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

Post » Thu Sep 02, 2010 9:49 am

(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.)


Sorry we couldn't come up with something, it doesn't make sense. I'm out of ideas at this point.

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?


Don't know, I'll have to go look. It might simply have been overlooked.

2. Is there any way to turn down the volume of the weather effects?


There's no separate volume control for that unfortunately. If even vanilla is too loud, you might see if you can find something that drops the volume on weather sounds via the attenuation settings in the sound objects. We don't edit those, only NI has extra ones added since they didn't exist before.

Could the cloud speed feature be added as an option in the INI?


I don't see why not provided OBSE has a method for changing cloud speed. That's up to wrinklyninja though since I've only just begun to get a handle on the weather script.
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Shannon Marie Jones
 
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Post » Thu Sep 02, 2010 5:46 am

Sorry we couldn't come up with something, it doesn't make sense. I'm out of ideas at this point.



Don't know, I'll have to go look. It might simply have been overlooked.



There's no separate volume control for that unfortunately. If even vanilla is too loud, you might see if you can find something that drops the volume on weather sounds via the attenuation settings in the sound objects. We don't edit those, only NI has extra ones added since they didn't exist before.



I don't see why not provided OBSE has a method for changing cloud speed. That's up to wrinklyninja though since I've only just begun to get a handle on the weather script.
I'll try not to look forward to it. You all have already done so much tremendous work with this one. It would only be an extra plus. ^____^


Happy gaming!
- Tomlong75210
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Sudah mati ini Keparat
 
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Post » Wed Sep 01, 2010 7:17 pm

There's no separate volume control for that unfortunately. If even vanilla is too loud, you might see if you can find something that drops the volume on weather sounds via the attenuation settings in the sound objects. We don't edit those, only NI has extra ones added since they didn't exist before.


Thanks Arthmoor, I'll poke about in there and see what I can find.
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Crystal Clear
 
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Post » Thu Sep 02, 2010 12:48 am

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. :)


Thanks for quick reply.

Unfortunately problem still persists. Also, I forgot to mention that LOD and Sky textures are just like they should be (dark and cloudy), only this mysterious
sunlight coming out of nowhere.
I've tried playing with Bloom and HDR, so maybe I'll disable lightning effects alltogether and see what happens...
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Laura Simmonds
 
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Post » Thu Sep 02, 2010 3:02 am

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.)


Well, sorry we couldn't help you. Take a break, and then you can always try again later. If I do get any insight to your problem, I will post it. :)


Could the cloud speed feature be added as an option in the INI?


Yes. Would you prefer it to be a 1 time per save set cloud speed when the mod is initialised thing, or would you like it to be able to change the cloud speed if you change the timescale during your game? The former is simpler, and the latter would require another script to run all the time.

Thanks for quick reply.

Unfortunately problem still persists. Also, I forgot to mention that LOD and Sky textures are just like they should be (dark and cloudy), only this mysterious
sunlight coming out of nowhere.
I've tried playing with Bloom and HDR, so maybe I'll disable lightning effects alltogether and see what happens...


Grab my http://www.4shared.com/file/SOyJSOyg/Weather_Debug_Ring.html and let me know which weather it is, it could be a problem with that weather.
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Bones47
 
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Post » Thu Sep 02, 2010 7:41 am

Well, sorry we couldn't help you. Take a break, and then you can always try again later. If I do get any insight to your problem, I will post it. :)




Yes. Would you prefer it to be a 1 time per save set cloud speed when the mod is initialised thing, or would you like it to be able to change the cloud speed if you change the timescale during your game? The former is simpler, and the latter would require another script to run all the time.



Grab my http://www.4shared.com/file/SOyJSOyg/Weather_Debug_Ring.html and let me know which weather it is, it could be a problem with that weather.

The former is fine. I do not change my timescale, normally. I only did that in an effort to test because that is what I had done with EW, I suppose. It would be kind of awkward, seeing the clouds suddenly change speed (without an appropriate weather change ;).)
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Latino HeaT
 
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Post » Wed Sep 01, 2010 7:31 pm





Grab my http://www.4shared.com/file/SOyJSOyg/Weather_Debug_Ring.html and let me know which weather it is, it could be a problem with that weather.


Thanks again, for taking your time to read my ramblings. I equipped the Debug Ring and here's the outcome.
I read the forum rules, and it wasn't quite clear to me what is the correct way to post pictures, or if it was even possible to embedd them between spoiler tags,
so I used this 3rd party picture uploading service.
You can also see what actually initializes right after I load a savegame.(I don't have pluggy installed, hence the error, I don't need that function for MMO)
pic : http://s1229.photobucket.com/albums/ee464/highlander6/?action=view¤t=ScreenShot0.jpg
Many helpdesks could learn a thing or two from this forum how to actually help people :)
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Chloe Yarnall
 
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Post » Thu Sep 02, 2010 5:41 am

I'm all ready using Enhanced weather and I'm interested in using the natural interiors. Can this be used with enhanced weather or do I use just this mod? I didn't see anything in the readme saying i can't.
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OTTO
 
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Post » Thu Sep 02, 2010 2:11 am

I'm all ready using Enhanced weather and I'm interested in using the natural interiors. Can this be used with enhanced weather or do I use just this mod? I didn't see anything in the readme saying i can't.

The ReadMe definitely says do not use the original mods that this mod contains, which means do not use it with Enhanced Weather, Natural Weather, Atmospheric Weather System, Real Lights or Natural Interiors. There is no reason to use Darker Nights with it either, since it offers that functionality via the configuration file.

VII. Compatibility

Weather/Environment Mods

This is not compatible with any weather mod, besides the Shivering Isles only install option for Enhanced Weather (don’t use the Tamriel or Tamriel + Shivering Isles install options for EW). Do NOT use the Shivering Isles Enhanced Weather option while also using the All Natural Shivering Isles plugin. To summarize, you should never have both “EnhancedWeather.esp” and “All Natural - SI.esp” active at the same time!

This should not be used with any mod that is already included in All Natural (Real Lights, Natural Interiors, Natural Weather, AWS, and Enhanced Weather (except for the above mentioned Shivering Isles only EW install option).

This is not compatible with any interior weather or lightning mod besides Storms and Sound by Deathless Aphrodite (http://www.tesnexus.com/downloads/file.php?id=8711) (Storms and Sound is recommended to compliment All Natural).

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Rachel Hall
 
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Post » Thu Sep 02, 2010 7:18 am

The ReadMe definitely says do not use the original mods that this mod contains, which means do not use it with Enhanced Weather, Natural Weather, Atmospheric Weather System, Real Lights or Natural Interiors. There is no reason to use Darker Nights with it either, since it offers that functionality via the configuration file.

Yeah I figured it out when my weather started going crazy. When i tried to look at the read me in my download it wouldn't open and i read things wrong in the OP. :facepalm:
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gemma
 
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Post » Thu Sep 02, 2010 1:45 am

Yeah, OBMM does something weird with the installation of this mod. I've never had it happen with any others, but when it reads in the omod conversion data, it takes the script and uses it as the readme. I don't think it installs the actually readme in the data directory either. I usually have to extract the readme manually. If you right-click on the omod in OBMM, Info is ok, but View Readme displays the script. Might be a problem for new users (and I'm going to use that as my excuse for installing it wrong initially :))
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Sheila Esmailka
 
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Post » Thu Sep 02, 2010 7:59 am

Yeah, OBMM does something weird with the installation of this mod. I've never had it happen with any others, but when it reads in the omod conversion data, it takes the script and uses it as the readme. I don't think it installs the actually readme in the data directory either. I usually have to extract the readme manually. If you right-click on the omod in OBMM, Info is ok, but View Readme displays the script. Might be a problem for new users (and I'm going to use that as my excuse for installing it wrong initially :))


Odd. I'll take a look at that for the next release.
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Alexandra Louise Taylor
 
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Post » Thu Sep 02, 2010 6:47 am

I don't know why I never used the weather mod before now. When i turned this on and started the game i thought I was looking at a real shot of the sky when it loaded. This mod is amazing.
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CHangohh BOyy
 
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Post » Thu Sep 02, 2010 3:52 am

More unlit chandeliers: the two on the top floor of the Bruma player house aren't lit.

Thanks guys...
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Charleigh Anderson
 
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Post » Wed Sep 01, 2010 8:38 pm

It looks like the player houses have been deliberately set that way. Probably because they get additional sources as you purchase upgrades and the resulting light would be blinding in the end. I can't really see any good way to fix that without causing the same problem.
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danni Marchant
 
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Post » Thu Sep 02, 2010 7:26 am

That's what I was wondering. I'm finding Skingrad and Bruma dark after purchasing all upgrades. I've turned the chandeliers on in my copy for both Skingrad and Bruma. I haven't gone back yet to check - just did it last night before bed :) I'll have a look and report back. If they're too bright, I'll definitely see it (you should know that by now ;))

EDIT: Went back and checked Bruma and Skingrad at night after replacing the chandeliers with lit versions and I don't think it's too bright. In fact, even with both chandeliers on in Bruma, it's still not as bright as the basemant is. Perhaps it's due to the design of the ceiling? Anyway here are some screenshots.

http://i855.photobucket.com/albums/ab118/AndalayBay/Bruma1a.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Bruma1b.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Bruma2a.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Bruma2b.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Skingrad1.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Skingrad2.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Skingrad3.jpg

I choose the lit 256 radius version of the same chandelier.
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Rodney C
 
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Post » Thu Sep 02, 2010 12:24 am

That's what I was wondering. I'm finding Skingrad and Bruma dark after purchasing all upgrades. I've turned the chandeliers on in my copy for both Skingrad and Bruma. I haven't gone back yet to check - just did it last night before bed :) I'll have a look and report back. If they're too bright, I'll definitely see it (you should know that by now ;))

EDIT: Went back and checked Bruma and Skingrad at night after replacing the chandeliers with lit versions and I don't think it's too bright. In fact, even with both chandeliers on in Bruma, it's still not as bright as the basemant is. Perhaps it's due to the design of the ceiling? Anyway here are some screenshots.

http://i855.photobucket.com/albums/ab118/AndalayBay/Bruma1a.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Bruma1b.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Bruma2a.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Bruma2b.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Skingrad1.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Skingrad2.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/Skingrad3.jpg

I choose the lit 256 radius version of the same chandelier.


What about during the day, in a bright clear weather?
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willow
 
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Post » Wed Sep 01, 2010 9:55 pm

Haven't gone back yet - will update when I do. I find most interiors glaringly bright during the day anyway, so I'm not sure these lights will make much difference. These are so dark at night, I need a torch indoors!
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CSar L
 
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Post » Wed Sep 01, 2010 9:21 pm

That may be, but making it bright enough to not require one could turn it into the usual nuclear glow during the day. It's a difficult balance to set.
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Red Sauce
 
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Post » Thu Sep 02, 2010 4:27 am

You guys could do this for All Natural - http://www.gamesas.com/index.php?/topic/1112392-relz-bananasplits-better-cities-thread-36/page__view__getlastpost <-- Adding comments telling users not to use the integrated weather mods might reduce some of the installation mistakes. The same (extra) help could be added for OMOD users if those warnings were added to the OMOD's description. (If you all have already done that, I would not know.)
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Chelsea Head
 
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Post » Wed Sep 01, 2010 11:56 pm

That may be, but making it bright enough to not require one could turn it into the usual nuclear glow during the day. It's a difficult balance to set.


Absolutely agree. I will go back during a nice bright day and see how it looks. I have the benefit that I actually use my own mod, so I can easily add lights if need be :) It's just that when there are chandeliers there already, I'd rather use those if possible because otherwise I'd have to disable them to put my own there instead. I'm referring to using in-game mechanics rather than editing the Real Lights component, which I'd rather not do. Anvil didn't have a chandelier in the ceiling at all, so it was easy for me to buy one and put it there.

Just to clarify, I have edited the Real Lights plugin to see how bright Bruma and Skingrad would be with the chandeliers lit. I own all the player houses now, and Bruma and Skingrad were the only ones that had this issue. Leywiin needed a bit of help in one corner, but I just bought a light to put there. Bravil might need help as well, but once again, there are no existing lights for me to worry about disabling, so I can buy lights if necessary. I haven't bought all the upgrades for Chorrol yet, so we'll see how that goes.
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Ana Torrecilla Cabeza
 
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Post » Thu Sep 02, 2010 6:10 am

I have the Stream version of the game and trying to install All Natural with no luck. When I tried to install the omod via the Oblivion Mod Manager, I got the message about me not having OBSE 18, which can't be true because I definitely do (even double-checked) and use other mods that require OBSE. OBSE18 was the first version I ever got for the game.
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Katey Meyer
 
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Post » Thu Sep 02, 2010 3:57 am

I have the Stream version of the game and trying to install All Natural with no luck. When I tried to install the omod via the Oblivion Mod Manager, I got the message about me not having OBSE 18, which can't be true because I definitely do (even double-checked) and use other mods that require OBSE. OBSE18 was the first version I ever got for the game.

Copy the obse_loader.exe from the OBSE ZIP into the Oblivion install folder. Steam users do not need to use the EXE, but some OMOD scripts check for it.
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Lloyd Muldowney
 
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Post » Wed Sep 01, 2010 10:56 pm

That solved the problem, thanks! :D
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Alessandra Botham
 
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Post » Thu Sep 02, 2010 5:14 am

Hi, I was looking through Wrye Bash and seeing that I am sometimes a perfectionist I saw that the All Natural - Indoor Weather Filter for Mods.esp had all orange checkmarks next to the masters it was applying to.

I remember solving the orange mod names issue another time by re-arranging masters. There was a function for it in one of the TES programs but I seem to be unable to figure out how to do that now.

How can I make all of the mods inside the weather patch green? Also, out of curiosity is the weather patch still doing its thing if the mod masters are orange inside the patch?

-J
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Ebou Suso
 
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