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

Post » Wed Sep 01, 2010 7:43 pm

Original All Natural, up to version 0.6, by Chong Li.
All Natural 0.7 through to present by Wrinklyninja, Arthmoor, and Brumbek.

Description:

All Natural combines a robust custom weather system that allows the use of weather types from all existing weather mods with custom versions of Natural Interiors and Real Lights in order to provide the greatest weather/environment experience possible. The three segments of All Natural will be explained below:

1. Custom Weather System

The cornerstone of All Natural is unique weather system that includes a new regional weather script to keep the weather synced on interior/exterior switching and when fast traveling and a variety of optional features to help enhance and customize the user's weather experience. All Natural also allows you to choose from only vanilla weathers or from some or all the weather types from Natural Weather, Atmospheric Weather System, and Enhanced Weather.

2. Natural Interiors

Natural Interiors was originally created by Wormheart, and its purpose was to make it so interior locations such as houses and guilds would be affected by the weather outside and time of day, and to make it so interior locations had weather sounds inside very similarly to the original “Weather Inside” mod. To accomplish this, interior windows were made transparent and the sky outside now matched the exterior weather and time of day. The result is you can look out an interior window and see a sunset, stars, etc and also have the interior lighting level change based on it being sunny, cloudy, nighttime, etc, plus you can hear rain/storm sounds from within.Sadly, Natural Interiors was never finished and had some issues. However, All Natural now includes an improved and expanded version that cannot be found outside of All Natural. Also, the Natural Interiors segment of All Natural cannot be separated from All Natural, so you must use All Natural in full to benefit from the Natural Interiors segment.

3. Real Lights

Real Lights was an incredibly ambitious project by Josef K. which aimed to replace all the fake lighting (invisible lights with no actual light source) with real lights with real light sources. For example, with Real Lights locations have candles or other light sources that emit light instead of generic white light coming from mid-air.Sadly Real Lights was abandoned long ago and has some issues with save game bloating. However, the mod has now been included in All Natural and has been recently updated to fix all the problems it previously had. The All Natural version of Real Lights is the most updated and safe version of Real Lights and no one should use the older stand-alone version. The Real Lights segment of All Natural is the only segment you can actually use independently, so even if you want to use, say, Enhanced Weather, you can use the Real Lights plugin from All Natural. Instructions on how to do this are included in the installation section of this guide.

http://www.tesnexus.com/downloads/file.php?id=18305 v0.9.9.5 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v0.9.9.5 @ ModDB

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

A patch for Nascosto Isles to bring the sky coloration in line with the values used by All Natural is included.
A patch to provide transparent window meshes for Kvatch Rebuilt is included.
There is also an extensive filter for interior weather to apply to various mods.

http://www.gamesas.com/index.php?showtopic=1099235

Beta 0.9.9.5

* Updated Tamriel and SI weather scripts with fixes for various bugs, including fast weather switching, Oblivion Gate weather getting stuck and instant weather changes.
* Fixed weather de-sync in SI and fixed interior/exterior switches stopping the weather from changing between regions properly.
* Support for BAIN wizards has been added.
* HDR lighting values for clear weather have been adjusted to be less bright.
* Added detection of fast travel mods such as Cyrodiil Travel Services to Tamriel and SI weather scripts.
* Added check to change weather when it is raining and the player moves to a high altitude snowy region.
* Replaced plugin/quest-stage combination weather selection method with an array based method for both Tamriel and SI, and replacing weather plugins with ini settings for selecting weathers from NW, AWS and EW.
* Optimised all scripts.
* Fixed lightning flashes in a NoWindows weather.
* Fixed cell flags in The Bloated Float to fix interior weather there.
* Fixed Kvatch Rebuilt compatibility.
* Removed dummy Oblivion cell as it is no longer required.
* Added Natural Interior effects to SI's New Sheoth Palace.
* Updated a number of weathers, updating some EditorIDs, removing some duplicates and fixing sounds, colouration and classifications.
* Added BAIN Wizard installation file for simplified installation using BAIN.
* Removed silence from the end of some interior weather sounds so they loop better.
* Removed a number of duplicate sound entries.
* Replaced AWS weather textures with those updated in AWS 2.5.
* Removed meshes\sky\stars.nif from BSA, as it was not required.

Beta 0.9.9

* Fixed weather script compatibility with Elsweyr and Better Cities, improved fast travel weather behavior, and fixed a few bugs in the weather script.
* Added full interior and exterior support for Oblivion Gate weather in Cyrodiil, and individually customizable weather chances for each weather type in Cyrodiil and SI.
* Tweaked a large number of weathers for better lighting, and a fixed a few anomalies in some others.
* Adjusted lighting in the Perception dreamworld so the path isn't completely obscured.
* Removed flame from Elder Council chamber.
* Chorrol interior meshes are now completed.
* Added the following meshes:
Spoiler
chorrol\interior\chandelierhangingrod02AN.nif
chorrol\interior\chorrolfgchorrolinterior01.nif
chorrol\interior\chorrolfgtowerinterior01.nif
chorrol\interior\chorrolfightersguild01AN.nif
chorrol\interior\chorrolfightersguildhallinterior01.nif
chorrol\interior\chorrolhousemiddle01interior.nif
chorrol\interior\chorrolhousemiddle02interior.nif
chorrol\interior\chorrolhousemiddle03interior.nif
chorrol\interior\chorrolhousemiddle04interior.nif
chorrol\interior\chorrolhousemiddle05interior.nif
chorrol\interior\chorrolhousemiddle06interior.nif
chorrol\interior\chorrolhousemiddle07interior.nif
chorrol\interior\chorrolhousemiddle08interior.nif
chorrol\interior\chorrolhousemiddle09interior.nif
chorrol\interior\chorrolhouseupper01interior.nif
chorrol\interior\chorrolhouseupper02interior01.nif
chorrol\interior\chorrolhouseupper02interior02.nif
chorrol\interior\chorrolhouseupper02interior03.nif
chorrol\interior\chorrolhouseupper03interior.nif
chorrol\interior\chorrolhouseupper04interior01.nif
chorrol\interior\chorrolhouseupper04interior02.nif
chorrol\interior\chorrolhouseupper04interior03.nif
chorrol\interior\chorrolmageguildbottomstory.nif
chorrol\interior\chorrolmageguildmiddlestory.nif
chorrol\interior\chorrolmageguildtopstory.nif
chorrol\interior\chorrolmguildwallupper02AN.nif


Beta 0.9.8

* Patch included for Gates to Aesgaard (episode 1) to adjust the weather properly.
* OMOD installation script fixed.
* Fixed the skydome texture that was turning pink for some users.
* Fixed the floor in Rosethorn Hall (skhouseupperint04.nif) that was messed up due to a faulty mesh.
* Real Lights work fully completed in all dungeons and other interior cells.
* Fixed non-transparent windows in the Temple of the One for the post-MQ model.
* Added visible decorations outside the windows of the Temple of the One interior.
* Fixed SI weather sticking or changing to the wrong weather type.
* Fixed scripts preventing weather from changing while waiting/sleeping.
* Optimized weather scripts for Tamriel and SI.
* Fixed All Natural changing the weather in new worldspaces and their interiors.

Beta 0.9.7

* Many improvements and tweaks to Real Lights, too many to list. In general, the entirety of the Imperial City, Anvil, Bravil, Bruma, all sewers and caves below the Imperial City, and some scattered other places nearby like Vilverin.
* Full Shivering Isles weather support (but no natural interiors support for SI yet).
* Fixed Imperial Temple interior graphical problem where the city outside the windows was way too high up and would look wacky when jumping.
* Added full Natural Interiors support for Kvatch Rebuilt by including edited meshes in the archive and updating the filter patch to include Kvatch Rebuilt. Make sure to install the .esp, meshes, and use the filter patch to make Kvatch Rebuilt work as intended.
* Fixed bugs in GaussianNumberGenerator function.
* Fixed bugs with weather script, including IC district transition not being detected and weather remaining stormy in kvatch after the battle.
* A couple of bugs fixed in SI weather script to do with New Sheoth detection.
* Minor aesthetic changes to the console output of the init scripts.
* Added patches for Kvatch Rebuilt and Gates To Aesgaard 2, both fixing bugs in the mods that break the weather in general. These patches may hopefully be merged into updated versions of both quest mods in the future.
* Added variable weather volatility for Tamriel and SI and parameters to ini.
* Added timescaled weather functionality which is buit-in and controlled by the above feature.
* Fixed the following meshes:
chorrol\interior\chorrolmageguildbottomstorychorrol\interior\chorrolmageguildmiddlestorychorrol\interior\chorrolmageguildtopstory


* Fixed the following SI meshes, as above.

Spoiler
Architecture\City\Dementia\DementiaInteriors\DementiaHouse01Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse01InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse02Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse02InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse03Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse03InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse04Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse04InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse05Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse05InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse06Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse06InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouse07Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseInn01Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseInn01InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower01Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower01InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower02Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower02InteriorTop.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower03Interior.NIF
Architecture\City\Dementia\DementiaInteriors\DementiaHouseLower03InteriorTop.NIF
Architecture\Settlements\HouseDementia01Interior.NIF
Architecture\Settlements\HouseDementia02Interior.NIF
Architecture\Settlements\HouseDementia03Interior.NIF
Architecture\Settlements\HouseDementia04Interior.NIF
Architecture\City\Mania\LCManiaHouseInt01.NIF
Architecture\City\Mania\LCManiaHouseInt02.NIF
Architecture\City\Mania\LCManiaHouseInt03.NIF
Architecture\City\Mania\LCManiaHouseInt04.NIF
Architecture\City\Mania\LCManiaHouseInt06.NIF
Architecture\City\Mania\LCManiaHouseInt06Top.NIF
Architecture\City\Mania\LCManiaHouseInt07.NIF
Architecture\City\Mania\LCManiaHouseInt07Top.NIF
Architecture\City\Mania\LCManiaHouseInt08.NIF
Architecture\City\Mania\LCManiaHouseInt08Top.NIF
Architecture\City\Mania\LCManiaHouseInt09.NIF
Architecture\City\Mania\ManiHouseINT01.NIF
Architecture\City\Mania\ManiHouseINT01UP.NIF
Architecture\City\Mania\ManiSmity01INT.NIF
Architecture\City\CityWalls\SESacellum ArdenSulTowerInterior.NIF

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Isabell Hoffmann
 
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Post » Thu Sep 02, 2010 12:18 am

My timescale is definitely 10 then. Should AN scale the weather speed if I alter the timescale in-game?

These are your sky textures, aren't they?
http://i244.photobucket.com/albums/gg24/Tomlong54210/Troubleshooting/ScreenShot14.jpg
http://i244.photobucket.com/albums/gg24/Tomlong54210/Troubleshooting/ScreenShot13.jpg
http://i244.photobucket.com/albums/gg24/Tomlong54210/Troubleshooting/ScreenShot12.jpg

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Meghan Terry
 
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Post » Wed Sep 01, 2010 11:01 am

No, cloud speed isn't attached to timescale in the game's weather settings.
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Jerry Cox
 
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Post » Wed Sep 01, 2010 6:55 pm

Alrighty then...back to bugging people!

And to be honest, I can confirm that as well, as the first time I installed the fix pack it did just that...disengaged properly, cleared properly, activated properly, the whole shebang. It's only been recently that it's been misbehaving, and for the life of me I can't figure out why. I'm following all recommendations for load orders, bashing, and whatnot, and no dice. I suppose the only thing left that I can offer up is exactly what I'm telling Wrye to do when I rebuild my bashed patches, so here goes:

Merge Patches (Hrmns, Enhanced Water SI Addon, Francesco's day length rescale, Real Lava)
Import Cells (UOP, UOP SI, All Natural, All Natural SI, Enhanced Water, Enhanced Water SI, Dark Dungeons SI, AN Indoor Weather Filter)
Import Factions (UOP)
Import Graphics (AN Real Lights, Real Lava)
Import Inventory (Francesco's Leveled, UOP, UOP SI, Alternative Start)
Import NPC Faces (Altair's Gear)
Import Names (UOP, UOP SI)
Import Relations (UOP, Alternative Start)
Import Scripts (UOP, AN Real Lights)
Import Stats (Francesco's, UOP, UOP SI)
Leveled Lists (Francesco's, UOP, Fran's Optional Chance of Stronger Bosses)
Race Records (Altair's Gear)

I doubt that this is going to help any, but I honestly don't know what else I can do. My own knowledge of modding is pitifully small, so I'm pretty much at the mercy of those more enlightened than I to work this out (if it's even possible to do so).

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Joanne
 
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Post » Wed Sep 01, 2010 12:04 pm

No, cloud speed isn't attached to timescale in the game's weather settings.

Aww...:( Okay, it is time for me to finally play this game...or, at least, test it before I throw in my favorite quest mods again. Then I can really go. The last visual change I want to make is to do something about distant fog, since I turned off StreamSight. I may just turn that feature back on, who knows...


Happy gaming and thanks for all of the replies!
- Tomlong75210
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Vicky Keeler
 
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Post » Wed Sep 01, 2010 12:51 pm

I seem to be out of the loop on this, though it looks absolutely amazing. How does it work with house mods? Does this mod replace all instances of an interior mesh with one with transparent windows? Or will modded houses just be left out of these changes?
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!beef
 
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Post » Wed Sep 01, 2010 6:42 pm

I seem to be out of the loop on this, though it looks absolutely amazing. How does it work with house mods? Does this mod replace all instances of an interior mesh with one with transparent windows? Or will modded houses just be left out of these changes?


There's a filter plugin included that allows for modded houses to have the same lighting/interior weather sounds as vanilla buildings, although I don't know the specifics of how it actually operates. And yes, it's pretty damn nifty...and I say that despite the monstrous headache it's currently giving me, which makes it nifty indeed.

(And hey, about that headache...)
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meg knight
 
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Post » Wed Sep 01, 2010 6:40 pm

Man, I slow down for a bit, and look what happens. :P Sorry guys, been a bit busy being awesome with BOSS, but I'll try to answer some stuff.

I've seen those seams before in my game. Haven't seen them at all since disabling NW weathers in the ini file, though. I use AN + Improved Sky Textures.


Interesting. Well, all the NW textures seem fine. So I'm thinking it's not the textures but rather how they are implemented by the weather system, of course, I have very little understanding of this. I'll trying disabling NW and seeing if I get any seams anymore...


The weather I looked at was an EW weather. I don't know much about the technical side of the weather implementation, but perhaps this issue is related to graphical settings, which might affect texture blending (I'd imagine that weather textures overlap a bit, and/or the edges of the textures fade out, so that the edges you get with textures are never,or supposed to never, be seen). I always play on pretty high settings, and I don't recall ever seeing seams myself since I got the game, through using AWS, EW and AN. Just an idea...

For all you people suffering from HDR retinal scorching, give this a try.

http://www.oldblivion.com/sm/index.php?topic=5620.msg66529

Download link isn't working, i'm trying to find a working one now.

http://www.egg-of-time.us/portal/index.php?option=com_content&view=article&id=730


ATI users with newer cards will need this to make that mod work - http://www.tesnexus.com/downloads/file.php?id=34125 <-- It will not fix things for everyone, apparently...


Edit: Also, the link to the HDR mod there is dead. However, someone seems to be reuploading RPG-BlackDragon's mods to TESNexus. Hopefully, the HDR mod will follow.


Perhaps this is the only solution to HDR madness - no matter how much I kill HDR, it always comes back, like a hydra or something. I know the HDR implementation in Oblivion basically svcks, and that there's only so much that can be done to aleviate this, so perhaps shader replacement is something to seriously consider? I've never done it myself, but I'll give it a go sometime and see what I think.


Alrighty, I'm stumped.
snip


There may be some state variables that are saved as part of the saved game file. I can also confirm what Arthmoor said, that the gate bug was zapped with the fix pack. I'd wait 24 hrs game time and see if it clears up. I had some issues that took a while to resolve when I forgot to load the patch, so you may want to just stick with it for a bit longer. I don't know about Real Lava, but I don't think it would impact this.

Usually going near a gate again will reset the gate weather, but I'm not sure how the cycles work. As I said, it did take a bit of time for things to clear up for me.


This. If simply waiting around for a bit doesn't solve it, try a clean reinstall of AN, which will clear any variables that got stuck in the save.

Edit: Also, my timescale is botched, it seems. The clouds are flying by, and COBL reported a timescale of 30, even though I have it set to 10 in the Bashed Patch. Also, changing the timescale in-game does not seem to affect the speed of the clouds flying overhead...


AN doesn't change cloud speed with timescale, that only happens with EW.

My timescale is definitely 10 then. Should AN scale the weather speed if I alter the timescale in-game?

These are your sky textures, aren't they?
http://i244.photobucket.com/albums/gg24/Tomlong54210/Troubleshooting/ScreenShot14.jpg
http://i244.photobucket.com/albums/gg24/Tomlong54210/Troubleshooting/ScreenShot13.jpg
http://i244.photobucket.com/albums/gg24/Tomlong54210/Troubleshooting/ScreenShot12.jpg


The weather will pass by quicker at higher timescales, yes, since it's set to last for a certain amount of time when the weather is chosen.

I seem to be out of the loop on this, though it looks absolutely amazing. How does it work with house mods? Does this mod replace all instances of an interior mesh with one with transparent windows? Or will modded houses just be left out of these changes?


It depends. If the houses use new meshes, then no, since you're right with your first guess. In addition to the replacement though, AN also sets climate settings for the interior cells. A number of mods are covered in the Filter Patch, but if your mod isn't in there, then you'll have to edit it yourself using the instructions in the AN readme, and if it's fairly popular, you can ask Arthmoor to include it in the Filter Patch.
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Ladymorphine
 
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Post » Thu Sep 02, 2010 2:50 am

Man, I slow down for a bit, and look what happens. :P Sorry guys, been a bit busy being awesome with BOSS, but I'll try to answer some stuff.





The weather I looked at was an EW weather. I don't know much about the technical side of the weather implementation, but perhaps this issue is related to graphical settings, which might affect texture blending (I'd imagine that weather textures overlap a bit, and/or the edges of the textures fade out, so that the edges you get with textures are never,or supposed to never, be seen). I always play on pretty high settings, and I don't recall ever seeing seams myself since I got the game, through using AWS, EW and AN. Just an idea...





Perhaps this is the only solution to HDR madness - no matter how much I kill HDR, it always comes back, like a hydra or something. I know the HDR implementation in Oblivion basically svcks, and that there's only so much that can be done to aleviate this, so perhaps shader replacement is something to seriously consider? I've never done it myself, but I'll give it a go sometime and see what I think.






This. If simply waiting around for a bit doesn't solve it, try a clean reinstall of AN, which will clear any variables that got stuck in the save.



AN doesn't change cloud speed with timescale, that only happens with EW.



The weather will pass by quicker at higher timescales, yes, since it's set to last for a certain amount of time when the weather is chosen.



It depends. If the houses use new meshes, then no, since you're right with your first guess. In addition to the replacement though, AN also sets climate settings for the interior cells. A number of mods are covered in the Filter Patch, but if your mod isn't in there, then you'll have to edit it yourself using the instructions in the AN readme, and if it's fairly popular, you can ask Arthmoor to include it in the Filter Patch.

That would explain why I am not used to the speed being so fast.


Thanks for the reply!
- Tomlong75210
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Devils Cheek
 
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Post » Wed Sep 01, 2010 3:33 pm

This. If simply waiting around for a bit doesn't solve it, try a clean reinstall of AN, which will clear any variables that got stuck in the save.


No dice, I'm afraid. Tried waiting for three in-game days--long enough for all cells to reset--and got the same old problem. The Kvatch camp is stuck in a perennial thunderstorm, and gatestorms are following me everywhere. Same thing happened with a clean reinstall, following all uninstall and reinstall protocols as listed in the AN readme. Loaded, saved in a clean slot, quit, uninstalled, loaded, waited 3 in-game days for cells to clear, saved in a clean slot, quit, reinstalled, loaded, saved in a third clean slot. Nada. This is incredibly frustrating, since I know that AN works, I've had it work for me before...but not any more, apparently. Any ideas, anyone?
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Nicole Coucopoulos
 
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Post » Wed Sep 01, 2010 3:36 pm

I recall having a "misaligned" texture (four unmatched sky texture's edge) when traveling near Leyawiin on bright daylight a bit recently. Not sure if it's with 0.9.9.5, though, but I'm reporting it just in case. :)
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Amanda Furtado
 
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Post » Wed Sep 01, 2010 3:58 pm

So I'm really wanting to try this mod, but I've never used a weather mod before because I read they can impact performance. Right now, I'm running a lot of mods that hit performance pretty hard, including those in my sig and QTPRedimizedReduced and Animated Windows Lighting System (okay, not one of them will hit too had, but together ... you know). Some current FPS:

IC Marketplace: 12-29 (depending upon where I'm standing)
Chorrol Tree: 10-20
Bravil, with Blood&Mud installed: 9-20
Exteriors, gnerally: 12-27
UL exteriors (obvioulsy this various a bit, depending on where I am): can cause a -5 drop in FPS.
Interior cells: all a good, solid 25-30 (using OSR which caps at 30).

Obviously, all of this is effected by the number of NPCs/creatures in the area, so I gave a range of what I normally see. I trust Arthmoor's mods, so I'd really like to use this one, but wondering about it's performance footprint? Should it effect my FPS and if so about how much?

Thanks for the help.

~ Dani ~ :)
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Kayla Oatney
 
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Post » Wed Sep 01, 2010 2:08 pm

So I'm really wanting to try this mod, but I've never used a weather mod before because I read they can impact performance. Right now, I'm running a lot of mods that hit pretty performance pretty hard, including those in my sig and QTPRedimizedReduced and Animated Windows Lighting System (okay, not one of them will hit too had, but together ... you know). Some current FPS:

IC Marketplace: 12-29 (depending upon where I'm standing)
Chorrol Tree: 10-20
Bravil, with Blood&Mud installed: 9-20
Exteriors, gnerally: 12-27
UL exteriors (obvioulsy this various a bit, depending on where I am): can cause a -5 drop in FPS.
Interior cells: all a good, solid 25-30 (using OSR which caps at 30).

Obviously, all of this is effected by the number of NPCs/creatures in the area, so I gave a range of what I normally see. I trust Arthmoor's mods, so I'd really like to use this one, but wondering about it's performance footprint? Should it effect my FPS and if so about how much?

Thanks for the help.

~ Dani ~ :)

AN will stomp on your MacBook Pro. Have you tried Enhanced Weather? It is smaller, and it is a top quality mod (by HTF.)
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Jason White
 
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Post » Wed Sep 01, 2010 3:47 pm

AN will stomp on your MacBook Pro. Have you tried Enhanced Weather? It is smaller, and it is a top quality mod (by HTF.)


Not necessarily. Real Lights might have a bit of a stomp around, but otherwise there shouldn't be a problem, and if RL is too much, you can just remove it.

EDIT: On an unrelated note, regarding uninstalling RL and losing Alyeid Stones, does anyone have any ideas for a solution? I've thought about it a fair bit, and my best solution so far was a counter and an uninstall script. The counter would record how many stones were not using the vanilla object, and then the uninstall script would add that number to your inventory. Not particularly neat, but anything more would have to replace information in the savegame, replacing the RL stones' records with the vanilla stones' records.
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Robert Jr
 
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Post » Wed Sep 01, 2010 6:23 pm

AN will stomp on your MacBook Pro. Have you tried Enhanced Weather? It is smaller, and it is a top quality mod (by HTF.)


Sigh. Okay. I will leave this one behind. Actually, I've lived without a weather mod for all this time, I can probably give it up altogether. This one just looked very cool.

Thanks. :)

~ Dani ~

Edit: Just saw WrinklyNinja's response. Maybe I'll try an OMOD install and then remove it if it's too much. :)
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Lauren Denman
 
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Post » Thu Sep 02, 2010 3:30 am

Not necessarily. Real Lights might have a bit of a stomp around, but otherwise there shouldn't be a problem, and if RL is too much, you can just remove it.

Dani's Mac is under some serious pressure, haha, but there is not (further) harm in trying I suppose.

If AN does end up adding too much, try Enhanced Weather. I could switch between Enhanced Weather, Atmospheric Weather System and All Natural, whenever, and be just as please with the feel of the weather, but it would be hard for me to kick AN's Real Lights module at this point. I could load that module alongside the other two with a quick change though... ^____^


Happy gaming!
- Tomlong75210
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Lifee Mccaslin
 
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Post » Wed Sep 01, 2010 11:57 pm

Actually it also depends on which MacBook Pro you have. Mine is actually better than the original version of my game machine!! So yeah, I'd give it a try and see how it goes. Also be aware that the default when you install All Natural is to use all weathers. If you are getting hammered or find that too much, you can go into the ini and shut some of them off. It's right at the top of the ini. However, I must admit I don't know if there is a performance difference in how many weather mods AN uses...
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Hot
 
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Post » Wed Sep 01, 2010 1:23 pm

Actually it also depends on which MacBook Pro you have. Mine is actually better than the original version of my game machine!! So yeah, I'd give it a try and see how it goes. Also be aware that the default when you install All Natural is to use all weathers. If you are getting hammered or find that too much, you can go into the ini and shut some of them off. It's right at the top of the ini. However, I must admit I don't know if there is a performance difference in how many weather mods AN uses...


No performance difference. The weather mods you select just changes the size of the lists the weathers are selected from, and scripting is efficient enough that size doesn't really affect performance, especially since it's not searching the lists or anything, just grabbing specific items. Though longer lists do mean a longer initialization time, since it's got to run through all the lists a few times when it does that, but that's just once per game load.
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lolli
 
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Post » Thu Sep 02, 2010 2:36 am

There would be no difference in performance for the number of weather choices. I doubt there's even a difference in performance of one weather type vs another, or between ours and vanilla, since the engine has to do the same amount of work in running the weather as it always has. The only real difference in weather is the weather support scripts and I doubt those are much of an issue.

Where some people get burned is Real Lights. Apparently not all machines are created equal and lighting is often a serious drain on performance even though it really shouldn't be that bad.
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Tiffany Holmes
 
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Post » Wed Sep 01, 2010 7:27 pm

No performance difference. The weather mods you select just changes the size of the lists the weathers are selected from, and scripting is efficient enough that size doesn't really affect performance, especially since it's not searching the lists or anything, just grabbing specific items. Though longer lists do mean a longer initialization time, since it's got to run through all the lists a few times when it does that, but that's just once per game load.

Ah, so AN's extra load (in my case) is from RL. I thought AWS was more script-heavy than EW. I did not really think about comparing AWS and AN.
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Mariaa EM.
 
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Post » Wed Sep 01, 2010 10:33 pm

Okay, not completely clear from the readme (and I did read it, so I get credit for that, right?) if I should stop using Let There Be Darkness? The readme does say that AN-W does not texture replacers for night sky, stars, etc., but Let There Be Darkness removes ambient lighting (I assume int eh CS) so they might do the same thing ...

Of course, I could switch to WrinkleNinja's Ambient Dungeons ... I assume it's compatible with this?

~ Dani ~
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adam holden
 
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Post » Thu Sep 02, 2010 12:57 am

Okay, not completely clear from the readme (and I did read it, so I get credit for that, right?) if I should stop using Let There Be Darkness? The readme does say that AN-W does not texture replacers for night sky, stars, etc., but Let There Be Darkness removes ambient lighting (I assume int eh CS) so they might do the same thing ...

Of course, I could switch to WrinkleNinja's Ambient Dungeons ... I assume it's compatible with this?

~ Dani ~


LTBD is perfectly fine, and is better for darkening dungeons than AD (not mine, BTW, but is compatible), since it actually affects actor AI and things.
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Sammygirl
 
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Post » Thu Sep 02, 2010 12:05 am

WooHoo!!!

Okay, just some initial tests, around the IC, but holy crap, this works great!! Just to give you some feedback:

Bosmer, heavily loaded (having just killed four bandits outside the cave - name escapes me suddenly - on the north side the isle), with Real Fatigue 2.4 running and all the mods listed in my sig. Some FPS:

Passing through farms and hamlets (UL installed on IC isle): 20-24 (remember, I have OSR installed).
Passing Chestnut Handly Stables (with about 10 horses and three NPCs - two from the stable and the one from Cyrodill Travel Services): 15-17 FPS.
Imperial City Elven District: 15-30 FPS (the 15 relates to when I first enter and there are over a dozen NPCs hanging around).
Imperial City Market District: Drops to less that 10 (around 7) but that always happens.
Rindir's Staffs: Steady 25-30, early afternoon, maybe loose 1-2 FPS around 6-ish.
The Feed Bag, with 10 NPCs at 9:30 p.m.: Okay, here it drops a bit, to maybe 10ish, but then climbs back 20s when I'm not looking across the room.

It has to be installed; my Streamline fog changed to from grayish to blueish (as if someone had adjusted the saturation on all the weather colors). Also interiors look vastly different. But overall, I'm seeing little, if any, FPS effect.

What would be considered a serious strain? Just so I can test it a bit.

~ Dani ~
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[ becca ]
 
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Post » Thu Sep 02, 2010 1:38 am

WooHoo!!!

Okay, just some initial tests, around the IC, but holy crap, this works great!! Just to give you some feedback:

Bosmer, heavily loaded (having just killed four bandits outside the cave - name escapes me suddenly - on the north side the isle), with Real Fatigue 2.4 running and all the mods listed in my sig. Some FPS:

Passing through farms and hamlets (UL installed on IC isle): 20-24 (remember, I have OSR installed).
Passing Chestnut Handly Stables (with about 10 horses and three NPCs - two from the stable and the one from Cyrodill Travel Services): 15-17 FPS.
Imperial City Elven District: 15-30 FPS (the 15 relates to when I first enter and there are over a dozen NPCs hanging around).
Imperial City Market District: Drops to less that 10 (around 7) but that always happens.
Rindir's Staffs: Steady 25-30, early afternoon, maybe loose 1-2 FPS around 6-ish.
The Feed Bag, with 10 NPCs at 9:30 p.m.: Okay, here it drops a bit, to maybe 10ish, but then climbs back 20s when I'm not looking across the room.

It has to be installed; my Streamline fog changed to from grayish to blueish (as if someone had adjusted the saturation on all the weather colors). Also interiors look vastly different. But overall, I'm seeing little, if any, FPS effect.

What would be considered a serious strain? Just so I can test it a bit.

~ Dani ~

If you are running with RL, the worst would be in a place with a lot of lights, in some sort of interior, probably, but it seems that it is working just fine for you.
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Sammi Jones
 
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Post » Thu Sep 02, 2010 3:02 am

If you are running with RL, the worst would be in a place with a lot of lights, in some sort of interior, probably, but it seems that it is working just fine for you.


I need to do some more testing, but it does appear to be working. Wow, I'm just blown away. First, I never thought this would run on my MacBook Pro (athough I've always said Oblivion runs much better on my Mac than it ever ran on my Windows machine - after a dozen or so tweeks).

Second, this mod is ... beautiful. I did take the advice in the readme and downloaded the regular version of Enhanced Vegetation, which added to the beauty and solved a problem of grass not loading in some places. In the area around the Unrepentant Archer (if anyone plays that mod), I picked up 1-2 FPS on initial tests, which is pretty significant.

Combined with AWLS, this mod makes Oblivion storybook beautiful. To everyone who contributed to the making of this mod, thank you very much - you've really made my game great. I hope you enjoyed making it for I'm going to enjoy playing it.

And this is the last "enhancement mod" I'll be adding. From now on it's just quests and armor and weapons and tweaks.

~ Dani ~ :)
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Marina Leigh
 
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