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

Post » Wed Aug 18, 2010 6:06 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

FixPack v2 for 0.9.9.5 is also available on Nexus, which fixes more bugs in the interim between 0995 and the next full release.

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=1099235

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

User avatar
steve brewin
 
Posts: 3411
Joined: Thu Jun 21, 2007 7:17 am

Post » Wed Aug 18, 2010 4:40 pm

You should use BOSS on that load order, the files for AN are way too far down on your list, the filter is too far UP on the list, and you didn't activate All Natural.esp

Thanks for your advice Arthmoor. :)

I've used BOSS to sort out my LO, but the All Natural.esp has a dot now instead of being deactivated.
If I understand you correctly, so you mean that I should put the All Natural - Indoor Weather Filter For Mods.esp just before the bashed patch.esp and the rest of All Natural plugin in the top of the LO.

My recent texture issue have me start to think if there isn't a problem with BAIN package, because I've not encounter any problem with OBMM yet.

The good news is that your latest patch about the :obliviongate: weather is working and I've not have any high fps hits so far. :D
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Trent Theriot
 
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Joined: Sat Oct 13, 2007 3:37 am

Post » Thu Aug 19, 2010 4:05 am

Thanks for your advice Arthmoor. :)

I've used BOSS to sort out my LO, but the All Natural.esp has a dot now instead of being deactivated.
If I understand you correctly, so you mean that I should put the All Natural - Indoor Weather Filter For Mods.esp just before the bashed patch.esp and the rest of All Natural plugin in the top of the LO.

My recent texture issue have me start to think if there isn't a problem with BAIN package, because I've not encounter any problem with OBMM yet.

The good news is that your latest patch about the :obliviongate: weather is working and I've not have any high fps hits so far. :D


All Natural.esp should be active! (With a plus) I already told you this. There isn't a problem with BAIN or OBMM installs, you just haven't followed the instructions in the readme.
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Nicholas
 
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Post » Wed Aug 18, 2010 4:25 pm

All Natural.esp should be active! (With a plus) I already told you this. There isn't a problem with BAIN or OBMM installs, you just haven't followed the instructions in the readme.

Now I don't understand you, because my recent colour issue was caused by missing textures right and that was from the latest BAIN installation I've.

Like I said earlier I've not have any issue with OBMM before unless I screwed something up in a complete mess, but please be patient with me because I've only used Wrye Bash for almost a week now.

Also I begin to understand more of it for each time I launch Wrye Bash. :user:
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Trevi
 
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Post » Wed Aug 18, 2010 8:44 pm

Yeah, thanks for the fix pack update, if for nothing more than making me realise you'd released 0995! How did I miss that :shocking:
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Gemma Woods Illustration
 
Posts: 3356
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Post » Wed Aug 18, 2010 9:46 pm

Now I don't understand you, because my recent colour issue was caused by missing textures right and that was from the latest BAIN installation I've.

Like I said earlier I've not have any issue with OBMM before unless I screwed something up in a complete mess, but please be patient with me because I've only used Wrye Bash for almost a week now.

Also I begin to understand more of it for each time I launch Wrye Bash. :user:


You're getting missing textures because the BSA isn't being loaded. The BSA isn't being loaded because All Natural.esp isn't active. BSAs can either be registered in the oblivion.ini (like the vanilla BSAs) or loaded by an active plugin, providing the BSA name starts with the plugin name. Therefore, if you don't have All Natural.esp active, you will get missing textures (as well as other problems with the mod).

You wouldn't have had an issue with OBMM perhaps because it automatically activates plugins by default, whereas WB does not.
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~Amy~
 
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Post » Thu Aug 19, 2010 1:14 am

You're getting missing textures because the BSA isn't being loaded. The BSA isn't being loaded because All Natural.esp isn't active. BSAs can either be registered in the oblivion.ini (like the vanilla BSAs) or loaded by an active plugin, providing the BSA name starts with the plugin name. Therefore, if you don't have All Natural.esp active, you will get missing textures (as well as other problems with the mod).

You wouldn't have had an issue with OBMM perhaps because it automatically activates plugins by default, whereas WB does not.

Oh what a idiot I'm. :facepalm: :facepalm: :facepalm:


Thank you for an excellent explanation wrinklyninja. :clap:
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Smokey
 
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Post » Wed Aug 18, 2010 11:53 am

Ahem, this is a pic from cloud ruler temple at midday. It's supposed to be so bright or I made some mistake?
http://www.pctunerup.com/up/image.php?src=http://forums.bethsoft.com/index.php?/topic/1105554-relzbeta-weather-all-natural-thread-26/_201007/20100720235804_ScreenShot656.jpg
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Doniesha World
 
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Post » Wed Aug 18, 2010 8:46 pm

Ahem, this is a pic from cloud ruler temple at midday. It's supposed to be so bright or I made some mistake?
http://www.pctunerup.com/up/image.php?src=http://forums.bethsoft.com/index.php?/topic/1105554-relzbeta-weather-all-natural-thread-26/_201007/20100720235804_ScreenShot656.jpg


Looks pretty bright. Download my http://www.4shared.com/file/SOyJSOyg/Weather_Debug_Ring.html to get the current weather (instructions in the readme), and post it here, and I'll take a look.
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Elisabete Gaspar
 
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Post » Wed Aug 18, 2010 3:56 pm

That could also be caused by over-lighting in Real Lights, so I'll poke in there too and see what's what.
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Josephine Gowing
 
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Post » Wed Aug 18, 2010 7:48 pm

Looks pretty bright. Download my http://www.4shared.com/file/SOyJSOyg/Weather_Debug_Ring.html to get the current weather (instructions in the readme), and post it here, and I'll take a look.
I forgot to post the debug pic :/ .
http://www.pctunerup.com/up/results/_201007/20100721003621_debugring.jpg
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Romy Welsch
 
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Post » Wed Aug 18, 2010 1:05 pm

Excellent! A well prepared report. :) Unfortunately, I'm pretty tired, so I'll look at it in the morning.
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Manny(BAKE)
 
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Post » Wed Aug 18, 2010 6:11 pm

Well, I must seem like a pest now, but I've broken it again. I have the same issue where the indoor weather refuses to work, only this time the bsa is in the right place. I've tried reinstalling it a couple of times, using clean saves. I have the three esps in imported into the Bashed patch and have sorted with the July 16 BOSS list.

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9.5]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Kvatch Rebuilt.esm04  Open Cities Resources.esm  [Version 3.5]05  HorseCombatMaster.esm06  Unofficial Oblivion Patch.esp  [Version 3.2.8]07  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]08  Oblivion Citadel Door Fix.esp09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  All Natural - Real Lights.esp  [Version 0.9.9.5]0C  All Natural.esp  [Version 0.9.9.5]0D  All Natural - SI.esp  [Version 0.9.9.5]0E  MIS Low Wind.esp0F  MIS New Sounds Optional Part.esp10  WindowLightingSystem.esp11  Extended Death Camera.esp12  Enhanced Economy.esp  [Version 4.2.1]13  TGND.esp14  TGND_SI.esp15  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]16  OCC-OOO-Patch.esp  [Version 2.4]17  goldenarrowarcheryshopfixedprices.esp18  Kvatch Rebuilt.esp19  OCC-KR-Patch.esp  [Version 2.0]1A  Kvatch Rebuilt Weather Patch.esp1B  xuldarkforest.esp  [Version 1.0.5]1C  xulStendarrValley.esp  [Version 1.2.2]1D  xulTheHeath.esp1E  XulEntiusGorge.esp1F  xulFallenleafEverglade.esp  [Version 1.3.1]20  xulColovianHighlands_EV.esp  [Version 1.2.1]21  xulChorrolHinterland.esp  [Version 1.2.2]22  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]23  xulBravilBarrowfields.esp  [Version 1.3.2]24  xulLushWoodlands.esp  [Version 1.3]25  xulAncientYews.esp  [Version 1.4.2]26  xulAncientRedwoods.esp  [Version 1.6]27  xulCloudtopMountains.esp  [Version 1.0.3]28  xulArriusCreek.esp  [Version 1.1.3]29  xulPatch_AY_AC.esp  [Version 1.1]2A  xulRollingHills_EV.esp  [Version 1.3.2]2B  goldenarchery-rollinghills fix.esp2C  xulPantherRiver.esp2D  xulRiverEthe.esp  [Version 1.0.2]2E  xulBrenaRiverRavine.esp  [Version 1.0.2]2F  xulImperialIsle.esp  [Version 1.6.5]30  xulBlackwoodForest.esp31  xulCheydinhalFalls.esp  [Version 1.0.1]32  KvatchRebuilt-CheydinhalFalls patch.esp33  xulAspenWood.esp  [Version 1.0.1]34  xulSkingradOutskirts.esp35  xulSnowdale.esp  [Version 1.0]36  Open Cities New Sheoth.esp  [Version 1.1]37  Open Cities Outer Districts.esp  [Version 3.5]38  Open Cities Reborn - Full Merge.esp  [Version 0.6]39  OCC-ULCH-Patch.esp  [Version 2.2]3A  OCLR+ULBWForest Patch.esp  [Version 1.0.1]3B  Harvest [Flora].esp  [Version 3.0.0]3C  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp3D  DeadlyReflex 5 - Combat Moves.esp3E  RealisticLeveling.esp3F  Dark Dungeons.esp40  Dark Dungeons -  SI.esp41  Bashed Patch.esp

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RAww DInsaww
 
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Joined: Sun Feb 25, 2007 5:47 pm

Post » Wed Aug 18, 2010 3:50 pm

Well, I must seem like a pest now, but I've broken it again. I have the same issue where the indoor weather refuses to work, only this time the bsa is in the right place. I've tried reinstalling it a couple of times, using clean saves. I have the three esps in imported into the Bashed patch and have sorted with the July 16 BOSS list.

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9.5]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Kvatch Rebuilt.esm04  Open Cities Resources.esm  [Version 3.5]05  HorseCombatMaster.esm06  Unofficial Oblivion Patch.esp  [Version 3.2.8]07  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]08  Oblivion Citadel Door Fix.esp09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  All Natural - Real Lights.esp  [Version 0.9.9.5]0C  All Natural.esp  [Version 0.9.9.5]0D  All Natural - SI.esp  [Version 0.9.9.5]0E  MIS Low Wind.esp0F  MIS New Sounds Optional Part.esp10  WindowLightingSystem.esp11  Extended Death Camera.esp12  Enhanced Economy.esp  [Version 4.2.1]13  TGND.esp14  TGND_SI.esp15  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]16  OCC-OOO-Patch.esp  [Version 2.4]17  goldenarrowarcheryshopfixedprices.esp18  Kvatch Rebuilt.esp19  OCC-KR-Patch.esp  [Version 2.0]1A  Kvatch Rebuilt Weather Patch.esp1B  xuldarkforest.esp  [Version 1.0.5]1C  xulStendarrValley.esp  [Version 1.2.2]1D  xulTheHeath.esp1E  XulEntiusGorge.esp1F  xulFallenleafEverglade.esp  [Version 1.3.1]20  xulColovianHighlands_EV.esp  [Version 1.2.1]21  xulChorrolHinterland.esp  [Version 1.2.2]22  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]23  xulBravilBarrowfields.esp  [Version 1.3.2]24  xulLushWoodlands.esp  [Version 1.3]25  xulAncientYews.esp  [Version 1.4.2]26  xulAncientRedwoods.esp  [Version 1.6]27  xulCloudtopMountains.esp  [Version 1.0.3]28  xulArriusCreek.esp  [Version 1.1.3]29  xulPatch_AY_AC.esp  [Version 1.1]2A  xulRollingHills_EV.esp  [Version 1.3.2]2B  goldenarchery-rollinghills fix.esp2C  xulPantherRiver.esp2D  xulRiverEthe.esp  [Version 1.0.2]2E  xulBrenaRiverRavine.esp  [Version 1.0.2]2F  xulImperialIsle.esp  [Version 1.6.5]30  xulBlackwoodForest.esp31  xulCheydinhalFalls.esp  [Version 1.0.1]32  KvatchRebuilt-CheydinhalFalls patch.esp33  xulAspenWood.esp  [Version 1.0.1]34  xulSkingradOutskirts.esp35  xulSnowdale.esp  [Version 1.0]36  Open Cities New Sheoth.esp  [Version 1.1]37  Open Cities Outer Districts.esp  [Version 3.5]38  Open Cities Reborn - Full Merge.esp  [Version 0.6]39  OCC-ULCH-Patch.esp  [Version 2.2]3A  OCLR+ULBWForest Patch.esp  [Version 1.0.1]3B  Harvest [Flora].esp  [Version 3.0.0]3C  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp3D  DeadlyReflex 5 - Combat Moves.esp3E  RealisticLeveling.esp3F  Dark Dungeons.esp40  Dark Dungeons -  SI.esp41  Bashed Patch.esp



All Natural - Indoor Weather Filter For Mods.esp - This is a special plugin that enables other mods to have the interior cell climates that All Natural provides. See the section on its usage in the Installation section above.


...just a suggestion pulled from the Readme...
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Britta Gronkowski
 
Posts: 3475
Joined: Mon Apr 09, 2007 3:14 pm

Post » Wed Aug 18, 2010 11:45 am

I forgot to post the debug pic :/ .
http://www.pctunerup.com/up/results/_201007/20100721003621_debugring.jpg


Following this up: I had a look at CRT, and I took some comparison screenshots. In each case, I took one screenshot with the weather I had currently, which was another clear-type weather, and one screenshot with the reported weather. The time in game was about 12:40:

http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-07-2111-50-29-87.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-07-2111-50-53-18.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-07-2111-51-49-84.jpg
http://i617.photobucket.com/albums/tt255/WrinklyNinja1/Oblivion%20Bugs/Oblivion2010-07-2111-51-56-44.jpg

As you can see, both the weathers have a problem with white-out of the main hall, though it is more pronounced in the reported weather. The reported weather is certainly much brighter inside, as shown in the side room pics, but the hall could probably do with the lighting being toned down a bit perhaps.

I didn't have a look at the corresponding exterior weather for the reported weather, but that probably is a bit overbright too. I shall lower the brightness of the reported weather, and probably the exterior weather too. I will leave any RL changes up to Arthmoor, but I suspect that weather changes alone will not be sufficient.
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Jason Wolf
 
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Post » Wed Aug 18, 2010 8:00 pm

[...] both the weathers have a problem with white-out of the main hall[...]
Glad it's not in my game only, I was unsure if install everything again.

Talking about installations, I got this silly doubt after reading this thread.
This is how my wrye bash window looks like.
http://www.pctunerup.com/up//results/_201007/20100721165801_wb.png
Just looking for confirmation that the esps must be imported AND activated the regular way (filter excluded).
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Dylan Markese
 
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Post » Wed Aug 18, 2010 1:00 pm

Glad it's not in my game only, I was unsure if install everything again.

Talking about installations, I got this silly doubt after reading this thread.
This is how my wrye bash window looks like.
http://www.pctunerup.com/up//results/_201007/20100721165801_wb.png
Just looking for confirmation that the esps must be imported AND activated the regular way (filter excluded).


Yes, that's correct.
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Cameron Wood
 
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Post » Wed Aug 18, 2010 9:27 pm

I will leave any RL changes up to Arthmoor, but I suspect that weather changes alone will not be sufficient.


It won't be, I've already toned down the lighting by removing some sources. It's still bright, but not as bad. This is one of those situations where being able to turn the lights on and off would be helpful, but that's just so much work I don't even want to think about it.
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Gavin Roberts
 
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Post » Wed Aug 18, 2010 5:46 pm

...just a suggestion pulled from the Readme...


A good suggestion. I suspect you meant http://picgarage.net/public/BV, which is like http://www.pctunerup.com/up//results/_201007/20100721165801_wb.png. I had that imported from the start. I did have this working before. That's the part that has me at a loss. The only difference I can find in his setup vs. mine are the list of mods is somewhat different, and his filter gets a dot in it, (not something that appears in the Wrye Bash docs). I can't see the source list on his filter, but mine marks some of the UL esps in orange.

Is there something in game I can check to see which component it thinks is wrong? For example, the first time this was broken the bsa was missing from my setup. It's there now, but I imagine the console mgiht have had something to say about it being missing.
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stevie trent
 
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Post » Wed Aug 18, 2010 4:00 pm

Aliotroph,

I think the suggestion might have been the one where the filter needs to be right above your bashed patch, which is where BOSS should have put it. It does very little good being at the top like that. Or... wait... your list is sorted by name, isn't it? You should probably have that displayed by load order. Head up to the file bar, right click, and choose sort->load order. That will give you the display in the order the game uses it, which should reveal any problems.

If you mean yours has a red square, that's normal, you don't have all the mods the filter supports. Not many people will.
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Irmacuba
 
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Post » Wed Aug 18, 2010 9:52 pm

The list you saw wasn't mine. I just posted that as an example to compare the state of my bashed patch. http://picgarage.net/private/YzTYdpeq My old post has migrated upwards a lot, so here's my load order again since it doesn't fit in the screenshot. Every bit of it should be according to BOSS except for Budong's Narcolepsy Spell, which isn't recognized.

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9.5]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Kvatch Rebuilt.esm04  Open Cities Resources.esm  [Version 3.5]05  HorseCombatMaster.esm06  Unofficial Oblivion Patch.esp  [Version 3.2.8]07  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]08  Oblivion Citadel Door Fix.esp09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  All Natural - Real Lights.esp  [Version 0.9.9.5]0C  All Natural.esp  [Version 0.9.9.5]0D  All Natural - SI.esp  [Version 0.9.9.5]0E  MIS Low Wind.esp0F  MIS New Sounds Optional Part.esp10  WindowLightingSystem.esp11  Extended Death Camera.esp12  Enhanced Economy.esp  [Version 4.2.1]13  TGND.esp14  TGND_SI.esp15  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]16  OCC-OOO-Patch.esp  [Version 2.4]17  goldenarrowarcheryshopfixedprices.esp18  Kvatch Rebuilt.esp19  OCC-KR-Patch.esp  [Version 2.0]1A  Kvatch Rebuilt - OOO Compatibility.esp1B  Kvatch Rebuilt Weather Patch.esp1C  xuldarkforest.esp  [Version 1.0.5]1D  xulStendarrValley.esp  [Version 1.2.2]1E  xulTheHeath.esp1F  XulEntiusGorge.esp20  xulFallenleafEverglade.esp  [Version 1.3.1]21  xulColovianHighlands_EV.esp  [Version 1.2.1]22  xulChorrolHinterland.esp  [Version 1.2.2]23  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]24  xulBravilBarrowfields.esp  [Version 1.3.2]25  xulLushWoodlands.esp  [Version 1.3]26  xulAncientYews.esp  [Version 1.4.2]27  xulAncientRedwoods.esp  [Version 1.6]28  xulCloudtopMountains.esp  [Version 1.0.3]29  xulArriusCreek.esp  [Version 1.1.3]2A  xulPatch_AY_AC.esp  [Version 1.1]2B  xulRollingHills_EV.esp  [Version 1.3.2]2C  goldenarchery-rollinghills fix.esp2D  xulPantherRiver.esp2E  xulRiverEthe.esp  [Version 1.0.2]2F  xulBrenaRiverRavine.esp  [Version 1.0.2]30  xulImperialIsle.esp  [Version 1.6.5]31  xulBlackwoodForest.esp32  xulCheydinhalFalls.esp  [Version 1.0.1]33  KvatchRebuilt-CheydinhalFalls patch.esp34  xulAspenWood.esp  [Version 1.0.1]35  xulSkingradOutskirts.esp36  xulSnowdale.esp  [Version 1.0]37  Open Cities New Sheoth.esp  [Version 1.1]38  Open Cities Outer Districts.esp  [Version 3.5]39  Open Cities Reborn - Full Merge.esp  [Version 0.6]3A  OCC-ULCH-Patch.esp  [Version 2.2]3B  OCLR+ULBWForest Patch.esp  [Version 1.0.1]3C  Harvest [Flora].esp  [Version 3.0.0]3D  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp3E  DeadlyReflex 5 - Combat Moves.esp3F  RealisticLeveling.esp40  Dark Dungeons -  SI.esp41  BudongsNarcolepsySpell.esp42  Bashed Patch.esp


I knew the red square was normal. I wondered why Ninlil's got a dot in the red square. Looks like just a weird UI quirk. Everything seems to be in place for the indoor weather to work. The sources are in place, the esps, the imported filter cells, and yet it doesn't. Well, the sunny weather is preventing me from seeing if the sounds work, but the light isn't working.
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hannah sillery
 
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Post » Wed Aug 18, 2010 4:08 pm

I wondered why Ninlil's got a dot in the red square.


...to show that 'stuff' has been imported into the Bashed Patch. You have no dot -> no import. Spot the difference between the 2 screenshots you posted...

Spoiler
Put a tick in the box beside 'Import Cells', not just the source mods


:foodndrink:
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Sammi Jones
 
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Post » Wed Aug 18, 2010 9:10 pm

Aha! Thanks for the sanity check, guys! I didn't even see the checkboxes on the left of the import screen. That's in large part due to my odd colour scheme not liking Wrye Bash very much. I found blue window backgrounds and text fields usually help with readability on this machine. And now I see the "dot" is what the Wrye Bash docs refer to as a + sign. Now this works beautifully. Thanks again.
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Destinyscharm
 
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Post » Wed Aug 18, 2010 5:43 pm

I found blue window backgrounds and text fields usually help with readability
Not me... took me a while to work out what i was looking at. :unsure:

Looks like the docs are a bit behind the times. The + means the esp is fully merged. A dot means only certain parts of the esp ave been included in the patch, as in your case where only the info related to the mods you have installed is used.

Probably not the best explanation but glad you got it sorted anyway.

:foodndrink:
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Carlos Rojas
 
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Joined: Thu Aug 16, 2007 11:19 am

Post » Thu Aug 19, 2010 4:09 am

Ahh. Interesting. If that page was a wiki I'd submit a correction right now. Yeah, the blue really doesn't work well in Wrye Bash. That happens with a lot of programs taht need to hard-code their own colours for things. They change half the colours and let the rest work as defaults. It does work very well in Firefox, explorer windows, word processors (at least the MS ones) and my IM client.

Your explanation just caused me to realize Kvatch Rebuilt's OOO compatibility patch wasn't merged like it should have been (for the same reason). :)
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Markie Mark
 
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