[RELz] Weather: All Natural, Thread 28

Post » Wed Jan 26, 2011 11:39 pm


But I just so happen to have done all the work for you because I'm such a nice guy. ;)

http://www.megaupload.com/?d=763Z02MH



Thanks, man! :tops:
User avatar
Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Wed Jan 26, 2011 4:19 pm

I'm at 10 and weather changes seems completely natural 99% of the time. That is, I've never had weather that seems to stick too long or switch too fast. Once in a full moon I can get an abrupt change - seems to happen when fast traveling into cities at those rare occasions.

only once I've had it go from snowing to clear blue sky when I walked outside. Other then that I think the mods been working just fine for me.
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Wed Jan 26, 2011 1:21 pm

Here are some pics- having shader issues when the weather is overcast......or while inside where there is dynamic light

http://www.flickr.com/photos/52606940@N06/5021697063/lightbox/

http://www.flickr.com/photos/52606940@N06/5019193985/lightbox/

notice how the shader is different on my head from my body?

I have changed nothing on my load order- this seemed to just happen.

I have tried with and without shader browser and OBGE, and my GPU is updated. I have run TES4LODgen and
reverted back to the vanilla shaders......I am using HDR currently.

I just updated All natural to the new version released this month.... STILL have the same problem....only when it is overcast.

00 Oblivion.esm
01 GTAesgaard_2.esm
02 TR_OoT_Main.esm
03 All Natural Base.esm [Version 1.0]
04 MD_Saddle_Master.esm
05 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
06 Kvatch Rebuilt.esm
07 HorseCombatMaster.esm
++ HrmnsOblivionScriptOptimizationv1.0.esp
08 Beautiful_Women_NiceOnly.esp
++ Beautiful_Women_DB_Addon.esp
09 Unofficial Oblivion Patch.esp [Version 3.2.10]
0A UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
0B Oblivion Citadel Door Fix.esp
0C DLCShiveringIsles.esp
0D Unofficial Shivering Isles Patch.esp [Version 1.4.0]
++ LoadingScreens.esp
0E All Natural - Real Lights.esp [Version 1.0]
0F All Natural.esp [Version 1.0]
10 All Natural - SI.esp [Version 1.0]
11 Immersive Interiors.esp
12 Immersive Interiors - Lights Addon.esp
13 MIS.esp
14 MIS New Sounds Optional Part.esp
15 Rainbows.esp
16 Cities Alive At Night.esp
17 WindowLightingSystem.esp
18 aaaBorsBedrolls.esp
19 ClocksOfCyrodiil.esp
1A ImprovedSigns.esp
1B RAEVWD Cities.esp [Version 1.7]
1C RAEVWD Imperial City.esp [Version 1.7]
1D Timekeeper_Advanced.esp
1E PTRoamingNPCs.esp
1F MapMarkers.esp
20 DLCHorseArmor.esp
21 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
22 DLCOrrery.esp
23 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
24 DLCVileLair.esp
25 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
26 DLCMehrunesRazor.esp
27 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
28 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
29 ExnemEyeCandy.esp
++ MaleBodyReplacerV4.esp
++ TFF_FantasyFigures_Base.esp
2A Armory of the Silver Dragon.esp
2B Agicis.esp
2C Daedric Chainsaw.esp
2D God Ring 1.esp
2E Jedi LightSabers with Sound.esp
2F JediLightsabersWithSheathFIX.esp
30 Lich King's Helm v1_0.esp
31 my gods ring.esp
32 New Frostmourne Sword by Jojjo v1_0.esp
33 XSPipeMod.esp [Version 1.2]
34 LevelerCheat.esp
35 Slof's Horses Base.esp
36 Slof's Extra Horses.esp
37 Dude Wheres My Horse.esp
38 MD Saddlebags v3.0.esp
39 DLCThievesDen.esp
3A DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
3B DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
3C Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
3D OOO-Combat_Skills_Perks_Marksmanship.esp [Version 1.33]
3E OOO-DaedraLord_Quests.esp [Version 1.33]
++ LoadingScreens-OOO.esp
3F AkaviriSamuraiShop.esp
40 AranMathi.esp
41 GTAesgaard.esp
42 GTAesgaard_2.esp
43 Kvatch Rebuilt.esp
++ Kvatch Rebuilt - OOO Compatibility.esp
44 Kvatch Rebuilt Weather Patch.esp
45 TOTF.esp
46 TOTF-EiAE Patch.esp
47 EiAmod.esp [Version 1.1]
++ EiAmod_ShiveringIsles.esp
48 bladesfactionmod.esp
49 Naughty_Joana_01.esp
4A TR_Stirk.esp
4B DLCBattlehornCastle.esp
4C DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
4D DLCfrostcrag.esp
4E Kvatch Rebuilt_Frostcrag Reborn.esp
4F Knights.esp
50 Knights - Unofficial Patch.esp [Version 1.0.9]
51 The Lost Spires.esp
52 AFK_Weye.esp [Version 2.0.Non-COBL]
53 Lost Paladins of the Divines.esp
54 HoarfrostCastle.esp
55 My Island Palace.esp
56 ElsweyrAnequina.esp
57 Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
58 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
59 Alluring Potion Bottles.esp
5A Alluring Potion Bottles v3.esp
5B Alluring Wine Bottles.esp
5C Bag of Holding.esp [Version 1.5.0]
5D DecoratorAssistant with OBSE v1.1.esp
5E Friendly Hits up 20 points.esp
5F gardening.esp
60 P1DkeyChain.esp [Version 5.00]
++ Short Grass V3.esp
61 tag_NaturalWildlife.esp
62 Carry_all_you_want-5118.esp
63 DeadlyReflex 5 - Combat Moves.esp
++ DMC Stylish - Specialanims.esp
64 A Real nvdeSpell.esp
65 zzEstrus.esp
66 Get Wet.esp
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.0]
67 Bashed Patch, 0.esp
68 LOTR Weapons.esp
69 Colored Map for Elsweyr 1.1.esp
6A MergedMaps.esp
6B FormID Finder4.esp
6C shaderbrowser.esp
6D Oblivion Graphics Extender Support.esp [Version 0.2]
6E Streamline 3.1.esp




Thank you all!
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Thu Jan 27, 2011 12:34 am

http://i176.photobucket.com/albums/w179/octavius243/ScreenShot984.jpg?t=1285557983
User avatar
Tiffany Castillo
 
Posts: 3429
Joined: Mon Oct 22, 2007 7:09 am

Post » Wed Jan 26, 2011 6:09 pm

http://img59.imageshack.us/img59/6298/anwindowsfixed.jpg

Thanks go to Straub666 who sent me the the new replacer windows via eMail.
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Wed Jan 26, 2011 8:43 pm

http://i176.photobucket.com/albums/w179/octavius243/ScreenShot984.jpg?t=1285557983

Awesome!

Also, to everyone, http://www.megaupload.com/?d=SDXH29W0. It includes the fixed Bravil Mages Guild. Also, I decided to retouch every Bravil mesh since I wasn't the original editor of those. I've added window frames to all windows plus fixed a number of issues. So things should be a tad bit nicer in Bravil now window-wise.
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Wed Jan 26, 2011 5:01 pm

http://i176.photobucket.com/albums/w179/octavius243/ScreenShot984.jpg?t=1285557983


Wonder if anyone would be willing to prod Cliffworms to see if he'd allow transparent versions of his cathedral interiors for the Losing My Religion mod.
User avatar
Vahpie
 
Posts: 3447
Joined: Sat Aug 26, 2006 5:07 pm

Post » Wed Jan 26, 2011 5:02 pm

Wonder if anyone would be willing to prod Cliffworms to see if he'd allow transparent versions of his cathedral interiors for the Losing My Religion mod.


Consider it done, Arthmoor :)
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Wed Jan 26, 2011 10:23 pm

http://img841.imageshack.us/img841/231/screenshot7rj.jpg
http://img692.imageshack.us/img692/5254/screenshot8hp.jpg
The light on the right is very bright with AN - Real Lights. IMO both lights needs to be adjusted to be the same.. not a big problem, but maybe something to look into at some point.

EDIT
FormID left: 000C9F6C
FormID right : 0009F6B

EDIT 2
Forgot to mention that it is with Better - Cities (if that matter)
User avatar
Lizzie
 
Posts: 3476
Joined: Sun Nov 19, 2006 5:51 am

Post » Thu Jan 27, 2011 2:17 am

http://img841.imageshack.us/img841/231/screenshot7rj.jpg
http://img692.imageshack.us/img692/5254/screenshot8hp.jpg
The light on the right is very bright with AN - Real Lights. IMO both lights needs to be adjusted to be the same.. not a big problem, but maybe something to look into at some point.


If you open the console and click on the offending torch before you take the screenshot its Form ID will show, which will make it much easier for Arthmoor to check.
Just a friendly tip to make things easier for the modders. :)
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Wed Jan 26, 2011 1:37 pm

If you open the console and click on the offending torch before you take the screenshot its Form ID will show, which will make it much easier for Arthmoor to check.
Just a friendly tip to make things easier for the modders. :)

Good point :)
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Wed Jan 26, 2011 10:56 am

Those two lights are set properly in AN-RL. You likely have something overriding the placement of one, or adding an extra one where it doesn't belong.
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Wed Jan 26, 2011 7:49 pm

Those two lights are set properly in AN-RL. You likely have something overriding the placement of one, or adding an extra one where it doesn't belong.

yes.. You where right, Better Imperial City moved it to -3000 Z. Sorry that I wasted your time by not checking this myself.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Wed Jan 26, 2011 4:46 pm

yes.. You where right, Better Imperial City moved it to -3000 Z. Sorry that I wasted your time by not checking this myself.


I've found that it's easiest to just delete the various city Worldspaces from AN - Real Lights if using BC, in order to avoid conflicts.
Have you noticed the floating torch outside the curch in Bruma?
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Wed Jan 26, 2011 8:05 pm

wrinklyninja, I know you're going to hate me for this one... again.

Under your advice, I ditched my old weather mods, and picked up All Natural. And I absolutely love it. 80% darker night settings were everything I had hoped they'd be. I then realized there was a patch... picked up the patch and my nights went back to vanilla. So after ditching the old version and picking up this one I am still having problems changing the luminance and normalization. Even went so far as to back up my saves and uninstall/delete everything. I reinstalled, and loaded ONLY the official patches and texture replacer mods (those that dont do so well with Wrye Bash or OBMM).

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]03  Unofficial Oblivion Patch.esp  [Version 3.2.0]04  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]05  Oblivion Citadel Door Fix.esp06  All Natural - Real Lights.esp  [Version 1.0]07  All Natural.esp  [Version 1.0]08  ImprovedSigns.esp09  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]0A  Bashed Patch, 0.esp


Everything else with AN seems to be working correctly, and I'm getting confirmation when editing the settings in game, but no effect change happens. Is there anything else I need to do besides type:

set ANVars.Luminance to .2
set ANVars.NormalizeLuminance to 1

I don't suppose my video settings would effect that in an way would they?
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Wed Jan 26, 2011 10:58 pm

I have a question related to a compatibility with a mod I plan to install, http://www.tesnexus.com/downloads/file.php?id=27730.

In the readme it says that it might be incompatible with weather mods that maybe will remove the fog effect the author placed: "Strong and overriding Weather mod may affect my own unique weather, destroy my misty illusions.". But this mod adds a new land, doesn't this matter?

So did anybody try this together with All Natural? Is it incompatible?
User avatar
Yvonne Gruening
 
Posts: 3503
Joined: Mon Apr 23, 2007 7:31 pm

Post » Thu Jan 27, 2011 3:00 am

The mod says it's in its own worldspace so it won't be an issue.
User avatar
RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm

Post » Thu Jan 27, 2011 1:25 am

The mod says it's in its own worldspace so it won't be an issue.

Alright, thank you! :)
User avatar
Anna S
 
Posts: 3408
Joined: Thu Apr 19, 2007 2:13 am

Post » Wed Jan 26, 2011 7:44 pm

wrinklyninja, I know you're going to hate me for this one... again.

Under your advice, I ditched my old weather mods, and picked up All Natural. And I absolutely love it. 80% darker night settings were everything I had hoped they'd be. I then realized there was a patch... picked up the patch and my nights went back to vanilla. So after ditching the old version and picking up this one I am still having problems changing the luminance and normalization. Even went so far as to back up my saves and uninstall/delete everything. I reinstalled, and loaded ONLY the official patches and texture replacer mods (those that dont do so well with Wrye Bash or OBMM).

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]03  Unofficial Oblivion Patch.esp  [Version 3.2.0]04  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]05  Oblivion Citadel Door Fix.esp06  All Natural - Real Lights.esp  [Version 1.0]07  All Natural.esp  [Version 1.0]08  ImprovedSigns.esp09  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]0A  Bashed Patch, 0.esp


Everything else with AN seems to be working correctly, and I'm getting confirmation when editing the settings in game, but no effect change happens. Is there anything else I need to do besides type:

set ANVars.Luminance to .2
set ANVars.NormalizeLuminance to 1

I don't suppose my video settings would effect that in an way would they?


Try 0.2 instead of .2, not sure if there's a difference, but it works fine for me with the 0.2. Otherwise, check for script errors in the console before the initialised message comes up.
User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Wed Jan 26, 2011 7:53 pm

0.2 didn't do it either. No script errors in the console either. At the risk of looking like a fool (and I'll be happy to wear the dunce cap if it means this works out for me) is there anything else I need to change in the console prior to those settings? It looks like everything is already set to active according to the .ini file.
User avatar
Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Thu Jan 27, 2011 3:26 am

0.2 didn't do it either. No script errors in the console either. At the risk of looking like a fool (and I'll be happy to wear the dunce cap if it means this works out for me) is there anything else I need to change in the console prior to those settings? It looks like everything is already set to active according to the .ini file.


No, post your ini (just the nights bit) in codebox tags. Otherwise, you sure you're using OBSE v18? I can't think why else it wouldn't work... You can try some of the other features, see if they work or if it's just Night Luminance. :shrug:
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Wed Jan 26, 2011 6:56 pm

Positive on the OBSE v0018. On a side note, just for kicks, it does with with EW as a standalone. :shrug:
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Wed Jan 26, 2011 12:36 pm

Awesome!

Also, to everyone, http://www.megaupload.com/?d=SDXH29W0. It includes the fixed Bravil Mages Guild. Also, I decided to retouch every Bravil mesh since I wasn't the original editor of those. I've added window frames to all windows plus fixed a number of issues. So things should be a tad bit nicer in Bravil now window-wise.



load order since not in boss?
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Wed Jan 26, 2011 6:21 pm

Positive on the OBSE v0018. On a side note, just for kicks, it does with with EW as a standalone. :shrug:


Weird, especailly since EW's script is almost exactly the same (the only difference is the number of dimensions in the array accessed, and if that were broken, it would throw errors in the console). Post the contents of your ini in spoiler and codebox tags.

load order since not in boss?

I missed this update, so thanks Brumbek. :)

After the All Natural.esp and All Natural - SI.esp plugins should be fine, I think. The Mages Guild Fix doesn't conflict with existing files, but the SI plugin overwrites current values in the All Natural - SI.esp.
User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Wed Jan 26, 2011 9:05 pm

Coming back to the MQ16 topic, I've got a tentative fix for that: http://www.4shared.com/file/uvSqa6CA/AN-MQ16Fix.html

Anyone who wants to give it a try, load the ESP after All Natural.esp so that it is able to override the changes made to OblivionStormTamriel along with the AN weather script.

You need to be at the point immediately before
Spoiler
taking Martin to see Chancellor Ocato
in order to check it.

What this does is suspend weather processing in our script for MQ16 stages >=10 and <=60 so that the game can assume control with its own weather overrides during that time. It also removes the rain from OblivionStormTamriel so that the in-game transition is smooth and you don't end up with rain indoors. Trying to use any other of our own weather types makes for a somewhat jarring transition and also lets rain fall indoors briefly, which is a huge no-no since the game sets this while indoors.
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

PreviousNext

Return to IV - Oblivion