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

Post » Wed Aug 18, 2010 4:33 pm

First, I just want to say thanks for this brilliant mod. It's one of those mods that just works perfectly so I have seldom a reason to post anything (except when I do RTFM mistakes on install...) - but it's just excellent and one of the most polished releases I know of as well.

Anyway, I'm not using Real Lights as I haven't been happy with the results when trying it/similar mods out previously, so I've missed that it adds lights to Varla and Welkynd stones until wrinklyninja mentioned it in another thread. I stripped everything except those changes from All Natural - Real Lights and it seems to work perfectly. Really cool IMO. :)

Should probably try Real Light BTW, it was years since I tried it the last time.

And now I see the "dot" is what the Wrye Bash docs refer to as a + sign.


Dots and + signs are different things. You get a + for merged mods and a dot for mods that have stuff imported into the bashed patch - in both cases when the mods in question are unchecked in the mod list.
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David Chambers
 
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Post » Wed Aug 18, 2010 9:59 pm

I'd hate to piss in your cornflakes, Wrinklyninja, but the NormalizeLuminance decimal multiplier doesn't seem to want to work. The side-by-side difference between 0 and 0.99 is extremely small, if different at all. The difference between 0.99 and 1 is very apparent. Could you look into this please?
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Zoe Ratcliffe
 
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Post » Thu Aug 19, 2010 1:09 am

I'd hate to piss in your cornflakes, Wrinklyninja, but the NormalizeLuminance decimal multiplier doesn't seem to want to work. The side-by-side difference between 0 and 0.99 is extremely small, if different at all. The difference between 0.99 and 1 is very apparent. Could you look into this please?


Ha, it's OK, I haven't had said cornflakes yet. I shall look into it.
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City Swagga
 
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Post » Wed Aug 18, 2010 3:09 pm

What are the issues with the original Real Lights mod?


Edit: typo
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Isabell Hoffmann
 
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Post » Wed Aug 18, 2010 10:42 pm

What are the issues with the original Real Light mod?


Save game bloating, incorrect placement of stuff (floating lights, etc), incomplete, unoptimised scripts, adding records that aren't used, stuff like that. Arthmoor'd be able to give you a full rundown.
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Miranda Taylor
 
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Post » Wed Aug 18, 2010 8:11 pm

Save game bloating, incorrect placement of stuff (floating lights, etc), incomplete, unoptimised scripts, adding records that aren't used, stuff like that. Arthmoor'd be able to give you a full rundown.

Oh... Nope, that's fine, thanks. I was just trying to update the Popular Outdated Mods page on the site, haha. Wow. I hadn't expected quite that much. I knew it need some improvements...


Thanks again for the reply!
- Tomlong75210


Edit: Another question: Was Natural Interiors simply unfinished or did you all have some serious improvements to make to this modification as well?
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Marnesia Steele
 
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Post » Wed Aug 18, 2010 9:40 pm

I think you covered the issues with the old Real Lights just fine, since that about sums it up. The save game bloating was the big thing, since it will eventually lead to the game falling apart because of it.

Natural Interiors was fully absorbed. All that mod did was set the "behaves as exterior" flag on interiors and add climates to them. The All Natural.esp file is what replaces that function in AN.

I suspect you really mean Windows to the World? THAT mod is nowhere near finished and would take a monumental amount of work to bring it to that point.
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Rozlyn Robinson
 
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Post » Wed Aug 18, 2010 4:13 pm

It is still not raining as much as I'd like, but that's alright.

Hmm, should I select Real lights in "import graphics" in bash?
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Taylrea Teodor
 
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Post » Wed Aug 18, 2010 5:54 pm

Oh... Nope, that's fine, thanks. I was just trying to update the Popular Outdated Mods page on the site, haha. Wow. I hadn't expected quite that much. I knew it need some improvements...


Thanks again for the reply!
- Tomlong75210


Edit: Another question: Was Natural Interiors simply unfinished or did you all have some serious improvements to make to this modification as well?


Regarding Natural Interiors, what AN's done is mostly just to expand the concept that was given in NI to cover all of Cyrodiil, and expand it into SI. Some work was done in streamlining implementation along the way, but nothing really worth mentioning. Of course, having the weather script take advantage of NI was a big move, but that's not really part of NI...
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Mario Alcantar
 
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Post » Wed Aug 18, 2010 3:47 pm

I'd hate to piss in your cornflakes, Wrinklyninja, but the NormalizeLuminance decimal multiplier doesn't seem to want to work. The side-by-side difference between 0 and 0.99 is extremely small, if different at all. The difference between 0.99 and 1 is very apparent. Could you look into this please?

When you say NormalizeLuminance do you mean Luminance? Since NormalizeLuminance is either 0 or 1 and Luminance (float) is from 0 to 1.
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Danel
 
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Post » Wed Aug 18, 2010 11:54 pm

When you say NormalizeLuminance do you mean Luminance? Since NormalizeLuminance is either 0 or 1 and Luminance (float) is from 0 to 1.

Since last version (0.9.9.5 fix2), NormalizeLuminance can have values between 0 and 1. :)
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Rachel Hall
 
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Post » Wed Aug 18, 2010 2:41 pm

I am using wrye bash to intsall all natural. Once I go to the Mod tab and rebuild the patch, it rightly asks me to deactivate "All Natural - indoor weather filter for mods.esp". My problem is I can't find any option to check in wrye bash so that it will include the modification of this esp. I mean, I should import something, but in no import tab I find anything to import.
To clarify, there is no "mark" ("v"-like, "point" or "plus") on the checkbox for the esp.
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Krista Belle Davis
 
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Post » Wed Aug 18, 2010 6:50 pm

I am using wrye bash to intsall all natural. Once I go to the Mod tab and rebuild the patch, it rightly asks me to deactivate "All Natural - indoor weather filter for mods.esp". My problem is I can't find any option to check in wrye bash so that it will include the modification of this esp. I mean, I should import something, but in no import tab I find anything to import.
To clarify, there is no "mark" ("v"-like, "point" or "plus") on the checkbox for the esp.


You want to Import Cells from it, and leave it deactivated.
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April
 
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Post » Thu Aug 19, 2010 1:26 am

Since last version (0.9.9.5 fix2), NormalizeLuminance can have values between 0 and 1. :)

yes I stand corrected, just read the fix2 readme again and saw it.
But NormalizeLuminance is still being declared as a short. So you probably do get 1 or 0.
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Sarah Unwin
 
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Post » Wed Aug 18, 2010 3:12 pm

yes I stand corrected, just read the fix2 readme again and saw it.
But NormalizeLuminance is still being declared as a short. So you probably do get 1 or 0.


Darn, that might have something to do with the problems... :facepalm:

I shall fix that...
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Felix Walde
 
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Post » Thu Aug 19, 2010 3:12 am

Well I guess that also explains why I had to lower the value a lot further than expected, I just figured the way it was being calculated was different since I ended up able to make it dark enough to suit.
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lolly13
 
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Post » Thu Aug 19, 2010 1:30 am

Just installed the mod with my first Bain Wizard. Very cool.
Unfortunately it didn't quite work, as it was missing the final \n" on the last note line. (Works beautifully once that is fixed though. ;) )
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Jason Wolf
 
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Post » Wed Aug 18, 2010 3:50 pm

Hi!

I have the tiniest little "bug" (well it's actually not a bug) to report. In the new ini file in the fix pack v2, under colour tints of tamriel, it says: "set ANVars.CTEnabled to 0 ; Enable/Disable Enhanced Colours for SI. (0)"
It says for SI, when it should be for Tamriel ;)
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Russell Davies
 
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Post » Wed Aug 18, 2010 12:14 pm

Hi!

I have the tiniest little "bug" (well it's actually not a bug) to report. In the new ini file in the fix pack v2, under colour tints of tamriel, it says: "set ANVars.CTEnabled to 0 ; Enable/Disable Enhanced Colours for SI. (0)"
It says for SI, when it should be for Tamriel ;)


Yep, copy/paste error there. I'll correct that.
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Beast Attire
 
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Post » Wed Aug 18, 2010 8:28 pm

I seem to have the stuck weather problem again. I just closed an Oblivion Gate but I'm still getting Oblivion weather. It has been a few cycles and still getting the weather. I even fast travelled to a nearby city and I'm getting Oblivion weather in the city. I'm running 0.9.95. Any way to unstick it?

Edit: used fw to force clear weather. That seems to be holding (have had issues trying to clear the weather with previous versions). I will be closing another gate shortly, so we'll see what happens with that.
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Heather Stewart
 
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Post » Wed Aug 18, 2010 9:14 pm

I seem to have the stuck weather problem again. I just closed an Oblivion Gate but I'm still getting Oblivion weather. It has been a few cycles and still getting the weather. I even fast travelled to a nearby city and I'm getting Oblivion weather in the city. I'm running 0.9.95. Any way to unstick it?

Edit: used fw to force clear weather. That seems to be holding (have had issues trying to clear the weather with previous versions). I will be closing another gate shortly, so we'll see what happens with that.


I trust you're using fix pack v2? fw won't hold over interior<->exterior switching. Not sure why you're getting that, I thought I really had killed that zombie bug, but there you go...
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Andrew Lang
 
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Post » Wed Aug 18, 2010 8:17 pm

Sneaky buggers :) No I'm not using fix pack 2. I didn't go through the whole thread, just Arthmoor's post and the last couple. You are correct about fw not holding - I got the Oblivion weather back as soon as I exited a dungeon. I'll install fix pack 2 now. Let's keep our fingers crossed, cause I want to run this!! I just had a quick look at the readme and realized that I wasn't running fix pack 1 either! Could you guys add something to the intro post for this thread? I thought the most recent version was 0.9.95 and so I didn't think I needed to download anything again when I reinstalled everything recently.

Also, the interior of Benirus manor is still awfully dark (this is after the curse is lifted and everything is restored). I've been buying candles and sconces from Imperial Furniture but I can still barely find my way through. Could you guys tweak that a bit more?

Thanks for the patches. Hopefully all's good now.

Edit: Will installing the patch fix the stuck weather? How do I get the existing Oblivion weather unstuck or will closing another gate clear it?
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Mark Hepworth
 
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Post » Wed Aug 18, 2010 3:00 pm

Just walk near an open gate long enough to get the weather to change and it will unstick after you've left. Or close the gate, because that's what all good heroes should do :)
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^_^
 
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Post » Thu Aug 19, 2010 3:47 am

Yeah yeah yeah... :) Ok, I think I got it cleared. Went near a gate and got the weather. It was starting to clear when I went to Roxey Inn. Went into the Inn, came out and it seemed worse, so I was concerned. Anyway went into a cave and it was clear when I came out - so hopefully it's all cycled through now.

Thanks guys.

And please have a look at Benirus manor? See my post a couple up (still dark after curse removed). I've bought a chandelier, several candles on plates, wall sconces and floor candles and I still need to buy more! Imp. Furniture is going to be a multi-millionaire by the time I'm done :)
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Dalia
 
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Post » Wed Aug 18, 2010 10:41 pm

Benirus Manor receives the same consideration from the interior weather engine as any other cell. If I tweak Real Lights to make the place as bright as you seem to be wanting, you'll die come daylight hours because it'll be like walking on the sun in there.

If you're buying up that many lights and it's still dark, that suggests there's something beyond AN at work there assuming what you're buying actually emits light properly.
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Mark Churchman
 
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