[RELz] Weather: All Natural, Thread 29

Post » Mon May 16, 2011 4:18 pm

Cool. If the mania interiors are that close, I'd say we hold for those and then go with what we've got up to now.

I guess at some point it might be useful to start on a Real Lights for SI :P

BTW, that patch for LMR is busted, the cell records in it don't point to anything valid.
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Johanna Van Drunick
 
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Post » Mon May 16, 2011 3:36 pm

Hi Arthmoor, Could the Clear HDR esp be made to work with Nehrim by changing Masters or am I totally missing the point.
I have been looking at BlackDragon's fixes & I seem to have his shader working, well there is nothing obviously wrong as yet. I'm not even really sure if I have installed it properly. I know how suggestible I am, if I think a change has been made I will see it. I read somewhere that his HDR fixes don't play well with newer ATI cards mine is a 4890.
I'm going to try it anyway. I am using your INI fixes for interiors, but my big bugbear is the glare that comes off any building that is lit by the sun. It drives me mad that surfaces lit by the sun are always brighter than the sun itself so I'm on the lookout for anything that might help Beebee
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Carys
 
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Post » Mon May 16, 2011 10:59 am

Not having cracked open the Nehrim files yet, I couldn't tell you. Since they did a TC from Oblivion, they may not be using the same default weather set. If that's the case, then using the Clear HDR file would break something.
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Chris Guerin
 
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Post » Mon May 16, 2011 1:50 pm

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.


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.


I was thinking that the fixed meshes for Cliffworms' mod would be included in that, rather than AN, but it doesn't make much of a difference. We'll wait till Mania is done for 1.1, don't worry. :)


Cool. If the mania interiors are that close, I'd say we hold for those and then go with what we've got up to now.

I guess at some point it might be useful to start on a Real Lights for SI :P

BTW, that patch for LMR is busted, the cell records in it don't point to anything valid.


Agreed, I'm still testing my changes. I've also got to re-test BC compatibility, I think we can get away with removing some worldspace checks, but I've got to be sure for that.


Hi Arthmoor, Could the Clear HDR esp be made to work with Nehrim by changing Masters or am I totally missing the point.
I have been looking at BlackDragon's fixes & I seem to have his shader working, well there is nothing obviously wrong as yet. I'm not even really sure if I have installed it properly. I know how suggestible I am, if I think a change has been made I will see it. I read somewhere that his HDR fixes don't play well with newer ATI cards mine is a 4890.
I'm going to try it anyway. I am using your INI fixes for interiors, but my big bugbear is the glare that comes off any building that is lit by the sun. It drives me mad that surfaces lit by the sun are always brighter than the sun itself so I'm on the lookout for anything that might help Beebee



clearHDR changes many AN weathers as well as Oblivion weathers, so I don't think it would work. You could open it in TES4Edit and apply the same changes to the Nehrim weathers in a new plugin though.
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kiss my weasel
 
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Post » Mon May 16, 2011 2:42 pm

What is clear HDR esp?

Read back through thread and am lost about what you are talking about.
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Juan Suarez
 
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Post » Mon May 16, 2011 5:41 pm

What is clear HDR esp?

Read back through thread and am lost about what you are talking about.


It's a test plugin that Arthmoor cooked up to nerf HDR for exterior clear and cloudy weathers. It's been incorporated into the next version and extended to cover interior weathers too.
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Sherry Speakman
 
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Post » Mon May 16, 2011 10:02 pm

would rain in this mod affect FPS at all? I notice that I have low frame rates around BC new waterfront when it's raining. But if it's sunny out things are fine.
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kirsty joanne hines
 
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Post » Mon May 16, 2011 3:44 pm

would rain in this mod affect FPS at all? I notice that I have low frame rates around BC new waterfront when it's raining. But if it's sunny out things are fine.

No more so than in vanilla.
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Anna Kyselova
 
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Post » Mon May 16, 2011 8:47 pm

No more so than in vanilla.

sorry I guess what I mean is does rain affect it not really just this mod.
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Danny Warner
 
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Post » Mon May 16, 2011 9:05 pm

Rain adds extra visuals, so yes, if you're CPU/GPU are already struggling, that can't help any. Under normal circumstances rain and the associated sounds aren't an issue.
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Vickey Martinez
 
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Post » Mon May 16, 2011 12:52 pm

It's a test plugin that Arthmoor cooked up to nerf HDR for exterior clear and cloudy weathers. It's been incorporated into the next version and extended to cover interior weathers too.


Can I have download the test plugin? Or should I just wait until the next version of All Natural is out? The HDR is quite heavy. There is a HDR customizer available, but it causes vertical lines in all lighting.
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Alister Scott
 
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Post » Tue May 17, 2011 1:26 am

Can I have download the test plugin? Or should I just wait until the next version of All Natural is out? The HDR is quite heavy. There is a HDR customizer available, but it causes vertical lines in all lighting.

I don't think the next release is far off, just waiting for Brumbek to finish his work on the Mania interiors IIRC, so it's probably best to wait. There is a link floating around in an older thread to the plugin (which only affects exterior weather) if you want to try it though.
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kirsty williams
 
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Post » Mon May 16, 2011 6:22 pm

I'll just wait. Don't feel like scouring through old threads.
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tiffany Royal
 
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Post » Mon May 16, 2011 8:00 pm

Originally posted in the UOP thread but Arthmoor suggested I post here. Here is some copypasta for ya.
However I would like to report a mesh that has a bad seam, if you will. The mesh is CheydinhalAbandonedInterior01.nif. The abandoned house for Dark Brotherhood. I first thought it was a mod that alters the house, http://www.tesnexus.com/downloads/file.php?id=25319#fileanchor, yet it is not. I extracted the mesh directly from the UOP 332 and the problem persists, vanilla or modded. I have included some pictures below to illustrate exactly where the issues are. There are two bad seams. The basemant is not near as noticeable as the 2nd floor. The 2nd floor is pretty bad.

Thanks for your time.

Pics

http://yfrog.com/5tbahoutsideviewp -- Outside with tcl to show location.

http://yfrog.com/mwbah2ndfloorcorner01p -- 2nd Floor pic 1

http://yfrog.com/m9bah2ndfloorcorner00p -- 2nd Floor pic 2

http://yfrog.com/mvbahbasemantp -- Basemant cupboards

@Arthmoor: The seam is there regardless. Even with All Natural deactivated. I've tried both to be sure when I was trying to isolate this. I can take a picture with the seam there and a black background if you wish, but in the end the seam is still there.

So I don't think this really is an All Natural issue since the seam is there in the Vanilla game. All Natural only makes it stand out.

Here is a pic of vanilla, for reference.

http://yfrog.com/05vanillaabhouseseamp


Thanks for your time folks.
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D IV
 
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Post » Mon May 16, 2011 1:09 pm

I've recently moved from Enhanced Weather to All Natural, and I have a few minor gripes. :unsure2:

- It rains inside the Temple of the One. I've recently had it be foggy in there, as well. Yes, I know there's a hole in the roof :wacko: but it just seems a bit strange to have it raining in there.

- I get occasional abrupt weather changes when moving between cells. This is most notable in the IC, when I'm moving between districts or even just popping into a shop. It doesn't happen that often, perhaps at most once per game day, often in the morning. Most recently, it was foggy (early morning) and I moved from the Temple district to the Arboretum, and it was suddenly raining. I've only noticed a rapid change to rainy/stormy weather, but that might be because it's the most obvious change. :shrug:

- When the weather starts changing normally, if I change 'zone' - such as moving between IC districts or going into an interior - it forgets about the change in weather and continues doing whatever it was doing before.

- In the ini file, I've set the average duration of rain to 2 hours, and the average duration of storms to 1 hour. However, this doesn't appear to be having any effect - when it starts raining or gets stormy, it usually lasts for the rest of the day. I am also using Storms & Sounds, so that might be affecting these settings.

Eloise
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Jade Payton
 
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Post » Mon May 16, 2011 4:19 pm

I've recently moved from Enhanced Weather to All Natural, and I have a few minor gripes. :unsure2:

- It rains inside the Temple of the One. I've recently had it be foggy in there, as well. Yes, I know there's a hole in the roof :wacko: but it just seems a bit strange to have it raining in there.

- I get occasional abrupt weather changes when moving between cells. This is most notable in the IC, when I'm moving between districts or even just popping into a shop. It doesn't happen that often, perhaps at most once per game day, often in the morning. Most recently, it was foggy (early morning) and I moved from the Temple district to the Arboretum, and it was suddenly raining. I've only noticed a rapid change to rainy/stormy weather, but that might be because it's the most obvious change. :shrug:

- When the weather starts changing normally, if I change 'zone' - such as moving between IC districts or going into an interior - it forgets about the change in weather and continues doing whatever it was doing before.

- In the ini file, I've set the average duration of rain to 2 hours, and the average duration of storms to 1 hour. However, this doesn't appear to be having any effect - when it starts raining or gets stormy, it usually lasts for the rest of the day. I am also using Storms & Sounds, so that might be affecting these settings.

Eloise

Yep, hole in the roof, hence not an issue IMO.

I reworked transitions for the next version, hopefully they should be a bit less jarring in such cases.

This is a workaround, tied to the above transitions changes. We can't keep transitions going across load doors, so we choose to either set the previous weather or the new weather depending on how far the transition has gone. It's currently a bit wonky though, better in next release.

Average duration is average, so you may have been unlucky. I'll look over the scripting. S&S wouldn't have an effect, I think.
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Richard Dixon
 
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Post » Mon May 16, 2011 4:25 pm

I don't think the next release is far off, just waiting for Brumbek to finish his work on the Mania interiors IIRC, so it's probably best to wait.

Ah ok, good to know you're just waiting on me. I'll go finish the Mania stuff then.

Also, I heard back from Cliffworms and he'll update Losing my Religion shortly to add the changes I made. I think Arthmoor said he already added it to the filter list? Then we can also include the AN patch files for it in the next AN release. Is that what we decided? Can't remember but that sounds like a plan...

Originally posted in the UOP thread but Arthmoor suggested I post here. Here is some copypasta for ya.

Thanks for your time folks.

Good work! +1 Gap Detector to you! It's a super easy fix, we'll include it in the next release. Let me know if you find any more spots.
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brenden casey
 
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Post » Mon May 16, 2011 5:18 pm

I'm glad you guys convinced me to try this mod, I'm really enjoying it. It was worth installing just for Real Lights, and the consistent weather is an extra bonus. And I'd like to make a suggestion. One thing that's always bothered me about weather in the game is that even though it's cloudy, raining, or out right stormy, the trees always have a canopy shadow underneath them. In my part of the world at least, I don't see any shadows beneath the trees if the sun's not shining. Now there is an ini setting that controls the canopy shadows, iCanopyShadowScale which defaults to 512. Wouldn't it be possible to do something like what Streamline does and turn that value on and off depending on the weather type?
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Sophie Payne
 
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Post » Tue May 17, 2011 3:57 am

I'm glad you guys convinced me to try this mod, I'm really enjoying it. It was worth installing just for Real Lights, and the consistent weather is an extra bonus. And I'd like to make a suggestion. One thing that's always bothered me about weather in the game is that even though it's cloudy, raining, or out right stormy, the trees always have a canopy shadow underneath them. In my part of the world at least, I don't see any shadows beneath the trees if the sun's not shining. Now there is an ini setting that controls the canopy shadows, iCanopyShadowScale which defaults to 512. Wouldn't it be possible to do something like what Streamline does and turn that value on and off depending on the weather type?

Possible, but I'd say that it's outside the reach of this mod - it could just as well be done in a separate mod, just a really short script using the IsRaining/Snowing/Pleasant/Cloudy functions and SetNumericINISetting.
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Sophie Miller
 
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Post » Mon May 16, 2011 8:41 pm

Heh, I've alrady asked Wrinkly about this and he said no. :(
That's why I haven't endorsed AN. :evil:
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asako
 
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Post » Mon May 16, 2011 3:42 pm

Possible, but I'd say that it's outside the reach of this mod


Why would you say that? Shadows under trees are directly weather related. When the sun is shining you see them, if it's not you don't. I'd say it fits right in with what this mod does.
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Emma Copeland
 
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Post » Mon May 16, 2011 11:54 pm

Why would you say that? Shadows under trees are directly weather related. When the sun is shining you see them, if it's not you don't. I'd say it fits right in with what this mod does.

But it isn't necessary to tie into a (pretty complicated) weather system to do that, and so you could do it externally so it would apply to vanilla and any weather mod, which is better. Also, some people may not want it (for some strange reason), which means I'd have to offer a way to disable it because I'm nice like that.

It is related, yes, but not intrinsically so - you don't need it to be integrated with AN for it to work. I prefer general solutions to solutions that only work in certain cases, hence why I said that. If I ever get the time, I'll see about making it a part of Enhanced Seasons, which already deals with weather/climates a bit.
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Scared humanity
 
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Post » Mon May 16, 2011 8:03 pm

Maybe a Bash Tweak??
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Tania Bunic
 
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Post » Tue May 17, 2011 4:06 am

Maybe a Bash Tweak??

It would require scripting to be dynamic, so I don't think that's possible. Unless you can do scripting in Tweaks.
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Carolyne Bolt
 
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Post » Tue May 17, 2011 12:35 am

But it isn't necessary to tie into a (pretty complicated) weather system to do that, and so you could do it externally so it would apply to vanilla and any weather mod, which is better. Also, some people may not want it (for some strange reason), which means I'd have to offer a way to disable it because I'm nice like that.

It is related, yes, but not intrinsically so - you don't need it to be integrated with AN for it to work. I prefer general solutions to solutions that only work in certain cases, hence why I said that. If I ever get the time, I'll see about making it a part of Enhanced Seasons, which already deals with weather/climates a bit.


OK, I see your point. It would be nice if you could whip something up that does that though. It's one of those little things about the game that's always annoyed me.
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El Khatiri
 
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