[RELz] Weather: All Natural, Thread 29

Post » Mon May 16, 2011 8:33 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 v1.1 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v1.1 @ ModDB
http://www.invision.tesalliance.org/forums/index.php?/files/file/604-all-natural-weather-v10/ v1.0 @ TESA

Support patches for Nascosto Isles, Losing My Religion, 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=1116029

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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Ricky Rayner
 
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Post » Sun May 15, 2011 10:09 pm

The shader 'issue' isn't an issue with any existing shaders, AFAIK, but for example, I've got a 'natural' nighteye shader on the backburner, that amplifies the available light by multiplying it by a variable - but if the available light is zero, as in LTBD if there are no light sources around, then there is no change. It makes physical sense, of course, but from a gameplay point of view it's not very good. Even having a value of 1 or 2 for the RGB ambient light values would fix this.

I can't promise to cover the same mods as LTBMD does, simply because I will just include relevant changes to whatever is in my load order. I'll see how things go.

I'm surprised at the quick replies of interest though. (This is most likely going to be my replacement project to work on after Enhanced Seasons is released, so expect a long time in development hell) :P

EDIT: Though I should probably be focusing on the stuff I need to do for AN 1.1 rather than ideas that take my fancy. :blush:

Oh GAWD! You are making a night-eye shader that I always wanted to make if I knew how to write HLSL :D
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dell
 
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Post » Mon May 16, 2011 6:11 am

Re: Previous thread subject about darkness mods and making it a filter. There's really no downside to making it a filter other than making it clear to the user that they'll need Wrye Bash and that the mod itself should NEVER be activated. For the modder, the downside is all of the mods the filter affects must be available in the Data folder, and you've got to use TES4Edit to construct it.

Also, Wrinklyninja, if you make a night eye shader that behaves that way, you'll be a god among men. I HATE the vanilla one and I've never found another mod that does it in a way I could tolerate either. Nor have I ever found one where a Khajiit doesn't still need to cast a spell to use it.
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Bellismydesi
 
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Post » Sun May 15, 2011 9:47 pm

Even the original meshes don't make sense if you compare the outside to inside...therefore, since realism was out of the question it was decided to make it look as nice as possible, hence the sky lights. I encourage you to simply pretend you don't realize this doesn't match the outside because then you also might not realize that almost no interior meshes match the exteriors in all of Tamriel. And ignorance, even feigned ignorance is bliss. That is all.

The problem is that the upper floors seen at the end of the thieves guild are way to big to fit on the tiny little space that doesn't have windows.

Still, its not like I cant do a bit of surgery on the mesh and tweak it the way I want it.
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Louise Lowe
 
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Post » Sun May 15, 2011 10:01 pm

Sorry if this has been asked before (I am being lazy/tired, and the search is not so hot here) is there a setting I can edit to make it not so blinding bright inside houses? That of course is just my personal pref, HDR is nice but can be so overwhelming in game....
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Siobhan Wallis-McRobert
 
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Post » Mon May 16, 2011 12:35 am

Sorry if this has been asked before (I am being lazy/tired, and the search is not so hot here) is there a setting I can edit to make it not so blinding bright inside houses? That of course is just my personal pref, HDR is nice but can be so overwhelming in game....

Been asked many times. But finding those earlier answers is like finding the right bit of hay in a field full of haystacks! :lol:

Start by adjusting these Oblivion.ini settings (in your Documents/My Games/Oblivion folder):
fBrightScale= 2.2500 <--- Change to 1.500
fBlurRadius=7.000 <--- Change to 5.000

These are just my suggestions, play around with them to your own liking.
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Taylrea Teodor
 
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Post » Mon May 16, 2011 1:23 pm

Or you could wait on version 1.1 which will incorporate the HDR fixes into the interiors as well since the HDR settings in the ini won't have any effect on it.
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Kit Marsden
 
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Post » Sun May 15, 2011 9:34 pm

Yes Arthmoor, we are all waiting, not so patiently :) The interior HDR tweaks didn't do much for me so I'm anxiously waiting to see what 1.1 will offer.
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stevie critchley
 
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Post » Sun May 15, 2011 9:36 pm

Thank you all for the answers, I happly await 1.1 :)
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sarah
 
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Post » Mon May 16, 2011 2:02 am

Re: Previous thread subject about darkness mods and making it a filter. There's really no downside to making it a filter other than making it clear to the user that they'll need Wrye Bash and that the mod itself should NEVER be activated. For the modder, the downside is all of the mods the filter affects must be available in the Data folder, and you've got to use TES4Edit to construct it.

Also, Wrinklyninja, if you make a night eye shader that behaves that way, you'll be a god among men. I HATE the vanilla one and I've never found another mod that does it in a way I could tolerate either. Nor have I ever found one where a Khajiit doesn't still need to cast a spell to use it.



I thought the night eye toggle without a spell effect mod I used with my first character worked fine in that regard- Hotkey toggle on/off.
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Scott
 
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Post » Sun May 15, 2011 11:42 pm

That wasn't quite what I had in mind either. A natural ability shouldn't be something you turn on and off. It just happens.
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Mizz.Jayy
 
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Post » Mon May 16, 2011 3:57 am

Did I set this up correctly for 80%?


; =====================================================
; | Night Luminance : Configurable night light levels |
; =====================================================

; The (SI)NormalizeLuminance setting can have values between 0 and 1, where 0 has no effect, and 1 completely removes
; the vanilla blue tint at night. Values between 0 and 1 control the level to which the blue tint is toned down, in the
; same way the (SI)Luminance multiplier does for the brightness at night.

; For Tamriel:

Set ANVars.Luminance to 0.2 ; Multiplier of the brightness at night.
Set ANVars.NormalizeLuminance to 1 ; Controls the removal of vanilla Oblivion's blue tint at night.

; For the Shivering Isles:

Set ANVars.SILuminance to 0.2 ; Multiplier of the brightness at night.
Set ANVars.SINormalizeLuminance to 1 ; Controls the removal of vanilla Oblivion's blue tint at night.

; Suggested Values (for both Tamriel and SI):

; ---------------------------------------------------------------------------------------------------
; | |Vanilla|50% Darker Nights|80% Darker Nights|Original Colour Darker Nights|
; ---------------------------------------------------------------------------------------------------
; |Luminance | 1 | 0.5 | 0.2 | 0.33 |
; |NormalizeLuminance | 0 | 1 | 1 | 0 |
; --------------------------------------------------------------------------------------------



I have been redoing my LO and it sure doesn't seem dark:

http://i36.photobucket.com/albums/e7/brygdom/Oblivion/68fb43d5.jpg


(9:30pm)
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Dawn Porter
 
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Post » Mon May 16, 2011 9:53 am

It doesn't REALLY get dark in this game until 10:30, 11:00-ish. Try then.
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Kay O'Hara
 
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Post » Mon May 16, 2011 7:15 am

Bug report from Nexus: Bravil Mages guild 2nd floor windows are not transparent.

Regarding this whole transitions debate, I think the system may need some refinement if dudecool's feedback is correct. When you go through a load door during a transition, we are limited to doing one of two things: setting the previous weather fully on, which then will stick until the next time for a change (unless in special circumstances), or setting the new weather fully on, which will act the same. We can't resume a transition somewhere in the middle, as nice as that would be.

However, I thought the script was choosing one of these two things depending on how far gone the transition is, whereas it seems to be just setting the previous weather. I'll try changing it to apply the new weather if the transition has passed 50%. That should solve those cases where it's almost gone and then comes back full force.

I'm not going to be adding messages though, as helpful as that would be, it's just a workaround showing there's something wrong, and I'd rather fix what's wrong if possible.


+1 for the switch to new weather if we pass 50%. It's better than nothing, even though that may still not catch it all since transition times from gate weather to regular weather are determined by whatever got chosen.

Would be better, jarring or not, to do the special case detection on gate weather and ALWAYS transition that to the target weather. I don't know about you, but really, I'm getting a little sick of seeing "busted gate weather ur mod sux0rs" all the time.


Just quoting the two posts most relevant to what I've still got to do from the last thread. I'll try to get back to AN and sort out the transitions stuff soon. :)
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Jason Wolf
 
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Post » Mon May 16, 2011 1:37 pm

Great! Still having odd transition stuff, so looking forward to the fine tuning - although I will miss having Arthmoor quote illiterate morons :) I'm sure he'll find plenty more...
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Pat RiMsey
 
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Post » Mon May 16, 2011 12:49 am

@ Arthmoor: What's the feasibility of having a 'turn off lights' functionality, with water arrows/spells, a la Thieves Arsenal or Extinguish The Lights? I know that it's not simply a case of RemoveFlames, as the light is not removed with that, but would it require 'off' versions of lights, or could we somehow disable the light without disabling the object too? I'm not sure how RL is set up, but I know some lights already have off versions, do all of them?
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Ron
 
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Post » Mon May 16, 2011 12:31 pm

Feasibility of doing that is rather low right now without having flameless versions of most of the light meshes. There's a great deal of work that would need to be done to accommodate that. Also, if a light with an off version is hit by one of those arrows, it's likely the user would see the lit model blink out entirely before the unlit model can enable to replace it. That happened with one of the early attempts to implement the same thing in the Open Cities lighting.

Eventually it would be nice to create replacement meshes without the flame nodes on them and have the actual flames be separated so that interior lighting can join the exterior lighting in turning off during the day without removing the entire mesh in the process. That would make it much simpler to implement disabling the light source with a water arrow, but you can probably imagine the insane amount of work that would have to be done to go around replacing all those candles/lamps/etc.
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Chris Cross Cabaret Man
 
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Post » Mon May 16, 2011 12:34 pm


you can probably imagine the insane amount of work that would have to be done to go around replacing all those candles/lamps/etc.


I sure can... Thanks anyway, I was trying to see if it was possible without any new resource creation, but if not then I don't think I can even dream of having the time to attempt it. :ahhh:
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loste juliana
 
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Post » Mon May 16, 2011 11:51 am

I've made a (rather crude) http://tesnexus.com/downloads/file.php?id=35170.
It lacks some finishing touches though, most notably I haven't replaced the daylight beams with the AN RL ones with night and day cycles. But if someone wants to polish the patch, I have already done the grunt work.
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KIng James
 
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Post » Mon May 16, 2011 1:42 pm

I've made a (rather crude) http://tesnexus.com/downloads/file.php?id=35170.
It lacks some finishing touches though, most notably I haven't replaced the light beams with the day RL ones with night and day cycles. But if someone wants to polish the patch, I have already done the grunt work.


Nice, I'll have to try it out (which also means I'll have to play TAS). I was reading the Nexus page, when I realised that your readme was using the legal section I wrote in the CO readme, then I realised it was using the same basic layout (including contents mentioning a non-existent uninstallation section), and that got me a chuckle. :)
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Vahpie
 
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Post » Mon May 16, 2011 8:09 am

Nice, I'll have to try it out (which also means I'll have to play TAS). I was reading the Nexus page, when I realised that your readme was using the legal section I wrote in the CO readme, then I realised it was using the same basic layout (including contents mentioning a non-existent uninstallation section), and that got me a chuckle. :)


Yep, I used your ReadMe as template :)

EDIT:Ah, the joys of Nexus' smegging javascript which means one error and all work is lost when trying to upload screenshots. So smeg the screenshots.
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MARLON JOHNSON
 
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Post » Mon May 16, 2011 6:04 am

Yeah, Imperial Furniture has lights that can be turned off, but it works by replacing the light source with the "off" version. It looks like most of the interior lights have "off" versions, but I don't think the code is very efficient. I know some of the exterior lights have "off" versions, but I don't know how many...
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Erich Lendermon
 
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Post » Mon May 16, 2011 9:42 am

I've made a (rather crude) http://tesnexus.com/downloads/file.php?id=35170.
It lacks some finishing touches though, most notably I haven't replaced the daylight beams with the AN RL ones with night and day cycles. But if someone wants to polish the patch, I have already done the grunt work.



You spelled it wrong.
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Catharine Krupinski
 
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Post » Mon May 16, 2011 9:51 am

You spelled it wrong.


Damned, my spelling is whorible!
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Ebony Lawson
 
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Post » Mon May 16, 2011 7:40 am

Damned, my spelling is whorible!

At least you get paid for it. :P My sincerest apologies for this post.
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Sista Sila
 
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