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

Post » Wed Aug 18, 2010 10:08 pm

I had a look at Real Lights for Benirus and I thought it was a little light on light sources (pun intended :P). I actually just finished doing a bit of a make-over of the Imperial Furniture mod (not released, I can't track down Amajor7) and yes, the light sources that Imperial Furniture supplies are not the regular candles that you see in-game. Their light levels aren't bad, but they're intended for atmospheric and decorative purposes more than really supplying extra light. I was wondering if you could add some more light sources rather than tweaking anything. I agree that you can't tweak the emitters or anything like that because there are other locations that have plenty of light. In fact I wound up disabling HDR because the effect was just too strong. I did the HDR tweaks (adjusting the blur radius and whatnot) suggested in one of the posts, but still found the effect too strong, both inside and outside.

One of the things that would really help is putting a chandelier in the living room. I bought one from Imperial Furniture, but I have to put it really high so it doesn't look dumb and that defeats the purpose. It needs to be on a long chain... I could add one with the CS, of course, but I'd rather not mess with Real Lights if I didn't have to :)

Ok, back to the game. I have a whole bleepload of gates to close...

EDIT: btw, so far I have only visited Benirus at night, so I know it'll be a lot darker, but I'm trying to compare that to other interiors at night...
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john page
 
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Post » Wed Aug 18, 2010 11:29 pm

Just wanted to report that part of the wall is clipping through a book shelf in Glenvar Castles library.

Here is a http://i987.photobucket.com/albums/ae353/popcorn71/Jul16201000_01_26.jpg.
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jennie xhx
 
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Post » Wed Aug 18, 2010 3:49 pm

Just wanted to report that part of the wall is clipping through a book shelf in Glenvar Castles library.

Here is a http://i987.photobucket.com/albums/ae353/popcorn71/Jul16201000_01_26.jpg.

Thanks for the report, I will see what can be done.
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Leonie Connor
 
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Post » Wed Aug 18, 2010 1:13 pm

EDIT: btw, so far I have only visited Benirus at night, so I know it'll be a lot darker, but I'm trying to compare that to other interiors at night...


It shouldn't be substantially different since the interior weather is what handles the day/night primary light levels. I poked around in the CS and it could probably stand to get a few more light sources, but in doing so that also raises the issue of how to handle compatibility with Benirus Manor improver mods that might also add lighting and end up with nuclear glow.
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Lyd
 
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Post » Wed Aug 18, 2010 9:22 pm

Yeah I wonder if I've got something weird going on. I had Open Cities Classic loaded and had to uninstall it because I was getting too many glitches. I noticed that after uninstalling, a lot of the interior light levels changed. I have some interiors that are pretty bright, even at night and others like Benirus that are really dark. In general interiors are darker, especially at night, so I wasn't sure if everything is working ok and it's just a few interiors that haven't been converted or if I do have something strange going on. While I had OCC loaded, the second floor of the Skingrad Mages Guild was pretty dark and I had to actually use a torch to see where I was going on the third floor. Morvayn's Peacemakers was really dark too - even during the day. I could hardy see Morvayn when I was persuading him. Now that I have OCC unloaded, I'll go back to those locations and see how things are. Do you know of any remnants that could cause this?

Other than that, I'll just buy more lights or perhaps tweak my version of Real Lights.
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Prohibited
 
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Post » Wed Aug 18, 2010 9:02 pm

Are all of AN's files unique?
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Tania Bunic
 
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Post » Wed Aug 18, 2010 5:56 pm

Are all of AN's files unique?

Don't know about 'unique'. But they do not overlap/override any vanilla files, since they have their own folder tree.
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George PUluse
 
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Post » Thu Aug 19, 2010 2:07 am

Since it modifies the interior then will it conflict with any texture mod like qarl's
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Alexandra walker
 
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Post » Wed Aug 18, 2010 6:01 pm

Don't know about 'unique'. But they do not overlap/override any vanilla files, since they have their own folder tree.

That is what I meant, new to the vanilla game. I should use different terminology (which means I need to update my complete guide... :()

Since it modifies the interior then will it conflict with any texture mod like qarl's

He just answered your question. No.


Edit: Modifying interiors texturally is very different from using a plugin to change ambient settings, etc.
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Jacob Phillips
 
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Post » Thu Aug 19, 2010 12:19 am

In reference to my previous post, above: the Skingrad Mages guild is brighter now. Not too much - it's at a nice level. Still has some dark corners, but I don't need to use a torch to find my way. Now when I visited, it was 2 am and there was a thunderstorm outside. In fact I could see the lightning flashes through the windows (very cool), so I'm not sure if that provided enough light to make a difference. The flashes weren't continual. Don't know if any of this helps... Anyway, as I said previously, I'll get more lights for Benirus or tweak my copy of Real Lights, but I don't think it will need much more.

Fixpack 2 is working much better and things are working quite well. Thanks guys.
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His Bella
 
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Post » Wed Aug 18, 2010 5:26 pm

I noticed that after uninstalling, a lot of the interior light levels changed.


This makes me wonder if you were properly importing the cells using Wrye Bash in addition to activating All Natural.esp. You need to do both, because if all you do is activate the plugin, what you described will happen as other mods come along and overwrite the cell record data for interiors. Open Cites edits every interior in a city hat's connected to the exterior worldspace because it needs to change the teleport destinations of all the doors.

Using Wrye Bash to import the cells makes the Bashed Patch import the proper climate data to fix this.
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sally R
 
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Post » Thu Aug 19, 2010 4:06 am

Dammit :facepalm: I thought I followed the readme to the letter, but I just had a look again and realized I only imported the cells from All Natural - Indoor Weather Filter For Mods.esp. I think I was so focussed on getting Kvatch Rebuilt working and looking at that section that I forgot about also importing the cells from All Natural.esp. Everything is activated correctly (All Natural.esp is activated, Indoor Weather for Mods isn't), but my patch isn't correct. I'll rebuild it now :) I thought Open Cities changed a lot of the interiors, so that explains everything.

I just had Oblivion weather inside Hernantier's dreamworld - is this why? Actually I think it's a plot from the Arthmoor Operatives - they are watching me, everyone's watching me, scheming, planning... Oh dear... I think Glarthir's paranoia is spreading...
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IsAiah AkA figgy
 
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Post » Wed Aug 18, 2010 12:03 pm

Hernantier's dreamworld shouldn't be getting the treatment. I'll take a look at that and make sure we haven't edited the cell for some reason.

Hmm. Actually if you could be more specific about which part of the Dreamworld this happened in, not all of it is interiors.
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Kelly John
 
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Post » Wed Aug 18, 2010 4:39 pm

It definitely happened in the Test of Resolve (arena with minotaurs). I think it began in the Test of Courage but you're only out of the water very briefly before grabbing the wit. I just noted that the weather seemed to be weird, then scooted to the wit and left the test.
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Andy durkan
 
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Post » Wed Aug 18, 2010 2:20 pm

Test of Resolve and Test of Courage are exterior worldspaces, set to the OblivionMountains climate. Said climate has one weather type assigned: OblivionMountainFog.

OblivionMountainFog is not a weather type we alter.

So seeing Oblivion looking weather there is perfectly normal, and All Natural should not be operating there since they're both worldspaces not parented to Tamriel.
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dav
 
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Post » Wed Aug 18, 2010 7:09 pm

Hmmm. Ok, maybe my memory is faulty then (I just don't recall seeing this before). But I'm getting old, so who knows :) It was a pretty good storm though, much more than fog - quite loud. Course, just because they call it OblivionMountainFog doesn't mean it's just fog I guess...

Thanks again...
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Marie
 
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Post » Wed Aug 18, 2010 8:08 pm

I was wondering, were you planing on expanding on the windows to the world part of this mod to make the exterior of building visible through windows? And if you were, then how would you make exterior terrain for streets visible in an interior cell ???

The only way I can think for to have exterior stuff visible from inside with out looking stupid is to change all the interior cell to exterior world spaces. I don't even want to think about the compatibility issues that would cause.

===Edit===

Not really a big deal but the window sills in Arborwatch Suite have some weird collusion
http://i987.photobucket.com/albums/ae353/popcorn71/Jul31201006_35_36.jpg
http://i987.photobucket.com/albums/ae353/popcorn71/Jul31201006_35_25.jpg
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Sophie Louise Edge
 
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Post » Wed Aug 18, 2010 2:44 pm

The Praxographical Center at the Arcane U is really dark at night. There is only one light source and that's a small ceiling sconce. Do you want to know about dark areas or are you done with this part of the mod? If you're done, then I won't send along any more posts on darkness :)
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Emilie Joseph
 
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Post » Thu Aug 19, 2010 1:18 am

I was wondering, were you planing on expanding on the windows to the world part of this mod to make the exterior of building visible through windows? And if you were, then how would you make exterior terrain for streets visible in an interior cell ???


Windows to the World was never part of this mod, and isn't now. That's always been a separate project.

I think the whole challenge of getting the exterior space to work right is part of why that mod isn't being developed further. You can't use landscape in a normal interior, which means an exterior worldspace would be required to mirror it. Or someone with a lot of time on their hands would have to create a static mesh that mimics the real landscape around where the interior is.

Easiest way to get around this is with a static picture of the exterior, but that would mostly ruin the actual weather effects.

@andalaybay: I'll take a look at it. Yes, reports of too dark or too bright are appreciated. I may not always be able to solve it, but I can't know that without someone mentioning it first.
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Kate Norris
 
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Post » Wed Aug 18, 2010 3:55 pm

Ok, I'll start making notes and send along updates periodically. I've seen some spots I would consider too bright as well, but my monitor has a tendency to be on the bright side, so I'll report those with that as a consideration - I'll mention that again if I report a spot as being bright.
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Cameron Wood
 
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Post » Thu Aug 19, 2010 1:38 am

Windows to the World was never part of this mod, and isn't now. That's always been a separate project.

I think the whole challenge of getting the exterior space to work right is part of why that mod isn't being developed further. You can't use landscape in a normal interior, which means an exterior worldspace would be required to mirror it. Or someone with a lot of time on their hands would have to create a static mesh that mimics the real landscape around where the interior is.

Its amazing what a quick search on the tesnexus will turn up... :facepalm:
Are there any compatibility issues between Windows to the World and AN?
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Chris Duncan
 
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Post » Wed Aug 18, 2010 6:32 pm

It should be ok, but all you're going to get is work that was done in the IC Market District. It never progressed past that to other districts or to other cities. Just don't let it install any NI components, I forget if it comes with them or not.
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Luis Reyma
 
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Post » Wed Aug 18, 2010 4:59 pm

Will this have compatibility issues with "Cosmic Sky Cycling? It may be a stupid question but I know nothing of how modders do these sorta things.
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flora
 
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Post » Wed Aug 18, 2010 6:25 pm

Will this have compatibility issues with "Cosmic Sky Cycling? It may be a stupid question but I know nothing of how modders do these sorta things.


If it only cycles through the night sky (stars.nif) texture, no, AN doesn't touch that. If it changes the weather clouds textures though, maybe, since while AN doesn't alter vanilla cloud textures, it does add new weathers that use a mix of new cloud textures and vanilla textures, so it could have a weird effect.
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Samantha Wood
 
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Post » Wed Aug 18, 2010 11:51 am

The Praxographical Center at the Arcane U is really dark at night. There is only one light source and that's a small ceiling sconce.


You're probably not going to like this - but - I went there and checked. The downstairs area has 3 light sources on the ceiling. The upstairs area has plenty of light. Upstairs it makes no difference what time it is either because there are no windows.

My guess if you're only seeing a single sconce, something is removing the rest that should be there.
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Laura Simmonds
 
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