[RELz] Weather: All Natural, Thread 28

Post » Tue Jan 25, 2011 9:13 pm

Congratulations :tops: :tops: :clap: :clap: :celebration: :celebration: :foodndrink: :foodndrink: . I haven't been playing Oblivion. I have been off building a modded Morrowind game ah!! shaders & MGE :banghead: :banghead: but I will be back to this again I reallly loved this mod
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Sabrina Schwarz
 
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Post » Wed Jan 26, 2011 6:43 am

Q. (And maybe worth mentioning in the readme compatability of other mods section), Could the effects of Fog mods be part of AN (not amazingly popular (it ought to have sixy Fog in the title) but an immersion enhancer for those that want it)

For instance RedBags Fog - http://www.tesnexus.com/downloads/file.php?id=33424
(Theres another good one around somewhere but I cant find it at the moment)

Very much like the overall max visibility reduction for the reasons the creator made the mod, but also very much like the reduced visibility and scary atmosphere during heavy min fog distance.

I have tried using it with AN but have some slightly strange effects occasionally with this combination. So disabled RedBag fog for now.

I think I have seen it mentioned before in relation to AN but IRC there was doubt as to the compatability.

I know of the transition multipliers and tint options in the AN ini, but would it be possible to add min/max fog distance, or graphical weather edits similar to redbag fog as an additional AN plugin option.
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michael flanigan
 
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Post » Tue Jan 25, 2011 6:57 pm

Q. (And maybe worth mentioning in the readme compatability of other mods section), Could the effects of Fog mods be part of AN (not amazingly popular (it ought to have sixy Fog in the title) but an immersion enhancer for those that want it)

For instance RedBags Fog - http://www.tesnexus.com/downloads/file.php?id=33424
(Theres another good one around somewhere but I cant find it at the moment)

Very much like the overall max visibility reduction for the reasons the creator made the mod, but also very much like the reduced visibility and scary atmosphere during heavy min fog distance.

I have tried using it with AN but have some slightly strange effects occasionally with this combination. So disabled RedBag fog for now.

I think I have seen it mentioned before in relation to AN but IRC there was doubt as to the compatability.

I know of the transition multipliers and tint options in the AN ini, but would it be possible to add min/max fog distance, or graphical weather edits similar to redbag fog as an additional AN plugin option.


Yes, I could certainly add fog distance multipliers - would one multiplier per weather type be fine, that would scale the min and max fog distances for that weather?

I suspect that the other fog mod is Morrowind Fog, I'll grab that too.
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Laura Samson
 
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Post » Tue Jan 25, 2011 8:48 pm

Yes, I could certainly add fog distance multipliers - would one multiplier per weather type be fine, that would scale the min and max fog distances for that weather?

I suspect that the other fog mod is Morrowind Fog, I'll grab that too.


Spot on :goodjob:

Edit: Just found the other one, http://www.tesnexus.com/downloads/file.php?id=25052, which was a bit too close with the max for my taste but according to the downloads a bit more popular than redbags (although it may be because this one came out before redbags) - Anyway having settings player adjustable in the ini for AN would be a better solution all round. Thank you for considering this idea inclusion, it was the only thing missing from AN really.

Edit2: I am guessing it would be an immersion help for people with lesser machines too, from my experience with the old desktop before it kicked the bucket, anyone not likely to use real lights will also have distant trees turned off - With AN having the ability to hide the fact that distant trees are off via lowering max fog distance (although it will still be apparent with the tree silhouettes missing) ... its another plus for AN.

:) Okay I know I dont need to sell it anymore :P
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RObert loVes MOmmy
 
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Post » Wed Jan 26, 2011 5:31 am

If this sort of fog support gets incorporated, one will need to be perfectly clear that it will directly interfere with Streamline's fog handling for distance viewing. I can already see it now - "AN breaks Streamline! HELP!"
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Cartoon
 
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Post » Wed Jan 26, 2011 6:00 am

If this sort of fog support gets incorporated, one will need to be perfectly clear that it will directly interfere with Streamline's fog handling for distance viewing. I can already see it now - "AN breaks Streamline! HELP!"


No, I don't think it would interfere - the AN feature would just run once on game load to set fog distances, and thereafter Streamline can do what it likes with them.
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Kristina Campbell
 
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Post » Wed Jan 26, 2011 8:07 am

And if it does cause confusion all the user needs to change in the streamline ini is....

set SLv.Streamsight to 0 (instead of 1)

Then AN has full control over the feature.

Or - Not use the AN feature.

I think Arthmoors right that it needs a note in the readme though.

Edit: Just checked - 320 thousand downloads for streamline ... A lot of potential moans :)
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Kahli St Dennis
 
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Post » Tue Jan 25, 2011 8:52 pm

If this sort of fog support gets incorporated, one will need to be perfectly clear that it will directly interfere with Streamline's fog handling for distance viewing.


I'd love it if All Natural incorporated this feature. It's the only reason I have Streamline installed right now.
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Motionsharp
 
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Post » Tue Jan 25, 2011 10:40 pm

I'd love it if All Natural incorporated this feature. It's the only reason I have Streamline installed right now.


Whoa, I don't intend to replicate Steamsight functionality - I'm talking about a one-off change to the fog distances on load. What Streamsight does is alter the fog distances throughout your play time, based on your FPS and the settings you've given it. It's two almost completely different things, which is why I don't expect they'll conflict, as AN will only change things once, and from there on in it will be up to Streamsight.

It looks like a note will be needed, but to explain the difference, not to note any incompatibility...
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Blackdrak
 
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Post » Tue Jan 25, 2011 10:28 pm

Whoa, I don't intend to replicate Steamsight functionality - I'm talking about a one-off change to the fog distances on load. What Streamsight does is alter the fog distances throughout your play time, based on your FPS and the settings you've given it. It's two almost completely different things, which is why I don't expect they'll conflict, as AN will only change things once, and from there on in it will be up to Streamsight.

It looks like a note will be needed, but to explain the difference, not to note any incompatibility...


I only meant that I used it to bring the fog in closer to lower the view distance. That's all I'm looking for.
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Tom Flanagan
 
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Post » Wed Jan 26, 2011 6:13 am

Ok, I've released the SI settlement buildings in Fix Pack 3, although now it's more than just fixes...

http://www.megaupload.com/?d=MQF1JIKI

http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-SI-Settlements.jpg

It took me a while to get the settlement .nifs to not have wacky errors, but I think it's all good now. Phew...that was a lot of work. Let me know if you spot any issues.
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Jade Muggeridge
 
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Post » Wed Jan 26, 2011 6:45 am

Here's something weird...
WryeBash http://bildr.no/view/722907from cell
ICImperialLegionWatchTowerNWCaptainsQuarters "Northwest Watch Captain's Quarters" [CELL:0005397F]
BHC_Expanded.esp has no tags and there are no other mods in my list that affect Cells.
This is the only cell that does no get imnported, but it's also the very last cell, being in Block 9, sub-block 9.
Anyone else experience this?
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Jonathan Montero
 
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Post » Wed Jan 26, 2011 10:00 am

http://img512.imageshack.us/img512/1377/animport.jpg

Not seeing that here. You don't happen to have OOO tagged with C.Climate for some reason do you?
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SWagg KId
 
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Post » Wed Jan 26, 2011 12:50 am

http://img512.imageshack.us/img512/1377/animport.jpg

Not seeing that here. You don't happen to have OOO tagged with C.Climate for some reason do you?


No.
Oh well, I'll just add it manually to my custom patch.
But weird that this one cell should have problems.
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Samantha hulme
 
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Post » Wed Jan 26, 2011 5:50 am

I finally got experience the awesomeness of hearing a thunderstorm while inside a chapel. :tops:
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Rachel Cafferty
 
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Post » Wed Jan 26, 2011 9:51 am

So I'm working on Mania. For some reason some of the meshes had windows removed in the default meshes...but I thought it was better with windows added back. For example:

http://img69.imageshack.us/img69/4950/anmaniaoldnowindow.jpg

http://img29.imageshack.us/img29/4750/anmanianewwithwindow.jpg

I like it better with the window...how about you? (Ignore the other differences on the walls and columns...that's temporary stuff.)

Edit: yes the links don't work...this is the first issue I've had with Photobucket...it's their fault. Everything is fine on my side...updated using ImageShack.
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Danielle Brown
 
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Post » Wed Jan 26, 2011 6:09 am

So I'm working on Mania. For some reason some of the meshes had windows removed in the default meshes...but I thought it was better with windows added back. For example:

http://img69.imageshack.us/img69/4950/anmaniaoldnowindow.jpg

http://img29.imageshack.us/img29/4750/anmanianewwithwindow.jpg

I like it better with the window...how about you? (Ignore the other differences on the walls and columns...that's temporary stuff.)

Edit: yes the links don't work...this is the first issue I've had with Photobucket...it's their fault. Everything is fine on my side...updated using ImageShack.

I'm good with whatever the outside building mesh correlates with.
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maddison
 
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Post » Tue Jan 25, 2011 8:16 pm

Same. If it matches the outside it's all good to me.
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butterfly
 
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Post » Wed Jan 26, 2011 6:50 am

http://img69.imageshack.us/img69/4950/anmaniaoldnowindow.jpg

http://img29.imageshack.us/img29/4750/anmanianewwithwindow.jpg

I like it better with the window...how about you? (Ignore the other differences on the walls and columns...that's temporary stuff.)

Edit: yes the links don't work...this is the first issue I've had with Photobucket...it's their fault. Everything is fine on my side...updated using ImageShack.

I agree that it looks far better with the window.
But I would go with whatever best matches the exterior as well.
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Laura-Jayne Lee
 
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Post » Wed Jan 26, 2011 6:04 am

My reply is as the others, whatever matches, though I do think it looks better with the window.
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biiibi
 
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Post » Wed Jan 26, 2011 3:52 am

I am really sorry if this has already been asked before - I am using the mod for the first time, with a new game. I just finished my second Oblivion gate after the Kvatch one. With my old weather modt the weather changef back to normal the moment I destroyed the gate. This time, after more than 24 hours after destroying the gate I still have the Oblivion sky everywhere my girl goes. Is this a bug, or is it intended?

Can I reset the weather without ruining something?

Otherwise, the mod is really beautiful!

Thank you!
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Brentleah Jeffs
 
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Post » Wed Jan 26, 2011 1:49 am

Thanks for the replies everyone. Well, guess what? The Shivering Isles interiors for Bliss and Crucible rarely match the exteriors! Big shocker... (being sarcastic). So, technically there's no window there on the outside but technically there's zero windows for the mesh and the default interior windows that you can see on the right side of the screenshot actually shouldn't be there according to the exterior!

So basically, I'll go with what looks best. :)
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Amysaurusrex
 
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Post » Wed Jan 26, 2011 9:45 am

Hey -- this mod seems to be giving me a CTD on load (the screen flashes briefly after starting via OBMM + OBSE). Any ideas what the problem is? Do I have a conflicting mod? If I uncheck the All Natural components (and the bashed patch), it boots fine.

Here's the output from BOSS... if there's a better way to get a list of the mods I'm using (there's got to be a script / dump in Wrye Bash somewhere, I'm sure), let me know...

Also have a recent forum post here (http://www.gamesas.com/index.php?/topic/1114807-my-mod-list-50-mods/) where I listed the other mods I'm using...

Thanks!


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Kat Stewart
 
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Post » Wed Jan 26, 2011 12:36 pm

All Natural - Indoor Weather Filter For Mods.esp
. Bashed Patch tag suggestion: {{BASH:Filter,C.Climate,Deactivate}}


My guess is that you have this activated, it needs to be deactivated and imported in the Bashed Patch
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Ricky Rayner
 
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Post » Wed Jan 26, 2011 3:30 am

Here's the output from BOSS... if there's a better way to get a list of the mods I'm using (there's got to be a script / dump in Wrye Bash somewhere, I'm sure), let me know...


Right click the Header on the mods tab, click List Mods. Copy and paste that.
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Carlos Rojas
 
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