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

Post » Fri Sep 03, 2010 6:03 am

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.


I'll check it out Arthmoor and let you know.

Btw, I also find the Grey Mare and castles to be rather dark, but I'm not in either location often enough to worry about it. As long as I can see the count/countess to charm their socks off, that's all that matters :) But I wouldn't mind a candle or two to light the halls on the way to the throne room. There was one that was particularly bad and when I make the rounds again, I'll post a screenshot. Don't remember which one it was right now...
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tegan fiamengo
 
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Post » Fri Sep 03, 2010 3:30 am

Arthmoor,

Running with the clearHDR plugin now. Here are a couple of screenies of the centre square in Talos Plaza - a particularly deadly area for me:

http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/WithoutClearHDR.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/WithClearHDR.jpg

For me the change is rather subtle, but is an improvement over the old. I can see that non-shiny areas might be a bit duller, but I'll take that over being blinded. There were a few light clouds in the sky when these shots were taken, so I have to believe that it would be even worse (the blinding without the plugin) on a completely clear day.
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Emmie Cate
 
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Post » Fri Sep 03, 2010 12:50 am

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.

You are right - I am exaggerating a little. But it is still quite dark - i understand it is a seedy place (even though the publican is the Town Guard's girlfriend), but the spot around her is totally dark. I can understand dark light for the Inn of Ill Omen, but for every inn, it is just pretty dark. Roxey Inn is also the same case. I can always take out torches (that's what I do), but I think these places should not be as dark as a dungeon if humans live there... just my two cents, I think that some small candles could be added to all the windowless inns near the counter where the owner sits. One good example is the Wawnet Inn, but I think it has a fireplace on that gives it much needed light...
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Jennifer May
 
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Post » Fri Sep 03, 2010 3:41 am

Arthmoor,

Running with the clearHDR plugin now. Here are a couple of screenies of the centre square in Talos Plaza - a particularly deadly area for me:

http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/WithoutClearHDR.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/WithClearHDR.jpg

For me the change is rather subtle, but is an improvement over the old. I can see that non-shiny areas might be a bit duller, but I'll take that over being blinded. There were a few light clouds in the sky when these shots were taken, so I have to believe that it would be even worse (the blinding without the plugin) on a completely clear day.


It shouldn't be something that's super obvious, no. But you should be able to see, for example, that the pink tiles on the ground aren't reflecting insane amounts of light back, the clouds are less harsh on the eye, and a lot of the Imperial architecture doesn't have that hideous glow spot on it. Talos Plaza was never a huge problem for me either. The only bright spot left seems to be where some lights are on at the wrong time of the day, but that should be fixed when we send 1.0 up.

If you want to really see the difference, go find an Ayleid ruin and be there at noon. Or stand on the beach of the sandbar just off the Talos bridge outside the IC. You'll immediately be able to tell.

You are right - I am exaggerating a little. But it is still quite dark - i understand it is a seedy place (even though the publican is the Town Guard's girlfriend), but the spot around her is totally dark.


Well, to put things bluntly, electric lighting has spoiled us all. Back in the days before Edison's grand invention, windowless rooms were dark. Very dark. Even in daylight. Fireplaces and candles were it. Along with kerosene lamps during the 1800s. I can see what's doable as far as a few candles here and there but I'm not going to try turning windowless interiors into rooms that look like they're bathed in 500watt halogen lamps.
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tannis
 
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Post » Thu Sep 02, 2010 4:49 pm

For me, the pillars in Talos plaza were pretty bad. Ayleid Ruins too, so that should be better. The main thing is trying to strike a balance, as usual. I'm wondering if your tweaks are enough... I'll play some more and see how it goes.

I don't want castles lit up like a Christmas tree, but I'd like to be able to see where I'm going. As I said, there was one in particular that I found to be a problem because I really couldn't see where I was going. I'll post a screen shot when I get back there. In general I really like the interiors and the mood the lighting sets. I play the game in the dark, so I don't want a super bright screen, but having to pull out a torch to see where I'm going as I approach the throne is a tad annoying.
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yermom
 
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Post » Fri Sep 03, 2010 7:20 am

The SI file has lots of "Identical to Master" records under Statics-
Intentional or a glitch? Or a sign that it is a work in progress?
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Vicki Blondie
 
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Post » Thu Sep 02, 2010 6:35 pm

That's intentional for us to keep track of what still needs to be done.
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Isaiah Burdeau
 
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Post » Thu Sep 02, 2010 5:41 pm

That's intentional for us to keep track of what still needs to be done.

Ah, clever. :goodjob:
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Avril Churchill
 
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Post » Fri Sep 03, 2010 1:58 am

Ok. Surprise! :)

Version 1.0 is out. It's been quite the long road from the old 0.6 days but we're here. Everything has been testing solid now for quite awhile on our end and only a few small straggler issues remained which have now been fixed. Nexus is updated already, ModDB will be once approved. I'll also be making arrangements to upload 1.0 on TESA.

So without further ado, here's the changelog, reflecting changes since 0.9.9.5:
Spoiler
Fixed snowy weather checks greatly limiting weather in winter for non-snowy regions.
Added Timescaled Clouds feature.
Fixed decimal values of NormalizeLuminance not working properly.
Fixed a few ini typos.
Fixed weather script so it will properly select from all available types.
Added possibility of snowy weather to some regions in spring and autumn.
Fixed green tinting in a number of weathers, and other coloration issues in other weathers.
Fixed BAIN Wizard installer and OMOD conversion data.
Fixed a bug in snowy and rainy weather area limit checks that would cause weather de-sync.
Fixed weather bugs the occurred during the 'Defense Of Bruma' and 'Great Gate' Main Quest quests.
Fixed an issue causing the Kvatch Thunderstorm weather to stick if you Fast Traveled from Kvatch.
Fixed purple coloration of the clouds in the EWFog weathers.
Fixed an issue with sunglare having a slightly green tint in a few of the HTFClear weathers.
Revamped initialization process, streamlining it and fixing bugs that could lead to failure of initialization to take place, or stacking of the effects of the optional features after multiple loads of savegames.
Added sanity checks to all optional features to prevent bugs if negative multipliers are used, or values outwith the settings' allowed range are set.
Changed Night Luminance's NormalizeLuminance setting to use decimal values rather than just be on/off, so you can choose the degree of normalization.
Fixed Oblivion Gate weather getting stuck after a gate is closed.
Removed debug messages that were accidentally included in 0.9.9.5.
Revamped optional features, renaming features to reflect better what they do and streamlining them.
Updated Enhanced Nights (now Night Luminance), removing the obsoleted enable/disable toggle and NormalizeParameter setting, as these are now determined automatically.
Updated Enhanced Colors (now Color Tints) to be customizable by weather type, and only affect the ambient and sunlight colors, but at all times, not just the day, for a better effect and greater consistency.
Fixed weather de-sync that would occur near Kvatch after you completed the 'Battle For Castle Kvatch' quest.
Real Lights: Removed all changes to the chargen starting cell due to being unable to find a useable balance of lighting for the facegen process. This also eliminates an unresolvable conflict with TIE.
Real Lights: Added a light source to the Arcane U Praxographical Center.
Real Lights: Made the chandeliers in the Skingrad and Bruma player houses lit instead of unlit.
Real Lights: Adjusted radius values on candled in The Grey Mare. Should be a bit brighter in there now.
The Nascosto Isles patch now includes interior weather support and is no longer mergable in Bash.
All meshes have been run through PyFFI for collision optimization.
Modified the following meshes:
chorrol\interior\chorrolhouseupper02interior03.nif (fixed seams)
chorrol\interior\chorrolhouseupper04interior01.nif (modified to work with Glenvar Castle)
chorrol\interior\chorrolhouseupper04interior03.nif (fixed collision on new window ledges)
leyawiin\leyawiinfginteriordinning.nif (fixed error in Vanilla collision)


Of major note, if you're using the Nascosto Isles patch and currently merging it into your Bashed Patch, that can no longer be done now that interior climate support has been added. Make sure that doesn't show up in the configuration when you rebuild your patch. Then activate it as any other mod.

The clearHDR file I linked for testing will not be in this upload, in all likelihood it will be an optional download at some later date unless we can verify it won't mess things up too much to become part of the official ESM file. Do not post requests on the BOSS list to have that file added, it is considered a testing file only and any future proper release of it will have a different filename.
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Trent Theriot
 
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Post » Fri Sep 03, 2010 8:29 am

Wow, Thanks Guys, where do you find the time for all these repairs??? :bowdown:
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Yvonne Gruening
 
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Post » Thu Sep 02, 2010 6:00 pm

I'll have to remember to install this tomorrow when I get a chance.
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Catherine N
 
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Post » Thu Sep 02, 2010 9:35 pm

Aha you fixed the installation instructions!! Thank you! Even I understand them now :) It also looks like you've fixed the problem OBMM had in installing this properly - thanks for that too. Now after all that, I do have a question. Can I just uninstall the previous version (main and the fix pack) and install this one with Kvatch Rebuilt? I have KR installed and I seem to recall that there was an extra step when uninstalling this with KR installed, but I'm not sure if that applies to an upgrade.

Thanks guys, great work!
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kelly thomson
 
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Post » Thu Sep 02, 2010 11:58 pm

Shouldn't be anything special needed to update the KR patch. You'll know it's interfering if you're in Bruma and getting no snow, if that happens, just do a clean save on it.
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Jaki Birch
 
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Post » Fri Sep 03, 2010 6:50 am

Huh, sneaked it out while I wasn't looking. :celebration:

It feels pretty good to have finally got to this stage, hopefully it will be marked by a distinct lack of bug reports. :P
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Chloe Yarnall
 
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Post » Thu Sep 02, 2010 11:01 pm

Good job on reaching the 1.0 level!

Just in time to coincide with my increasing desire to return to OB... and the death of my old vid card and the arrival of a nice new 460 gtx- with 1 gig of vram so I can finally try out RAEVWD without fear!! :dance:
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Nicole Mark
 
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Post » Thu Sep 02, 2010 10:49 pm

upgrading this now. Glad to see it's reached v1
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Stace
 
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Post » Fri Sep 03, 2010 3:48 am

Question. I just upgraded and went into wrye bash to run BOSS and noticed that All Natural, AN for SI and AN Real Lights had a .
Is it supposed to be like that or do I check them off? I had them checked before.
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Brad Johnson
 
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Post » Fri Sep 03, 2010 2:50 am

Question. I just upgraded and went into wrye bash to run BOSS and noticed that All Natural, AN for SI and AN Real Lights had a .
Is it supposed to be like that or do I check them off? I had them checked before.


That's because the plugins were unchecked when you upgraded. Recheck them as before.
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Chloe Mayo
 
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Post » Fri Sep 03, 2010 9:58 am

That's because the plugins were unchecked when you upgraded. Recheck them as before.

yeah I did. I just thought it was weird because I've never seen that before.
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Ladymorphine
 
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Post » Thu Sep 02, 2010 9:39 pm

Do you by chance have alink to the old oblivion gate weather fix? I am still encountering it even with version 1.0. Eh go figure haha. The other weathers work flawlessly and it only just started misbehaving. Odd really, anyways thanks in advance.
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roxxii lenaghan
 
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Post » Thu Sep 02, 2010 8:39 pm

The "old" fix was in Fixpack 2, which is now part of 1.0, so there would be nothing different about it, and indeed you'd be stepping back quite a bit in terms of other bugs.

I am convinced at this point that whatever is breaking the Oblivion weather is coming from some other source because AN has been rock solid for the guy I've kept trapped in the middle of the MQ specifically to test the gate stuff. I've not had it get stuck once since wrinklyninja originally fixed it.
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Alina loves Alexandra
 
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Post » Thu Sep 02, 2010 7:58 pm

EDIT: Deleted
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Chad Holloway
 
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Post » Fri Sep 03, 2010 9:43 am

Congrats on reaching 1.0 I just noticed it on the nexus. :celebration:
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Adam
 
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Post » Fri Sep 03, 2010 10:17 am

It could very well be a different source, but I have had a similar problem before and the patch fixed it. Anyway I will do a clean save and see if that fixes it.
Clean Save didn't fix it.
Load order
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Francesco's Optional New Creatures Add-On.esm05  Cobl Main.esm  [Version 1.71]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Open Cities Resources.esm  [Version 3.5.3]0A  Progress.esm  [Version 2.2]0B  Unofficial Oblivion Patch.esp  [Version 3.2.0]0C  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0D  Oblivion Citadel Door Fix.esp0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  Natural_Habitat_by_Max_Tael.esp16  All Natural.esp  [Version 1.0]17  All Natural - SI.esp  [Version 1.0]18  Immersive Interiors.esp19  Immersive Interiors - Lights Addon.esp1A  WindowLightingSystem.esp1B  ClocksOfCyrodiil.esp++  Item interchange - Extraction.esp  [Version 0.74]++  Francesco's Optional Vendor Tweaks.esp1C  Cobl Glue.esp  [Version 1.69]1D  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]1E  Bob's Armory Oblivion.esp1F  FCOM_BobsArmory.esp  [Version 0.9.9]20  Oblivion WarCry EV.esp21  FCOM_WarCry.esp  [Version 0.9.9MB3]22  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]23  OOO-No_Guild_Ownership.esp  [Version 1.33]++  FCOM_Cobl.esp  [Version 0.9.9]24  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]25  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]26  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]27  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]28  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]29  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]2C  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]2D  OOO-WaterFish.esp  [Version 1.34]2E  mrSiikas_BetterPorts_Seagulls.esp2F  Knights.esp30  Knights - Unofficial Patch.esp  [Version 1.0.9]++  FCOM_Knights.esp  [Version 0.9.9]31  xuldarkforest.esp  [Version 1.0.3]32  xulStendarrValley.esp  [Version 1.2.1]33  xulTheHeath.esp34  XulEntiusGorge.esp35  xulFallenleafEverglade.esp  [Version 1.3.1]36  xulColovianHighlands_EV.esp37  xulChorrolHinterland.esp  [Version 1.2.2]38  xulBeachesOfCyrodiilLostCoast.esp39  xulBravilBarrowfields.esp  [Version 1.3.2]3A  xulLushWoodlands.esp  [Version 1.3]3B  xulAncientYews.esp  [Version 1.4.1]3C  xulAncientRedwoods.esp  [Version 1.6]3D  xulCloudtopMountains.esp  [Version 1.0.1]3E  xulArriusCreek.esp  [Version 1.1.2]3F  xulPatch_AY_AC.esp  [Version 1.1]40  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]41  xulRollingHills_EV.esp  [Version 1.3.2]42  xulPantherRiver.esp43  xulRiverEthe.esp  [Version 1.0.1]44  xulBrenaRiverRavine.esp  [Version 1.0.2]45  xulBlackwoodForest.esp46  Open Cities New Sheoth.esp  [Version 1.1]47  Open Cities Anvil.esp  [Version 3.5.4]48  Open Cities Bravil.esp  [Version 3.5.4]49  Open Cities Bruma.esp  [Version 3.5.4]4A  Open Cities Cheydinhal.esp  [Version 3.5.4]4B  Open Cities Chorrol.esp  [Version 3.5.4]4C  Open Cities Leyawiin.esp  [Version 3.5.4]4D  Open Cities Skingrad.esp  [Version 3.5.4]4E  Open Cities Outer Districts.esp  [Version 3.5.4]4F  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]50  Alternative Start by Robert Evrae.esp51  SupremeMagicka.esp  [Version 0.90]52  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]53  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_NoSpellLights.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]54  Advanced Magecraft.esp55  RshAlchemy.esp56  StealthOverhaul.esp57  RenGuardOverhaul.esp58  RenGuardOverhaulShiveringIsles.esp59  nGCD.esp5A  ProgressGSD.esp  [Version 2.0]5B  ProgressSBSP.esp  [Version 1.0]++  OOO-Level_Stock.esp  [Version 1.33]5C  Let There Be Darkness - Cyrodiil + SI.esp5D  Let There Be Darkness - Knights.esp++  Item interchange - Placement.esp  [Version 0.74]**  Better Redguard v2.esp++  DremoraFemales.esp5E  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]5F  bgMagicEVPaperChase.esp  [Version 1.68EV]60  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]61  bgMagicLightningbolt.esp++  bgMagicEVNoSummonGlow.esp  [Version 1.62EV]**  Open Cities Classic Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]++  YAARM_Iron.esp62  Bashed Patch, 0.esp63  Streamline 3.0.esp

Full bashed any conflicts or improper mods are deactivated, but they might still be listed. The oblivion gate is right outside skingrad. I have completed the main quest up to kvatch. I had gone to kvatch and sucessfully closed the gate, with no weather problems, any sub-sequent gates caused no problems when I passed them taking martin and jauffry to cloud ruler temple, but now every time the oblivion weather fully activates it sticks. (at least at that gate <____>
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Naomi Lastname
 
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Post » Thu Sep 02, 2010 7:03 pm

One thing I've noticed is that sometimes it does take a while for the weather to clear. It will also reset when you enter a city. I've found that if the weather is starting to clear when I enter a city, it will reset to a full-blown Oblivion gate weather. It will start to clear up again if I wait long enough. I usually just run inside somewhere and continue my business :)
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AnDres MeZa
 
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