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

Post » Tue Feb 01, 2011 7:31 pm

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 v0.9.9.5 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v0.9.9.5 @ 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.
There is also an extensive filter for interior weather to apply to various mods.

http://www.gamesas.com/index.php?showtopic=1094185

Beta 0.9.9.5

* Updated Tamriel and SI weather scripts with fixes for various bugs, including fast weather switching, Oblivion Gate weather getting stuck and instant weather changes.
* Fixed weather de-sync in SI and fixed interior/exterior switches stopping the weather from changing between regions properly.
* Support for BAIN wizards has been added.
* HDR lighting values for clear weather have been adjusted to be less bright.
* Added detection of fast travel mods such as Cyrodiil Travel Services to Tamriel and SI weather scripts.
* Added check to change weather when it is raining and the player moves to a high altitude snowy region.
* Replaced plugin/quest-stage combination weather selection method with an array based method for both Tamriel and SI, and replacing weather plugins with ini settings for selecting weathers from NW, AWS and EW.
* Optimised all scripts.
* Fixed lightning flashes in a NoWindows weather.
* Fixed cell flags in The Bloated Float to fix interior weather there.
* Fixed Kvatch Rebuilt compatibility.
* Removed dummy Oblivion cell as it is no longer required.
* Added Natural Interior effects to SI's New Sheoth Palace.
* Updated a number of weathers, updating some EditorIDs, removing some duplicates and fixing sounds, colouration and classifications.
* Added BAIN Wizard installation file for simplified installation using BAIN.
* Removed silence from the end of some interior weather sounds so they loop better.
* Removed a number of duplicate sound entries.
* Replaced AWS weather textures with those updated in AWS 2.5.
* Removed meshes\sky\stars.nif from BSA, as it was not required.

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:
Spoiler
chorrol\interior\chandelierhangingrod02AN.nif
chorrol\interior\chorrolfgchorrolinterior01.nif
chorrol\interior\chorrolfgtowerinterior01.nif
chorrol\interior\chorrolfightersguild01AN.nif
chorrol\interior\chorrolfightersguildhallinterior01.nif
chorrol\interior\chorrolhousemiddle01interior.nif
chorrol\interior\chorrolhousemiddle02interior.nif
chorrol\interior\chorrolhousemiddle03interior.nif
chorrol\interior\chorrolhousemiddle04interior.nif
chorrol\interior\chorrolhousemiddle05interior.nif
chorrol\interior\chorrolhousemiddle06interior.nif
chorrol\interior\chorrolhousemiddle07interior.nif
chorrol\interior\chorrolhousemiddle08interior.nif
chorrol\interior\chorrolhousemiddle09interior.nif
chorrol\interior\chorrolhouseupper01interior.nif
chorrol\interior\chorrolhouseupper02interior01.nif
chorrol\interior\chorrolhouseupper02interior02.nif
chorrol\interior\chorrolhouseupper02interior03.nif
chorrol\interior\chorrolhouseupper03interior.nif
chorrol\interior\chorrolhouseupper04interior01.nif
chorrol\interior\chorrolhouseupper04interior02.nif
chorrol\interior\chorrolhouseupper04interior03.nif
chorrol\interior\chorrolmageguildbottomstory.nif
chorrol\interior\chorrolmageguildmiddlestory.nif
chorrol\interior\chorrolmageguildtopstory.nif
chorrol\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.

Spoiler
Architecture\City\Dementia\DementiaInteriors\DementiaHouse01Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse01InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse02Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse02InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse03Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse03InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse04Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse04InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse05Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse05InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse06Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse06InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse07Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseInn01Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseInn01InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower01Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower01InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower02Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower02InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower03Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower03InteriorTop.NIF
Architecture\Settlements\HouseDementia01Interior.NIF
Architecture\Settlements\HouseDementia02Interior.NIF
Architecture\Settlements\HouseDementia03Interior.NIF
Architecture\Settlements\HouseDementia04Interior.NIF
Architecture\City\Mania\LCManiaHouseInt01.NIF
Architecture\City\Mania\LCManiaHouseInt02.NIF
Architecture\City\Mania\LCManiaHouseInt03.NIF
Architecture\City\Mania\LCManiaHouseInt04.NIF
Architecture\City\Mania\LCManiaHouseInt06.NIF
Architecture\City\Mania\LCManiaHouseInt06Top.NIF
Architecture\City\Mania\LCManiaHouseInt07.NIF
Architecture\City\Mania\LCManiaHouseInt07Top.NIF
Architecture\City\Mania\LCManiaHouseInt08.NIF
Architecture\City\Mania\LCManiaHouseInt08Top.NIF
Architecture\City\Mania\LCManiaHouseInt09.NIF
Architecture\City\Mania\ManiHouseINT01.NIF
Architecture\City\Mania\ManiHouseINT01UP.NIF
Architecture\City\Mania\ManiSmity01INT.NIF
Architecture\City\CityWalls\SESacellum ArdenSulTowerInterior.NIF

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oliver klosoff
 
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Post » Wed Feb 02, 2011 12:36 am

Thanx for posting, I have been using Natural Weather by Max Tael for Natural Weather, I think I might change over after seeing the pix for this mod :D
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Nana Samboy
 
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Post » Wed Feb 02, 2011 12:12 am

Why does this require Wrye Bash, and what do you need to do with it? I really want to get this but I haven't downloaded Wrye Bash because I don't think I'd be good enough with mods to use it.

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Amiee Kent
 
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Post » Tue Feb 01, 2011 9:56 pm

Well, I can see the sun glare very clearly through the merchant Inn roof by the entrance. And that part is solid geometry in the mesh (icgroundfloor18.nif), so I'm really uncertain why it's happening. Does it happen to you? I'll have to test other IC buildings.


Went to the inn and checked, no gaps visible, something has clearly moved the door in wrinklyninja's game since there's no gap in mine. Possibly the UOP fixed it at some point, I can check that in a bit. Doors are a pain in the butt because of the persistence.

I really thought I'd managed to nail that patch last time. Perhaps something's up with the weather script this time. I'll take a look. What stage of the rebuild are you at? (best just to give me the name of your current active KR quest)


I was returning after dealing with the bandits in Blood on the Road. The quest that's right before when they close the city for a week. Something has to have changed since this was all working fine the last time you had me looking at it.
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carrie roche
 
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Post » Tue Feb 01, 2011 1:08 pm

Why does this require Wrye Bash, and what do you need to do with it? I really want to get this but I haven't downloaded Wrye Bash because I don't think I'd be good enough with mods to use it.


It's required for the interior weather system to work properly. Without it you'll likely have many mods overriding the changes made to the interiors. The readme explains the process you need to follow with Wrye Bash in order to make this work. The program may look complicated but it's actually fairly simple once you spend a few minutes with it.
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clelia vega
 
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Post » Tue Feb 01, 2011 6:05 pm

Just realized there was an update...and that there's an installation wizard for BAIN. Very cool, thanks :goodjob:
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Jarrett Willis
 
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Post » Tue Feb 01, 2011 3:28 pm

It's required for the interior weather system to work properly. Without it you'll likely have many mods overriding the changes made to the interiors. The readme explains the process you need to follow with Wrye Bash in order to make this work. The program may look complicated but it's actually fairly simple once you spend a few minutes with it.

Cool! I'll probably get this tommorow then (I'm getting a bit tired right now) and I'll see if I can figure out Wrye Bash so I can use it for this. I must say, those screenshots you have up on TESnexus look gorgeous. I plan on running this with the Light Within for some really atmospheric cities.
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Stu Clarke
 
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Post » Tue Feb 01, 2011 8:54 am

Partial reply from the last thread:
DARN! I had just written a long reply here.. but then I accidentally pressed the "back" button and everything disappeared... I hate when that happens! Oh well.. I'll try to rewrite everything.

So... I have a few simple questions :P

Firstly, I have made a few new sky textures for thunderstorm and rain. I don't really like any of the available ones from either NW, AWS or EW.
So, I wonder... how do I implement these new sky textures I've created into this mod? Do I open the All Natural.esp and manually edit the Weather and add the textures? Or do I open the All Natural.esm instead?
Or do I open the BSA file and somehow copy over the old ones, and if so... how?
Here's the textures working in NW:
http://img99.imageshack.us/f/screenshot74.png/
http://img401.imageshack.us/f/screenshot75g.png/

Secondly, I've installed this mod with obmm and the bashed patch and everything works like a charm, BUT I wonder... how does this weather filter help me? I'm kind of new at wrye bash and I've read its long readme a few times but haven't really understood that much. However, from reading the All Natural readme I've understood that it's supposed to, I quote: "enables other mods to have the interior cell climates that All Natural provides.". I wonder... how does this work? How do I add the natural interiors to other mods?
Does it automatically do it as long as I have it built in the bashed patch? Or does it have anything to do with that topic in the readme "IX. Adding Natural Interiors Support to Other Mods"? If so, how is this connected to the weather filter?

I also wonder, after I've rebuild the bashed patch... do I activate the bashed patch or unactivate it?

Phew... sorry for so many questions and it if was confusing. Hard to try to write the same thing twice.

Also, on a note, I looked at that color tint change-picture you had. It looks great!!


Regarding replacing sky textures, you'll have to edit each weather you want them to appear in, either loading the master file in the CS and making the changes there before saving them to an overriding plugin, or open up TES4Edit, where you can make the edits whatever way you wish. I suggest using the CS though, it's easier in case you mess something up.

The Filter is imported into the Bashed Patch, where it overrides the Behave As Exterior flag and climate settings of the interiors of any of its masters that you have installed. So long as you have it imported into your Bashed Patch, it will work automatically. Section IX of the readme details adding support to mods not included in the Filter patch.

You've got to activate the BP after rebuilding it.
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Beast Attire
 
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Post » Tue Feb 01, 2011 10:23 am

I'm getting Oblivion gate weather stuck, even after using console to force to clear! :(
I tried uninstalling (using OMOD), and then going back in, waiting a few days, saving, and then re-enabling, but once I get to an Oblivion gate again, the weather sticks.

I've disabled it for now, but I really do miss the interior weather noises! It was just kind of annoying to be in Imperial City and have a red gloom D:
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Chica Cheve
 
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Post » Tue Feb 01, 2011 11:33 pm

I'm getting Oblivion gate weather stuck, even after using console to force to clear! :(
I tried uninstalling (using OMOD), and then going back in, waiting a few days, saving, and then re-enabling, but once I get to an Oblivion gate again, the weather sticks.

I've disabled it for now, but I really do miss the interior weather noises! It was just kind of annoying to be in Imperial City and have a red gloom D:


Using the console to change the weather won't stick when you're using All Natural. I think I'll add this to the readme FAQs. Grab the http://www.4shared.com/file/g5kOxBBX/AN_Oblivion_Gate_Fix.html and let me know how it works and whether you notice anything odd about the weather or not.
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Chloe Botham
 
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Post » Tue Feb 01, 2011 10:23 am

Using the console to change the weather won't stick when you're using All Natural. I think I'll add this to the readme FAQs. Grab the http://www.4shared.com/file/g5kOxBBX/AN_Oblivion_Gate_Fix.html and let me know how it works and whether you notice anything odd about the weather or not.


Ah, thank you for the prompt response--I'll try it out now!
EDIT: Just to be clear, should I load this after the bashed patch? And also, in the bashed patch creation procedure, do I import the graphics/scripts/etc. into the bashed patch (from AN Real Lights, etc.)?
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Lawrence Armijo
 
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Post » Wed Feb 02, 2011 12:31 am

http://i275.photobucket.com/albums/jj317/Brumbek/ANMerchantsInnSunGlareBug.jpg I was getting in Merchants Inn. This is with vanilla Oblivion and only All Natural 0.9.9.5.

And in case you missed it, it is the UOP that moves the door in Merchants Inn.

Plus from last thread for ref, http://www.tesnexus.com/downloads/images/2536-1-1217478130.JPG.
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Stephanie Nieves
 
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Post » Tue Feb 01, 2011 11:17 am

just a note, if you happen to put the "All Natural - Nascosto Isles Weather Patch" in your data folder even with no intention of activating it, then you import the mod filter and your also using something like FCOM and merging patches, the bashed patch will use something from the AN - NIW patch, requiring the full mod to be installed, if it's not you get an instant crash starting Oblivion, had to delete AN - NIW patch.esp and rebuild bashed patch to fix it.
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Lizzie
 
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Post » Wed Feb 02, 2011 12:19 am

I haven't played for a few weeks, but I had the problem with weather sticking too. I'll try the fix next time I feel like playing.

One thing, though. The first time I went into a city after the weather got stuck, I had to wonder whether it was intentional. I'd just gone into Chorral after being near the gate that opens right down the road, the oblivion weather literally cast the city in a whole new light, all of the NPCs happened to be talking about the oblivion gate and what it meant for Chorral... the whole thing was incredibly immersive.

I'd really like to see a mod that adds that kind of atmosphere to the major cities while the oblivion crisis is happening. Weather in cities could show at least some aspects of oblivion weather while the large gate associated with a city is open, preferably with a stronger presence in the direction of the gate.
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Adam Porter
 
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Post » Tue Feb 01, 2011 8:56 am

just a note, if you happen to put the "All Natural - Nascosto Isles Weather Patch" in your data folder even with no intention of activating it, then you import the mod filter and your also using something like FCOM and merging patches, the bashed patch will use something from the AN - NIW patch, requiring the full mod to be installed, if it's not you get an instant crash starting Oblivion, had to delete AN - NIW patch.esp and rebuild bashed patch to fix it.


Well it stands to reason that if you import the patch into your Bashed Patch, it will be required. A moot point anyway, as why would you do that (or even have it in your data directory) if you weren't planning on using it.
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Mandi Norton
 
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Post » Tue Feb 01, 2011 6:47 pm

just a note, if you happen to put the "All Natural - Nascosto Isles Weather Patch" in your data folder even with no intention of activating it, then you import the mod filter and your also using something like FCOM and merging patches, the bashed patch will use something from the AN - NIW patch, requiring the full mod to be installed, if it's not you get an instant crash starting Oblivion, had to delete AN - NIW patch.esp and rebuild bashed patch to fix it.


No, the Nascosto patch doesn't drag anything from the other AN files in with it. All that does is change the light coloring to fit with the values used in AN. Though since a lot of that has been changed and tweaked and such recently the Nascosto patch might not even be of any value anymore. Guess I'll have to see what the differences are with and without.


Also, I second the idea to have Oblivion weather visible in the city. I don't know if that's actually possible though, but worth a look at least?
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Nana Samboy
 
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Post » Tue Feb 01, 2011 3:50 pm

Also, I second the idea to have Oblivion weather visible in the city. I don't know if that's actually possible though, but worth a look at least?


It would look pretty good, though Beth strategically positioned the gates so that you're out of range by the time you get to entering the city, so there's no existing reason for the weather to stay inside the city. Having said that, if someone can think of a decent excuse/viable circumstances for it to happen, I'll be happy to implement it, it shouldn't be that hard.
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Ymani Hood
 
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Post » Tue Feb 01, 2011 8:25 pm

The Oblivion gate fix worked! :D
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chloe hampson
 
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Post » Tue Feb 01, 2011 11:09 am

No, the Nascosto patch doesn't drag anything from the other AN files in with it. All that does is change the light coloring to fit with the values used in AN. Though since a lot of that has been changed and tweaked and such recently the Nascosto patch might not even be of any value anymore. Guess I'll have to see what the differences are with and without.


Yeah it's just because the AN - NIW patch gets automatically ticked off by the bashed patch, (more of a bash issue really, but I thought i'd just post it anyway)

btw any thought on making a little extra plug for having darker nights in this mod??? going form NW with dark nights (all dark and scary :D) to "wow it's 1am and no moons, yet I can see every thing clearly for miles around" made me go "awwwww" other then that it's a very nice mod.


EDIT;
just found the stuff in the readme about INI configuration on getting darker nights, so nvm.
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NeverStopThe
 
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Post » Wed Feb 02, 2011 1:02 am

It would look pretty good, though Beth strategically positioned the gates so that you're out of range by the time you get to entering the city, so there's no existing reason for the weather to stay inside the city. Having said that, if someone can think of a decent excuse/viable circumstances for it to happen, I'll be happy to implement it, it shouldn't be that hard.

Place one or more dummy oblivion gates under the terrain between a city's associated gate and the entrance to the city, and then one or more gates inside the city depending on how much of the city should be covered. These gates would be disabled or hidden while the real gate is closed. If the game takes height into account when the weather transitions you could place the dummy gates farther underground the farther they are from the real gate, to make the weather fade with total distance.

Would any of that work?
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FLYBOYLEAK
 
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Post » Wed Feb 02, 2011 12:02 am

Sorry to be a bother, but i'm having some trouble with 0.9.9.5....

I uninstalled the old version I had, did a clean save, and then used the BAIN wizard to install....bashed, rebuilt patch.

Now in the game, I have no weather... just a blue solid color where the sky should be... I waited for 3 days in an interior, and still have no weather.

Here's the load order; any suggestions?

Spoiler
Active Mod Files:00  Oblivion.esm01  Windfall.esm02  Jog_X_Mod.esm03  ScreenEffects.esm04  All Natural Base.esm  [Version 0.9.9.5]05  Francesco's Leveled Creatures-Items Mod.esm06  Francesco's Optional New Items Add-On.esm07  Cobl Main.esm  [Version 1.72]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  Enhanced Daedric Invasion.esm0B  TamrielTravellers.esm  [Version 1.39c]0C  FCOM_Convergence.esm  [Version 0.9.9MB3]0D  Armamentarium.esm  [Version 1.35]0E  Artifacts.esm  [Version 1.1]0F  Better Cities Resources.esm10  CM Partners.esm11  HorseCombatMaster.esm12  UnnecessaryViolence.esm13  Unofficial Oblivion Patch.esp  [Version 3.2.5]14  DLCShiveringIsles.esp15  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp16  Better Cities .esp17  Francesco's Optional Chance of Stronger Bosses.esp18  Francesco's Optional Chance of Stronger Enemies.esp19  Francesco's Optional Chance of More Enemies.esp1A  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1C  Atmospheric Loading Screens - Random Quotes.esp1D  Natural_Habitat_by_Max_Tael.esp1E  All Natural - Real Lights.esp  [Version 0.9.9.5]1F  All Natural.esp  [Version 0.9.9.5]20  All Natural - SI.esp  [Version 0.9.9.5]21  Enhanced Water v2.0 HDMI.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp22  MIS Low Wind.esp23  MIS New Sounds Optional Part.esp24  WindowLightingSystem.esp25  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp++  Item interchange - Extraction.esp  [Version 0.78]26  Reznod_Mannequin.esp27  Enhanced Economy.esp  [Version 4.1.1]28  Map Marker Overhaul.esp  [Version 3.4]29  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]++  MaleBodyReplacerV4.esp++  EVE_StockEquipmentReplacer.esp2A  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp**  Armamentium female.esp2B  kuerteeHorseCommands.esp2C  Cobl Glue.esp  [Version 1.72]2D  Cobl Si.esp  [Version 1.63]2E  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]2F  Bob's Armory Oblivion.esp30  FCOM_BobsArmory.esp  [Version 0.9.9]31  Oblivion WarCry EV.esp32  FCOM_WarCry.esp  [Version 0.9.9MB3]33  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  ArmamentariumLLVendors.esp  [Version 1.35]34  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]35  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]36  FCOM_RealSwords.esp  [Version 0.9.9]37  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  ReteroX_BBEvilSkeletons.esp39  TamrielTravellers4OOO.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]3A  T.I.E4MODS.esp  [Version 0.32]++  T.I.E4MODSOOO+FCOM.esp  [Version 0.1]++  T.I.E4MODSFCOM+COBL.esp  [Version 0.1]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]3B  Artifacts.esp  [Version 1.1]**  ArtifactsFemaleArmor.esp3C  BrotherhoodRenewed.esp  [Version 1.0]3D  (DC) Sutch Reborn.esp3E  Kragenir's Death Quest.esp3F  KDQ - Rural Line Additions.esp40  GlenvarCastle.esp41  LetThePeopleDrink.esp  [Version 2.5]42  KragenirsDeathQuest-LetThePeopleDrink patch.esp43  Ruins of Tarnesia.esp  [Version 1.0]44  The Ayleid Steps.esp  [Version 3.3.1]45  thievery.esp46  thievery - EE patch.esp  [Version 1.0]47  VHBloodlines 1.2.esp  [Version 1.4]48  Windfall.esp49  Knights.esp4A  Knights - Unofficial Patch.esp  [Version 1.0.9]**  EVE_KnightsoftheNine.esp4B  RTT.esp4C  RTT-Weye Relocation Patch.esp  [Version 2.0]4D  The Lost Spires.esp4E  AFK_Weye.esp4F  Blood&Mud.esp50  Blood&Mud - EE patch.esp  [Version 1.0]51  Lost Paladins of the Divines.esp52  The Mystery of the Dulan cult.esp53  MannimarcoRevisited.esp54  MannimarcoRevisitedOOO.esp  [Version 0.1]55  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]56  FCOM_DulanCult.esp  [Version 0.9.9]57  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]58  ElsweyrAnequina.esp59  road+bridges.esp  [Version 4.5.4]5A  HeartOftheDead.esp  [Version 6.2]5B  xuldarkforest.esp  [Version 1.0.4]5C  LostSpires-DarkForest patch.esp5D  xulStendarrValley.esp  [Version 1.2.2]5E  xulTheHeath.esp5F  MMMMWL-TheHeath patch.esp60  XulEntiusGorge.esp61  xulFallenleafEverglade.esp  [Version 1.3.1]62  LostSpires-Everglade patch.esp  [Version 1.2]63  xulColovianHighlands_EV.esp  [Version 1.2.1]64  xulChorrolHinterland.esp  [Version 1.2.2]65  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]66  SutchReborn-LostCoast patch.esp67  VeronaHouse-SutchReborn patch.esp68  OOO-UL-Sutch patch.esp69  KragenirsDeathQuest-LostCoast patch.esp6A  xulBravilBarrowfields.esp  [Version 1.3.2]6B  xulLushWoodlands.esp  [Version 1.3]6C  xulAncientYews.esp  [Version 1.4.2]6D  xulAncientRedwoods.esp  [Version 1.6]6E  xulCloudtopMountains.esp  [Version 1.0.3]6F  KragenirsDeathQuest-CloudtopMountains patch.esp70  xulArriusCreek.esp  [Version 1.1.3]71  xulPatch_AY_AC.esp  [Version 1.1]72  HeartoftheDead-ArriusCreek patch.esp73  xulRollingHills_EV.esp  [Version 1.3.2]74  MMMMWL-RollingHills patch.esp75  KragenirsDeathQuest-RollingHills patch.esp76  xulPantherRiver.esp77  Blood&Mud-PantherRiver patch.esp78  xulRiverEthe.esp  [Version 1.0.2]79  xulBrenaRiverRavine.esp  [Version 1.0.2]7A  xulImperialIsle.esp  [Version 1.6.3]7B  xulBlackwoodForest.esp7C  xulCheydinhalFalls.esp  [Version 1.0.1]7D  Blood&Mud-CheydinhalFalls patch.esp7E  xulAspenWood.esp  [Version 1.0.1]7F  xulSkingradOutskirts.esp80  NRB4+UL-II+LtPD Patch.esp  [Version 3.0]81  Castle_Wolfspike.esp82  CastleWestWeald.esp83  bartholm.esp84  Bartholm-Panther River Patch.esp  [Version 1.0]85  bartholm - EE patch.esp  [Version 1.0]86  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]87  Dungeon Actors Have Torches 1.6 CT.esp88  Exterior Actors Have Torches 1.3 CT.esp89  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.1]8A  P1DkeyChain.esp  [Version 5.00]8B  Enhanced Vegetation [150%].esp8C  Toggleable Quantity Prompt.esp  [Version 3.1.1]8D  RealisticFatigue.esp8E  RealisticHealth.esp8F  attack and hide medium v2.0.esp90  StealthOverhaul.esp91  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]92  DeadlyReflex 5 - Combat Moves.esp93  Duke Patricks - Actors Can Miss Now.esp94  RealisticLeveling.esp++  DMC Stylish - Specialanims.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]95  bgBalancingEVCore.esp  [Version 10.52EV-D]++  bgBalancingEVNoSIVersion_Core_still_required.esp  [Version 10.5DV-D]96  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]97  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]98  bgIntegrationEV.esp  [Version 0.993]99  Better Cities - Full City Defences.esp9A  Better Cities Full - B&M Edition.esp9B  BCBravilB&MFULL-Barrowfields patch.esp9C  Better Cities - Ruined Tail's Tale.esp9D  BCCheydinhalFULLB&M-CheydinhalFalls patch.esp9E  Better Cities Full - B&M Edition FPS Patch.esp9F  Better Imperial City.espA0  Better Imperial City FPS Patch.espA1  Better Cities - COBL.esp  [Version 2]A2  MotionBlur.espA3  ScreenControls.esp++  Visually Realistic Lava.espA4  UnnecessaryViolence.espA5  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]A6  Bashed Patch, 0.espA7  Duke Patricks - Combat Archery.esp  [Version 2.5]A8  Streamline 3.1.esp

User avatar
LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Tue Feb 01, 2011 11:48 am

Sorry to be a bother, but i'm having some trouble with 0.9.9.5....

I uninstalled the old version I had, did a clean save, and then used the BAIN wizard to install....bashed, rebuilt patch.

Now in the game, I have no weather... just a blue solid color where the sky should be... I waited for 3 days in an interior, and still have no weather.

Here's the load order; any suggestions?


Did you deselect "Import Cells" when you rebuilt the bashed patch for the clean save?
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Tue Feb 01, 2011 5:00 pm

hay just upgraded to this version and for some reason i get rain every where i go.... even bruma... kinda weird having it rain a few thousand feet in the air

i installed using omod and am using a bash patch... though i dont believe i have it working wright with the patch u have with it... and i believe that may be my problem... how do i get this to work correctly?
User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Tue Feb 01, 2011 9:55 am

Is there anywhere I could find a guide to what files I should select in the bashed patch for AN? :<
User avatar
Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Tue Feb 01, 2011 7:12 pm

Is there anywhere I could find a guide to what files I should select in the bashed patch for AN? :<


There should be a readme that describes what you're supposed to do in the archive itself. It should be called "All natural readme.doc"
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

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