[RELz] Weather: All Natural, Thread 28

Post » Tue Jan 25, 2011 7:32 am

Description:

All Natural combines a robust custom weather system that allows the use of weather types from all existing weather mods with custom versions of Natural Interiors and Real Lights in order to provide the greatest weather/environment experience possible. The three segments of All Natural will be explained below:

1. Custom Weather System

The cornerstone of All Natural is unique weather system that includes a new regional weather script to keep the weather synced on interior/exterior switching and when fast traveling and a variety of optional features to help enhance and customize the user's weather experience. All Natural also allows you to choose from only vanilla weathers or from some or all the weather types from Natural Weather, Atmospheric Weather System, and Enhanced Weather.

2. Natural Interiors

Natural Interiors was originally created by Wormheart, and its purpose was to make it so interior locations such as houses and guilds would be affected by the weather outside and time of day, and to make it so interior locations had weather sounds inside very similarly to the original “Weather Inside” mod. To accomplish this, interior windows were made transparent and the sky outside now matched the exterior weather and time of day. The result is you can look out an interior window and see a sunset, stars, etc and also have the interior lighting level change based on it being sunny, cloudy, nighttime, etc, plus you can hear rain/storm sounds from within.Sadly, Natural Interiors was never finished and had some issues. However, All Natural now includes an improved and expanded version that cannot be found outside of All Natural. Also, the Natural Interiors segment of All Natural cannot be separated from All Natural, so you must use All Natural in full to benefit from the Natural Interiors segment.

3. Real Lights

Real Lights was an incredibly ambitious project by Josef K. which aimed to replace all the fake lighting (invisible lights with no actual light source) with real lights with real light sources. For example, with Real Lights locations have candles or other light sources that emit light instead of generic white light coming from mid-air.Sadly Real Lights was abandoned long ago and has some issues with save game bloating. However, the mod has now been included in All Natural and has been recently updated to fix all the problems it previously had. The All Natural version of Real Lights is the most updated and safe version of Real Lights and no one should use the older stand-alone version. The Real Lights segment of All Natural is the only segment you can actually use independently, so even if you want to use, say, Enhanced Weather, you can use the Real Lights plugin from All Natural. Instructions on how to do this are included in the installation section of this guide.

http://www.tesnexus.com/downloads/file.php?id=18305 v1.0 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v1.0 @ ModDB
http://www.invision.tesalliance.org/forums/index.php?/files/file/604-all-natural-weather-v10/ v1.0 @ TESA

Support patches for Nascosto Isles, and Kvatch Rebuilt are provided to bring their interiors under the control of All Natural's system.

An extensive filter supporting several other mods is also included which attaches climate data to interiors. Additional mods can be added to this, by request, but space is limited due to the number of masters an ESP is allowed to have. This limitation cannot be overcome by any means. So additions to this list will be considered on a case by case basis, and yes, popularity of the requested mod will be a factor in this.

http://www.gamesas.com/index.php?showtopic=1112446

All changelog information will be contained in the readme. Please refer there if you want to look over the struggle to get to a full release.

Original All Natural, up to version 0.6, by Chong Li.
All Natural 0.7 through to present by Wrinklyninja, Arthmoor, and Brumbek.
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naome duncan
 
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Post » Tue Jan 25, 2011 5:11 am

Congratulations Arthmoor, you finally upgrade All Natural Weather to 1.0 version. :celebration: :celebrate:

Thank you Arthmoor for that release. :clap: :bowdown:
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ONLY ME!!!!
 
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Post » Tue Jan 25, 2011 11:47 am

Going to nuke enhanced a bit bored with it and install all natural now. Glad to hear 1.0 is out.
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jeremey wisor
 
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Post » Tue Jan 25, 2011 12:14 pm

Ok, I've fixed the Chorrol mesh for WhoGuru. Please verify that it looks ok with your mod WhoGuru, if not let me know.

I've also fixed the Anvil mesh error Arthmoor found.

I also fixed a few seams in the Ardun Sul SI mesh.

http://www.megaupload.com/?d=SJ47GOMF
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Motionsharp
 
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Post » Tue Jan 25, 2011 4:25 pm

I'm wondering wether it's a bug, or a feature, that I'm getting excessive bloom and strange lighting during some indoor weathers (most often happens on midday thunderstorms)

Of course, I could just turn HDR off, but.. outdoors look better with HDR


How can I fix it?
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Chris Cross Cabaret Man
 
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Post » Tue Jan 25, 2011 9:15 am

Super - it's finally at v1.0. Congrats!

Arthmoor, have you considered (in your no-doubt ample free time) doing some Real Lights patches for popular mods? In particular, I've noticed some of the ruins in The Ayleid Steps to be almost obnoxiously bright now that I'm used to RL's nice moody interiors.
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CHangohh BOyy
 
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Post » Tue Jan 25, 2011 5:17 pm

Ok, I've fixed the Chorrol mesh for WhoGuru. Please verify that it looks ok with your mod WhoGuru, if not let me know.

I've also fixed the Anvil mesh error Arthmoor found.

I also fixed a few seams in the Ardun Sul SI mesh.

http://www.megaupload.com/?d=SJ47GOMF


Thank you very much!! I'll have the two people who reported this update and have a look today. :D My PC is currently pretending to be a paperweight. Hope to have it fixed later but in the meantime I've no access to Oblivion. LOL

And on a side note, wanted to mention I use and adore your textures in AWLSaC. :bowdown: Thank you very much!
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Shannon Marie Jones
 
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Post » Tue Jan 25, 2011 8:47 am

and update. :D One of my players checked, she's using Immersive Interiors and AN and the wall is still across the doorway.
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Daniel Holgate
 
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Post » Tue Jan 25, 2011 10:15 am

I finally made it back to Kvatch after updating to 1.0. I'm running Kvatch Rebuilt but I didn't think I needed to do anything special to upgrade. I asked in the previous thread and Arthmoor said I should get snow in Bruma, which I've had.

Anyway as I approached Kvatch it was beautifully sunny. As soon as I entered the city, I was in the middle of a nasty thunderstorm. This continued even after I left the city. Is this normal? I haven't done anything special with the transitions. It's still pissing rain as I head to Anvil, but it hasn't been that long yet, game time. Just wondering if I need to do a clean save... I'm at the point with Kvatch Rebuilt where the city is almost done, if that matters.
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biiibi
 
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Post » Tue Jan 25, 2011 6:35 am

and update. :D One of my players checked, she's using Immersive Interiors and AN and the wall is still across the doorway.


I'm having this issue aswell :sadvaultboy:
Other than that though, awesome mod :)

Keep it up!
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Jaki Birch
 
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Post » Tue Jan 25, 2011 7:46 am

Since enhanced weathers had darker nights 80% been wondering what to change in the an ini to make it darker. Loving all natural btw.
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Jessica Stokes
 
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Post » Tue Jan 25, 2011 3:16 pm

Thank you very much!! And on a side note, wanted to mention I use and adore your textures in AWLSaC. :bowdown: Thank you very much!

Wow, thank you very much for saying that. Coming from you, a very, very talented modder, that means a lot!

and update. :D One of my players checked, she's using Immersive Interiors and AN and the wall is still across the doorway.

Hmm, grr! My game works fine...is the user absolutely sure they unpacked my fixpack archive to Oblivion\Data? And the user must be using version 1.0 of AN too. What mod of yours has the conflict? I'll need to get the names of the interior meshes used in the cell because only chorrolhouseupper02interior01.nif looks like your screenshot...and I fixed that one.
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Dawn Farrell
 
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Post » Tue Jan 25, 2011 5:48 am

Wow, thank you very much for saying that. Coming from you, a very, very talented modder, that means a lot!


Hmm, grr! My game works fine...is the user absolutely sure they unpacked my fixpack archive to Oblivion\Data? And the user must be using version 1.0 of AN too. What mod of yours has the conflict? I'll need to get the names of the interior meshes used in the cell because only chorrolhouseupper02interior01.nif looks like your screenshot...and I fixed that one.


Awww :blush: Thanks!

and the user, or one of them, is Yevic who posted above. I'll try to get him back in here to ask tomorrow. XD My PC was out of comission for a couple days so I haven't been able to test this one myself. Now in the screen above, it's both chorrolhouseupper02interior01 and 02. :D They fit together. So I can see why you put the wall over interior01. LOL To block it off but it's actually meant to be used with the other piece.

The mod where they're seeing this is my village, Wellspring Vale: http://www.invision.tesalliance.org/forums/index.php?/files/file/594-wellspring-vale/

It's the Galleria House that uses those meshes. :D They're vanilla. I didn't mess with them at all. LOL Honest.
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A Lo RIkIton'ton
 
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Post » Tue Jan 25, 2011 2:02 pm

[Removed initial message as it was wrong. :) ]

My initial fix does fix the wall issue just fine, so my fixpack must not have been installed or something...

However, the AN versions of those two meshes do cause some minor issues that only perfectionists like me care about. I'll fix those issues shortly...
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Cheryl Rice
 
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Post » Tue Jan 25, 2011 4:49 pm

:lmao: Well that explains that. It took some finicky adjustments on my part to get them lined up properly and yes...much sailor worthy cussing at Beth. XD Thank you very much for fixing it and I'll give Yevic a nudge to install the right update this time. LOL I'm very grateful!
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Chantelle Walker
 
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Post » Tue Jan 25, 2011 3:27 pm

Confirmed - the fixed meshes work fine. The gap is slightly annoying but it's not too obvious if you're not looking for it.
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Alexxxxxx
 
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Post » Tue Jan 25, 2011 7:57 pm

Ok, so how long does it have to rain before you consider it stuck? I feel like I'm in England in November (from what I understand from my husband's stories - I've never had the pleasure ;)). As I said in my earlier post, it was nice and sunny until I entered Kvatch, but as soon as I entered the city, it started to thunderstorm and has been doing so ever since. It's been 10 game hours now. Time for a clean save and reinstall or did somebody feel nostalgic? I don't want to break Kvatch Rebuilt and I've had issues in the past in trying to uninstall, so if things are fine, I'll put up with my soaked robes :(
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Guinevere Wood
 
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Post » Tue Jan 25, 2011 3:10 pm

You say this is close to or after the rebuild is complete? I can fire up the one guy I have who has completed it and see what happens, but the last time I checked everything was working fine. Wrinklyninja can attest to how much I bugged him about it :)
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Dalia
 
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Post » Tue Jan 25, 2011 10:59 am

You say this is close to or after the rebuild is complete? I can fire up the one guy I have who has completed it and see what happens, but the last time I checked everything was working fine. Wrinklyninja can attest to how much I bugged him about it :)


Yes that's correct. Just waiting to get the quest to find the count's heir. The weather has finally just cleared after almost 11 hrs. Is Wrinkly from England? Maybe he's the one who's feeling nostalgic :) I was just surprised how suddenly it came on when I entered the city and then stuck for so long after that. Please tell me it won't rain every time I enter Kvatch!
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Andres Lechuga
 
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Post » Tue Jan 25, 2011 9:00 am

It shouldn't. For instance, I was just there and had nice sunny weather. Run of bad luck perhaps? Also, if your weather duration times are still set to the default of 9, 11 hour rain isn't impossible.
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Tiff Clark
 
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Post » Tue Jan 25, 2011 7:02 pm

It shouldn't. For instance, I was just there and had nice sunny weather. Run of bad luck perhaps? Also, if your weather duration times are still set to the default of 9, 11 hour rain isn't impossible.


Alright, thanks. I'll see what happens when I go back to Kvatch. Yes, the weather should still be at the default, although that reminds me that I may not have disabled some of the weathers, which I normally do...
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victoria johnstone
 
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Post » Tue Jan 25, 2011 9:25 am

I have purple night sky after installing...edit...daytime http://i36.photobucket.com/albums/e7/brygdom/Oblivion/ac0932b1.jpg too


Spoiler
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Ebony Lawson
 
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Post » Tue Jan 25, 2011 11:10 pm

Missing textures causes that i think.
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neil slattery
 
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Post » Tue Jan 25, 2011 12:12 pm

Not having All Natural.esp active will give you missing textures.
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Mistress trades Melissa
 
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Post » Tue Jan 25, 2011 7:33 pm

I have AN esp imported with checkbox for climate in bash patch. Is that not correct?
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Marine Arrègle
 
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