[RELz] Weather: All Natural, Thread 28

Post » Thu Jan 27, 2011 12:14 am

I had an "oh sht!" moment when standing under the Gray Mare doorway shelter during a pouring storm in the middle of the day.

Just some 50ft out on the road in front a lightning strike occured.

I use Storms & Sounds OBSE with AN. I never knew AN had lightning strikes on the ground.

I don't suppose there is a remote chance of being hit by a shock spell? :)
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Mari martnez Martinez
 
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Post » Wed Jan 26, 2011 7:12 pm

Actually that would be S&S that has that. AN doesn't do lighting bolts at all.
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Emily Jones
 
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Post » Wed Jan 26, 2011 9:36 pm

I guess I never had weather like that come up yet and since I had SS loaded for a while I assumed it was AN since that was loaded only in the last 2 weeks.
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Laura Samson
 
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Post » Thu Jan 27, 2011 12:37 am

I just realized something. As good as the sky light windows look on the second floor of the Elder Council chamber in the IC Palace, they shouldn't be there. The IC Palace is a tower and logically the dome would have to be covered by the next floor.
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Baylea Isaacs
 
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Post » Thu Jan 27, 2011 5:47 am

You know, if AN could add the lightning strikes like Storms & Sounds has, I could drop that from the mod list. Perhaps you could add it as an option.
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joeK
 
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Post » Thu Jan 27, 2011 6:22 am

I just realized something. As good as the sky light windows look on the second floor of the Elder Council chamber in the IC Palace, they shouldn't be there. The IC Palace is a tower and logically the dome would have to be covered by the next floor.

Even the original meshes don't make sense if you compare the outside to inside...therefore, since realism was out of the question it was decided to make it look as nice as possible, hence the sky lights. I encourage you to simply pretend you don't realize this doesn't match the outside because then you also might not realize that almost no interior meshes match the exteriors in all of Tamriel. And ignorance, even feigned ignorance is bliss. That is all.
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Joey Avelar
 
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Post » Thu Jan 27, 2011 4:00 am

You know, if AN could add the lightning strikes like Storms & Sounds has, I could drop that from the mod list. Perhaps you could add it as an option.

I added another mod that was supposed to have lighting strikes. It worked a few times, a couple even hit me. But I don't know if it was something else i added or not but i don't notice lighting strikes hitting near me any more.

I noticed a weird issue with traveling from Fort Farragut to Cheydinhal. If I walked normal from the fort to the east side gate during clear weather when I entered cheydinhal the weather changed to stormy. Then when I exited the Dark Brotherhoods sanctuary the weather was back to normal. But if i fast traveled from the fort to inside Cheydinhal the weather stayed clear.
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El Goose
 
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Post » Thu Jan 27, 2011 8:26 am

Hi guys

I`m only using Real Lights. However I think I found two bugs. Maybe you can help me fix it:

1. The night sky window texture right at the beginning of the game should not show up, because there is a sun effect:

http://www5.pic-upload.de/08.10.10/v9tpxpi9pvr3.jpg

2. Shortly before you leave the sewers you can recustomize your character settings, right? The problem is, that the light source was removed. This way you can`t see your character`s face, because he`s standing in the dark.
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Mariana
 
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Post » Thu Jan 27, 2011 4:40 am

Neither one of those are bugs in AN.

1. The prison cell mesh has a hard-coded sun shaft attached to the window, but that mesh is one giant piece covering the entire cell. If it helps, just think of it as moon shafts instead.

2. That's intentional. You're in a sewer, at night, there's no light. I don't mean for this to sound harsh, but what's the point in going back into facegen again when you already did it the first time?
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zoe
 
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Post » Thu Jan 27, 2011 2:34 am

2. That's intentional. You're in a sewer, at night, there's no light. I don't mean for this to sound harsh, but what's the point in going back into facegen again when you already did it the first time?

Because some people like myself make a save at the end of the tutorial dungeon so that they don't have to do the entire thing again. meaning if they change race and such they may want to make another "hot" face for that chose character.
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Jason Rice
 
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Post » Thu Jan 27, 2011 3:40 am

Because some people like myself make a save at the end of the tutorial dungeon so that they don't have to do the entire thing again. meaning if they change race and such they may want to make another "hot" face for that chose character.

Can't you just wield a torch? Unless I'm missing something here, that will work.
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Steve Smith
 
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Post » Thu Jan 27, 2011 1:17 am

It's hard to get the lighting right for the face gen. I thought that was part of the reason why the AN - RL guys left the light the way it was in the starting cell, although Arthmoor's comments seem to indicate otherwise. I think that there should be a light source available just before the exit then, because I think there are a lot of players that don't want to redo the entire dungeon when starting a new game...
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No Name
 
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Post » Wed Jan 26, 2011 9:01 pm

There's a massive difference between the starting cell which we don't touch and the end of the sewer which has been altered. Frankly there's only so much I think we need to do at this point because it seems that no matter what, someone isn't going to be happy. We can't please everyone.
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Camden Unglesbee
 
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Post » Thu Jan 27, 2011 12:34 am

I don't see a big problem with this either.

1. It only takes ~10min to play to this point.
2. People can use a torch or
3. Go outside and use the showracemenu command, you don't even have to use the save workaround at this point in the game.
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Ann Church
 
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Post » Wed Jan 26, 2011 8:57 pm

I don't see a big problem with this either.

1. It only takes ~10min to play to this point.
2. People can use a torch or
3. Go outside and use the showracemenu command, you don't even have to use the save workaround at this point in the game.


Agreed, I don't mind it being like this. I was just pointing out the reason he would want to do the face thing at the end. I hate the light in the sewer even in vanilla so I have always done it right after exiting anyway.
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abi
 
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Post » Wed Jan 26, 2011 8:03 pm

If people can use the console to bring up the showracemenu they shouldn't have a problem using the same console to write TBL (Toggle Bright Light)...
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Carys
 
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Post » Wed Jan 26, 2011 11:23 pm

About the sewer end, unless you mess with time scale via console or mod, it's usually past morning when you reach the end of tutorial dungeon(for me, it's about 10~11 AM). So, it will be weird if the sewer end is still dark when the outside is pretty bright as well as sewer end is light while the outside is dark.
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Ashley Hill
 
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Post » Thu Jan 27, 2011 12:20 am

About the sewer end, unless you mess with time scale via console or mod, it's usually past morning when you reach the end of tutorial dungeon(for me, it's about 10~11 AM). So, it will be weird if the sewer end is still dark when the outside is pretty bright as well as sewer end is light while the outside is dark.


If it's bright outside, then it'll be bright at the sewer end. AFAIK the light is time-of-day dependent.
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KIng James
 
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Post » Thu Jan 27, 2011 12:07 am

@ Arthmoor

If it isn`t too complicated to explain, can you tell me how to remove the nightsky texture in the starting cell, to have it like vanilla (sun outside instead night sky)? I could not find the texture in the *.bsa.

I have another question too, for everyone: What is the difference between Real Lights and Darker Dungeons dungeon-wise? Is anybody still using Darker Dungeons?
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D LOpez
 
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Post » Thu Jan 27, 2011 8:59 am

I have another question too, for everyone: What is the difference between Real Lights and Darker Dungeons dungeon-wise? Is anybody still using Darker Dungeons?


Real Lights makes the light sources real, but doesn't touch ambient light levels. Darker Dungeons lowers ambient light levels, but doesn't touch light sources. Two different things. There's also Let There Be Darkness, which totally removes ambient light.

On a similar note, I'm thinking of doing my own version of Darker Dungeons, with the darkness somewhere between DD and LTBD. I like the dungeons to be darker than DD, but having ambient light zeroed doesn't look that great, and creates problems with shaders that increase light levels by multipliers (0xN=0), etc. so I'm thinking of making something that'll cover a middleground to satisfy me. Would this interest anyone enough that I should release it, if it gets done? I'm also thinking of doing it as a filter patch, so you don't need a million esps - are there any drawbacks to filter patches I should be aware of?
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Brooks Hardison
 
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Post » Thu Jan 27, 2011 11:41 am

Real Lights makes the light sources real, but doesn't touch ambient light levels. Darker Dungeons lowers ambient light levels, but doesn't touch light sources. Two different things. There's also Let There Be Darkness, which totally removes ambient light.

On a similar note, I'm thinking of doing my own version of Darker Dungeons, with the darkness somewhere between DD and LTBD. I like the dungeons to be darker than DD, but having ambient light zeroed doesn't look that great, and creates problems with shaders that increase light levels by multipliers (0xN=0), etc. so I'm thinking of making something that'll cover a middleground to satisfy me. Would this interest anyone enough that I should release it, if it gets done? I'm also thinking of doing it as a filter patch, so you don't need a million esps - are there any drawbacks to filter patches I should be aware of?

It would certainly interest me :)
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Lucy
 
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Post » Thu Jan 27, 2011 1:20 am

Real Lights makes the light sources real, but doesn't touch ambient light levels. Darker Dungeons lowers ambient light levels, but doesn't touch light sources. Two different things. There's also Let There Be Darkness, which totally removes ambient light.

On a similar note, I'm thinking of doing my own version of Darker Dungeons, with the darkness somewhere between DD and LTBD. I like the dungeons to be darker than DD, but having ambient light zeroed doesn't look that great, and creates problems with shaders that increase light levels by multipliers (0xN=0), etc. so I'm thinking of making something that'll cover a middleground to satisfy me. Would this interest anyone enough that I should release it, if it gets done? I'm also thinking of doing it as a filter patch, so you don't need a million esps - are there any drawbacks to filter patches I should be aware of?

I would be interested in it.
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FLYBOYLEAK
 
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Post » Thu Jan 27, 2011 12:57 pm

Thank you for your detailed explanations, I looked into your Environment Mod List too and I think I will be using "Let There Be Darkness" instead "Darker Dungeons" and "Real Lights". Of course I would be interested in an improved version of DD or LTBD. What kinds of problems are there with the shaders? Can you make an example?
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suzan
 
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Post » Thu Jan 27, 2011 6:26 am

Would this interest anyone enough that I should release it, if it gets done? I'm also thinking of doing it as a filter patch, so you don't need a million esps - are there any drawbacks to filter patches I should be aware of?

If there is a problem with shaders I am interested! Nighteye works though.
I am using Let there be More Darkness by Zenball and Lprman. It covers allot of mods also. I checked the readme becuase I thought I had read that it did not touch fog in Zenball's version, but did not see anything about that. Since Zenball done allot of esp for different mods one could perhaps give him a headsup on the shader issue or redo his files if he is not active or haven't the time, if permission is given ofcourse. Or did you have any additional tricks up your sleeve :D
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Dale Johnson
 
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Post » Thu Jan 27, 2011 12:01 am

The shader 'issue' isn't an issue with any existing shaders, AFAIK, but for example, I've got a 'natural' nighteye shader on the backburner, that amplifies the available light by multiplying it by a variable - but if the available light is zero, as in LTBD if there are no light sources around, then there is no change. It makes physical sense, of course, but from a gameplay point of view it's not very good. Even having a value of 1 or 2 for the RGB ambient light values would fix this.

I can't promise to cover the same mods as LTBMD does, simply because I will just include relevant changes to whatever is in my load order. I'll see how things go.

I'm surprised at the quick replies of interest though. (This is most likely going to be my replacement project to work on after Enhanced Seasons is released, so expect a long time in development hell) :P

EDIT: Though I should probably be focusing on the stuff I need to do for AN 1.1 rather than ideas that take my fancy. :blush:
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:)Colleenn
 
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