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

Post » Tue Feb 01, 2011 8:14 pm

The transition times seem to be the time it takes to transition into a weather, and they don't affect when a weather is transitioned from. So the transition time for a weather is soley based on the Trans Delta of the weather that is being set. (The trans delta is what Transition Times (Speeds, currently) modifies)

@ Julianig: Those weather changes do sound suspicious. I'll look into them once I've sorted out the bruma gate situation.

EDIT: A small problem with the Bruma gate: when you exit it, the quest stage condition script releases the weather override and sets the weather to clear. AN must choose a new weather once you exit the gate, but setweather calls stack, so the weather will change to clear when you exit the gate, and then once that transition is complete, it will start to change to the AN weather. If you cause the weather to be forced before that happens (ie. enter Bruma or the stables house, or fast travel) then it will force to the AN weatherr.

There's nothing much I can do about the stacking of setweather calls, or the high possibility of seeing the AN weather forced without editing the quest stage condition script, but that's not something I'm prepared to do, just in case it breaks compatibility with other mods that do the same thing.
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Jamie Moysey
 
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Post » Tue Feb 01, 2011 9:35 pm

WOW this mod has made things look so much better. Is there gonna be any update to support Battle horn Castle? That seems to be the only place that still has the random lights with no candles.
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kirsty williams
 
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Post » Tue Feb 01, 2011 3:52 pm

The transition times seem to be the time it takes to transition into a weather, and they don't affect when a weather is transitioned from. So the transition time for a weather is soley based on the Trans Delta of the weather that is being set. (The trans delta is what Transition Times (Speeds, currently) modifies)


Thanks for the info. :)

@ Julianig: Those weather changes do sound suspicious. I'll look into them once I've sorted out the bruma gate situation.


I can confirm there's (or at least I have) an issue with the weather in Bruma. I was at Cloud Ruler Temple, weather was a bit cloudy. As soon as I entered into Bruma, I was under a heavy snowfall. And the snowfall was still there if I immediately exited the city. After entering and exiting a shop, the snow was gone and the weather was the same as before I entered Bruma.
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Catherine N
 
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Post » Tue Feb 01, 2011 3:04 pm

Thanks for the info. :)



I can confirm there's (or at least I have) an issue with the weather in Bruma. I was at Cloud Ruler Temple, weather was a bit cloudy. As soon as I entered into Bruma, I was under a heavy snowfall. And the snowfall was still there if I immediately exited the city. After entering and exiting a shop, the snow was gone and the weather was the same as before I entered Bruma.


Grab my http://www.4shared.com/file/SOyJSOyg/Weather_Debug_Ring.html, and equip that before and after going through load doors in Bruma, or between Bruma and the outside world. If the weather de-syncs, then post the output here. That should give me some info that'll be useful for tracking down and fixing this.
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Erin S
 
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Post » Tue Feb 01, 2011 10:50 pm

Grab my http://www.4shared.com/file/SOyJSOyg/Weather_Debug_Ring.html, and equip that before and after going through load doors in Bruma, or between Bruma and the outside world. If the weather de-syncs, then post the output here. That should give me some info that'll be useful for tracking down and fixing this.


Ok. I'll do some tests this evening. :)
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Jesus Lopez
 
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Post » Tue Feb 01, 2011 5:48 pm

Grab my http://www.4shared.com/file/SOyJSOyg/Weather_Debug_Ring.html, and equip that before and after going through load doors in Bruma, or between Bruma and the outside world. If the weather de-syncs, then post the output here. That should give me some info that'll be useful for tracking down and fixing this.


Ran into a similar issue. Was outside in the mountains and popped into one of the houses that belongs to Verona House. It's properly flagged with an interior climate via the filter. While outside, a snowstorm was in progress. Inside, it had changed to a thunderstorm. When I left again, weather was sunny with puffy clouds. There's obviously something fishy with the snowstorm handling. Unfortunately I didn't have the debug ring active at the time or I'd have gathered the weather IDs.
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Siobhan Wallis-McRobert
 
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Post » Tue Feb 01, 2011 8:17 pm

Ran into a similar issue. Was outside in the mountains and popped into one of the houses that belongs to Verona House. It's properly flagged with an interior climate via the filter. While outside, a snowstorm was in progress. Inside, it had changed to a thunderstorm. When I left again, weather was sunny with puffy clouds. There's obviously something fishy with the snowstorm handling. Unfortunately I didn't have the debug ring active at the time or I'd have gathered the weather IDs.


I think I've figured out what it was: the snowy weather check didn't take interiors into account, so if it was snowing and you were inside, it would then proceed to check if you were in any of the correct regions. Of course, being inside, you weren't, so it would cause the weather to change. The change would call until the weather had finished changing too, so it would result in stacking of weather changes, which would lead to more weirdness. All that needed to be done was to add the climate checks for NIWBruma and NIWBrumaNoWindows.

Of course, this will only work if the interiors in the snowy regions have these climates applied to them, so I'm not sure if the Filter Patch needs any updating or not.
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Chantel Hopkin
 
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Post » Tue Feb 01, 2011 8:56 am

Just need a hand on the INI settings, I'm trying to adjust the night settings to use the OC darker night option but when I change the values nothings happening, I manage to do it a while ago but completely forgot what it was I changed...at the moment it looks like this:

; =====================================================
; | Night Luminance : Configurable night light levels |
; =====================================================

; For Tamriel:

Set ANInitQuest.NLLuminance to 0.33 ; Multiplier of the brightness at night.
Set ANInitQuest.NLNormalizeLuminance to 1 ; Enables/Disables the removal of vanilla Oblivion's blue tint at night.

; For the Shivering Isles:

Set ANSIInitQuest.NLLuminance to 0.33 ; Multiplier of the brightness at night.
Set ANSIInitQuest.NLNormalizeLuminance to 1 ; Enables/Disables the removal of vanilla Oblivion's blue tint at night.

; Suggested Values:

; ---------------------------------------------------------------------------------------------------
; | |Vanilla|50% Darker Nights|80% Darker Nights|Original Colour Darker Nights|
; ---------------------------------------------------------------------------------------------------
; |NLLuminance | 1 | 0.5 | 0.2 | 0.33 |
; |NLNormalizeLuminance | 0 | 0 | 0 | 1 |

All I want to change is the darker night settings, what was I and what wasn't I supposed to change?
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Nick Pryce
 
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Post » Tue Feb 01, 2011 8:44 pm

Just need a hand on the INI settings, I'm trying to adjust the night settings to use the OC darker night option but when I change the values nothings happening, I manage to do it a while ago but completely forgot what it was I changed...at the moment it looks like this:

snip

All I want to change is the darker night settings, what was I and what wasn't I supposed to change?


It should 'just work'. Although the settings you posted have the wrong presets, the NLNormalizeLuminance settings are supposed to be set at 1 for 50 and 80% darker, and 0 for OC Darker Nights. That doesn't have anything to do with it not working though. Do you get error messages in your console? If so, make sure you've done a clean save upgrade when upgrading to 0.9.9.5.
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Saul C
 
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Post » Tue Feb 01, 2011 5:40 pm

It should 'just work'. Although the settings you posted have the wrong presets, the NLNormalizeLuminance settings are supposed to be set at 1 for 50 and 80% darker, and 0 for OC Darker Nights. That doesn't have anything to do with it not working though. Do you get error messages in your console? If so, make sure you've done a clean save upgrade when upgrading to 0.9.9.5.



Maybe I wasn't clear enough, the mod itself works and the settings I posted are what I changed them to, if I'm right in saying the mod has three different versions on darker nights in it and it's down to the user to decide on what one to use, what I was trying to do was enable the OC darker night as I like the face that you can barely see anything in front of you and disable the 50/80% ones as those are the presents as you mentioned, what I first did was just out a 0 under 50 and 80% and a 1 under OC, loaded the game but it was still rather bright then I started to fiddle with the other values and that's what I posted. I didn't do a clean save when upgrading so I'll do that shortly. What I wanted to know was, is it the ''suggested values'' part I change to set it how I want or should I leave those and adjust the multipliers??
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Rude_Bitch_420
 
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Post » Tue Feb 01, 2011 8:01 pm

What? No. The setttings you change are the lines starting "set to ;" The suggested values are exactly that - values that are suggested for the different darker nights options given. It's a table of possible values, not a list of settings that you change.

The mod doesn't have 3 versions of darker nights in it, it has one script which can give you up to 256 different darker nights versions. You just pick the night brightness/darkness levels you want, and all you have to change is 2 settings for each of Tamriel and SI.
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Rhiannon Jones
 
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Post » Tue Feb 01, 2011 11:07 pm

I have a small question, is this mod compatible with Let There Be Darkness? if yes, should i import cells from both Alll Natural and Let There Be Darkness or only one?
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Camden Unglesbee
 
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Post » Tue Feb 01, 2011 1:58 pm

I have a small question, is this mod compatible with Let There Be Darkness? if yes, should i import cells from both Alll Natural and Let There Be Darkness or only one?



Yes and yes. It is compatible, and you should import cells from AN and LTBD. The tags import different things, so there is no overlap.
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Francesca
 
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Post » Tue Feb 01, 2011 9:10 pm

I have a question I had all natural 0995 in wyre installed. Then I installed it by omod and the game started fine but I now I have looks like wierd hexis in the sky can Anyone tell me what is wrong? Should uninstall the omod and reinstall it in wyre where there seems to be no problems? The only reason I went through omod was because I wasn't sure the update was applied where as in omm it asked you. Any help would be appricated
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Sweets Sweets
 
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Post » Tue Feb 01, 2011 3:04 pm

Hi - I had a look at the wizard and two things puzzled me :
If !(bAN|bRL)  ; bAN is not defined	Cancel 'No components were selected.'EndIf
and a missing pair of quotes at the last note :
Note "You can choose which combination of weather mods' weathers you wish to see in game in the 'All Natural.ini', as well as customise a wide variety of All Natural's options and features there.

The strange thing is the wizard seems to run even when bRL is false and bAN undefined - and it seems to ignore the missing ":confused:
I should ask to the Bash thread probably...
(Bash 285 here)

EDIT : the full script :
Spoiler
RequireVersions '1.2.0.416','0.0.18.6','','284'bWeather = FalsebRL = FalseiRebuild = 0DeSelectAllSelectOne "Select which mod components you wish to install.", \		"|All Natural - Full", "This will install both the weather and Real Lights parts of All Natural.", '', \        "All Natural - Weather ONLY", "This will install the weather system, but not Real Lights.", '', \        "All Natural - Real Lights ONLY", "This will only install the Real Lights part of All Natural, and NONE of the weather options, so you can use any other weather mod you wish.", ''	Case 'All Natural - Full'		bWeather = True		bRL = True		sRebuild = "'All Natural.esp'"	Break	Case 'All Natural - Weather ONLY'    		bWeather = True		sRebuild = "'All Natural.esp'"    Break  	Case 'All Natural - Real Lights ONLY'    		bRL = True		Note 'Remember to rename the "All Natural.bsa" to "All Natural - Real Lights.bsa" to prevent missing mesh and texture errors when you start Oblivion.'    BreakEndSelectIf !(bAN|bRL)	Cancel 'No components were selected.'EndIfIf bRL	SelectSubPackage '00 Core'	DeSelectAllEspms	SelectSubPackage '01 Real Lights'EndIfIf bWeather	SelectSubPackage '00 Core'	DeSelectEspm 'All Natural - SI.esp'	If DataFileExists('DLCShiveringIsles.esp')		SelectOne "Do you want to use All Natural's Shivering Isles support?  Pick yes if you don't use another mod for Shivering Isles weather.", \				"|Yes", "Installs Shivering Isles support for All Natural.", '', \				"No", "Doesn't install All Natural for Shivering Isles.  Use this option if you have another mod that controls weather in Shivering Isles.", ''			Case 'Yes'				SelectEspm 'All Natural - SI.esp'				sRebuild = sRebuild + " and 'All Natural - SI.esp'"			Break		EndSelect	EndIf	If DataFileExists('Nascosto Isles 3.esp')		SelectSubPackage '03 Nascosto Isles Weather Patch'	EndIf	If DataFileExists('Kvatch Rebuilt.esp')		SelectSubPackage '04 Kvatch Rebuilt Patch'	EndIf	SelectOne "Do you want to use the Bash Filter patch for other mod support?", \			"|Yes", "Pick this option if you wish to add All Natural's indoor weather to any of the mods supported in the Filter Patch.  Be sure to rebuild your Bashed Patch after installing.  See the Readme to explain the Bash Filter Option in more detail.", '', \			"No", "Pick this option if you do not wish to add indoor weather to the supported mods.", ''		Case 'Yes'			SelectSubPackage '02 Bash Filter For Various Mods'			sRebuild = sRebuild + " and 'All Natural - Indoor Weather Filter For Mods.esp'"			Note "Do NOT activate the 'All Natural - Indoor Weather Filter For Mods.esp'. Keep it inactive, but imported into your Bashed Patch.\n"		Break	EndSelect		Note "Remember to select Import Cells from " sRebuild " when rebuilding your Bashed Patch.\n"	Note "You can choose which combination of weather mods' weathers you wish to see in game in the 'All Natural.ini', as well as customise a wide variety of All Natural's options and features there.EndIf

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anna ley
 
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Post » Wed Feb 02, 2011 12:17 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.

I have no idea how it could have. But it was still in the Oblivion storm weather. Maybe it's because of my INI settings regarding transitions and rain, but I'm not really sure.

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'.

Alright, thanks!
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Louise
 
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Post » Tue Feb 01, 2011 7:10 pm

It would seem the problem I had with this mod is abit more then first thought, not 100% but I don't think mines working I ain't noticed the weather change for a while and also when I tried uninstalling it to do a clean save and reinstalling it again the game just crashes as it starts to load, I followed the uninstall instructions in the read me but the game just wont load with out it to do a clean save...and when I open the console after loading I notice it comes up with some script errors....is there any way after loading I can reset the mod or something :unsure2:
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Stacyia
 
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Post » Tue Feb 01, 2011 11:39 am

Try clean saving while leaving Real Lights active. For unknown reasons, some folks are unable to remove that from the game. We don't yet know why, but you can deactivate the rest of the modules in order to upgrade while leaving that one in place.
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Alkira rose Nankivell
 
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Post » Tue Feb 01, 2011 10:05 pm

Try clean saving while leaving Real Lights active. For unknown reasons, some folks are unable to remove that from the game. We don't yet know why, but you can deactivate the rest of the modules in order to upgrade while leaving that one in place.


That worked like a charm, always a big help ain't ya :) fankoo :foodndrink:
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Cody Banks
 
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Post » Tue Feb 01, 2011 12:26 pm

You can use Enhanced weather mod with this right? For some reason when I was installing it I thought it said I couldn't use other weather mods.
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Laura Mclean
 
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Post » Tue Feb 01, 2011 7:40 pm

That's because you can't. The readme is quite specific on that. You cannot use other weather mods with this.
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Jaylene Brower
 
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Post » Tue Feb 01, 2011 10:27 pm

Is All Natural compatible with Animated Window Lighting system?
Where's the weather plugins btw !??
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BEl J
 
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Post » Wed Feb 02, 2011 12:25 am

Is All Natural compatible with Animated Window Lighting system?
Where's the weather plugins btw !??


As far as I know they are perfectly compatible!

The choice of which weather mod you want to use has been moved to the All Natural.ini
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Melung Chan
 
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Post » Tue Feb 01, 2011 8:53 pm

Just posting to say that I've been away from home since Wednesday, and will be until Monday, and I'm generally without Internet, so don't expect any posts or replies until then. :)
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jesse villaneda
 
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Post » Tue Feb 01, 2011 3:30 pm

The choice of which weather mod you want to use has been moved to the All Natural.ini

Nvm. thanks.
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JD FROM HELL
 
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