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

Post » Wed Sep 01, 2010 5:20 pm

Ahoy.

So after continuing to have the gatestorm bug despite clean reinstalls of AN etc., I'm opting to just completely reinstall the game itself and see what happens if I have ONLY Shivering Isles, the UOP, the SI UOP, and AN installed. Hypothetically, this should eliminate any possible conflicts with other mods that I've been using, and if the gatestorm bug persists I'll know that it's a problem with how I'm setting up AN itself. One thing I did discover while perusing on Google for possible explanations was a little set of posts on SomethingAwful from a user for whom the fixpack also didn't work properly. This was the penultimate post:

Yep, I fixed it. Cleansave did help. But the tricky part was that I had to reload the scripts, which meant I had to wait for a day. It seemed like it wasn't working, then I waited and all was well.


Now, like I've said I'm a complete novice at all things mod-related (i.e. I know how to rebuild a bashed patch, and that's the extent of it.)...so what scripts is this individual referring to? The AN scripts, I'd assume, but I'm not 100% sure. Also, I'm going to assume that the day is an in-game day, not an actual 24-hour period...but again, I want to make absolutely sure.

'Pologies to the mod authors for being such a persistent hassle...take it as a compliment that I want to get your mod to work so badly, I guess? :/
User avatar
Alan Cutler
 
Posts: 3163
Joined: Sun Jul 01, 2007 9:59 am

Post » Thu Sep 02, 2010 3:16 am

Hello.

I'm not quite sure if this is All Natural issue or something else, but it concerns weather, and I have All Natural installed, so here goes ;

During rain, and even in heavy thunderstorms, everything in my vicinity is too bright. Sun shines through forest ceiling, casts shadows on actors, armors glisten, like it were a clear weather.
Of course, it's been quite awhile since I've played unmodded Oblivion, so this might just be default Oblivion behavior I just don't remember.
ReadMe file states, that I should be using WB 285, but I am using 284 (I know, I should update), could that be the culprit?
However,All Natural seems to work just fine (Initializes, weathers change, lighting and indoor effects work), only this nagging issue bothers me.


Here's my load order

Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 0.9.9.5]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.72]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Armamentarium.esm  [Version 1.35]0B  Kvatch Rebuilt.esm0C  Better Cities Resources.esm0D  NNWAEMaster.esm0E  Cobl Races TNR.esp  [Version 1.53]0F  Cobl Races TNR SI.esp  [Version 1.53]10  Unofficial Oblivion Patch.esp  [Version 3.2.6]11  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]12  Oblivion Citadel Door Fix.esp13  DLCShiveringIsles.esp14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]15  Better Cities .esp16  Francesco's Optional Chance of Stronger Bosses.esp17  Francesco's Optional Chance of Stronger Enemies.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]18  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]19  All Natural - Real Lights.esp  [Version 0.9.9.5]1A  All Natural.esp  [Version 0.9.9.5]1B  All Natural - SI.esp  [Version 0.9.9.5]1C  Better Bell Sounds.esp++  Symphony of Violence.esp1D  MIS Low Wind.esp1E  MIS New Sounds Optional Part.esp1F  PCSoundSafana.esp  [Version 2.6]++  QuietFeet Max.esp++  QuietFeet HorseArmor.esp20  WindowLightingSystem.esp21  AliveWaters.esp22  AliveWaters - Koi Addon.esp23  AliveWaters - Slaughterfish Addon.esp24  Book Jackets Oblivion.esp**  Book Jackets Oblivion - BP.esp25  Chapel Tithe.esp++  CM_Better Wine_SI.esp++  Cyrodilic Brandy.esp26  Days&Months.esp27  kuerteeSittableRocks.esp28  New Potions.esp29  Q - More and Moldy Ingredients v1.1.esp2A  RAEVWD Cities.esp  [Version 1.7]2B  RAEVWD New Sheoth.esp  [Version 1.5]2C  RAEVWD Imperial City.esp  [Version 1.7]2D  Enhanced Economy.esp  [Version 4.1]2E  Crowded Roads Revisited.esp  [Version 1.1]2F  Choices and Consequences.esp  [Version 2.1]30  Map Marker Overhaul.esp  [Version 3.5.2]31  Map Marker Overhaul - SI additions.esp  [Version 3.5]32  Hov's Hotkeys.esp33  DLCHorseArmor.esp34  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]35  DLCOrrery.esp36  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]37  DLCVileLair.esp38  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]39  Lair_mobs.esp3A  DLCMehrunesRazor.esp3B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]3C  Mehrunes_mobs.esp3D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp++  RTFemaleReplacerV12.esp3E  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp3F  Mage Equipment.esp40  XiaNewAmuletsV1.esp41  Roberts Armamentium female.esp42  Slof's Horses Base.esp43  Slof's Extra Horses.esp44  DLCThievesDen.esp45  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]46  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]47  Thievesden_mobs.esp48  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]49  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]4A  Cobl Glue.esp  [Version 1.72]4B  Cobl Si.esp  [Version 1.63]4C  Bob's Armory Oblivion.esp4D  FCOM_BobsArmory.esp  [Version 0.9.9]4E  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]4F  Oblivion WarCry EV.esp50  FCOM_WarCry.esp  [Version 0.9.9MB3]51  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  OOO_XiaNewAmulets Addon.esp  [Version 0.5]52  Choices and Consequences - OOO.esp  [Version 2.0]++  ArmamentariumLLVendors.esp  [Version 1.35]53  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]54  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]55  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]56  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]57  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]58  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]59  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  TamrielTravellerAdvScript.esp  [Version 1.39c]5A  TamrielTravellers4OOO.esp  [Version 1.39c]5B  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]5C  Geomancy & Gem Dust OOO.esp5D  Mage Equipment - OOO.esp++  MMM-Cobl.esp  [Version 1.69]5E  adTreeHome.esp5F  BrotherhoodRenewed.esp  [Version 1.0.1]60  Cathedral Improver.esp61  hackdirtabyss.esp62  Kragenir's Death Quest.esp63  KDQ - Rural Line Additions.esp64  Kragenirs_WhiteStallion_Compat.esp65  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp66  Kvatch Rebuilt - Leveled Guards - FCOM.esp67  Kvatch Rebuilt Weather Patch.esp68  LetThePeopleDrink.esp  [Version 2.5]69  KragenirsDeathQuest-LetThePeopleDrink patch.esp6A  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]6B  NNWAEDungeons-Series2EV.esp6C  NNWARE06-RhyeliaEmeroEV.esp6D  StopDarkBrotherhood.esp6E  The Ayleid Steps.esp  [Version 3.3.2]6F  thievery.esp70  thievery - EE patch.esp  [Version 1.0]71  Cyrodiil Travel Services.esp  [Version 2.0.1]72  za_bankmod.esp73  DLCBattlehornCastle.esp74  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]75  DLCFrostcrag.esp76  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]77  BrumaMGRestored.esp78  BrumaMGRestored-Frostcrag.esp79  Knights.esp7A  Knights - Unofficial Patch.esp  [Version 1.0.9]**  DLC_MOBS.esp7B  The Lost Spires.esp7C  Shadowcrest_Vineyard_COBL.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]7D  ElsweyrAnequina.esp++  ElsweyrAnequinaFemaleBody.esp7E  road+bridges.esp  [Version 4.5.5]7F  NRB4+Vineyard Patch.esp80  NRB4+LtPD Patch.esp  [Version 3.0]81  bartholm.esp82  bartholm - EE patch.esp  [Version 1.0]83  Better Cities - House price patch.esp  [Version 1.0]84  2nd to 1st person.esp85  PersuasionOverhaul.esp  [Version 1.43]86  Potable Pastiche.esp87  Salmo The Baker v2.0.esp  [Version 2.06]88  Salmo the Baker, Cobl.esp  [Version 3.08]89  Enhanced Economy - House prices.esp  [Version 1.0]8A  Roleplaying Dialogues.esp8B  Alternative Start by Robert Evrae.esp8C  Deadlier Sneaking 1.1.esp8D  RealisticLeveling.esp8E  Cobl Races.esp  [Version 1.52]8F  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]90  bgMagicEVPaperChase.esp  [Version 1.68EV]++  Cobl Races - Balanced.esp  [Version 1.52]91  Better Cities - Full City Defences.esp92  Better Cities Full.esp93  Better Cities - Thievery.esp94  Better Imperial City.esp95  Better Cities - COBL.esp  [Version 2]96  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]97  bgMagicLightningbolt.esp++  Real Lava 1.3.esp98  Enhanced Economy - Soulgems.esp  [Version 1.0]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]**  NRB4 Standard Road Record.esp++  CoreRandmonClothing4Npcs.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]99  Bashed Patch, 0.esp9A  Streamline 3.1.esp


And my package / install order, for what it's worth :

Spoiler
Bain Packages:++ 000 - 10050 Streamline_31_BAIN-22170.7z (E6E804BA) (Installed)++ 001 - 10060 Streamline_31_Patch_Bain-22170.7z (66E3A767) (Installed)++ 002 - 10030 WhisperedFeet.7z (06584A60) (Installed)++ 005 - 20060 2nd_to_1st_Person-4132.7z (2D2F2937) (Installed)++ 007 - 20070 Persuasion_Overhaul_v1-43-12367.zip (A521C8D2) (Installed)++ 008 - 20080 Persuasion Sound_Files_-_BSA-12367.zip (750DE3C4) (Installed)++ 009 - 20090 Enhanced_Economy_4_1-25078.rar (FE49FAA0) (Installed)++ 010 - 20111 Deadlier_Sneaking-1866.zip (119FAC94) (Installed)++ 012 - 20120 Sittable_rocks_v0p54-21966.zip (C3A6B269) (Installed)++ 013 - 20130 Roleplaying_Dialogues_v072b-9132.rar (A42869D6) (Installed)++ 014 - 20140 Better_Bell_Sounds-5286.rar (DCA51DD3) (Installed)++ 015 - 20150 Chapel_Tithe_OBSE-20514.7z (481F6E34) (Installed)++ 016 - 20160 Alternative_Start_V1-66-11495.zip (98479553) (Installed)++ 018 - 20170 RealisticLeveling-1_13-13879.7z (C3F66A1F) (Installed)++ 019 - 20180 Stop_Darkbrotherhood_v1_10-14127.zip (07B87346) (Installed)++ 020 - 20190 LessAnnoyingMagicExperienceEV 1,7.7z (5F151FEF) (Installed)++ 021 - 20210 PCSoundSafana___2_6.rar (69F18CC2) (Installed)++ 023 - 30000 Salmo_the_Baker-8435.rar (2AF5B2DB) (Installed)++ 024 - 30010 TamrielTravellers139c_-__Even_more_Omod_script_Fixes-4387.7z (3B7FC23F) (Installed)++ 025 - 30020 Cyrodiil_Travel_Services_v201-21999.7z (3533C4E9) (Installed)++ 026 - 30030 Crowded_Roads_Revisited-20575.7z (0DE403A7) (Installed)++ 027 - 30040 CoreRandmonClothing4Npc101-27474.7z (12FD9A0C) (Installed)++ 029 - 55010 ElsweyrAnequinaModJan2010.7z (9C2F178C) (Installed)++ 030 - 55015 PatchElsweyrDarkUILoadingScreens.7z (83C7EA1E) (Installed)++ 031 - 55020 ElsweyrRobertsFemaleReplacer.7z (A3C4339D) (Installed)++ 032 - 55025 ElsweyrRobertsMaleReplacers.7z (3C21F236) (Installed)++ 033 - 55030 Shadowcrest_Vineyard_COBL-22810.7z (C24B9C58) (Installed)++ 034 - 55035 NRB4_Shadowcrest_Vineyard_Compatibility_Patch-20218.7z (8EEC0435) (Installed)++ 035 - 55040 Bank_of_Cyrodiil-3172.7z (5F76C42D) (Installed)++ 036 - 55060 Bartholm70_Full-5022.zip (E2C8AF32) (Installed)++ 037 - 55070 adTreeHome-1_1_0-13237.7z (48DB3F58) (Installed)++ 039 - 60000 ArmaCompleteResources-18417.7z (0C563558) (Installed)++ 040 - 60005 ArmamentariumComplete_ver_1_35-18417.7z (003AAA54) (Installed)++ 041 - 60010 Bobs_Armory_Oblivion1_1.7z (1E222C0B) (Installed)++ 042 - 60020 KD_Circlets_OOO_1.32_Optimized_-_Version_1.2-10670.7z (4F953134) (Installed)++ 043 - 60030 Loth_Blunt_Weapons_ver_3-0-1-12939.rar (E14D8906) (Installed)++ 044 - 60032 Mage Equipment21.7z (8E6546B9) (Installed)++ 045 - 60035 ME_for_OOO-20728.zip (71572CB5) (Installed)++ 046 - 60040 Roberts_Female_Body_for_Arma_Complete-18417.7z (AB94145D) (Installed)++ 047 - 60050 Robert_Male_Body_for_Arma_Complete-18417.7z (928721CC) (Installed)++ 048 - 60060 XiaNewAmuletsV1-13360.zip (1702AD0C) (Installed)++ 049 - 60070 OOO-FCOM_Addon_-_New_Amulets_by_Xiamara-24432.7z (2F8C2632) (Installed)++ 051 - 80009 Updated Mobsified_DLCs-19203.rar (1C9E2C02) (Installed)++ 052 - 80010 Unofficial_Oblivion_Patch_v3_2_0_Manual_Version-5296.7z (BCBA7B56) (Installed)++ 053 - 80020 Unofficial_Official_Mods_Patch_v15_Manual_Version-9969.7z (59895567) (Installed)++ 054 - 80030 Unofficial SI patch_v1_4_0_-10739.7z (79CE866D) (Installed)++ 055 - 80040 UOP_Supplemental_v326-27710.7z (7193864A) (Installed)++ 056 - 80050 OptimizedDistandLandMax1.1.7z (0682D3F3) (Installed)++ 058 - 90000 The_Ayleid_Steps_3_3_2-16316.7z (C5C4C07E) (Installed)++ 059 - 90010 Choices_and_Consequences_Updated_2_0-14560.7z (C20E26D9) (Installed)++ 061 - 90040 Kragenir's Death Quest V2_0-26219.7z (4BF00F52) (Installed)++ 062 - 90041 Kragenirs_Death_v2_0_Hotfix_1-26219.rar (6DD1D745) (Installed)++ 063 - 90050 Kvatch_Rebuilt_1-1-15412.7z (63F1AEFB) (Installed)++ 064 - 90051 KR Greetings.7z (ED2000F5) (Installed)++ 065 - 90060 thelostspiresv14.zip (41D2D44C) (Installed)++ 066 - 90070 BrumaMGRestoredv102-12732.rar (A89B2D20) (Installed)++ 067 - 90080 Thievery_in_the_Imperial_City-5156.rar (50868802) (Installed)++ 068 - 90090 Thives Arsenal_Odd_Jobs_Complete_v1_5-9655.zip (AE0B286F) (Installed)++ 069 - 90091 Theves arsenalPatch_1_5-9655.zip (5896A64D) (Installed)++ 070 - 90092 Thieves arsenalCompatibility_Patch_033010-9655.zip (06059FC5) (Installed)++ 071 - 90100 A_Brotherhood_Renewed-31773.7z (C1A4E1B7) (Installed)++ 072 - 90120 NNWAESeries_EV-23384.7z (6C30DAF3) (Installed)++ 073 - 90130 Abyss_of_the_Deep_Ones_-Patched_File13952.rar (5D090CBF) (Installed)++ 075 - 100100 Fran 4.5b.7z (E509F734) (Installed)++ 076 - 100105 Roberts_Female_for_Frans-26551.7z (0FBF6631) (Installed)++ 077 - 100107 Robert_Muscular_Fran_Armor-15097.7z (36F2A402) (Installed)++ 078 - 100108 EI_Frans_SI_USIP_MOBS_FCOM_1-4-17621.rar (73F25676) (Installed)++ 080 - 100110 UOMP_1-5_MOBS-17621.rar (440973B5) (Installed)++ 081 - 100112 FranDarkSeducerWeaponsPatch.rar (39CA83B1) (Installed)++ 082 - 100120 OOO 1.33.7z (DD1F3762) (Installed)++ 083 - 100122 OOO_134_Beta_5_Patch.7z (316172B2) (Installed)++ 084 - 100123 Geomancy_Gem_Dust_1_1-21102.zip (BC3F755E) (Installed)++ 085 - 100124 Roberts_Female_for_OOO-26551.7z (662FC673) (Installed)++ 086 - 100125 Robert_Muscular_OOO_Armor-14984.7z (254AA989) (Installed)++ 087 - 100130 Oblivion WarCry.7z (797B453D) (Installed)++ 088 - 100140 slofs_horses_base_2.0.7z (3EFC924F) (Installed)++ 089 - 100141 slofs_extra_horses_pack_2.0.7z (653BDC26) (Installed)++ 090 - 100150 MMM 37b3.7z (5F4A40F4) (Installed)++ 091 - 100151 MMM Lich Textures.7z (771B3B06) (Installed)++ 092 - 100160 Roberts_Female_for_MMM-26551.7z (9E1E60F0) (Installed)++ 093 - 100165 Robert_Muscular_MMM_Armor-15096.7z (7770DF7B) (Installed)++ 096 - 101001 Cobl_172-21104.7z (BFECAEE3) (Installed)++ 097 - 101010 FCOM Convergence 9.9.7z (FC19131A) (Installed)++ 098 - 101015 FCOM_EntropicOrderRebalance.7z (7EB6028A) (Installed)++ 099 - 101120 ufcom.7z (62B956CB) (Installed)++ 101 - 110000 All_Natural_0-9-9-5-18305.7z (6C194C7F) (Installed)++ 102 - 110005 All_Natural_0-9-9-5_Fix_Pack_1-18305.7z (6AAA9A78) (Installed)++ 103 - 110006 All_Natural_0995_Fix_Pack_v2-18305.7z (04E20CDC) (Installed)++ 104 - 110110 Better_Cities_4-5-2b-16513.7z (1FA1466D) (Installed)++ 105 - 110120 Better Cities Resources BSA 4.5.2.7z (ECBBC52B) (Installed)++ 106 - 110130 LetThePeopleDrinkBain_2_5-10223.7z (F37EA3BE) (Installed)++ 107 - 110210 New_Roads_and_Bridges_v455-20218.7z (7C90B004) (Installed)++ 108 - 110211 NRB4_LtPD_Compatibility_Patch-20218.7z (442D897E) (Installed)++ 109 - 110310 AliveWaters-6914.rar (C8E00FE1) (Installed)++ 110 - 110312 AliveWaters Grass Bug Fix v1.0.7z (BEC70298) (Installed)++ 111 - 110313 Alive Water Grass Fix 2.7z (1F9CE503) (Installed)++ 112 - 110510 Animated_Window_Lighting_System_-_Meshes_v5-1-8-19628.7z (4BEAB92C) (Installed)++ 113 - 110511 AWLS_-_Brumbek_Mixed_Textures_v5-1-3-19628.7z (55868814) (Installed)++ 114 - 110710 More_Immersive_Sound-5487.rar (7F333470) (Installed)++ 115 - 110711 MoreImmersiveIS_FIX-5487.zip (EF9B3885) (Installed)++ 116 - 110810 Symphony_of_Violence_0_5-13987.rar (78B5C41F) (Installed)++ 117 - 110818 Exploremusic.7z (A06D75A0) (Installed)++ 120 - 120010 Days_And_Months-3504.rar (149D8E9F) (Installed)++ 121 - 120020 Elsweyr_NRB-31273.7z (B97D34CA) (Installed)++ 122 - 120030 Elven_Map_For_Shivering_Isles-16640.zip (5CBAE31E) (Installed)++ 123 - 120040 Map_Marker_Overhaul_3_5_2b-26389.rar (B0F4743B) (Installed)++ 124 - 120045 Hovs_Hotkeys_1dot3-13443.zip (4E60C1A6) (Installed)++ 126 - 140100 Bomrets_Detailed_Normal_M.1.7z (93950EE6) (Installed)++ 127 - 140250 Abnormal Caves-20778.rar (9B4CFB33) (Installed)++ 128 - 140300 LowPoly_Grass_for_SI-5434.zip (2B8D5B3F) (Installed)++ 129 - 140400 Real_Lava_1_3-6854.zip (A6E09306) (Installed)++ 130 - 140600 Q__More_and_Moldy_Ingredients_v11-5065.rar (92577488) (Installed)++ 131 - 140700 Better_Beer_Bottles-4574.zip (DDECA0A5) (Installed)++ 132 - 140800 New_Potions_Fixed_Icons-25822.rar (7E152871) (Installed)++ 133 - 140900 Better Wine - Original + SI Update-14596.7z (2F759DC5) (Installed)++ 134 - 141000 Book_Jackets_Oblivion_Standard_Res-BAIN-22170.7z (35750032) (Installed)++ 135 - 141020 Cooked_Steaks_v1-1-17360.7z (4095B113) (Installed)++ 136 - 141050 Kafeis_Better_Amulet_Replacer_V1.0-4126.zip (4F9E1B7A) (Installed)++ 137 - 141060 Kafeis_Better_Ring_Replacer-4107.zip (4CBE7B70) (Installed)++ 138 - 141070 Unique_Signs-25314.zip (FC0A6D23) (Installed)++ 139 - 141100 RAEVWD_v1_7-20053.7z (C0E54CCD) (Installed)++ 140 - 141110 RAEVWD_SI_Edition-20053.7z (1A70F42C) (Installed)++ 141 - 141120 RAEVWD_Elsweyr_Anequina_V2-20053.7z (B809644E) (Installed)++ 143 - 150000 Cathedral_Improver_Mod_with_chapels-18407.7z (FF2070A9) (Installed)++ 144 - 150010 Cathedral_Improver_Mod_Peaceful_Music-18407.7z (CB2C005D) (Installed)++ 145 - 150020 Cathedral Stained Glass-8227.7z (BF0C054C) (Installed)++ 149 - 160020 Roberts_Female_v12_-_Fixed_and_PyFFIed-28975.7z (55EDE857) (Installed)++ 150 - 160030 RobertsMaleV5.7z (EA1A2BCB) (Installed)++ 152 - 170000 Cobl_Cosmetics_Res_01-21104.7z (C1254BEC) (Installed)153 - ==Last==


Apologies if this has nothing to do with All Natural, or if it's indeed that WB 284 (lazy me).
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Thu Sep 02, 2010 5:15 am

Well I'm not entirely sure what he meant by that, but try this:

Deactivate all of the All Natural files. the ESM, all ESPs, and if Bash insists, the bashed patch too.

DO NOT rebuild the patch, but load the game without any of those files active. Go outside, wander around a little, then save in a new slot. That should give the game engine time enough to pop in one of its own weathers, though this really shouldn't matter. Maybe even head for an Oblivion gate you know is still open and see how the unmodified game reacts.

Reactivate all of the All Natural files (except the filter) and then rebuild the bashed patch as well.

Reload and go find a gate, see what happens. If it still messes up, quit out, reload and then use the wait menu to let 24 hours pass before you go back to find a gate.
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Wed Sep 01, 2010 8:45 pm

Ahoy.

So after continuing to have the gatestorm bug despite clean reinstalls of AN etc., I'm opting to just completely reinstall the game itself and see what happens if I have ONLY Shivering Isles, the UOP, the SI UOP, and AN installed. Hypothetically, this should eliminate any possible conflicts with other mods that I've been using, and if the gatestorm bug persists I'll know that it's a problem with how I'm setting up AN itself. One thing I did discover while perusing on Google for possible explanations was a little set of posts on SomethingAwful from a user for whom the fixpack also didn't work properly. This was the penultimate post:



Now, like I've said I'm a complete novice at all things mod-related (i.e. I know how to rebuild a bashed patch, and that's the extent of it.)...so what scripts is this individual referring to? The AN scripts, I'd assume, but I'm not 100% sure. Also, I'm going to assume that the day is an in-game day, not an actual 24-hour period...but again, I want to make absolutely sure.

'Pologies to the mod authors for being such a persistent hassle...take it as a compliment that I want to get your mod to work so badly, I guess? :/


This is why we told you (I told you and Wrinklyninja repeated my advice) to wait 24 hrs in-game. The scripts run continuously and they all have timers, so sometimes it takes a while for things to cycle through. Don't use the wait function, just continue playing and it will eventually work itself out - really!
User avatar
Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Thu Sep 02, 2010 12:03 am

Well I'm not entirely sure what he meant by that, but try this:

Deactivate all of the All Natural files. the ESM, all ESPs, and if Bash insists, the bashed patch too.

DO NOT rebuild the patch, but load the game without any of those files active. Go outside, wander around a little, then save in a new slot. That should give the game engine time enough to pop in one of its own weathers, though this really shouldn't matter. Maybe even head for an Oblivion gate you know is still open and see how the unmodified game reacts.

Reactivate all of the All Natural files (except the filter) and then rebuild the bashed patch as well.

Reload and go find a gate, see what happens. If it still messes up, quit out, reload and then use the wait menu to let 24 hours pass before you go back to find a gate.


Fair enough, thanks. I will get this bleedin' mod to work...most of the reason I play Oblivion nowadays is just to wander around in as immersive an environment as possible, and AN is pretty much integral for that.

I also thought I might try a manual install of the AN files and just import the fixpack files directly into my Data folder, rather than importing the stock AN files and then overwriting, since it almost seems like Windows is refusing to believe that the original AN files have been overwritten.
User avatar
mishionary
 
Posts: 3414
Joined: Tue Feb 20, 2007 6:19 am

Post » Wed Sep 01, 2010 7:47 pm

Don't use the wait function, just continue playing and it will eventually work itself out - really!


You don't actually need to avoid the wait function since the script is still tracking time at the very least. As soon as the wait period ends the system would call for an update and fix itself then. I've done it plenty of times already.

On a clean save it shouldn't matter though since those scripts aren't present. I advised walking around a bit after a clean save only to give the game a chance to update its own weather.

I also thought I might try a manual install of the AN files and just import the fixpack files directly into my Data folder, rather than importing the stock AN files and then overwriting, since it almost seems like Windows is refusing to believe that the original AN files have been overwritten.


What do you mean by this? Importing files? The installer should already be putting everything where it belongs.
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Thu Sep 02, 2010 6:28 am

You don't actually need to avoid the wait function since the script is still tracking time at the very least. As soon as the wait period ends the system would call for an update and fix itself then. I've done it plenty of times already.

On a clean save it shouldn't matter though since those scripts aren't present. I advised walking around a bit after a clean save only to give the game a chance to update its own weather.



What do you mean by this? Importing files? The installer should already be putting everything where it belongs.


All I meant was that rather than use the OMOD installer, I would manually unpack the AN files within their respective zips, but only unpack the All Natural.bsa and All Natural.esp files from the original AN 9.9.5 zip. All other files I'll be unpacking into my Data folder directly from the fixpack zip, rather than unpacking the original AN files and then overwriting them.
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Wed Sep 01, 2010 8:08 pm

Sooo...a completely clean install of the game, running only the UOP, the SI UOP, Robert Evrae's Alternative Start, and AN...produced the same result. I'm literally at my wit's end here...nothing seems to be working. I even did as I intended and unpacked the fixpack files directly, rather than overwriting the base AN files, but to no avail. I don't know what's going on with this, but it's killin' me.

EDIT: And just to seal the deal...no error reports in the console or the OBSE log. It's as if the fix pack simply doesn't exist...I can't see how this could possibly change anything, but maybe I'll try grabbing it from another site if possible.

EDIT: Aaaand apparently not. So I guess that's it, then...pending a miracle, All Natural simply does not work for me.

EDIT EDIT: Woah woah woah...waitaminnit. I just noticed I'm using Wrye Bash 2.75...could THAT have anything to do with this whole mess? It says that 2.85 is required on the download page, after all. (Oh, fingers crossed that this is the problem...)
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Thu Sep 02, 2010 3:54 am

Hello.

I'm not quite sure if this is All Natural issue or something else, but it concerns weather, and I have All Natural installed, so here goes ;

During rain, and even in heavy thunderstorms, everything in my vicinity is too bright. Sun shines through forest ceiling, casts shadows on actors, armors glisten, like it were a clear weather.
Of course, it's been quite awhile since I've played unmodded Oblivion, so this might just be default Oblivion behavior I just don't remember.
ReadMe file states, that I should be using WB 285, but I am using 284 (I know, I should update), could that be the culprit?
However,All Natural seems to work just fine (Initializes, weathers change, lighting and indoor effects work), only this nagging issue bothers me.


Here's my load order

Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 0.9.9.5]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.72]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Armamentarium.esm  [Version 1.35]0B  Kvatch Rebuilt.esm0C  Better Cities Resources.esm0D  NNWAEMaster.esm0E  Cobl Races TNR.esp  [Version 1.53]0F  Cobl Races TNR SI.esp  [Version 1.53]10  Unofficial Oblivion Patch.esp  [Version 3.2.6]11  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]12  Oblivion Citadel Door Fix.esp13  DLCShiveringIsles.esp14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]15  Better Cities .esp16  Francesco's Optional Chance of Stronger Bosses.esp17  Francesco's Optional Chance of Stronger Enemies.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]18  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]19  All Natural - Real Lights.esp  [Version 0.9.9.5]1A  All Natural.esp  [Version 0.9.9.5]1B  All Natural - SI.esp  [Version 0.9.9.5]1C  Better Bell Sounds.esp++  Symphony of Violence.esp1D  MIS Low Wind.esp1E  MIS New Sounds Optional Part.esp1F  PCSoundSafana.esp  [Version 2.6]++  QuietFeet Max.esp++  QuietFeet HorseArmor.esp20  WindowLightingSystem.esp21  AliveWaters.esp22  AliveWaters - Koi Addon.esp23  AliveWaters - Slaughterfish Addon.esp24  Book Jackets Oblivion.esp**  Book Jackets Oblivion - BP.esp25  Chapel Tithe.esp++  CM_Better Wine_SI.esp++  Cyrodilic Brandy.esp26  Days&Months.esp27  kuerteeSittableRocks.esp28  New Potions.esp29  Q - More and Moldy Ingredients v1.1.esp2A  RAEVWD Cities.esp  [Version 1.7]2B  RAEVWD New Sheoth.esp  [Version 1.5]2C  RAEVWD Imperial City.esp  [Version 1.7]2D  Enhanced Economy.esp  [Version 4.1]2E  Crowded Roads Revisited.esp  [Version 1.1]2F  Choices and Consequences.esp  [Version 2.1]30  Map Marker Overhaul.esp  [Version 3.5.2]31  Map Marker Overhaul - SI additions.esp  [Version 3.5]32  Hov's Hotkeys.esp33  DLCHorseArmor.esp34  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]35  DLCOrrery.esp36  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]37  DLCVileLair.esp38  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]39  Lair_mobs.esp3A  DLCMehrunesRazor.esp3B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]3C  Mehrunes_mobs.esp3D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp++  RTFemaleReplacerV12.esp3E  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp3F  Mage Equipment.esp40  XiaNewAmuletsV1.esp41  Roberts Armamentium female.esp42  Slof's Horses Base.esp43  Slof's Extra Horses.esp44  DLCThievesDen.esp45  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]46  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]47  Thievesden_mobs.esp48  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]49  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]4A  Cobl Glue.esp  [Version 1.72]4B  Cobl Si.esp  [Version 1.63]4C  Bob's Armory Oblivion.esp4D  FCOM_BobsArmory.esp  [Version 0.9.9]4E  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]4F  Oblivion WarCry EV.esp50  FCOM_WarCry.esp  [Version 0.9.9MB3]51  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  OOO_XiaNewAmulets Addon.esp  [Version 0.5]52  Choices and Consequences - OOO.esp  [Version 2.0]++  ArmamentariumLLVendors.esp  [Version 1.35]53  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]54  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]55  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]56  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]57  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]58  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]59  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  TamrielTravellerAdvScript.esp  [Version 1.39c]5A  TamrielTravellers4OOO.esp  [Version 1.39c]5B  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]5C  Geomancy & Gem Dust OOO.esp5D  Mage Equipment - OOO.esp++  MMM-Cobl.esp  [Version 1.69]5E  adTreeHome.esp5F  BrotherhoodRenewed.esp  [Version 1.0.1]60  Cathedral Improver.esp61  hackdirtabyss.esp62  Kragenir's Death Quest.esp63  KDQ - Rural Line Additions.esp64  Kragenirs_WhiteStallion_Compat.esp65  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp66  Kvatch Rebuilt - Leveled Guards - FCOM.esp67  Kvatch Rebuilt Weather Patch.esp68  LetThePeopleDrink.esp  [Version 2.5]69  KragenirsDeathQuest-LetThePeopleDrink patch.esp6A  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]6B  NNWAEDungeons-Series2EV.esp6C  NNWARE06-RhyeliaEmeroEV.esp6D  StopDarkBrotherhood.esp6E  The Ayleid Steps.esp  [Version 3.3.2]6F  thievery.esp70  thievery - EE patch.esp  [Version 1.0]71  Cyrodiil Travel Services.esp  [Version 2.0.1]72  za_bankmod.esp73  DLCBattlehornCastle.esp74  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]75  DLCFrostcrag.esp76  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]77  BrumaMGRestored.esp78  BrumaMGRestored-Frostcrag.esp79  Knights.esp7A  Knights - Unofficial Patch.esp  [Version 1.0.9]**  DLC_MOBS.esp7B  The Lost Spires.esp7C  Shadowcrest_Vineyard_COBL.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]7D  ElsweyrAnequina.esp++  ElsweyrAnequinaFemaleBody.esp7E  road+bridges.esp  [Version 4.5.5]7F  NRB4+Vineyard Patch.esp80  NRB4+LtPD Patch.esp  [Version 3.0]81  bartholm.esp82  bartholm - EE patch.esp  [Version 1.0]83  Better Cities - House price patch.esp  [Version 1.0]84  2nd to 1st person.esp85  PersuasionOverhaul.esp  [Version 1.43]86  Potable Pastiche.esp87  Salmo The Baker v2.0.esp  [Version 2.06]88  Salmo the Baker, Cobl.esp  [Version 3.08]89  Enhanced Economy - House prices.esp  [Version 1.0]8A  Roleplaying Dialogues.esp8B  Alternative Start by Robert Evrae.esp8C  Deadlier Sneaking 1.1.esp8D  RealisticLeveling.esp8E  Cobl Races.esp  [Version 1.52]8F  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]90  bgMagicEVPaperChase.esp  [Version 1.68EV]++  Cobl Races - Balanced.esp  [Version 1.52]91  Better Cities - Full City Defences.esp92  Better Cities Full.esp93  Better Cities - Thievery.esp94  Better Imperial City.esp95  Better Cities - COBL.esp  [Version 2]96  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]97  bgMagicLightningbolt.esp++  Real Lava 1.3.esp98  Enhanced Economy - Soulgems.esp  [Version 1.0]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]**  NRB4 Standard Road Record.esp++  CoreRandmonClothing4Npcs.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]99  Bashed Patch, 0.esp9A  Streamline 3.1.esp


Apologies if this has nothing to do with All Natural, or if it's indeed that WB 284 (lazy me).

I've the same weather issue not long ago, but I solved that issue by simply install the http://www.tesnexus.com/downloads/file.php?id=18305.
Reload your game and wait 5-10 seconds before you do anything, because the game engine need that time to change the weather.
After that I fast travel to another outdoors cell, as soon you have arrived stand still 5-10 seconds and slowly the weather is shifting to a normal weather. This was my solution anyway.

Try this first and if it's works you're lucky, because you have several mods there that's really need to be updated.

If it not working you need to visit three threads to fix your mod list.

http://www.gamesas.com/index.php?/topic/1112327-relz-unofficial-oblivion-patch-320-thru-3210-supplemental-patches-hotfixes-uomp-knights-updates-relz/ - http://www.gamesas.com/index.php?/topic/1111761-boss-better-oblivion-sorting-software/ - http://www.gamesas.com/index.php?/topic/1109736-relz-wrye-bash-thread-49/

If you need more than this just use the link "TESIV:POSItive" in my signature. Good luck. :)
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Wed Sep 01, 2010 5:45 pm

EDIT EDIT: Woah woah woah...waitaminnit. I just noticed I'm using Wrye Bash 2.75...could THAT have anything to do with this whole mess? It says that 2.85 is required on the download page, after all. (Oh, fingers crossed that this is the problem...)


Quite possible, though I don't see how.

I'm still not entirely clear on exactly what you're doing to install the mod or the fixpack because it sounds like you're not putting something in the correct place.

You should be able to run the OMOD (preferably BAIN though) installer and then just extract the fixpack files into the Data folder. If extracting the fixpack isn't asking you for permission to overwrite the files, you're putting them in the wrong place. Make triple sure you haven't dropped those into the Oblivion folder one level above Data.
User avatar
Clea Jamerson
 
Posts: 3376
Joined: Tue Jun 20, 2006 3:23 pm

Post » Thu Sep 02, 2010 4:50 am

Quite possible, though I don't see how.

I'm still not entirely clear on exactly what you're doing to install the mod or the fixpack because it sounds like you're not putting something in the correct place.

You should be able to run the OMOD (preferably BAIN though) installer and then just extract the fixpack files into the Data folder. If extracting the fixpack isn't asking you for permission to overwrite the files, you're putting them in the wrong place. Make triple sure you haven't dropped those into the Oblivion folder one level above Data.


Bah, no luck.

I've tried both a manual and an OMOD install. In the case of the OMOD install, I've run the installer, then copied all pertinent fixpack files into DATA (and yes, it has given me an overwrite request, and I have been telling it to Move and Replace). In my case, "all pertinent files" is everything but the Kvatch Rebuilt patch. After overwriting, I have been using BOSS to sort my mods, then rebuilding my patch, importing cells, graphics, scripts, etc. as instructed by the BOSSlog. In the case of a manual install, I've been doing much the same, save that it's been drag-and-drop from 00 Core, 01 Real Lights, and 02 Bash Filter. After that point, the process has been identical--overwrite with fixpack files, BOSS, rebuild patch. It really does seem that for whatever reason, the game simply isn't accepting the presence of the fixpack files, although for the life of me I can't figure out why. Every other feature of AN works like a charm, except for these omnipresent gatestorms accompanied by rain near Oblivion gates and a constant thunderstorm in Kvatch.

As for BAIN, I've never quite figured out how to get it to work.

Also, just for clarification, I'm using OBSEv0018 and am now also using Wrye Bash 287.
User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Thu Sep 02, 2010 1:11 am

Well then the obvious question comes up now: What happens if you start a new game after installing AN + FixPack? Advance the game to the point of triggering the gates, then go wander near them.
User avatar
Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Thu Sep 02, 2010 5:09 am

Well then the obvious question comes up now: What happens if you start a new game after installing AN + FixPack? Advance the game to the point of triggering the gates, then go wander near them.


I can answer that one straight off: the same thing. I've actually been testing every new attempt to fix this on a new character...the only thing I'm doing that breaks from vanilla Oblivion is using Robert Evrae's Alternative Start to skip that bloody dungeon, so I tend to just jump straight to Kvatch from where the mod drops me off (usually Anvil) without bothering to pick up the AoK or receive the quest to find Martin when testing the gatestorm bug. It's worth noting, though, that on my first playthrough on this new laptop, I was doing an honest-to-God run of the game and so encountered the gatestorms during the normal progression of the main quest...so I doubt that not retrieving the amulet is doing much.

EDIT: Forgot to mention that on that save, I also did test whether the Kvatch gate bug (persistent gatestorm plus a downpour) occurred around random gates too, and it did. So although all subsequent tests have been conducted on the persistent Kvatch gate, I assume it's part and parcel of the same thing.

EDIT EDIT: I also just want to say...sorry for being such a pain, but I really do value this mod incredibly highly, and want very much to get it back to the functional condition I've previously experienced and loved it in. So I guess in a backhanded way, that's a compliment of the quality of this team's work? Sort of?
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Wed Sep 01, 2010 9:32 pm

Just try going some place away from any Gates, and entering 'set ANWeatherQuest.Oblivion to 0' into the console, and see what happens. That should force AN to stop treating it as near a Gate, and so if you wait 24 hours, the weather should have changed to something normal. Then see if the bug happens again after that.
User avatar
Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Thu Sep 02, 2010 12:41 am

Just try going some place away from any Gates, and entering 'set ANWeatherQuest.Oblivion to 0' into the console, and see what happens. That should force AN to stop treating it as near a Gate, and so if you wait 24 hours, the weather should have changed to something normal. Then see if the bug happens again after that.


'Fraid so. Went to Kvatch, entered the command, waited 24 hours, Kvatch was still in the grip of a downpour and approaching the city proper still instantly triggered a gatestorm accompanied by rain. Entered a tent in the Kvatch camp and waited 72 hours to reset cells and make completely sure, but with the same results. Reloaded my save, traveled to Anvil, re-entered the command and waited 24 hours. Traveled to Kvatch to receive the same results.

A new wrinkle, however...when waiting outside Anvil, at the end of the 24-hour period I was receiving the sound effects of what appeared to be a heavy downpour, despite only slightly cloudy skies. Unless this is a "heavy wind" weather I've just never run into before or something (and frankly, I kinda doubt that), it seems that whatever bug(s) I'm experiencing with AN aren't quite limited to gatestorms. Were there possibly some misassigned sound effects in 9.9.5 that the fix pack was to have corrected or anything?

(I ask because it seems more and more likely to me that the game just isn't registering the fix pack corrections for some reason, so if I've just run into another bug that was corrected in the fix pack that might give me a bit more grounding for my thoughts.)

EDIT: I just realized that I probably should have tried testing the above fix on one of the random gates rather than the Kvatch one, since that probably has its own quest-related scripty things going on. I'll look into that, see if there are any differences...if it doesn't change anything, I guess I'll cobble together the closest facsimile of the AN Natural Interiors that I can (that being the part of this mod that I find completely indispensable for my experience) and just use Enhanced Weather for the time being. Not at all my first choice, and I still vehemently hope there's a way to fix this, but the likelihood of that is looking slimmer and slimmer :/

That said, If ANYONE out there has any idea how to fix this, please do let me know.

EDIT EDIT: Progressed one of my test saves past the Save The Heir quest, thereby activating random gates. The Kvatch gate did what is has done for me all along, but to its credit the gatestorm did NOT persist after closing the gate. However, having run across several random gates now, I can confirm that they exhibit the gatestorm and rain of the Kvatch gate, and furthermore that they DO persist after closing the gate in question. Dammit.

EDIT EDIT EDIT (Because I just won't shut up already): This is to the mod authors directly, or at least the two who I've "talked" to--you two have been infinitely helpful and patient with me already...if there's nothing more you can think of, I'm cool with that. I'm going to miss the prettiness of AN, and I'm going to desperately miss the jawdropping immersion factor of Natural Interiors, but I guess there's only so much that can be done. Thanks to both of you, and even if I can't figure out why it hates me, this is one hell of a mod.
User avatar
Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Wed Sep 01, 2010 7:18 pm

...Aaaaaand back, with one final thought. Seems to me that since I'm getting so many problems with the Kvatch area, and since that seems to be contributing to my gatestorm bug so much, I might as well download the one and only thing that will seriously alter the scripting around Kvatch: Kvatch Rebuilt. I figure it's always possible that the changes made by that mod and the accompanying AN patch for it will somehow fix my problems...let's see if it works.
User avatar
Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Thu Sep 02, 2010 3:50 am

Hey guys,

First of all, thanks for making this wonderful mod. Everything in it, from the content itself, to the clean packaging and precise documentation, is most excellent and a pleasure to work with.

What I want to do is to make my mod compatible with AN. The readme is clear enough on how to do that. My question is: if I make my mod compatible, will it also become totally dependent on AN? Is there a way, other than making two versions of the mod, to make it compatible but not dependent?

If I were to just "copy" the interior climate to my mod instead of using the one from your .esm, would that work? I'm guessing that the user who (for some unfathomable reason) doesn't want AN in their game, would end up having non-transparent vanilla windows and InteriorClear weather all day long, with the benefit of light levels changing with time. But would AN work properly if the climate the cells use is not the one from your .esm? I'm already guessing the answer is no, but I figure it doesn't hurt to ask.

And even if this can be made to work: would you consider it "fair use" of your mod? I'd certainly recommend everyone to use AN, I'd just like to make it so it's not absolutely necessary.
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Thu Sep 02, 2010 7:07 am

'Fraid so. Went to Kvatch, entered the command, waited 24 hours, Kvatch was still in the grip of a downpour and approaching the city proper still instantly triggered a gatestorm accompanied by rain. Entered a tent in the Kvatch camp and waited 72 hours to reset cells and make completely sure, but with the same results. Reloaded my save, traveled to Anvil, re-entered the command and waited 24 hours. Traveled to Kvatch to receive the same results.
...snip


It sounds like you went to a gate rather than away from all gates before doing the console command.
User avatar
Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Wed Sep 01, 2010 5:59 pm

Hey guys,

First of all, thanks for making this wonderful mod. Everything in it, from the content itself, to the clean packaging and precise documentation, is most excellent and a pleasure to work with.

What I want to do is to make my mod compatible with AN. The readme is clear enough on how to do that. My question is: if I make my mod compatible, will it also become totally dependent on AN? Is there a way, other than making two versions of the mod, to make it compatible but not dependent?

If I were to just "copy" the interior climate to my mod instead of using the one from your .esm, would that work? I'm guessing that the user who (for some unfathomable reason) doesn't want AN in their game, would end up having non-transparent vanilla windows and InteriorClear weather all day long, with the benefit of light levels changing with time. But would AN work properly if the climate the cells use is not the one from your .esm? I'm already guessing the answer is no, but I figure it doesn't hurt to ask.

And even if this can be made to work: would you consider it "fair use" of your mod? I'd certainly recommend everyone to use AN, I'd just like to make it so it's not absolutely necessary.


Not really. It's more or less like COBL. In order to use COBL features, you have to have a dependency on COBL, or pull some very specific trickery like how the UOP does with the COBL options menu. I don't think those kinds of tricks are available for climate and weather handling.

Even if you were to copy the climate data and interior weather data, you'd still have no way for the weather script to be able to act on that.

If your mod isn't using custom meshes, then it is possible to have it added to the filter but we need to be careful with how many mods get added to that due to ESP master slot space. Unlike bash merging and other import tricks, you can't get around the 255 limit on the number of parent files a mod can have.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Wed Sep 01, 2010 7:14 pm

Thanks. I figured it couldn't be that easy.

This is what I'm gonna do: embrace AN and make my mod dependent. It saves me time because I'll be making lots of interiors and with AN I don't need to think about the fake illumination and whatnot. Then one day, when I'm done and ready to release, I may make a non-AN version in which I'll replace your climate with my copy in all the cells. In the meantime, I get to enjoy the lovely lights inside and the lovely weather outside while I mod, and you get to save a slot in the filter. :)
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Wed Sep 01, 2010 11:59 pm

It sounds like you went to a gate rather than away from all gates before doing the console command.


First time I tested it, I did. When I figured out that that didn't work, I reloaded my save and stayed away from them as initially instructed. Same result.

Also, installing KR and the accompanying patches has done zip to change the bug. I did notice that when ascending the hill to Kvatch (i.e. once the gatestorm has already started), using the console command "fw 38eee" to try to change the weather to clear (just as an experiment) altered ONLY the lighting--the sky itself remained obstinately Oblivion, and the clear lighting only lasted about a fraction of a second before being replaced by the constant thunderstorm weather that the Kvatch camp experiences when I have AN activated, which in turn only lasted for another fraction of a second before being replaced by good ol' gatestorm sky.

Man, that was a long sentence.
User avatar
Horror- Puppe
 
Posts: 3376
Joined: Fri Apr 13, 2007 11:09 am

Post » Thu Sep 02, 2010 5:38 am

Dumb question, but I don't recall seeing, what version of OBSE are you using?
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Thu Sep 02, 2010 1:12 am

Dumb question, but I don't recall seeing, what version of OBSE are you using?


Er...actually, not particularly dumb, as I'm not sure I ever bothered to post it. :facepalm:

It's v0018, though, the one identified as being the latest stable release on the site.

EDIT: Argh. Y'know what? I'm just going to step back and play some Fallout for a while...haven't gotten around to installing that on the new computer yet. I'll come back to Oblivion when a] I've thoroughly forgotten how glorious AN is and can deal with using another weather overhaul, or b] a new release of it comes out. Not holding my breath for either. So congratulations are in order, I suppose...this team has created a mod so good, so immersive, that not being able to use it has caused me to abandon the game entirely. Pat yerselves on the backs, guys :P

(That said...I'm still probably going to watch this thread like a hawk. Anyone comes up with any brainwaves as to why AN hates me, feel free to let me know.)
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Thu Sep 02, 2010 12:47 am

Well, here are what I hope are a couple of simple questions:

1. Why isn't the chandelier in the dining room of the Skingrad house turned on? This is in relation to Real Lights... Did you find it to be too bright?
2. Is there any way to turn down the volume of the weather effects? I found even vanilla weather to be way too loud, so this isn't really an issue with AN, but I figured if anybody new how to turn down the volume of weather effects, it'd be you guys. Thunderstorms are so loud I can't hear myself think, let alone voices, footfalls or weapons. I've got master and voice set to 100%, effect and footstep set to 80% and music set to 25%. I want to hear all other effects, I just don't want weather drowning them all out, if that's possible. If this can be tweaked in a plugin, then I'll do that if someone could point me in the right direction.

Thanks guys.
User avatar
Lifee Mccaslin
 
Posts: 3369
Joined: Fri Jun 01, 2007 1:03 am

Post » Thu Sep 02, 2010 10:05 am

Could the cloud speed feature be added as an option in the INI?
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

PreviousNext

Return to IV - Oblivion