[RELz] Weather: All Natural, Thread 29

Post » Tue May 17, 2011 9:17 am

I think it'd be OK to put Mania off 'till 1.2 - we've got a decent changelog for 1.1 as it is. I've got all the files that have been posted here, apart from the Losing Your Religion stuff (if someone could tell me what needs to be done with that, because I haven't been following it). I've also got a very speedy internet connection, so I can manage the release this time, I think, unless there are objections. If you could send me any changes I don't have, and changelogs if you've got them, I can add them in.

I haven't yet had a chance to consider Belanos' suggestions, which might also slip back to 1.2 depending, and I want to refine the new fog distances feature a little.
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Ashley Hill
 
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Post » Tue May 17, 2011 11:47 am

I think we're good to go on a 1.1, if you send me the ESM, I have everything else already over here and ready to pack up.

Mania can hold out for 1.2, at which point we should also have those nifty particle boxes to start placing :)
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Roy Harris
 
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Post » Tue May 17, 2011 12:47 am


Mania can hold out for 1.2, at which point we should also have those nifty particle boxes to start placing :)

Particle boxes!? What did I miss :hehe:

Always nice to read about the All Natural progressing into yet an other stupendous release.

Cheers!
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Danny Warner
 
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Post » Tue May 17, 2011 10:47 am

Particle boxes!? What did I miss :hehe:
http://img198.imageshack.us/img198/8500/snowbox2.jpg are http://www.gamesas.com/index.php?/topic/1136990-relzresources-vaper/. You can have http://i285.photobucket.com/albums/ll61/Revanchism/Particle%20Effect%20Resources/Localisedrain4.jpg, http://i285.photobucket.com/albums/ll61/Revanchism/Particle%20Effect%20Resources/Localisedsnow2.jpg, or, uhh... http://i285.photobucket.com/albums/ll61/Revanchism/Particle%20Effect%20Resources/Couldntresist.jpg?

Vac
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Chloe Lou
 
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Post » Tue May 17, 2011 4:21 am

Raining Septims mod, anyone? :hubbahubba:
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Chloé
 
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Post » Tue May 17, 2011 3:36 am

A question for Brumbek: How much more of SI support is there to do, besides the Mania meshes you're doing ATM? Am I right in thinking that with the Palace and SI Settlements done, and Mania being done, that leaves Dementia and the two New Sheoth districts (Bliss and Crucible)? What about Passwall?
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Alyna
 
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Post » Tue May 17, 2011 6:06 am

Passwall is built with settlement meshes, so it should already be covered by the settlements package.

Mania and Dementia interiros are only used in New Sheoth, so that's more or less all that's left to do.

Question of my own - the replacement files for Oblivifall I have here include a bunch of stuff for some divine shields. What's the deal with those?

On that note, the OMOD script needs to be updated to take the new folder those files are in into account. Noticed it when I went to package things up this morning. I fixed the wizard already. (Gotta love PLAIN TEXT files)

The code from the wizard:
	If DataFileExists('Oblivifall - Losing My Religion.esp')		SelectSubPackage '05 Oblivifall - Losing My Religion Patch'	EndIf

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Dalley hussain
 
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Post » Tue May 17, 2011 6:24 am

Passwall is built with settlement meshes, so it should already be covered by the settlements package.

Mania and Dementia interiros are only used in New Sheoth, so that's more or less all that's left to do.

Question of my own - the replacement files for Oblivifall I have here include a bunch of stuff for some divine shields. What's the deal with those?

On that note, the OMOD script needs to be updated to take the new folder those files are in into account. Noticed it when I went to package things up this morning. I fixed the wizard already. (Gotta love PLAIN TEXT files)

The code from the wizard:
	If DataFileExists('Oblivifall - Losing My Religion.esp')		SelectSubPackage '05 Oblivifall - Losing My Religion Patch'	EndIf



OK, sounds like things are pretty far along. :)

If you put up a pre-release test as usual, I'll make the OMOD data updates with that and send them to you.
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Georgia Fullalove
 
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Post » Tue May 17, 2011 3:52 am

That's partly why we need to know what to do with these shield meshes and textures. I don't know what they have to do with weather, but they were in the package Brumbek put together for it.
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Rob Davidson
 
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Post » Tue May 17, 2011 4:09 am

If I recall correctly, those shield meshes and textures were meant as a replacement for Losing my Religion's Knightly Order shields. I'd recommend asking Cliffworms (though he's been difficult to get a hold of, it seems - I'm still waiting on an updated list of fixes for the LMR testing I'm doing) to include those as an optional download for LMR. I think you can leave them out of All Natural.
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Kevan Olson
 
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Post » Tue May 17, 2011 11:53 am

That's partly why we need to know what to do with these shield meshes and textures. I don't know what they have to do with weather, but they were in the package Brumbek put together for it.

Sorry for the delay. I wasn't watching this thread so without any PM's I forgot to check here. All those files are needed...well, not needed per se, but wanted. LMR includes shields with the gods' symbols on them, and All Natural retextures those symbols for the windows. So I edited the shields to match the windows. So again, those files are part of the LMR All Natural patch.

See here:

http://i275.photobucket.com/albums/jj317/Brumbek/Oblivion%20General/LosingMyReligionShieldTextureChanges.jpg

So that file I sent you should be entirely included for the AN patch for LMR.

I've sent Cliffworms a separate file that improves some stuff for LMR but those improvements are not necessary for AN support. Hopefully he'll update his mod with my improvements soonish, but our patch will work regardless.

If you want to send me the version 1.1 build link, I can check it out but it all should be good.
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Erika Ellsworth
 
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Post » Tue May 17, 2011 3:56 am

Cool, you both have PMs with links :)
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Stacy Hope
 
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Post » Tue May 17, 2011 2:38 pm

Well this is annoying! Maybe its a beginner problem but every time I try to enter an interior the walls and floor is gone and I keep falling down...over and over again. Ahh yeah and there seem to be alot of missing meshes. Ive tried different load orders but the problem persists. Any ideas? The mod looks gorgeous btw.
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Cartoon
 
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Post » Tue May 17, 2011 6:05 am

Well this is annoying! Maybe its a beginner problem but every time I try to enter an interior the walls and floor is gone and I keep falling down...over and over again. Ahh yeah and there seem to be alot of missing meshes. Ive tried different load orders but the problem persists. Any ideas? The mod looks gorgeous btw.

Activate all the All Natural plugins apart from the Filter Patch.
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Reven Lord
 
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Post » Tue May 17, 2011 4:22 am

IGNORE THIS POST I CANT SEEM TO DELETE IT.
The first time i tried to start up the mod I sort off misunderstood that part. But now I ticked that one off. I even Reinstalled Oblivion(maybe that wasnt necessary) . And im not using the filter mod. Actually when I tried to use the filter mod back then game wouldnt start up at all so yeah Its probably not that.
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A Boy called Marilyn
 
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Post » Tue May 17, 2011 8:19 am

Activate all the All Natural plugins apart from the Filter Patch.

The first time i tried to start up the mod I sort off misunderstood that part. But now I ticked that one off. I even Reinstalled Oblivion(maybe that wasnt necessary) . And im not using the filter mod. Actually when I tried to use the filter mod back then game wouldnt start up at all so yeah Its probably not that. :(
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Roberto Gaeta
 
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Post » Tue May 17, 2011 1:57 am

The first time i tried to start up the mod I sort off misunderstood that part. But now I ticked that one off. I even Reinstalled Oblivion(maybe that wasnt necessary) . And im not using the filter mod. Actually when I tried to use the filter mod back then game wouldnt start up at all so yeah Its probably not that. :(

Well, you need to install the mod properly to get it to work properly. You haven't done that, so uninstall it, read the readme again and then reinstall it.

You might also want to wait for 1.1, which should be out very soon.
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DAVId Bryant
 
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Post » Tue May 17, 2011 9:56 am

Well, you need to install the mod properly to get it to work properly. You haven't done that, so uninstall it, read the readme again and then reinstall it.

You might also want to wait for 1.1, which should be out very soon.

Ill be sure to do that! Well I think I got it working! Thank you. Hmm werent the nights supposed to be very dark? Ohh the readme tells me how of course.
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josie treuberg
 
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Post » Tue May 17, 2011 11:16 am

Yes, actually it does, so that's the best place to find the answers on how to set that up.
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LADONA
 
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Post » Tue May 17, 2011 4:12 pm

Nope! tried every console command and not seeing any results. Nights are still blue and very visible. This is frustrating. Theres always something new.
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Rob Davidson
 
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Post » Tue May 17, 2011 6:17 am

Nope! tried every console command and not seeing any results. Nights are still blue and very visible. This is frustrating. Theres always something new.

Hmmm....quick check:
1. Did you install the mod using OBMM or BAIN, or manually?
2. Did you use BOSS?
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Melanie
 
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Post » Tue May 17, 2011 8:31 am

Funny, the readme doesn't say to use the console, so one wonders why you'd do that.
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trisha punch
 
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Post » Tue May 17, 2011 6:44 pm

Version 1.1 is up at Nexus, other mirrors pending.

A lot happened on this one, details inside the spoiler:
Spoiler
Fixed the wrong weather length parameters being used when lengths have been customized.
Fixed weather de-sync in the finale of the Main Quest (MQ16).
Fixed an incorrect 'Behave As Exterior' setting for a Feldscar interior and an incorrect climate setting for a Better Cities interior in the Filter Patch.
Fixed Bravil Mages Guild meshes and climate settings.
Toned down HDR further in interiors and exteriors.
Changed how weather transitions are handled across cell transitions so that such situations should be less immersion breaking.
Optimized cell checks in weather scripts.
Moved ini file to Data\ini.
Removed the rain added to OblivionStormTamriel weather in a previous version.
Added fog distance customization options to the ini.
Reworked all Bravil meshes, adding window frames to all windows among other things.
One Arena cell did not have a climate setting which could result in a loss of weather sync when it was visited.
Lighting improvements to the Blackwood Company Hall.
Oblivifall: Losing My Religion has been added to the weather filter.
Modified cathedral meshes for use with Oblivifall have been included as a new patch option.
Added Natural Interiors support for SI settlements.
Added the following meshes:
settlements\dementiadoorinterior01.nif
settlements\housedementia01interior.nif
settlements\housedementia02interior.nif
settlements\housedementia03interior.nif
settlements\housedementia04interior.nif
bravil\bravilmagesguildint2ndfloor02.nif
bravil\bravilmagesguildint2ndfloor03.nif
Modified the following meshes:
chorrol\interior\chorrolhouseupper02interior01.nif (modified to work with Wellspring Vale)
chorrol\interior\chorrolhouseupper02interior02.nif (modified to work with Wellspring Vale)
anvil\anvilhousemcinterior01.nif
city\citywalls\sesacellum ardensultowerinterior.nif (fixed seams)
farmhouse\farmhouseinterior04.nif
bravil\bravilfightersguildint1stfloor.nif
bravil\bravilfightersguildint2ndfloor.nif
bravil\bravilfightersguildint2ndfloorb.nif
bravil\bravilfightersguildint3rdfloor.nif
bravil\bravilhouseintl01.nif
bravil\bravilhouseintl02.nif
bravil\bravilhouseintl03.nif
bravil\bravilhouseintl04.nif
bravil\bravilhouseintl05.nif
bravil\bravilhouseintm01.nif
bravil\bravilhouseintm02.nif
bravil\bravilhouseintm03.nif
bravil\bravilhouseintm04.nif
bravil\bravilhouseintm05.nif
bravil\bravilhouseintm06.nif
bravil\bravilhouseintm07.nif
bravil\bravilhouseintm08.nif
bravil\bravilhouseintu01.nif
bravil\bravilhouseintu02.nif
bravil\bravilhouseintu03.nif
bravil\bravilmagesguildint1stfloor.nif
bravil\bravilmagesguildint3rdfloor.nif
bravil\bravilsilverhomeonthewaterint2ndfloor.nif
bravil\bravilsilverhomeonthewaterint3rdfloor.nif
Added the following textures:
settlements\window01ext.dds
settlements\window01ext_n.dds
settlements\window01extcircle.dds
settlements\window01extcircle_n.dds
Modified the following textures:
chorrol\interior\glasswindow01interior.dds
chorrol\interior\glasswindow01interior_n.dds
chorrol\interior\glasswindow02interior.dds
chorrol\interior\glasswindow04interior.dds
chorrol\interior\glasswindow10ainterior.dds
chorrol\interior\glasswindow10ainterior_n.dds
chorrol\interior\glasswindow10binterior.dds
chorrol\interior\glasswindow10interior.dds
chorrol\interior\glasswindow10interior_n.dds
chorrol\interior\glasswindow11archinterior.dds
chorrol\interior\glasswindow11interior.dds
chorrol\interior\glasswindow11interior_n.dds
chorrol\interior\mageguildwindowint02.dds
chorrol\interior\mageguildwindowint03.dds
chorrol\interior\mageguildwindowint03a.dds


Of critical importance, make sure the All Natural.ini file is in your Data\ini folder now or Bad Things™ will happen.

If you are using the clearHDR test patch, remove that now. Version 1.1 makes those fixes native to the mod.

Looking ahead, once the rain and snow particle boxes are perfected, we'll be looking to start adding those for the 1.2 release down the road in the appropriate places. It's a significant amount of work, so there's a good chance we'll be releasing a preliminary test for 1 or 2 cities at first before going full boar on getting them all set in every location that will need them.
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Alexandra Louise Taylor
 
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Post » Tue May 17, 2011 3:33 pm

I should also note that if you're using Night Luminance, you may find that the nights are slightly brighter now - this is due to the HDR changes we made. If it turns out to be a bother to people, I'll take a look at trying to restore how it was before for 1.2. Also, I'd like some feedback for the fog distances feature added, does it fulfil any need you had, or can you think of ways it could be better?

In addition, I'm wondering how many people install AN as an OMOD - if not many do, then I might remove the OMOD conversion data in 1.2, because it's a PITA to upkeep. The only reservation I would have for doing such a thing is that BAIN can't currently rename files, so it can't do a scripted Real Lights only install like the OMOD can. So, how do you install AN?
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Marie
 
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Post » Tue May 17, 2011 9:00 am

Also one other thing of note while I was updating my BAIN installers folder with 1.1, since it now contains patch files to overwrite some things in Losing My Religion, AN will need to be positioned so it installs after that mod if you are going to use those files, otherwise you can leave it where it's at. This does NOT require altering the load order, only the package order.
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e.Double
 
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