[RELz] Weather: All Natural, Thread 28

Post » Wed Jan 26, 2011 12:43 am

Oh! Just removed the module entirely and rebuilt the bashed patch and it CTD'd on load. Disabling the bashed patch seems to fix the problem...

Hmmm... so, it's something that's being built into the bashed patch. I'll start a top-level thread to see if anyone has any ideas. Sorry about jumping to conclusions!
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Chloe :)
 
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Post » Wed Jan 26, 2011 2:04 pm

I may have found a possible issue. I just finished the main quest and when the daedra broke in during the "coronation" ceremony, I got Oblivion gate weather inside the council chambers! It was raining inside! I'm running 1.0. Everything else has been running fine. I even visited Kvatch again and didn't get the sudden thunderstorm I reported earlier, so that must just have been some odd timing.

Are we supposed to get Oblivion weather inside the council chambers? It makes it hard to talk to Ocato :)
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Sxc-Mary
 
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Post » Wed Jan 26, 2011 11:54 am

I may have found a possible issue. I just finished the main quest and when the daedra broke in during the "coronation" ceremony, I got Oblivion gate weather inside the council chambers! It was raining inside! I'm running 1.0. Everything else has been running fine. I even visited Kvatch again and didn't get the sudden thunderstorm I reported earlier, so that must just have been some odd timing.

Are we supposed to get Oblivion weather inside the council chambers? It makes it hard to talk to Ocato :)


I've never gotten that far while AN has been alive, so it's definitely possible that it's bugged. Looks like I'll have to skip forwards a bit and take a look at that.

@ Ashemanu: I'm pretty sure that was fixed between 0.9.9.5 and 1.0 - make sure you've got 1.0.

@ Arthmoor: I've been playing with the clearHDR changes active for a while now, and I'm happy with how they look. I'll merge it into the esm when I next update stuff, and also apply the changes to the interior versions of the affected weathers.

EDIT: Also @ Arthmoor:

See my post in the BOSS thread for more detail, but I've updated the patches for Atmospheric Oblivion, More Immersive Sounds and AN-RL, so if they're required, I can upload them if you want.
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James Rhead
 
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Post » Wed Jan 26, 2011 4:05 am

I'm having a bit of an issue with my weather insta-switching extremely frequently when I transition between exterior-interior cells, more so than to call it a "mere coincidence" as described in the readme. I am running OBSE 0018, so the readme has been rather unhelpful about this. I've already tried resetting the mod using the published uninstall instructions, but the issue remains. Any ideas/suggestions on what the problem might be?

Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.73]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]07  Kvatch Rebuilt.esm08  Better Cities Resources.esm09  Unofficial Oblivion Patch.esp  [Version 3.2.10]0A  Oblivion Citadel Door Fix.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  Better Cities .esp0E  All Natural - Real Lights.esp  [Version 1.0]0F  All Natural.esp  [Version 1.0]10  All Natural - SI.esp  [Version 1.0]11  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp12  Rainbows.esp13  Akatosh Mount By Saiden Storm.esp++  Item interchange - Extraction.esp  [Version 0.76]14  kuerteeSittableRocks.esp15  Enhanced Economy.esp  [Version 4.2.1]16  DLCHorseArmor.esp**  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]17  DLCOrrery.esp**  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]18  DLCVileLair.esp19  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1A  DLCMehrunesRazor.esp1B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1C  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1D  DLCThievesDen.esp**  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]1E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]1F  Cobl Glue.esp  [Version 1.73]20  Cobl Si.esp  [Version 1.63]21  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]22  OOO 1.32-Cobl.esp  [Version 1.72]23  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]24  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]25  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]26  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]27  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  MMM-Cobl.esp  [Version 1.73]28  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp29  Kvatch Rebuilt Weather Patch.esp2A  TR_Stirk.esp2B  DLCBattlehornCastle.esp2C  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]2D  DLCfrostcrag.esp2E  FrostcragRebornCobl.esp2F  Knights.esp30  Knights - Unofficial Patch.esp  [Version 1.0.10]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]31  The Lost Spires.esp32  MannimarcoRevisited.esp33  MannimarcoRevisitedOOO.esp  [Version 0.1]34  ElsweyrAnequina.esp35  xuldarkforest.esp  [Version 1.0.4]36  LostSpires-DarkForest patch.esp37  xulStendarrValley.esp  [Version 1.2.2]38  xulTheHeath.esp39  MMMMWL-TheHeath patch.esp3A  XulEntiusGorge.esp3B  xulFallenleafEverglade.esp  [Version 1.3.1]3C  LostSpires-Everglade patch.esp  [Version 1.2]3D  Anequina-Fallenleaf-Patch.esp3E  xulColovianHighlands_EV.esp  [Version 1.2.1]3F  xulChorrolHinterland.esp  [Version 1.2.2]40  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]41  xulBravilBarrowfields.esp  [Version 1.3.2]42  xulLushWoodlands.esp  [Version 1.3]43  xulAncientYews.esp  [Version 1.4.3]44  xulAncientRedwoods.esp  [Version 1.6]45  xulCloudtopMountains.esp  [Version 1.0.3]46  xulArriusCreek.esp  [Version 1.1.3]47  xulPatch_AY_AC.esp  [Version 1.1]48  xulRollingHills_EV.esp  [Version 1.3.2]49  MMMMWL-RollingHills patch.esp4A  xulPantherRiver.esp4B  xulRiverEthe.esp  [Version 1.0.2]4C  xulBrenaRiverRavine.esp  [Version 1.0.2]4D  xulImperialIsle.esp  [Version 1.6.3]4E  xulBlackwoodForest.esp  [Version 1.0.4]4F  xulCheydinhalFalls.esp  [Version 1.0.1]50  KvatchRebuilt-CheydinhalFalls patch.esp51  xulAspenWood.esp  [Version 1.0.2]52  xulSkingradOutskirts.esp  [Version 1.0.1]53  xulSnowdale.esp  [Version 1.0]54  SnowdaleOOOPatch.esp55  FrostcragReborn-Snowdale patch.esp56  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - 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Elsweyr.esp**  Let There Be Darkness - UL Colovian Highlands.esp**  Let There Be Darkness - UL Lost Coast.esp**  Let There Be Darkness - UL Brena.esp**  Let There Be Darkness - UL Blackwood Forest.esp**  Let There Be Darkness - Thieves Den.esp++  Item interchange - Placement.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.76]61  Better Cities - Full City Defences.esp62  Better Cities Full.esp63  BCBravilFULL-Barrowfields patch.esp64  BCChorrol-ChorrolHinterland patch.esp65  BCCheydinhalFULL-CheydinhalFalls patch.esp66  Better Cities - Unique Landscape Skingrad Outskirts.esp67  Better Cities - VWD of the IC.esp68  Better Imperial City.esp69  Better Imperial City FPS Patch.esp6A  Better Cities - COBL.esp  [Version 2.1]6B  Better Cities Full FPS Patch.esp**  Enhanced Economy - Soulgems.esp  [Version 4.2.1]6C  Real Hunger, Cobl.esp  [Version 1.6.1]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]6D  Bashed Patch, 0.esp6E  MergedMaps.esp6F  FormID Finder4.esp70  Streamline 3.1.esp


EDIT: Forgot LO.
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Ally Chimienti
 
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Post » Wed Jan 26, 2011 8:52 am

I'm having a bit of an issue with my weather insta-switching extremely frequently when I transition between exterior-interior cells, more so than to call it a "mere coincidence" as described in the readme. I am running OBSE 0018, so the readme has been rather unhelpful about this. I've already tried resetting the mod using the published uninstall instructions, but the issue remains. Any ideas/suggestions on what the problem might be?

PYLO.
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Bedford White
 
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Post » Wed Jan 26, 2011 2:49 am

Edited into original post.
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Pixie
 
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Post » Wed Jan 26, 2011 4:09 am

Thanks for the reply, wrinklyninja.

I am using version 1.0.

I always save my game before I click on the sigil stone and leave the plane. Sometimes it′s ok. Sometimes the Oblivion sky stays. Then reloading and leaving the plane again might help. 20 Minutes ago I left one of the gates near Skingrad and everything was fine - at first. When I entered Skingrad, I had the Oblivion sky again. I left the town again, weather was fine. I re-entered Skingrad, this time the weather was also fine, but I still heard very distant thunder for some time.

I am glad that at least reloading and trying again helps and that I am not stuck with the Oblivion sky forever. But atm it seems a bit like a lottery game to me - to have or not to have the oblivion sky.
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Mel E
 
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Post » Wed Jan 26, 2011 6:06 am

I've never gotten that far while AN has been alive, so it's definitely possible that it's bugged. Looks like I'll have to skip forwards a bit and take a look at that.

@ Arthmoor: I've been playing with the clearHDR changes active for a while now, and I'm happy with how they look. I'll merge it into the esm when I next update stuff, and also apply the changes to the interior versions of the affected weathers.



Do you want any debug info? I can equip the debug ring.

I've also been using clearHDR and haven't even noticed anything - which is a good thing because it means I like it! I've had a bit of sun glare, but nothing intolerable. I also haven't had anything too dark. So I've completely forgotten about it, which means I'm happy :foodndrink:

Are there any adjustments to interiors with this? I still get blinded in the Gilded Carafe and when talking to Rindor in Rindor's Staffs, for example. I have made the ini adjustments for HDR but they aren't enough.
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Taylor Bakos
 
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Post » Wed Jan 26, 2011 10:14 am

Thanks for the reply, wrinklyninja.

I am using version 1.0.

I always save my game before I click on the sigil stone and leave the plane. Sometimes it′s ok. Sometimes the Oblivion sky stays. Then reloading and leaving the plane again might help. 20 Minutes ago I left one of the gates near Skingrad and everything was fine - at first. When I entered Skingrad, I had the Oblivion sky again. I left the town again, weather was fine. I re-entered Skingrad, this time the weather was also fine, but I still heard very distant thunder for some time.

I am glad that at least reloading and trying again helps and that I am not stuck with the Oblivion sky forever. But atm it seems a bit like a lottery game to me - to have or not to have the oblivion sky.


Actually, this might be normal. What's your timescale set to? For low timescales (mine is set to 10), it will take a while for the Oblivion weather to clear. If you enter a city while it's just starting to clear, it will start up again. It's almost as if it resets a bit. I don't know if they can fix that or not. However, it will clear eventually. I think the weather should clear immediately once you've closed a gate, but it doesn't seem to.

If this is a bug, then I have the same behaviour.
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Naazhe Perezz
 
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Post » Wed Jan 26, 2011 9:47 am

Edited into original post.


Hmm, couldn't see anything odd there - I assume you're using the Kvatch Rebuilt Weather patch that came with 1.0?

Thanks for the reply, wrinklyninja.

I am using version 1.0.

I always save my game before I click on the sigil stone and leave the plane. Sometimes it′s ok. Sometimes the Oblivion sky stays. Then reloading and leaving the plane again might help. 20 Minutes ago I left one of the gates near Skingrad and everything was fine - at first. When I entered Skingrad, I had the Oblivion sky again. I left the town again, weather was fine. I re-entered Skingrad, this time the weather was also fine, but I still heard very distant thunder for some time.

I am glad that at least reloading and trying again helps and that I am not stuck with the Oblivion sky forever. But atm it seems a bit like a lottery game to me - to have or not to have the oblivion sky.


Well, the sky changing from Oblivion->fine shows that the weather was transitioning already, not sure why it's a lottery though.

Do you want any debug info? I can equip the debug ring.

I've also been using clearHDR and haven't even noticed anything - which is a good thing because it means I like it! I've had a bit of sun glare, but nothing intolerable. I also haven't had anything too dark. So I've completely forgotten about it, which means I'm happy :foodndrink:

Are there any adjustments to interiors with this? I still get blinded in the Gilded Carafe and when talking to Rindor in Rindor's Staffs, for example. I have made the ini adjustments for HDR but they aren't enough.


No, Arthmoor's plugin doesn't make any interior changes, but that's something that will be done when its changes are applied.
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Len swann
 
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Post » Wed Jan 26, 2011 6:17 am

@wrinklyninja,

Do you want debug info for the weather in the council chambers? I can equip the debug ring. You probably need to get your game to that point anyway, but I wasn't sure if some extra info would help...
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Georgine Lee
 
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Post » Wed Jan 26, 2011 9:41 am

@wrinklyninja,

Do you want debug info for the weather in the council chambers? I can equip the debug ring. You probably need to get your game to that point anyway, but I wasn't sure if some extra info would help...


Sure, but I think I'll need to replicate the bug myself.
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Marcin Tomkow
 
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Post » Wed Jan 26, 2011 4:50 am

Sure, but I think I'll need to replicate the bug myself.


Absolutely! Hopefully you get the same results as me :) Warning: this is rather tricky! You're locked out during Ocato's dialog. The bad weather starts as soon as Ocato approaches you and lasts throughout his dialog and the attack by the daedra afterwards. I equipped the ring twice. Once before I approached Ocato, so the weather was clear, and then again once I got control of my character again. The bad weather starts while you are locked out (have no control of your character).

Here's the log:
Spoiler
Weather Debug Ring - Current Weather: 01000807 TargetWeather: 01000807 OldTargetWeather: 0100080C Percentage: 1.00 Cell: 1 CurrentTime: 2030.07 TimeForCheck: 2031.28 Region FormIDs:** Dumping Array #42 **Refs: 1 Owner 09: Weather Debug Ring.espWeather Debug Ring - Current Weather: 000836D5 TargetWeather: 01000807 OldTargetWeather: 0100080C Percentage: 1.00 Cell: 1 CurrentTime: 2030.20 TimeForCheck: 2031.28 Region FormIDs:** Dumping Array #4 **Refs: 1 Owner 09: Weather Debug Ring.esp

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Solène We
 
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Post » Wed Jan 26, 2011 1:41 am

Good to know the HDR tweaks are looking good, I told you they weren't that drastic. They take enough of the edge off that it's tolerable to be out in daylight. Also, yes, applying the changes to the indoor weathers will be a godsend. Bonus points because it doesn't mess up the night time weather either. It's just a brightness cap.

For this new issue with the MQ and Ocato etc, I think we should suspend processing of the AN weather quest while that portion of the game is taking place so that the game can take over as needed, and then resume control once the crisis is ended. Seems like the easiest method to get around any potential problems.
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Kayla Oatney
 
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Post » Wed Jan 26, 2011 1:54 am

Good to know the HDR tweaks are looking good, I told you they weren't that drastic. They take enough of the edge off that it's tolerable to be out in daylight. Also, yes, applying the changes to the indoor weathers will be a godsend. Bonus points because it doesn't mess up the night time weather either. It's just a brightness cap.

For this new issue with the MQ and Ocato etc, I think we should suspend processing of the AN weather quest while that portion of the game is taking place so that the game can take over as needed, and then resume control once the crisis is ended. Seems like the easiest method to get around any potential problems.


That would be nice because the Oblivion weather makes it rather hard to see, especially inside. There's so much action at that point that it was hard for me to make sure I was shooting at daedra and not my companions! Of course, it's always hard for me to make sure I'm shooting baddies and not my companions, but that's a different issue altogether :) Anyway, having it a bit brighter would help!
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CHangohh BOyy
 
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Post » Wed Jan 26, 2011 3:17 pm

Ok. I walked the stages in the CS for MQ16. Starting from stage 10, and up to stage 65 is under OblivionStormTamriel. The obvious problem here is that we've altered OblivionStormTamriel to include heavy downpours of rain and the game wants this weather switched while you're still inside the council chamber.

Fortunately there's a couple of alternatives we could use to force the game to use something different during this period. Either OblivionStormTamrielMQ16 or OblivionStormElectrical, neither of which we've touched, and neither of which come with rain. We shouldn't need to even edit the MQ16 quest record either. Just have our own weather script force whichever one is chosen and then keep it in place until it's not needed anymore.
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Nauty
 
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Post » Wed Jan 26, 2011 9:54 am

The one thing that puzzles me though is, why is it raining indoors? I know you make interiors behave like exteriors so you can hear the weather and see the lightning flashes, but it normally doesn't rain inside. It also gets darker inside - it had a definite red hue for me.
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Dean
 
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Post » Wed Jan 26, 2011 12:27 pm

OblivionStormTamriel is supposed to be an outdoor weather. The reason our indoor weathers don't rain is because they can't. We altered OblivionStormTamriel adding rain. Game picks it. Rain indoors. It gets darker because that weather is darker than normal, and it's got the red hue. That's why I suggested we try one of the others to see how they work out. At least it wouldn't be raining indoors that way.
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Jani Eayon
 
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Post » Wed Jan 26, 2011 7:48 am

I've just discovered that several windows in the Better Cities Bruma chapel have not been properly converted to AN equivalents (checked with FormIDFinder, only some of the stained glass windows are correct):

http://img27.imageshack.us/img27/3785/anbadwindows.jpg
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~Amy~
 
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Post » Wed Jan 26, 2011 5:51 am

OblivionStormTamriel is supposed to be an outdoor weather. The reason our indoor weathers don't rain is because they can't. We altered OblivionStormTamriel adding rain. Game picks it. Rain indoors. It gets darker because that weather is darker than normal, and it's got the red hue. That's why I suggested we try one of the others to see how they work out. At least it wouldn't be raining indoors that way.

Ah, thanks for the explanation. Good to know!
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gemma king
 
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Post » Wed Jan 26, 2011 8:07 am

I've just discovered that several windows in the Better Cities Bruma chapel have not been properly converted to AN equivalents (checked with FormIDFinder, only some of the stained glass windows are correct):

http://img27.imageshack.us/img27/3785/anbadwindows.jpg


BC has their own mesh for the cathedral interiors, yes? That's probably what you're seeing in that case.
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Carlos Vazquez
 
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Post » Wed Jan 26, 2011 7:48 am

I've just discovered that several windows in the Better Cities Bruma chapel have not been properly converted to AN equivalents (checked with FormIDFinder, only some of the stained glass windows are correct):

http://img27.imageshack.us/img27/3785/anbadwindows.jpg



BC has their own mesh for the cathedral interiors, yes? That's probably what you're seeing in that case.



I can confirm the same issue in Bruma - I'm using full BC, but I'm more a gamer not a modder, so not sure of any specifics of what is/isn't included. For a comparison, I fast traveled to Anvil and had a look at the chapel there, and all the windows that were odd in Bruma are fine in Anvil, so not sure what's happening there.

Another odd thing I noticed in the Bruma chapel is a very thin seam running left-right through the roof and walls of the chapel towards the back where the altar is (at certain angles the sun can be seen through this seam. After this seam is where the large stained glass windows suddenly lose their transparency (unfortunately I can't take any screens at the moment). I've noticed that the "blue" windows around the top of the chapel and at the front of the chapel (either side of the doors) are also non transparent.


My modlist is as follows if that helps. Let me know if can provide any further info that may help to track this one down, or if this should be instead raised in another thread such as BC

Cheers,

Straub666

Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  Jog_X_Mod.esm03  All Natural Base.esm  [Version 1.0]04  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]05  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]06  Cobl Main.esm  [Version 1.72]07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b3p3]09  Enhanced Daedric Invasion.esm0A  TamrielTravellers.esm  [Version 1.39c]0B  FCOM_Convergence.esm  [Version 0.9.9MB3]0C  Kvatch Rebuilt.esm0D  Better Cities Resources.esm0E  BathingMod_Base.esm0F  CM Partners.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]10  Unofficial Oblivion Patch.esp  [Version 3.2.10]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  Better Cities .esp14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]18  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]**  LoadingScreens.esp19  All Natural - Real Lights.esp  [Version 1.0]1A  All Natural.esp  [Version 1.0]1B  All Natural - SI.esp  [Version 1.0]1C  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  ln.esp++  Symphony of Violence.esp1D  MIS.esp1E  Atmospheric Oblivion.esp1F  Rainbows.esp20  WindowLightingSystem.esp21  AliveWaters.esp22  Ayleid Loot EXtension.esp23  Ayleid Loot EXtension - OOO Dungeons.esp**  Book Jackets Oblivion.esp24  7lbsBedrolls-OBSE.esp++  Cobl Bookjackets.esp++  Item interchange - Extraction.esp  [Version 0.78]25  P1DseeYouSleep.esp26  P1DseeYouSleep - Vampire Bedroll Anims.esp27  Portable Campsite.esp++  P1DseeYouSleep - Portable Campsite.esp28  Reznod_Mannequin.esp29  Enhanced Economy.esp  [Version 4.2.2]2A  Crowded Roads Revisited.esp  [Version 1.1]2B  Immersive Travelers.esp2C  FF_Real_Thirst.esp2D  Map Marker Overhaul.esp  [Version 3.5.3]2E  Map Marker Overhaul - SI additions.esp  [Version 3.5]2F  DLCHorseArmor.esp30  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]31  DLCOrrery.esp32  DLCOrrery - 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Additional Enemy NPC Vars.esp  [Version 3.7b3p3]4A  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]4B  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]4C  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]4D  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]4E  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]4F  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]50  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]51  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - 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EE patch.esp  [Version 4.2]7F  AFK_Weye.esp  [Version 2.1.COBL]80  Rumare-AFK_Weye Patch.esp  [Version 2.0]81  Shadowcrest_Vineyard_COBL.esp82  Shadowcrest_Vineyard_GuardCOBL.esp83  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]84  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]++  EDI - Aggression Fix.esp85  ElsweyrAnequina.esp++  ElsweyrAnequina - Races HGEC-Robert.esp  [Version 1.1]86  road+bridges.esp  [Version 4.5.7]87  NRB4+Vineyard Patch.esp88  HeartOftheDead.esp  [Version 6.2]89  xuldarkforest.esp  [Version 1.0.4]8A  LostSpires-DarkForest patch.esp8B  xulStendarrValley.esp  [Version 1.2.2]8C  xulTheHeath.esp8D  MMMMWL-TheHeath patch.esp8E  XulEntiusGorge.esp8F  xulFallenleafEverglade.esp  [Version 1.3.1]90  LostSpires-Everglade patch.esp  [Version 1.2]91  Anequina-Fallenleaf-Patch.esp92  xulColovianHighlands_EV.esp  [Version 1.2.1]93  xulChorrolHinterland.esp  [Version 1.2.2]94  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]95  xulBravilBarrowfields.esp  [Version 1.3.2]96  xulLushWoodlands.esp  [Version 1.3]97  xulAncientYews.esp  [Version 1.4.3]98  xulAncientRedwoods.esp  [Version 1.6]99  xulCloudtopMountains.esp  [Version 1.0.3]9A  xulArriusCreek.esp  [Version 1.1.3]9B  xulPatch_AY_AC.esp  [Version 1.1]9C  HeartoftheDead-ArriusCreek patch.esp9D  xulRollingHills_EV.esp  [Version 1.3.2]9E  MMMMWL-RollingHills patch.esp9F  xulPantherRiver.espA0  xulRiverEthe.esp  [Version 1.0.2]A1  xulBrenaRiverRavine.esp  [Version 1.1]A2  xulImperialIsle.esp  [Version 1.6.3]A3  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.3]A4  xulBlackwoodForest.esp  [Version 1.0.4]A5  xulCheydinhalFalls.esp  [Version 1.0.1]A6  TearsOfTheFiend-CheydinhalFalls patch.espA7  KvatchRebuilt-CheydinhalFalls patch.espA8  Villages-CheydinhalFalls patch.espA9  xulAspenWood.esp  [Version 1.0.2]AA  xulSkingradOutskirts.esp  [Version 1.0.1]AB  xulSnowdale.esp  [Version 1.0]AC  OOO-Snowdale Patch.espAD  NRB4+UL-II+LtPD Patch.esp  [Version 3.0.1]AE  West Roads.espAF  WR Villages Addon.espB0  bartholm.espB1  NRB4+RR Patch.esp  [Version 2.1]B2  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]B3  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]B4  Badmagic - Landscape Fix for 20 -18.espB5  Badmagic - Landscape Fix for Fanacasecul.espB6  DecoratorAssistant with OBSE v1.1.espB7  DecoratorAssistant Unlock for OBSE version.espB8  DropLitTorchOBSE.espB9  PersuasionOverhaul.esp  [Version 1.43]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]BA  kuerteeGoldIsAnInventoryItem.espBB  Salmo the Baker, Cobl.esp  [Version 3.08]BC  SMYB Full.espBD  Side's Backpacks.esp  [Version 1.0]BE  Side's Backpacks (COBL).esp  [Version 1.0]BF  Roleplaying Dialogues.espC0  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.espC1  Alternate Start Revamped.espC2  BathingMod_Soap.espC3  BathingMod_Placeable_Bathtubs.espC4  OWE&P.espC5  RealisticFatigue.espC6  RealisticHealth.espC7  RealisticForceMedium.espC8  RealisticMagicForceMedium.espC9  RealSleepExtended.esp  [Version 2.4.2]CA  Duke Patricks - Nosferatu Class Vampires.esp  [Version y]CB  ClaimThatInterior.espCC  SupremeMagicka.esp  [Version 0.90]CD  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]CE  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]CF  MidasSpells.espD0  Midas OscuroGems.esp++  Midas Betterholy.esp++  Mart's Monster Mod - Midas Creature Ingredients.esp++  Midas Tigernolevel OBSE.espD1  Midas BeastFortify Fix OBSE.esp++  Jjiinx_Enhanced Disease.espD2  Syc_AtHomeAlchemy_No_Bounty_v2.espD3  StealthOverhaul.espD4  Morrowind Lockpicking.espD5  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]D6  kuerteeClothingMatters.espD7  kuerteeCrimeHasWitnesses.espD8  Ranokoas Undercover Overhaul TRN compatible.esp  [Version 1.0]D9  TRN One of the Gang.espDA  WR OotG Addon.espDB  Enhanced Grabbing.esp  [Version 0.5]DC  Duke Patricks - Double Arrow Nock Shot.esp  [Version 1.5.1a]DD  kuerteeNPCsYield.espDE  Duke Patricks - 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Balanced.esp  [Version 1.52]E6  Better Cities Full - B&M Edition.espE7  BCBravilB&MFULL-Barrowfields patch.espE8  Better Cities - Ruined Tail's Tale.esp**  BCChorrol-ChorrolHinterland patch.espE9  Better Cities - Tears of the Fiend.esp**  BCCheydinhalFULLB&M-CheydinhalFalls patch.esp**  Better Cities - Unique Landscape Skingrad Outskirts.espEA  Better Cities - Thievery.espEB  Better Imperial City.espEC  Better Cities - COBL.esp  [Version 2.1]**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]ED  bgMagicLightningbolt.esp++  Real Lava 1.3.esp**  Shining Creatures.esp  [Version 1.2]++  Shining Creatures_DLCFrostcrag.esp**  Enhanced Economy - Soulgems.esp  [Version 4.2.2]EE  FCOM_Archery.esp  [Version 0.9.9]EF  Real Hunger, Cobl.esp  [Version 1.6.1]**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]F0  Bashed Patch, 0.espF1  Duke Patricks - Combat Archery.espF2  Duke Patricks - BASIC Script Effect Silencer.espF3  FormID Finder4.esp

User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Wed Jan 26, 2011 6:32 am

Our cathedral meshes are all transparent, so if you're seeing non-transparent cathedral meshes, some other mod is changing them. BC is the likely cause in the case of Bruma. I don't know if they changed Anvil's or not. They would be the ones to take care of fixing it.
User avatar
ZANEY82
 
Posts: 3314
Joined: Mon Dec 18, 2006 3:10 am

Post » Wed Jan 26, 2011 2:13 pm

Ok. I walked the stages in the CS for MQ16. Starting from stage 10, and up to stage 65 is under OblivionStormTamriel. The obvious problem here is that we've altered OblivionStormTamriel to include heavy downpours of rain and the game wants this weather switched while you're still inside the council chamber.

Fortunately there's a couple of alternatives we could use to force the game to use something different during this period. Either OblivionStormTamrielMQ16 or OblivionStormElectrical, neither of which we've touched, and neither of which come with rain. We shouldn't need to even edit the MQ16 quest record either. Just have our own weather script force whichever one is chosen and then keep it in place until it's not needed anymore.


We have an interior version of the OblivionStormTamriel weather, we could instead apply that just before the game applies its own weather. Just an idea, I'd have to check things out myself before making any changes.

I'm going to be testing loading All Natural - Real Lights.esp later, after Atmospheric Oblivion and MIS, but before AWLS, to see how that works. If I can't see any problems with it, I'd suggest that when we get to 1.1, we update the guidelines and BOSS so that it loads later, so I don't need to release patches for AO and MIS, and instead we can just add a note to the readme telling people to import scripts from them. There was also that thing about those 4 flames being moved in All Natural.esp, I'm curious why they were moved...

I've written in the fog distances tweaking feature, haven't actually tested it yet. Does anyone have a link for Pseron Wyrd's Morrowind Fog? I couldn't see it on Nexus. I'll be testing and working out suggested values for effects similar to Redbag's Fog mod, Morrowind Fog, and sdnLODFog shortly.

EDIT: Regarding the fog distances feature, I've got it so that there's one multiplier per weather type that affects near and far distances alike. This will multiply the absolute value of the distance (so negative values get more negative, and positive values get more positive). This poses a problem though, as if the multiplier is < 1, the distance (logically) should decrease, but if any of the distances are negative, they will actually increase - so for a standard fog weather, the near distance will get further, and the far distance will come closer. The converse is also true, with negative near values getting closer with multipliers that are > 1. Really, it should be so that the negative values also decrease, so I'm going to change that to be the case. Sound right?
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Wed Jan 26, 2011 3:44 pm

Thanks for maintaining this mod, it makes the game so much more enjoyable.

I've been experiencing the Oblivion Gate weather sticking as well, below are my observations. I'm using All Natural version 1, OBSE 18, and Wrye Bash 287.

I think that during weather transitions city/interior/exterior loading causes the weather to reset to the previous weather, possibly canceling the transition. If the weather is in the process of transition from Oblivion Gate weather when this happens, the Oblivion Gate weather comes back and behaves like "normal" weather rather than being dependent on proximity to a gate. You then have to wait for it to run it's course like normal weather - although I've found continual city or interior/exterior loading can cause it to go away.

To test this I used a default All Natural ini and timescale of 30. I triggered Oblivion Gate weather and then ran to Cheydinhal. The weather had mostly transitioned back but I could still hear a little thunder. Upon entering Cheydinhal the Oblivion Gate weather was back in full force. It took hours of game time to go away if I just stood around (I would change my timescale to 1000 and it eventually went away) however entering and exiting buildings or the city could cause it to immediately disappear (no transition).

Having a lower timescale with the default All Natural ini exasperates this effect as you are more likely to cause city/interior/exterior loading during a transition (because transitions take longer) and weather lasts longer. I recommend lowering Transition Times for all weathers in the ini to match your timescale. I use this formula y/30=x where y is your timescale. Solve for x to get ideal Transition Time. As a work around to the Oblivion Gate weather consider reducing transition time even further. If you are already experiencing everlasting Gate weather, make sure you are not close to a gate, set your timescale to 1000, wait for it to go away. It should within minutes. Change back to your desired timescale.

To the authors of this mod are these recommendations sound? Please let me know if there is anything specific I can do to help.
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

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