for. Quest stages are a bit hairy, because the player can go do whatever they like between them most of the time, so it's difficult to give exceptions when the player could be in a situation where they aren't warranted.

Does anyone know of any Gates (random or fixed) that occur in the Jerall or Valus mountains? I need to test my rain check fix, but I can't use the Bruma Gates since they're bugged up already.
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Natalie Harvey
 
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Post » Tue Feb 01, 2011 5:39 pm

I'm not sure if it changes the coming or going times, I'll do some testing on that and add the info to the section explanation in the ini. I'm not sure what would happen if you set it to 0, that would make weathers transition instantly, or may just bug the game. I'll add sanity checks for that, so if it is set to 0, it instead gets set to something just above 0.


Since I've changed these, I can say that the normal slow creep weather transitions you get in vanilla happen a lot faster with all the values set to 0.3. I don't know that there's a difference with coming vs going times because in the end, you stop with a different weather in place.

Does anyone know of any Gates (random or fixed) that occur in the Jerall or Valus mountains? I need to test my rain check fix, but I can't use the Bruma Gates since they're bugged up already.


There's one in cell 19,36 which is probably the gate that Itachi62 ran into south of Feldscar that messed things up a bit.
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~Amy~
 
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Post » Tue Feb 01, 2011 11:25 pm

A small update regarding the 'Defense Of Bruma' Oblivion Gates messing up: those gates don't set a nearOblivionGate reference, so I'll have to detect quest stages instead, unless I find a script which sets similar references that I can check for. Quest stages are a bit hairy, because the player can go do whatever they like between them most of the time, so it's difficult to give exceptions when the player could be in a situation where they aren't warranted.


What would be the impact of modifying the MQ13OblivionGate1Script so that nearOblivionGate is set in the same way the other gates' scripts do?

Edit: And what is the issue with oblivion gates in snowy zones? I closed two gates in Jerall mountains and I had no problem. Is it linked to interior weather? (I didn't enter in any interior so I may have missed the issue).
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ILy- Forver
 
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Post » Tue Feb 01, 2011 9:38 am

I'd be strongly opposed to having AN modify any of the MQ related scripts. It's safer to check stages you know there will be a gate at. Especially the big battle outside of Bruma since bailing after the sequence gets started is a really BAD idea.
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Fanny Rouyé
 
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Post » Tue Feb 01, 2011 9:36 pm

I found the rainy/cloudy weather in Enhanced Weather to be too dark, especially at night, and that problem seems to have crept into NW weathers with the switch from plugins to INI configuration. Daytime cloudy weather with the NW setting seems incredibly dim. It would be nice to have some kind of INI setting for minimum brightness in daytime and nighttime weather.

Also, one thing that's always bothered me about vanilla lighting, and that has been missed in Real Lights, is the lack of light in stores and inns. Particularly, pitch darkness in entryways, dim public hallways, and dark rented rooms. These are areas that are supposed to usable and hospitable for the public, and yet I find myself carrying a torch while I pick my way through inns. It's ridiculous.
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Guinevere Wood
 
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Post » Tue Feb 01, 2011 12:57 pm

I'm trying to install the OMOD version and i keep getting a message saying "All Natural requires OBSE v18 in order to work. quiting installation" I have OBSE installed and in the right area. I know because I have a couple other mods that use it and can see in the console that it's working. Is there any way to get this to work?

EDIT: Never mind I'm an idiot. Even though OBSE was working it turns out I left out a file. everything works fine now. Now my game looks the way I've wanted for a while.
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Sheila Reyes
 
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Post » Tue Feb 01, 2011 12:21 pm

I found the rainy/cloudy weather in Enhanced Weather to be too dark, especially at night, and that problem seems to have crept into NW weathers with the switch from plugins to INI configuration. Daytime cloudy weather with the NW setting seems incredibly dim. It would be nice to have some kind of INI setting for minimum brightness in daytime and nighttime weather.


http://img188.imageshack.us/img188/5682/screenshot4xf.jpg

Taken at one in the afternoon!
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Mark
 
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Post » Tue Feb 01, 2011 11:26 pm

Since I've changed these, I can say that the normal slow creep weather transitions you get in vanilla happen a lot faster with all the values set to 0.3. I don't know that there's a difference with coming vs going times because in the end, you stop with a different weather in place.

There's one in cell 19,36 which is probably the gate that Itachi62 ran into south of Feldscar that messed things up a bit.


Cheers for the Gate cell. I'll go check that out.

What would be the impact of modifying the MQ13OblivionGate1Script so that nearOblivionGate is set in the same way the other gates' scripts do?

Edit: And what is the issue with oblivion gates in snowy zones? I closed two gates in Jerall mountains and I had no problem. Is it linked to interior weather? (I didn't enter in any interior so I may have missed the issue).


Fire and brimstone. I'm not modifying any vanilla scripts, especially not quest ones, unless I can't help it, and I think I can.

As for the snowy gate issue, I think I made that up while sleep-deprived. There is actually an 'issue' with the snowy/rainy weather in the wrong place causing changes bit of the script, and the Oblivion Gate bit, in that they spam weather changes until the weather is changed, when only one call for a weather change is needed. I'll fix that, since although you don't see any problem, it's still not good.


I found the rainy/cloudy weather in Enhanced Weather to be too dark, especially at night, and that problem seems to have crept into NW weathers with the switch from plugins to INI configuration. Daytime cloudy weather with the NW setting seems incredibly dim. It would be nice to have some kind of INI setting for minimum brightness in daytime and nighttime weather.

Also, one thing that's always bothered me about vanilla lighting, and that has been missed in Real Lights, is the lack of light in stores and inns. Particularly, pitch darkness in entryways, dim public hallways, and dark rented rooms. These are areas that are supposed to usable and hospitable for the public, and yet I find myself carrying a torch while I pick my way through inns. It's ridiculous.


All the weather brightnesses have been normalized to vanilla levels, or at least I tried to do so for night brightnesses. If it is noticeably darker than the corresponding vanilla weather type, then let me know, but otherwise, you can change the brightness at night using Night Luminance and the brightness during the day using Colour Tints (just increase all 3 colours by the same amount).
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MatthewJontully
 
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Post » Wed Feb 02, 2011 12:50 am

Since I've changed these, I can say that the normal slow creep weather transitions you get in vanilla happen a lot faster with all the values set to 0.3. I don't know that there's a difference with coming vs going times because in the end, you stop with a different weather in place.


In fact I'd like to know because I'd like to set different multipliers for different weathers. For example, changing the multiplier for "fog" so that it come and go away quickly. ^^

Fire and brimstone. I'm not modifying any vanilla scripts, especially not quest ones, unless I can't help it, and I think I can.


I can understand that. And as Arthmoor pointed out, you can use the quest stage as the player is not supposed to go away from the gate during the battle (and if he does, the game is over).

I'm now in Jerall mountains and I had some weather changes that looked suspicious.
I was coming from the IC and the weather was clear. Soon after entering in Jerall mountains it began to snow and then stop shortly (about 1 hour) after. As soon as I entered in Bruma there was a lot of snow. I didn't really pay attention to the weather and I visited some shops. At some point (maybe 1-2 hours later) the weather was cloudy. As it was quite late, I went to the inn, paid a room for the night and ate a delicious mutton and leek pie (:P). Then I went out (after 1 hour maybe) for a totally innocent night stroll and the weather was overcast.
Is it something normal that could happen due to a random function controlling the duration of any weather? I only changed the duration in the ini file for storm and fog by the way.

Also, I noticed that I could see the sun set in the south when I was inside the inn and the guild mages in Bruma. It's something that I never checked before, so I can't say if it's happening in all interior cells. I'll check that today.
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Stace
 
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