[RELz/BETA] Weather: All Natural, Thread 27

Post » Fri Sep 03, 2010 1:15 am

Wrinklyninja,

I finally got some foggy weather again. I'm not sure if this is normal or not, so I thought I'd post it.

Here is the info from the debug ring:
Spoiler

===============================================
Game Instance : 1 | Time : 09-04-2010 18-07-53
===============================================
MMO:Updated values from ini file in data\ini\.
All Natural Tamriel: Initialised
Supreme Magicka Initialised Succesfully
Lightweight Potions:Updated values from ini file with weight set to 0.20
Weather Debug Ring - Current Weather: 01000853 TargetWeather: 01000853 OldTargetWeather: 00038EEE Percentage: 1.00 Cell: 1 CurrentTime: 1547.91 TimeForCheck: 1563.82 Region FormIDs:
** Dumping Array #5 **
Refs: 1 Owner 0A: Weather Debug Ring.esp
[ 0.000000 ] : (0006EF2F)
[ 1.000000 ] : (000872E2)
[ 2.000000 ] : (00067C76)


I also took a http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/weather.jpg with the debug info available so you could see what it looks like. I've had fog with a more reddish tint than this, but the sky is an odd colour, I think. It's around noon just outside of Anvil. Is this normal?
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CArla HOlbert
 
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Post » Thu Sep 02, 2010 1:43 pm

Wrinklyninja,

I finally got some foggy weather again. I'm not sure if this is normal or not, so I thought I'd post it.

Here is the info from the debug ring:
Spoiler

===============================================
Game Instance : 1 | Time : 09-04-2010 18-07-53
===============================================
MMO:Updated values from ini file in data\ini\.
All Natural Tamriel: Initialised
Supreme Magicka Initialised Succesfully
Lightweight Potions:Updated values from ini file with weight set to 0.20
Weather Debug Ring - Current Weather: 01000853 TargetWeather: 01000853 OldTargetWeather: 00038EEE Percentage: 1.00 Cell: 1 CurrentTime: 1547.91 TimeForCheck: 1563.82 Region FormIDs:
** Dumping Array #5 **
Refs: 1 Owner 0A: Weather Debug Ring.esp
[ 0.000000 ] : (0006EF2F)
[ 1.000000 ] : (000872E2)
[ 2.000000 ] : (00067C76)


I also took a http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/weather.jpg with the debug info available so you could see what it looks like. I've had fog with a more reddish tint than this, but the sky is an odd colour, I think. It's around noon just outside of Anvil. Is this normal?


Yep, that's normal, I've seen those weathers before. It's one of the ones that had a reddish/purplish tint, which I fixed in Fix Pack 2. I suppose it does look a bit odd for noon, it would look fine if it were around sunset when it's darker, but I'd imagine the clouds should be lighter. I'll see about taking another look at it, and maybe lighten those clouds up a bit more.
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Reanan-Marie Olsen
 
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Post » Thu Sep 02, 2010 5:06 pm

Yep, that's normal, I've seen those weathers before. It's one of the ones that had a reddish/purplish tint, which I fixed in Fix Pack 2. I suppose it does look a bit odd for noon, it would look fine if it were around sunset when it's darker, but I'd imagine the clouds should be lighter. I'll see about taking another look at it, and maybe lighten those clouds up a bit more.


But I have fixpack 2!? I had to uninstall AN and then reinstalled at one point and this is when the trouble started. I used OBMM. Should I try reinstalling manually? I've rebuilt my bashed patch several times since. I've got Kvatch Rebuilt loaded (in fact I'm almost done), so that complicates things a bit because of the KR patch...
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Mélida Brunet
 
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Post » Thu Sep 02, 2010 4:09 pm

But I have fixpack 2!? I had to uninstall AN and then reinstalled at one point and this is when the trouble started. I used OBMM. Should I try reinstalling manually? I've rebuilt my bashed patch several times since. I've got Kvatch Rebuilt loaded (in fact I'm almost done), so that complicates things a bit because of the KR patch...


No, I'm saying that's how the weather looks as it's fixed. The upper clouds would be all purple if you hadn't had the fix installed. Evidently I didn't go far enough though. :shrug:
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Neil
 
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Post » Thu Sep 02, 2010 4:37 pm

I don't see the problem personally. It's thick fog. While not common IRL, Anvil isn't IRL. Who's to say the fog wouldn't be thick enough to skew the coloration a bit?
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jason worrell
 
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Post » Thu Sep 02, 2010 3:52 pm

Well, I'll take a look at it in my game and decide for myself. I clearly didn't think it was a problem when I last fixed it, so taking another look won't hurt.
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saharen beauty
 
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Post » Thu Sep 02, 2010 7:39 pm

It's ok. I just wanted to make sure everything was working ok. I don't actually mind the purple tint to the clouds :) I did have a problem with a definite reddish tint to the fog that made it look like smoke from a forest fire, but that seems to have cleared up. I was just trying to gauge intensity and verify that things were ok. The one thing I don't like with the fog is how it gives an odd outline to the landscape, like mountains and such. However I like having the distant viewing settings maxed out so there's probably not much I can go about that.

So if everything looks as expected, I'm good!
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Emily Shackleton
 
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Post » Fri Sep 03, 2010 1:22 am

I just started a game with AN-RL and Let There Be More Darkness, and I noticed that starter dungeon is totally dark. Since there is airvents (or what ever they are called) to the outside there should be some light in there.

I know this it probably more a LTBMD issue, but can AN-RL add Lights to simulate the night/day light that comes in through those vents.

I don't know if this also is the case in sewers, caves etc. where there are openings to the outside.
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Emily Jones
 
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Post » Thu Sep 02, 2010 10:06 pm

AN-RL already does that with the starting dungeon. With the 1.0, the starting cell you're in won't have any changes at all until you've stepped through the secret passage to follow the Blades. If it's pitch black in there, that's probably from LTBMD.
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Austin Suggs
 
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Post » Thu Sep 02, 2010 11:53 pm

AN-RL already does that with the starting dungeon. With the 1.0, the starting cell you're in won't have any changes at all until you've stepped through the secret passage to follow the Blades. If it's pitch black in there, that's probably from LTBMD.

It is pitch black.. I know why it is black (LTBMD sets the ambient light levels to 0), and that is just too dark for my taste (light is really hard to keep out), but vanilla setting are to bright :/

So I guess I would have to adjust LTBMD... is there a easy way to adjust all those values?
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Victor Oropeza
 
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Post » Thu Sep 02, 2010 7:45 pm

Not without the CS or TES4Edit. Chances are you'd need to fix more than just the one dungeon too, and that's no small task. 0,0,0 for light settings is too dark to be practical since the game's lighting engine isn't very good about radius and fade values. I find no less than 10,10,10 to be suitable for somewhere that light isn't expected to penetrate.

The reason the dungeon doesn't override the climate is because aside from a few isolated places, most of the dungeon is underground and wouldn't be subject to sunlight, nor would you hear thunder etc in a storm.
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Shae Munro
 
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Post » Thu Sep 02, 2010 11:50 pm

Not without the CS or TES4Edit. Chances are you'd need to fix more than just the one dungeon too, and that's no small task. 0,0,0 for light settings is too dark to be practical since the game's lighting engine isn't very good about radius and fade values. I find no less than 10,10,10 to be suitable for somewhere that light isn't expected to penetrate.

The reason the dungeon doesn't override the climate is because aside from a few isolated places, most of the dungeon is underground and wouldn't be subject to sunlight, nor would you hear thunder etc in a storm.

Yeah...many dungeons.. and that was the answer I feared... :(
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ZzZz
 
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Post » Fri Sep 03, 2010 1:05 am

I just started a game with AN-RL and Let There Be More Darkness, and I noticed that starter dungeon is totally dark. Since there is airvents (or what ever they are called) to the outside there should be some light in there.

That sounds like it was in an earlier version (the starter dungeon had, still has, the cell torch removed, making it too dark.) Are you sure you have the very latest? Because that was fixed as Arthmoor said.

And yeah , with those two mods, it gets pitch black when leaving the cell. Thank goodness for (drop lit) torches!
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Heather Stewart
 
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Post » Thu Sep 02, 2010 9:01 pm

That sounds like it was in an earlier version (the starter dungeon had, still has, the cell torch removed, making it too dark.) Are you sure you have the very latest? Because that was fixed as Arthmoor said.

And yeah , with those two mods, it gets pitch black when leaving the cell. Thank goodness for (drop lit) torches!

I wasn't specific enough, I meant the dungeons after the cell you start in. The cell is fine (almost too bright, but that is good for character creation)

I still think that LTBMD is too unrealistic, there should be some light in those dungeons because of the overhead openings to the sky. Even at night there would come light in.
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Robert
 
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Post » Thu Sep 02, 2010 5:18 pm

Look, actually Shivering Isles progress:

http://i275.photobucket.com/albums/jj317/Brumbek/ArdenSul.jpg

That is all.
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City Swagga
 
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Post » Fri Sep 03, 2010 4:00 am

Look, actually Shivering Isles progress:

http://i275.photobucket.com/albums/jj317/Brumbek/ArdenSul.jpg

That is all.

:thumbsup:
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Code Affinity
 
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Post » Fri Sep 03, 2010 1:31 am

Look, actually Shivering Isles progress:

http://i275.photobucket.com/albums/jj317/Brumbek/ArdenSul.jpg

That is all.

:o
Looking good. :thumbsup:
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Stephy Beck
 
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Post » Thu Sep 02, 2010 11:53 pm

Hello,

I had a fresh oblivion install with UOPs, FCOM, Better Cities, and Natural Environments. I'm installing major mods one by one and when I added All Naturals, I noticed the missing meshes in the picture below. I had the following incorporated into my bashed patch import cells:

All Natural.esp
All Natural-SI.esp
All Natural Indoor Weather Filter for Mods.esp
All Natural - Real Lights.esp

I rebuilt the patch without Real Lights and that did not fix the issue, but when I disable the All Natural.esp, the missing mesh signs disappear. I installed it via All Natural 0 9.95 OBMM installer and then manually put in the esps from All Natural Fix Pack v2. If anyone could help me fix the problem I'd appreciate it. Here's an example of the missing mashes.

[img]http://i3.photobucket.com/albums/y76/Danja91/ScreenShot0-2.jpg[/img]

P.S. Sorry for posting also in TESNexus. I figured this thread is more relevant but can't find the delete button there.
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Breautiful
 
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Post » Fri Sep 03, 2010 4:51 am

Hello,

I had a fresh oblivion install with UOPs, FCOM, Better Cities, and Natural Environments. I'm installing major mods one by one and when I added All Naturals, I noticed the missing meshes in the picture below. I had the following incorporated into my bashed patch import cells:

All Natural.esp
All Natural-SI.esp
All Natural Indoor Weather Filter for Mods.esp
All Natural - Real Lights.esp

I rebuilt the patch without Real Lights and that did not fix the issue, but when I disable the All Natural.esp, the missing mesh signs disappear. I installed it via All Natural 0 9.95 OBMM installer and then manually put in the esps from All Natural Fix Pack v2. If anyone could help me fix the problem I'd appreciate it. Here's an example of the missing mashes.

[img]http://i3.photobucket.com/albums/y76/Danja91/ScreenShot0-2.jpg[/img]

P.S. Sorry for posting also in TESNexus. I figured this thread is more relevant but can't find the delete button there.


Well, that's pretty odd, since All Natural.esp loads a BSA, so I would have thought you'd get more missing meshes without it. Also I didn't think that plugin placed or moved objects in cells, just changed cell settings. Is that cell The Missing Ingredient? If it is, I just checked in TES4Edit, and All Natural.esp only changes climate settings for that cell.
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Deon Knight
 
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Post » Thu Sep 02, 2010 9:12 pm

Could be something with light sources from Real Lights, but without formIDs and a location it's impossible to check.
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Colton Idonthavealastna
 
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Post » Thu Sep 02, 2010 11:15 pm

I have a beef with Real Lights - some public areas are too dark - the inn in Chorrol (Grey Mare?) is in darkness. There are 4 NPCs and the publican, but the place is pitch black. Same thing with the castle main lobbies - they are too dark. Maybe some additional lights to be placed in the carious castles - after all, the count/countess is granting audience during that time, so no sense for things to be hardly visible!
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Hazel Sian ogden
 
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Post » Thu Sep 02, 2010 3:46 pm

I think you exaggerate. "Pitch black" means zero light. I'm sure that's not what you meant, because in both of those locations visibility is just fine. It would be far more helpful to take screenshots to illustrate the problem than making random comments about it being too dark somewhere.
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Patrick Gordon
 
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Post » Thu Sep 02, 2010 9:11 pm

I have a beef with Real Lights - some public areas are too dark - the inn in Chorrol (Grey Mare?) is in darkness. There are 4 NPCs and the publican, but the place is pitch black. Same thing with the castle main lobbies - they are too dark. Maybe some additional lights to be placed in the carious castles - after all, the count/countess is granting audience during that time, so no sense for things to be hardly visible!


I was just in the Grey Mare when I was playing about an hour ago. Sure, it's dark, but I think that's exactly how it should be: it's a windowless hut with (if memory serves) a couple of candles and a fireplace(?). It's not going to be very bright, and anyway, it's a seedy inn - it kind of adds to the atmosphere. All IMHO, but there you go.

I know it's a game so realism=//=good, but I think it's perfectly acceptable for places to be as dark as they are, if you take everything into consideration. I wouldn't want my home to be lit like that, sure, but I have electric lights with high lumen outputs, not a couple of dim, smelly fat candles. It's not as if it affects the gameplay, and there's always torches.
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Tasha Clifford
 
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Post » Thu Sep 02, 2010 8:08 pm

Well, that's pretty odd, since All Natural.esp loads a BSA, so I would have thought you'd get more missing meshes without it. Also I didn't think that plugin placed or moved objects in cells, just changed cell settings. Is that cell The Missing Ingredient? If it is, I just checked in TES4Edit, and All Natural.esp only changes climate settings for that cell.


Well, I just rebuilt the patch the exact same way as twice before and all of a sudden the meshes came back. I have to idea what happened because I didn't change a thing, except for rebuilding LOD for Let The People Drink. Anyway, thanks for the great mod :)
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Alan Whiston
 
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Post » Thu Sep 02, 2010 6:23 pm

http://www.4shared.com/file/0eQI3TEy/clearHDR.html

What's this you might ask? It's my attempt to neutralize the retina scorching nuclear hell that HDR seems to play with the clear weather outdoors. In my case using this plugin has resulted in far less death by brightness while playing. I passed a copy to wrinklyninja and he says it makes things appear dull. So I'd like to get more opinions one way or the other. This isn't likely to be something that makes its way in to 1.0 but perhaps a future update depending on the results.

Those of you who have been plagued by the same problem as I am are especially encouraged to try this. I can't possibly be the only person who is sick of how bad HDR brightness gets.
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Nice one
 
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