[RELz] Weather: All Natural, Thread 29

Post » Mon May 16, 2011 2:47 pm

You mean with start choices active?

I hope so because I really want to use that mod.
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Eliza Potter
 
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Post » Mon May 16, 2011 5:42 am

You mean with start choices active?

I hope so because I really want to use that mod.


With Cliffworm's mod active. Also had Immediate Character Generation active, but that is probaly not needed. Should be easy to test with Start Choices, now that you know how to test it. Me, I'm off to bed to do some resting after all this testing.
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stephanie eastwood
 
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Post » Mon May 16, 2011 3:34 pm

The weather only starts working properly when you enter the Tamriel Worldspace.


Seems like something we ought to be able to fix, I'd hope? The only reason it probably doesn't come up much is that alt-start mods in which you don't immediately hit the Tamriel worldspace aren't nearly as popular.
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Skivs
 
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Post » Mon May 16, 2011 6:14 am

The weather only starts working properly when you enter the Tamriel Worldspace.


Quite possible, due to variables needing filling. I'll take a look at the script and see if I can ease up on such things though.
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Alba Casas
 
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Post » Mon May 16, 2011 6:29 pm

But wouldn't Start Choices place you in the Tamriel worldspace? I also don't understand what PetrusO was trying to do. It sounded like you started the game with AN disabled and then enabled it. Why wouldn't you start the game with AN enabled, especially if you were using something like Start Choices? I would like to use Start Choices as well and I would be inclined to start the game with everthing enabled, so I'm trying to understand what you mean.
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Trey Johnson
 
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Post » Mon May 16, 2011 7:10 pm

With Start Choices you have the option to even already own a house and iirc maybe even start in an inn or in one of the other town jails.

It really is great what it offers.
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Chrissie Pillinger
 
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Post » Mon May 16, 2011 6:25 am

Yeah, well that's why I'm confused! :) I had a look at the Nexus page and it looked like all the options would be locations in Tamriel, so I don't understand how it would be messing with AN if the problem is that you need to be in the Tamriel worldspace. Unless starting inside an inn doesn't count as being in the Tamriel worldspace...
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TIhIsmc L Griot
 
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Post » Mon May 16, 2011 12:03 pm

Yeah, well that's why I'm confused! :) I had a look at the Nexus page and it looked like all the options would be locations in Tamriel, so I don't understand how it would be messing with AN if the problem is that you need to be in the Tamriel worldspace. Unless starting inside an inn doesn't count as being in the Tamriel worldspace...
Well if you start in a jail or house then you are going into a city space (after getting out, leaving house) before the tamriel world space. I think that is what was happening.
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x a million...
 
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Post » Mon May 16, 2011 3:55 pm

Hi Arthmoor! In the instructions, you recommend to use the Storms and Sounds mod for more sounds. This mod comes with a bunch of different .esp files so I'm a bit confused on how to best use Storms and Sounds with Weather: All Natural. Do you have any advice? Thanks
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Jeremy Kenney
 
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Post » Mon May 16, 2011 12:12 pm

@Andalaybay, Psymon: Yes. When you exit the vanilla tutorial dungeon, you are coming from unaffected interior cells out to the wilderness. The "Tamriel worldspace" is the container in the game where everything that's not a city is located. If you're inside a city, that's actually a differnet worldspace container - ie: LeyawiinWorld or IC etc. Apparently AN doesn't initialize everything completely until your first visit to the Tamriel worldspace.

@Tobit: Use the one that's designed for OBSE.
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Angelina Mayo
 
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Post » Mon May 16, 2011 7:58 am

@Tobit: Use the one that's designed for OBSE.

Ok, thanks. That is what I thought but the first time I tried it, I was hearing rain but not seeing any rain drops. I'll play with it some more. :rolleyes:
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Jamie Moysey
 
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Post » Mon May 16, 2011 11:06 am

@Andalaybay, Psymon: Yes. When you exit the vanilla tutorial dungeon, you are coming from unaffected interior cells out to the wilderness. The "Tamriel worldspace" is the container in the game where everything that's not a city is located. If you're inside a city, that's actually a differnet worldspace container - ie: LeyawiinWorld or IC etc. Apparently AN doesn't initialize everything completely until your first visit to the Tamriel worldspace.

And I was thinking more of the Inns out in the wilderness rather than inside a city. So some of the starting locations for Start Choices would be fine and others not. Now even so, presumably AN would get itself sorted eventually... Not saying that it wasn't good to point out that AN is having some trouble initializing properly sometimes though - I don't like instantaneous transitions or stuck weather either.
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michael flanigan
 
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Post » Mon May 16, 2011 5:35 am

Looking at the script, the initialization delay is because AN needs to record your last exterior worldspace for when you're inside (so if you start off inside, AN won't do anything until you go outside), and you also need to go to Tamriel worldspace because it needs to check if you're still in Cyrodiil (to prevent problems with Elsweyr and any other accross-the-borders mods). I'll try to think of a way around this, but no promises.
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Britta Gronkowski
 
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Post » Mon May 16, 2011 6:47 pm

Somewhere along the line I picked up an AN version 1 fix pack - is that still needed?

it has mergeable esp for mages guild and SI settlements NIW support.

I don't see it listed on the nexus page of first post here, yet I'm sure I got it after the last release date for version one on Nexus.

kinda confused
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Liv Brown
 
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Post » Mon May 16, 2011 2:41 pm

Somewhere along the line I picked up an AN version 1 fix pack - is that still needed?

it has mergeable esp for mages guild and SI settlements NIW support.

I don't see it listed on the nexus page of first post here, yet I'm sure I got it after the last release date for version one on Nexus.

kinda confused


That was Brumbek's mesh fixes and SI additions. It's hosted elsewhere, you'll have to get the link from somewhere in the last thread.
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Dean
 
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Post » Mon May 16, 2011 5:00 pm

Was his fixes? For AN though? Still needed?

Why not have that link in the OP?

Oh well if it is still needed then that is what I mainly needed to know because I already have them.
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Chloe Lou
 
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Post » Mon May 16, 2011 11:11 am

Was his fixes? For AN though? Still needed?

Why not have that link in the OP?

Oh well if it is still needed then that is what I mainly needed to know because I already have them.


There was one set of fixes for Better Cities, but the rest were for AN meshes, mostly so that they'd work when used in other mods. As for why they're not in the OP or on Nexus, it's because they're relatively minor things, not game-breaking, and they'll be included in the next update to AN, so most people can wait till then. Intrepid forum thread readers just get to use them before others, and can help test them out.

EDIT: Can anybody think of any interior cells that behave as exteriors in vanilla Oblivion besides the Temple Of The One and Skingrad Castle's Courtyard? Alternatively, can you think of any mod-added interiors outside of Cyrodiil that behave as exteriors, and have vanilla climates assigned? I'm thinking that we could ditch the current worldspace/region check to see if we're in Cyrodiil in favour of a climate based one - if you're in Cyrodiil, then you'll either have a vanilla climate assigned or an AN one, and unless mods add vanilla climates to interiors outside of Cyrodiil, that'd work.

Basically, I'd like to set the checks up something like this:

if (InInterior && InteriorBehavesAsixterior && ClimateIsANOrVanillaCyrodiil) OK to proceed
elseif (InWorldspace && WorldspaceParentIsTamriel && ItWasOKToProceedLastFrame) OK to proceed ;I still need to replace that last check with something that doesn't depend on prior data.
elseif (InTamrielWorldspace && InCyrodiilWeatherRegion) OK to proceed
else STOPRIGHTTHERECRIMINALSCUM
endif
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Lillian Cawfield
 
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Post » Mon May 16, 2011 2:29 pm

The various Arena cells where you go to watch matches and participate in fights are flagged Behave as Exterior.

Are you sure a climate based check is going to work as expected in all cases? I'd really hate to see things regress to the point where Elsweyr no longer behaves properly.
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Michael Russ
 
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Post » Mon May 16, 2011 12:23 pm

The various Arena cells where you go to watch matches and participate in fights are flagged Behave as Exterior.

Are you sure a climate based check is going to work as expected in all cases? I'd really hate to see things regress to the point where Elsweyr no longer behaves properly.


No, not sure at all, but I'm just thinking of possibilities, to see if they are actually possible or not. The climate 'solution' isn't exactly watertight, but it's just at the idea stage.
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Heather beauchamp
 
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Post » Mon May 16, 2011 5:17 pm

Well, now that I know why there was a problem when starting inside a city, maybe it's better to just put it in the ReadMe? For me personally it's no problem when I start the game to exit the inn/tavern I start in and head for the nearest city gate to get AN started properly. Then I just enter the city again and go about my businnes as usual.
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Samantha Mitchell
 
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Post » Mon May 16, 2011 2:11 pm

Well, now that I know why there was a problem when starting inside a city, maybe it's better to just put it in the ReadMe? For me personally it's no problem when I start the game to exit the inn/tavern I start in and head for the nearest city gate to get AN started properly. Then I just enter the city again and go about my businnes as usual.


OK, I'll just add a note about needing to do a few cell changes before the mod fully initialises, etc.

EDIT: On a related note, here's the current changelog I have for 1.1, have I missed anything (including Arthmoor's and Brumbek's work):
Spoiler
Fixed the wrong weather length parameters being used when lengths have been customised.
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.
Optimised 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.
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

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Alex [AK]
 
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Post » Mon May 16, 2011 4:19 pm

Add to that:

RL: Lighting improvements to the Blackwood Company Hall.
Oblivifall: Losing My Religion has been added to the weather filter.

That second one also depends on a patch Brumbek made to make the Oblivifall cathedral meshes work as transparent windows. We can probably just include that in the archive the same way we do with KR. It means the OBMM script would need an update, as well as the BAIN wizard. Or we can just upload it separately if that's easier.
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sharon
 
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Post » Mon May 16, 2011 11:55 am

Add to that:

RL: Lighting improvements to the Blackwood Company Hall.
Oblivifall: Losing My Religion has been added to the weather filter.

That second one also depends on a patch Brumbek made to make the Oblivifall cathedral meshes work as transparent windows. We can probably just include that in the archive the same way we do with KR. It means the OBMM script would need an update, as well as the BAIN wizard. Or we can just upload it separately if that's easier.


OK. Would those meshes be the ones linked to in the last thread - I thought they were for BC or something. I'm fine with including them in the archive, the wizard and OMOD script need updating to handle the new ini location anyway, and it's not exactly difficult. :shrug:
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Eliza Potter
 
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Post » Mon May 16, 2011 8:17 am

Yes. I've got the patch copy here, freshly PyFFI'd too, so if adding them to the archive works best, we may as well do that. So long as the scripting does not attempt to install the meshes without Oblivifall being present.
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Guy Pearce
 
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Post » Mon May 16, 2011 9:18 pm

Was his fixes? For AN though? Still needed?

Why not have that link in the OP?

The Fixpack version 4 is still needed yes. It will be included in All Natural 1.1, whenever that is released.
http://www.megaupload.com/?d=SDXH29W0

Oblivifall: Losing My Religion has been added to the weather filter.

That second one also depends on a patch Brumbek made to make the Oblivifall cathedral meshes work as transparent windows. We can probably just include that in the archive the same way we do with KR. It means the OBMM script would need an update, as well as the BAIN wizard. Or we can just upload it separately if that's easier.

I haven't heard back from cliffworms on this. Including my altered meshes in AN could work. For the time being, if anyone uses his mod, here's links to both a AN patch and AWLS, just for temporary use:
http://www.megaupload.com/?d=C7NFBZI0
http://www.megaupload.com/?d=E3WG8EY1

++

In other news, I'm almost done with Mania interiors. Are we planning on releasing 1.1 soon? I can get Mania done for that.
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Marine Arrègle
 
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