[RELz/BETA] Weather: All Natural, Thread 26

Post » Wed Aug 18, 2010 11:22 am

Alrighty, I'm stumped. I installed All Natural about six weeks back and used it with no problems whatsoever. Recently, however, I was forced to uninstall and reinstall my game due to a bug caused by a different mod, and upon reinstalling AN, I was hit with the infamous Gatestorm bug. Here's the thing, though--the fixpack was installed, nothing in my load order had changed...I was a tad confused, to say the least. Whatever, though, since my laptop chose to commit suicide only a few days later. So meh, I thought, whatever bug is affecting my deceased laptop shouldn't show up on my new one, with its completely fresh installs of absolutely everything. Except it seems to be. I'm playing on a new character, off of a fresh install of Oblivion, with fresh installs of all the mods I use--in short, with absolutely no tethers to my old laptop's Oblivion setup, and I'm still getting incurable gatestorms.

The details, if necessary: When I approach Kvatch for the first time, I start getting torrential downpours accompanied by a gatestorm almost the very instant I start heading up the hill, NOT when cresting the summit as usually occurs. This gatestorm sky persists even after closing the Kvatch gate, albeit only for a brief period. And from that point on, whenever I approach any random gate after the Kvatch one, the same thing happens. The Oblivion sky appears long before I've come within range of the gate, it starts pouring, and both symptoms persist after closing the gate(s) in question. Interestingly, the Oblivion sky WILL go away if I get a long way away from the gate, but it does so very slowly and once it has changed it seems to stay changed, i.e. I can then turn right around and run back to an Oblivion gate under clear skies. I should mention, I suppose, that I'm of course properly bash'ed and am using the bugfixed versions of the .esps, as well as that AN is the first weather mod I installed on my new laptop, so no chance of problems caused by switching mods or anything.

Load order is as follows:
Oblivion.esm
All Natural Base.esm
Francesco's Leveled Creatures-Items Mod.esm
HrmnsOblivionScriptOptimizationv1.0.esp
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
All Natural - Real Lights.esp
All Natural.esp
All Natural - SI.esp
Enhanced Water v2.0 HD.esp
Enhanced Water v2.0 HD - SI Addon.esp
WindowLightingSystem.esp
Oblivion Gate Markers.esp
NinjaMask_by_Vergel.esp
Andragorn_Weapons_Armor.esp
Natures_Arsenal.esp
RingwraithArmorGlass.esp
Thieves Arsenal.esp
Francesco's Optional Chance of Stronger Bosses.esp
Francesco's Optional Dungeon Chest Loot.esp
Franscesco's Optional House Chest Loot.esp
StopDarkBrotherhood.esp
Millstone_Farm.esp
Alternative Start by Robert Evrae.esp
SM Combat Hide.esp
Deadlier Sneaking 1.1.esp
SM Bounty.esp
Oblivion XP.esp
Dark Dungeons - SI.esp
Assassins Creed - Altair's Gear - Light Armor.esp
Francesco's day length rescale 1-16.esp
Real Lava v.1.2.esp
All Natural - Indoor Weather Filter For Mods.esp (deactivated but imported into Bash as instructed)
Bashed Patch, 0.esp

Also using DarN'ified DarkUI, a color world map OMOD, and a nighteye shader replacer, as well as improved sunglare and night sky texture mods, but I can't imagine those doing anything.

Anyway, any help would be much appreciated...like I said, I'm stumped and more than a little annoyed. I loved this mod when I first found it, and would hate to have to abandon it now.
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mimi_lys
 
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Post » Wed Aug 18, 2010 8:14 pm

I'm always wary of shader pack mods, having botched every attempt ever made to use them, or getting nothing resembling the promised results. Perhaps some kind soul could take some before & after shots on this?


I can't even get RPG's packs installed - maybe that's a good thing ;) I think I'll just go back to basic HDR with the ini tweaks and grab some screenies. Then if I do get RPG's going, I'll have something to compare. I'll back up my shaders folder first :)
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Sheila Esmailka
 
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Post » Thu Aug 19, 2010 3:39 am

Alrighty, I'm stumped. ...snipped


My favourite trick is to install All Natural, but forget to install Fix Pack 2. I think you said you did, but could you confirm that you did indeed install fix pack 2? It's hard to tell because it just replaces the plugins. Also when you build your bash patch, you need to import the cells from All Natural and All Natural - Indoor Weather Filter. You mentioned the filter, but I wasn't sure about All Natural.
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chinadoll
 
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Post » Wed Aug 18, 2010 10:55 pm

I'm always wary of shader pack mods, having botched every attempt ever made to use them, or getting nothing resembling the promised results. Perhaps some kind soul could take some before & after shots on this?


Well here's a few screenies for you, before and after applying HDR.

http://img.photobucket.com/albums/v247/PJ_Meridian/Oblivion/FaceWithoutBDHDR.jpg

http://img.photobucket.com/albums/v247/PJ_Meridian/Oblivion/FaceWithBDHDR.jpg

http://img.photobucket.com/albums/v247/PJ_Meridian/Oblivion/WithoutBDHDR.jpg

http://img.photobucket.com/albums/v247/PJ_Meridian/Oblivion/WithBDHDR.jpg


I can't even get RPG's packs installed - maybe that's a good thing ;) I think I'll just go back to basic HDR with the ini tweaks and grab some screenies. Then if I do get RPG's going, I'll have something to compare. I'll back up my shaders folder first :)



Make sure to use the OMOD version, makes things much easier, what problems are you having?
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Justin Bywater
 
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Post » Wed Aug 18, 2010 8:06 pm

I'm going to do some FPS testing for the HDR mod.
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IM NOT EASY
 
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Post » Thu Aug 19, 2010 12:57 am

Well here's a few screenies for you, before and after applying HDR.

http://img.photobucket.com/albums/v247/PJ_Meridian/Oblivion/FaceWithoutBDHDR.jpg

http://img.photobucket.com/albums/v247/PJ_Meridian/Oblivion/FaceWithBDHDR.jpg

http://img.photobucket.com/albums/v247/PJ_Meridian/Oblivion/WithoutBDHDR.jpg

http://img.photobucket.com/albums/v247/PJ_Meridian/Oblivion/WithBDHDR.jpg





Make sure to use the OMOD version, makes things much easier, what problems are you having?

Which option did you choose? I think I tried defaultHDR, very low luminosity when I tried it.


Edit: Also, my timescale is botched, it seems. The clouds are flying by, and COBL reported a timescale of 30, even though I have it set to 10 in the Bashed Patch. Also, changing the timescale in-game does not seem to affect the speed of the clouds flying overhead...
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Kari Depp
 
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Post » Wed Aug 18, 2010 6:10 pm

Looks like that shader pack is overcompensating, both of the shots using it look a bit dull.
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kyle pinchen
 
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Post » Wed Aug 18, 2010 10:09 pm

My favourite trick is to install All Natural, but forget to install Fix Pack 2. I think you said you did, but could you confirm that you did indeed install fix pack 2? It's hard to tell because it just replaces the plugins. Also when you build your bash patch, you need to import the cells from All Natural and All Natural - Indoor Weather Filter. You mentioned the filter, but I wasn't sure about All Natural.


Ahh, sorry. I have the dual tendency to ramble and yet be insufferably vague.

But yes, I did indeed overwrite the base AN files with the Fix Pack files (immediately after activating the AN OMOD and before creating my bashed patch, if that makes any difference), and I have indeed imported cells from both All Natural.esp and the weather filter. I just noticed, though, that the fix pack that I have doesn't actually have a new All Natural.esp contained within it...I'm going to assume that that's normal, and that the gatestorm bugfix takes place without it? Sorry if that's a hopelessly moronic question, but when it comes to the nitty-gritty of how mods work, well...I'm pretty much a hopeless moron :/
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Quick Draw
 
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Post » Wed Aug 18, 2010 5:39 pm

Looks like that shader pack is overcompensating, both of the shots using it look a bit dull.


There are quite a few options you can choose, you can make it much brighter than I have if you want to.
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Tiffany Castillo
 
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Post » Thu Aug 19, 2010 3:03 am

Looks like that shader pack is overcompensating, both of the shots using it look a bit dull.

I do not know whether or not that is the case for all of them as there are a number of variants.
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Angela
 
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Post » Wed Aug 18, 2010 2:25 pm

Which option did you choose? I think I tried defaultHDR, very low luminosity when I tried it.


It's been a while since I installed it and I can't remember now, but I'm pretty sure it was option 1 then 2, or vice versa. I'll have to recheck myself now, shame there isn't an option in OBMM to keep your previous settings.
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m Gardner
 
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Post » Wed Aug 18, 2010 6:48 pm

It's been a while since I installed it and I can't remember now, but I'm pretty sure it was option 1 then 2, or vice versa. I'll have to recheck myself now, shame there isn't an option in OBMM to keep your previous settings.

I do not know what 1 and 2 mean. That feature that you wish for would be very hard to implement, seeing as OBMM cannot predict what type of script is attached to an OMOD. Remembering input to a program is usually specific to a program, unless it was build on some sort of nice template platform...
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Heather beauchamp
 
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Post » Wed Aug 18, 2010 8:56 pm

Well here's a few screenies for you, before and after applying HDR.

http://img.photobucket.com/albums/v247/PJ_Meridian/Oblivion/FaceWithoutBDHDR.jpg

http://img.photobucket.com/albums/v247/PJ_Meridian/Oblivion/FaceWithBDHDR.jpg

http://img.photobucket.com/albums/v247/PJ_Meridian/Oblivion/WithoutBDHDR.jpg

http://img.photobucket.com/albums/v247/PJ_Meridian/Oblivion/WithBDHDR.jpg





Make sure to use the OMOD version, makes things much easier, what problems are you having?


Nice screenies. I wish mine looked like that :)

I'm using the omod, but I get an error right off the bat. It asks me what I want installed and then it pops up this error:

"Error editing shader package. Check that the shader 'hdr004.pso' exists."

I picked 2 Variance Default, then middle and ka-boom. I've checked the script and the data files and HDR004.pso seems to be there. I don't know how shaders work, so I don't know how to grab the shader files and load them without using the omod...
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MatthewJontully
 
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Post » Thu Aug 19, 2010 2:33 am

I do not know what 1 and 2 mean. That feature that you wish for would be very hard to implement, seeing as OBMM cannot predict what type of script is attached to an OMOD. Remembering input to a program is usually specific to a program, unless it was build on some sort of nice template platform...


When you install using the OMOD you get 7 or so options for Variance, I picked 2, then you get a similar one for darkness, I chose option 1.
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Jerry Cox
 
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Post » Wed Aug 18, 2010 4:23 pm

When you install using the OMOD you get 7 or so options for Variance, I picked 2, then you get a similar one for darkness, I chose option 1.

I need to just look at the OMOD script because this is not helpful when I have not seen the install in a long time, haha.


Edit: It looks like you chosen the option I liked best, as well. I think I have that set packed up in BAIN, the full SDP files. I need to read the instructions for the 3.0 shader first though...
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bimsy
 
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Post » Wed Aug 18, 2010 12:50 pm

Ahh, sorry. I have the dual tendency to ramble and yet be insufferably vague.

But yes, I did indeed overwrite the base AN files with the Fix Pack files (immediately after activating the AN OMOD and before creating my bashed patch, if that makes any difference), and I have indeed imported cells from both All Natural.esp and the weather filter. I just noticed, though, that the fix pack that I have doesn't actually have a new All Natural.esp contained within it...I'm going to assume that that's normal, and that the gatestorm bugfix takes place without it? Sorry if that's a hopelessly moronic question, but when it comes to the nitty-gritty of how mods work, well...I'm pretty much a hopeless moron :/


Yes, the fix pack replaces the esm but not the All Natural esp. It also replaces the indoor filter and real lights. Ok, well I don't know. I'm running Kvatch Rebuilt, so I had to make sure I'm running the patch for that, but you're not, so that wouldn't apply. We've got quite a mix of posts going on right now, so hopefully someone sees yours and can offer some suggestions.
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I love YOu
 
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Post » Wed Aug 18, 2010 1:17 pm

The good news is that the 3.0 shader package can be completely installed through OBMM, as an OMOD. The bad news is that I have not ever had OBMM successfully apply two shader edits at once. This will be interesting...
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Nice one
 
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Post » Wed Aug 18, 2010 11:27 pm

Yes, the fix pack replaces the esm but not the All Natural esp. It also replaces the indoor filter and real lights. Ok, well I don't know. I'm running Kvatch Rebuilt, so I had to make sure I'm running the patch for that, but you're not, so that wouldn't apply. We've got quite a mix of posts going on right now, so hopefully someone sees yours and can offer some suggestions.


Yeah, I was running KR on my old laptop, but purposefully decided not to install it this time around to see if that made a difference in how AN behaved. Guess not.

I *did* try importing a couple save files from my old game (and my old computer) into this new one, and both did display the gatestorm bug as well as the save that is exclusive to this new laptop. I'm probably going to sound pretty stupid (so what else is new?), but I don't suppose it's possible that by importing those saves, I somehow also imported whatever misbehavior was occurring with AN on my previous lappy? I'll admit that seems unlikely even to my ignorant self, but I'm just trying to cover all my bases.

Anyhoo, thanks for your help, and hopefully someone out there can figure out what's going on. AN adds too much bleedin' immersion for me to give it up, but if it's breaking my weather system to have it installed, then I don't know what else I can do.

EDIT: I just noticed that my BOSSlog recommends deactivating Real Lava.esp after bashing Graphics into my patch--kinda similar to what it recommends for the AN Filter, in fact. Is it even remotely possible that for some straaaange reason, the fact that I haven't been doing that is causing a muck-up?
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Kay O'Hara
 
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Post » Thu Aug 19, 2010 12:06 am

Nope, the striations are still there. I cannot play with that...


Edit: Meridian, do you have allow 30 shaders set to 0 in the Oblivion.ini?
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mishionary
 
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Post » Wed Aug 18, 2010 8:56 pm

All we can tell you is that the gate bug was definitely fixed and if it's still acting up, you haven't got something in place right. I've been near I don't know how many gates with one of my test guys and the weather always disengages as it should.
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TRIsha FEnnesse
 
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Post » Thu Aug 19, 2010 4:01 am

I've seen those seams before in my game. Haven't seen them at all since disabling NW weathers in the ini file, though. I use AN + Improved Sky Textures.

Interesting. Well, all the NW textures seem fine. So I'm thinking it's not the textures but rather how they are implemented by the weather system, of course, I have very little understanding of this. I'll trying disabling NW and seeing if I get any seams anymore...
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Syaza Ramali
 
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Post » Wed Aug 18, 2010 5:45 pm

Is there a way to check the timescale through the console? AN does scale the weather speed to the timescale, right? I do not remember the clouds moving this quickly at x10...


Edit: Then again, changing the timescale via COBL does not seem to have an effect either.
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Johanna Van Drunick
 
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Post » Wed Aug 18, 2010 8:52 pm

show timescale

Timescale is also updated in the saved game once you've changed it to something new. So it will stick past restarts even if you tell a mod to change it to something else.
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Kara Payne
 
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Post » Thu Aug 19, 2010 2:25 am

Nope, the striations are still there. I cannot play with that...


Edit: Meridian, do you have allow 30 shaders set to 0 in the Oblivion.ini?



No, mine is set to 1.
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Brian Newman
 
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Post » Wed Aug 18, 2010 3:09 pm

Is there a way to check the timescale through the console? AN does scale the weather speed to the timescale, right? I do not remember the clouds moving this quickly at x10...


Edit: Then again, changing the timescale via COBL does not seem to have an effect either.


Show timescale will display the current setting.

@Lieutenant Banana

There may be some state variables that are saved as part of the saved game file. I can also confirm what Arthmoor said, that the gate bug was zapped with the fix pack. I'd wait 24 hrs game time and see if it clears up. I had some issues that took a while to resolve when I forgot to load the patch, so you may want to just stick with it for a bit longer. I don't know about Real Lava, but I don't think it would impact this.

Usually going near a gate again will reset the gate weather, but I'm not sure how the cycles work. As I said, it did take a bit of time for things to clear up for me.
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Benito Martinez
 
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