[RELz] Weather: All Natural, Thread 28

Post » Wed Jan 26, 2011 2:00 pm

/sigh
Dumb question... what is the file path/name to that .ini? I'm going with the assumption that it's the one in my /Bethesda Softworks/Oblivion/Data/ folder... if it's not... call me a fool and let me know. :)

I also noticed that the default .ini still labels it as v0.9.9.5 even though it is the 1.0 package.

Spoiler
; =============================================; | All Natural Configuration File (v0.9.9.5) |; =============================================; =====================================================; | Night Luminance : Configurable night light levels |; =====================================================; The (SI)NormalizeLuminance setting can have values between 0 and 1, where 0 has no effect, and 1 completely removes; the vanilla blue tint at night. Values between 0 and 1 control the level to which the blue tint is toned down, in the; same way the (SI)Luminance multiplier does for the brightness at night.; For Tamriel:Set ANVars.Luminance to         1        ; Multiplier of the brightness at night.Set ANVars.NormalizeLuminance to     0        ; Controls the removal of vanilla Oblivion's blue tint at night.; For the Shivering Isles:Set ANVars.SILuminance to         1        ; Multiplier of the brightness at night.Set ANVars.SINormalizeLuminance to     0        ; Controls the removal of vanilla Oblivion's blue tint at night.; Suggested Values (for both Tamriel and SI):; ---------------------------------------------------------------------------------------------------; |              |Vanilla|50% Darker Nights|80% Darker Nights|Original Colour Darker Nights|; ---------------------------------------------------------------------------------------------------; |Luminance          |   1      |     0.5        |        0.2          |         0.33                  |; |NormalizeLuminance      |   0      |     1        |        1          |        0                  |; ---------------------------------------------------------------------------------------------------

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Scott
 
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Post » Wed Jan 26, 2011 3:23 pm

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


If I can, I'll check it out. Been busy though, and kinda don't want to test stuff when I get to play Oblivion. :P

@ PhoenixFirewall: Seems like we've each grabbed different ends of the stick - you're supposed to edit the values in the ini, which AN then applies when you load the game, not enter the values into the console when you load the game. No wonder you're not seeing any changes.

And yes, that's the right ini.
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Marie
 
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Post » Wed Jan 26, 2011 6:24 pm

LOL. Wow... Once again my ability to over think things has led to my demise! I hereby call myself a fool, will stand in the corner playing the worlds smallest emoticon violin for my hubris. :violin:

I will now do the happy dance and go and play oblivion the way it was meant to be played... as a vampire... in the dark.

:dance: :celebration: :bolt: (there needs to be a vampire emoticon)

Thanks wrinklyninja.
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Manuela Ribeiro Pereira
 
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Post » Thu Jan 27, 2011 12:38 am

@ Brumbek: Bug report from Nexus: (have I posted this already?)

The nifs for Chorrol Mage Guild Middle and Bottom have been altered in such a way that mods which use the two of them stacked together have problems with phantom walls that you can walk through and are visible on only one side.

I've been trying for a week to determine why I was getting the pseudo-walls in Punk Stevo's Theives Guild - Unnatural Competition looking for mod conflicts and such. Finally I started opening every bsa file I had and looking at the nifs for those two floors in nifscope. The ones I found here were the culprits.

I uninstalled All Natural and reran Oblivion, and now the Theives Guild HQ (using those two nifs) looks normal.


I also advised the poster to post here too, just in case you need more info.
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Cash n Class
 
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Post » Thu Jan 27, 2011 3:20 am

installed AN 1.0, all looks OK and stable.
thank you all for your dedication, guys. I don't care when will TES 5 be released, I am playing your mod at least till then and even beyond... 2050?
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lucy chadwick
 
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Post » Thu Jan 27, 2011 4:02 am

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.


This didn't work for me. As soon as Ocato approaches my character, it starts to rain, even during the dialog. It looks weird in dialog view.

Here's the results from the weather debug ring:
Spoiler

Weather Debug Ring - Current Weather: 000836D5 TargetWeather: 01000807 OldTargetWeather: 0100080C Percentage: 1.00 Cell: 1 CurrentTime: 2030.06 TimeForCheck: 2031.28 Region FormIDs:
** Dumping Array #1 **
Refs: 1 Owner 0B: Weather Debug Ring.esp


I tried it twice. From one save right before entering the palace and when that didn't work, from another save just outside the city. I entered the city, then escorted Martin and Jauffre through Talos Plaza and on into the palace.

My LO:
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Ulrim's Horses.esm03  Kvatch Rebuilt.esm04  bookplacing.esm  [Version 1]05  CustomSpellIcons.esm**  TNR ALL RACES FINAL.esp06  Unofficial Oblivion Patch.esp  [Version 3.3.1]07  All Natural - Real Lights.esp  [Version 1.0]08  All Natural.esp  [Version 1.0]09  All Natural - Bravil Mages Fix.esp0A  AN-MQ16Fix.esp0B  Weather Debug Ring.esp0C  Enhanced Water v2.0 HDMI.esp0D  QuietFeet.esp0E  WindowLightingSystem.esp0F  Book Jackets Oblivion - BP.esp10  ClocksOfCyrodiil.esp11  Display Stats.esp  [Version 1.2.2]12  RAEVWD Cities.esp  [Version 1.8]13  RAEVWD Imperial City.esp  [Version 1.8]14  Reznod_Mannequin.esp15  Harvest[Containers].esp16  Living Economy.esp17  Living Economy - Items.esp18  Map Marker Overhaul.esp  [Version 3.6]19  DLCHorseArmor.esp1A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1B  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]1C  DLCOrrery.esp1D  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1E  SM Plugin Refurbish - Orrery.esp  [Version 1.11]1F  DLCVileLair.esp20  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]21  DLCMehrunesRazor.esp22  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]23  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]24  DLCSpellTomes.esp25  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  GrimbotsSpellTomes.esp26  MaleBodyReplacerV4.esp**  CM_Better Wine.esp27  Darkgreen Glass Armour.esp28  FineWeapons.esp29  Imperial Legion Scout Armour.esp2A  RTFemaleReplacerV12.esp2B  Slof's Horses Base.esp2C  Dude Wheres My Horse.esp**  Ranokoas Organized Potions.esp2D  mg19obsefix.esp  [Version 1]2E  Imperial Furniture Renovated.esp2F  BrotherhoodRenewed.esp  [Version 1.0.8]30  Kvatch Rebuilt.esp31  Kvatch Rebuilt Weather Patch.esp32  Whispered Warning.esp33  DLCBattlehornCastle.esp34  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]35  DLCBattlehornCastle - My Fixes.esp36  DLCFrostcrag.esp37  Kvatch Rebuilt_Frostcrag.esp38  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]39  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]3A  Ulrim's Horses.esp3B  The Lost Spires.esp3C  Harvest [Flora].esp  [Version 3.0.0]3D  NoHFailure_HFlora.esp3E  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]3F  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]40  AutoBookPlacer.esp  [Version 3.02]41  Bag of Holding.esp  [Version 1.5.0]42  BlackScreenSneakFix.esp43  DecoratorAssistant with OBSE v1.1.esp44  DecoratorAssistant Unlock for OBSE version.esp45  Ingredient Storage Shelves.esp46  Toggleable Quantity Prompt.esp  [Version 3.2.0]47  Quest Award Leveller.esp  [Version 2.1.0]48  Quest Award Leveller - Battlehorn Castle.esp49  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]4A  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]4B  encumbrancemodx50.esp4C  Kyoma's Spell Renamer.esp  [Version 3.0.1]4D  SupremeMagicka.esp  [Version 0.89]4E  SM_DLCSpellTome.esp  [Version 0.80]4F  SM_Scrolls.esp  [Version 0.84]50  SM_SigilStone.esp  [Version 0.83]51  Lightweight Potions.esp  [Version 1.1]52  Oblivion XP.esp  [Version 4.1.5]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]53  BattleOfBruma.esp54  MyTweaks.esp55  clearHDR.esp56  Bashed Patch, 0.esp57  FormID Finder4.esp


I didn't rebuild my bashed patch - it didn't look like I needed to.
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Charles Weber
 
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Post » Wed Jan 26, 2011 7:59 pm

This didn't work for me. As soon as Ocato approaches my character, it starts to rain...


The fix plugin removes the rain from the Oblivion Gate weather, so I don't know why it's raining...

Haven't tested it yet myself, I'll set aside some time tomorrow for that though.
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Roberta Obrien
 
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Post » Wed Jan 26, 2011 9:25 pm

Pop your load order up in TES4Edit and make sure nothing else is touching 000836D5 - the ID for OblivionStormTamriel.

Also check that nothing else is overriding ANWeather from the fix file.
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Mrs Pooh
 
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Post » Thu Jan 27, 2011 1:32 am

Pop your load order up in TES4Edit and make sure nothing else is touching 000836D5 - the ID for OblivionStormTamriel.

Also check that nothing else is overriding ANWeather from the fix file.


http://i855.photobucket.com/albums/ab118/AndalayBay/WryeSettings.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/TES4Edit1.jpg
http://i855.photobucket.com/albums/ab118/AndalayBay/TES4Edit2.jpg

Looks good to me... except "Rain drops keep fallin on my head..." More like a deludge. You have no idea how much I hate that song, and now it's stuck in my head :(

EDIT: Just in case it's not clear, it is still raining in the council chambers, what looks good is the fact that I have it installed properly and nothing else is overriding it.
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Charlie Sarson
 
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Post » Wed Jan 26, 2011 5:17 pm

Unnecessary post.
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Christina Trayler
 
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Post » Wed Jan 26, 2011 11:11 pm

This didn't work for me. As soon as Ocato approaches my character, it starts to rain, even during the dialog. It looks weird in dialog view.


Can you send me that save? I have no characters in a position to get there anytime soon and hopefully it isn't a reaction being caused by some other mod.

FYI for Brumbek: Cliffworms gave the go-ahead to modify the chapel interior meshes used by his mod so they'll support AN. Well, I guess the textures too since they'd need to have transparency added.
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Damian Parsons
 
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Post » Thu Jan 27, 2011 4:09 am

Can you send me that save? I have no characters in a position to get there anytime soon and hopefully it isn't a reaction being caused by some other mod.

FYI for Brumbek: Cliffworms gave the go-ahead to modify the chapel interior meshes used by his mod so they'll support AN. Well, I guess the textures too since they'd need to have transparency added.

Sent you a pm.
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Dj Matty P
 
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Post » Thu Jan 27, 2011 1:28 am

Well ok. I'm stumped. The fix is correctly suspending weather processing. The stage 10 check is perfect because it cuts us off before Ocato actually speaks to you. Unfortunately that's where the good part ends. The weather change is fired during the dialogue and it appears for some reason that OblivionStormTamriel has hardcoded rain. I don't know why that would be, but it is. The weather ring shows the correct weather is called. Editing the quest itself is out of the question. So options become limited for ways to address this.

BTW, that was stripped to this before allowing stage 10 to trigger:
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  All Natural.esp  [Version 1.0.1]03  AN-MQ16Fix.esp04  Weather Debug Ring.esp

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Alex Blacke
 
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Post » Wed Jan 26, 2011 4:37 pm

It looks like your fix plugin removing the rain nif doesn't actually change anything - the game just picks up on the nif being added earlier, and the later override doesn't register as an override, but as a lack of info or something. Removing the nif in the All Natural.esp removes the rain though.

Haven't got around to testing the MQ fix yet.
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James Potter
 
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Post » Thu Jan 27, 2011 4:12 am

That's rather strange then. An exception to the Rule of One?

If that worked then as far as I could tell the fix in general will work. It was just the rain that had me stumped.
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Scarlet Devil
 
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Post » Thu Jan 27, 2011 4:26 am

That's rather strange then. An exception to the Rule of One?

If that worked then as far as I could tell the fix in general will work. It was just the rain that had me stumped.


Looking at the MQ16 stages, the weather override isn't released until stage 65, so that means AN will apply it's own weather, which will then be released, and then re-applied when you next change interior location - which seeing as you're shortly going to exit the temple, looks fine to me. The alternative is to set AN's weather after the override release is done, but I don't expect there's much difference in this case.

I've still got to do something about transitions in general, and specifically for Oblivion Gate storms...
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Laura
 
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Post » Thu Jan 27, 2011 3:13 am

Yeah, the problem with <=65 was that the override was released, the game forced clear, but then there was an obvious visual glitch as the script resumed control. Happened more than once, but I didn't see it when going to <=60. Besides, as I recall you are getting pushed past stage 65 while still inside the temple anyway.
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Steve Smith
 
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Post » Thu Jan 27, 2011 2:11 am

I have found that trying to override something with nothing doesn't work. This has annoyed me on more than one occasion and it appears to apply to weather too. Sounds like you guys are on the right track though.
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Amy Siebenhaar
 
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Post » Wed Jan 26, 2011 6:11 pm

@ Brumbek: Bug report from Nexus: (have I posted this already?)

I also advised the poster to post here too, just in case you need more info.

Thanks for the report, I appreciate you keeping track of them on nexus.

Hmm, this one is tricky...will look into it more...

@Arthmoor: About Losing my Religion, I shall look into converting it for AN.
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FoReVeR_Me_N
 
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Post » Wed Jan 26, 2011 9:59 pm

Gentlemen, I bring to you this day, sky seams: http://img199.imageshack.us/img199/9194/screenshot681.jpg

Weather Debug Ring - Current Weather: 04000851 TargetWeather: 04000851 OldTargetWeather: 040186E9 Percentage: 0.02 Cell: 1 CurrentTime: 3969.01 TimeForCheck: 3973.02 Region FormIDs:

Caused by a most unlikely suspect. Ever since updating to the Catalyst 10.8 driver, the game has had a nasty screen tear on the left side. I fired up the OB launcher to make sure Vsync hadn't been set. Imagine my surprise when I went to Weye to check the Vsync (which is still busted GRRRRRR) only to find sky seams waiting for me. Turns out it's due to having the texture size in the game set to medium or small. The launcher had snuck in resetting them to medium instead of large.
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Lloyd Muldowney
 
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Post » Thu Jan 27, 2011 6:27 am

Gentlemen, I bring to you this day, sky seams: http://img199.imageshack.us/img199/9194/screenshot681.jpg

Turns out it's due to having the texture size in the game set to medium or small. The launcher had snuck in resetting them to medium instead of large.

Very strange...I shall have to check my settings because I'm almost certain mine are set to large. So you're saying the launcher somehow changes the setting to medium??? And what about Medium causes this? Is there a way we can make medium versions that would work properly?

About Chorrol Mages Guild and THIEVES GUILD HQ - Unhealthy Competition...well there's just no way to make things work...the Chorrol Mages Guild meshes just can't stack without major issues due to the exterior geometry I added for AN...so I'm not seeing any solution at all. We could use custom versions for AN...but then other mods that use Chorrol Mages Guild meshes without stacking wouldn't look right...

So...I'm thinking it would be best for the author of that mod to create new statics for those messages using the default vanilla meshes.
Or he could simply not stack the meshes in the cell.
Is his mod included in the filter patch?
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chirsty aggas
 
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Post » Thu Jan 27, 2011 4:36 am

About Chorrol Mages Guild and THIEVES GUILD HQ - Unhealthy Competition...well there's just no way to make things work...the Chorrol Mages Guild meshes just can't stack without major issues due to the exterior geometry I added for AN...so I'm not seeing any solution at all. We could use custom versions for AN...but then other mods that use Chorrol Mages Guild meshes without stacking wouldn't look right...

So...I'm thinking it would be best for the author of that mod to create new statics for those messages using the default vanilla meshes.
Or he could simply not stack the meshes in the cell.
Is his mod included in the filter patch?


I don't think it's in the filter patch. I'll PM the author about it, and depending on the response we can put a note in the readme regarding the incompatibility.
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Monika Fiolek
 
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Post » Thu Jan 27, 2011 2:19 am

I don't think it's in the filter patch. I'll PM the author about it, and depending on the response we can put a note in the readme regarding the incompatibility.

I've messaged him too. Hopefully he'll change his mod or I can try to make some custom mesh for him. If we get it working, maybe we should add it to the filter patch too.
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HARDHEAD
 
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Post » Thu Jan 27, 2011 1:11 am

Unless his meshes are altered to have transparent windows, there's not a lot of point in adding it to the filter.
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Riky Carrasco
 
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Post » Wed Jan 26, 2011 6:25 pm

Gentlemen, I bring to you this day, sky seams: http://img199.imageshack.us/img199/9194/screenshot681.jpg

Funny. I experienced that too once with AN:W before. The difference is that it occurred with the NVIDIA graphic card. Hmmm....
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vicki kitterman
 
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