[RELz] Weather: All Natural, Thread 30

Post » Thu Sep 02, 2010 1:23 am

If everybody who's been experiencing problems with the weather could download http://www.4shared.com/file/EOi9cfok/AN_Scripts.html, and give me some feedback on whether it works or not, that'd be great. Just load it after the AN esm and either import it into your Bashed Patch, or to save you rebuilding that, just activate it.


This patch fixed a 100% reproducible insta-weather-transition on my system. I loaded it right after the ESM (integrated into the bashed patch).
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jessica sonny
 
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Post » Wed Sep 01, 2010 4:12 pm

Heya! Just wanted to report that AN - Real Lights seems to cause unnecessarily high stuttering in certain places with many light sources (Benirus Undercroft, Bruma mages guild during the attack etc)

It may be a problem with my kinda old system but it'd be great if you could have a look at those specific areas cause I didn't notice that much stuttering anywhere else (except maybe one of the KotN dungeons - again that was a unique case, no other dungeons caused stuttering)

Thanks for reading this post :)

PS: I'm using AN Scripts.esp and it seems to have fixed the constant clear weather I was having (loaded and merged right before the Bash Patch btw)
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Matt Bigelow
 
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Post » Thu Sep 02, 2010 1:21 am

Weather transitions seem to be back to normal with the AN Scripts plugin. It should be noted I have also disabled Enhanced Seasons since then also. I have it loading early and merged into my Bashed Patch. After about 6-8 hours of gameplay there has been no abrupt changes, that I've noticed, that were happening rather often before. Occasionally I'll enter a dungeon while it's clear and return to fog or rain, but I just chalk that up to the time spent in the dungeon. If I spend any amount of time I assume the weather could naturally change. Now if I entered and immediately exited the dungeon and seen these changes, I'd consider that a problem. But that's not the case, so far.
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Ebony Lawson
 
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Post » Wed Sep 01, 2010 9:04 pm

I noticed the following when checking if All Natural - Real Lights.esp could be cleaned:

Undeleting: [REFR:00032FA7] (places CandleFat02 [STAT:000191AC] in GRUP Cell Temporary Children of LeyawiinBlackwoodCompanyTrainingHall "Blackwood Company Training Hall " [CELL:00032F01])
Undeleting: [REFR:00032FA4] (places CandleFat01 [STAT:000191AB] in GRUP Cell Temporary Children of LeyawiinBlackwoodCompanyTrainingHall "Blackwood Company Training Hall " [CELL:00032F01])
Undeleting: [REFR:00032F8D] (places CandleFat02 [STAT:000191AC] in GRUP Cell Temporary Children of LeyawiinBlackwoodCompanyTrainingHall "Blackwood Company Training Hall " [CELL:00032F01])
[Undeleting and Disabling References done] Processed Records: 29799 Undeleted Records: 3 Elapsed Time: 00:01
[Removing "Identical to Master" records done] Processed Records: 29799 Removed Records: 0 Elapsed Time: 00:00


I'm assuming it's safe to undelete and disable these three records?

Also, found the following in All Natural - SI.esp:

[Undeleting and Disabling References done] Processed Records: 1271 Undeleted Records: 0 Elapsed Time: 00:00
Removing: DementiaHouse01InteriorTop [STAT:000697CF]
Removing: DementiaHouse01Interior [STAT:0006977D]
Removing: DementiaHouseLower03InteriorTop [STAT:00066E88]
Removing: DementiaHouseLower03Interior [STAT:00066E85]
Removing: DementiaHouseLower02Interior [STAT:00061BBB]
Removing: DementiaHouseLower02InteriorTop [STAT:0006066D]
Removing: ManiaLCHouseInt08 [STAT:0005FAAA]
Removing: ManiaLCHouseInt07Top [STAT:0005FA81]
Removing: ManiaLCHouseInt07 [STAT:0005FA4B]
Removing: DementiaHouseInn01InteriorTop [STAT:0005E314]
Removing: DementiaHouse04InteriorTop [STAT:0005DCE1]
Removing: DementiaHouse04Interior [STAT:0005DCDC]
Removing: DementiaHouseLower01InteriorTop [STAT:0005C511]
Removing: DementiaHouseLower01Interior [STAT:0005C47E]
Removing: DementiaHouse03Interior [STAT:0005C47C]
Removing: DementiaHouse03InteriorTop [STAT:0005C434]
Removing: ManiaLCHouseint06Top [STAT:0005589F]
Removing: ManiaLCHouseInt06 [STAT:00055855]
Removing: DementiaHouseInn01Interior [STAT:00055817]
Removing: ManiaLCHouseInt05 [STAT:0005540E]
Removing: ManiaLCHouseInt05Top [STAT:00055409]
Removing: DementiaHouse07Interior [STAT:0005527C]
Removing: DementiaHouse02InteriorTop [STAT:00054E7F]
Removing: DementiaHouse02Interior [STAT:00054E77]
Removing: ManiSmity01INT [STAT:00054B79]
Removing: ManiaLCHouseInt04 [STAT:00054550]
Removing: ManiaLCHouseInt03 [STAT:00054549]
Removing: ManiHouseINT01UP [STAT:00052A6C]
Removing: DementiaHouse05InteriorTop [STAT:000529B4]
Removing: DementiaHouse05Interior [STAT:00052998]
Removing: ManiaLCHouseInt02 [STAT:0005277A]
Removing: ManiaLCHouseInt01 [STAT:00052775]
Removing: ManiHouseINT01 [STAT:0004DAE8]
Removing: DementiaHouse06InteriorTop [STAT:0004D8FC]
Removing: DementiaHouse06Interior [STAT:0004D8F9]
[Removing "Identical to Master" records done] Processed Records: 1271 Removed Records: 35 Elapsed Time: 00:00

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how solid
 
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Post » Wed Sep 01, 2010 1:14 pm

Yes, the undeletes are safe. And you can do the SI one too but we left that that way intentionally so we'd remember what's left to do for interior meshes.
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Auguste Bartholdi
 
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Post » Wed Sep 01, 2010 8:04 pm

I thought you guys had All Natural all cleaned and undeleted. Guess not...
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Bonnie Clyde
 
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Post » Wed Sep 01, 2010 6:09 pm

I thought you guys had All Natural all cleaned and undeleted. Guess not...


Did you just ignore Arthmoor's post? I think he posted a valid reason as to why those records remain.
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how solid
 
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Post » Thu Sep 02, 2010 1:43 am

I thought you guys had All Natural all cleaned and undeleted. Guess not...


Ever heard of forgetting? Even gurus forget stuff from time to time.
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latrina
 
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Post » Wed Sep 01, 2010 7:18 pm

All Natural folks! I'm replying to this thread purely because I've had the tab open forever and don't want to post anything more than this just yet.

I'm starting a website that will be a how-to guide / catalog of all of the Oblivion mods I've hunted down since acquiring the game (probably spent more time doing that than playing so far). Nearly all of the mods included are IMMERSION-based and since All Natural is like the king of immersive mods maybe you won't automatically delete this off-topic post.

If you look at http://obliv.ion.is/oblivion.txt I made to start with it might give you an idea of what I'm trying to do. For an already existing comparison, think of something like http://devnull.sweetdanger.net/obliviontextureoverhaul.html but multiplied by a hundred. A central place to go if, like me, you want to overhaul and expand Oblivion without touching any of the gameplay. It's a pretty intimidating project, but it's also something of a thank you to all the innovative mod creators out there. But it needs a NAME! The best I can think of is something like "Oblivion HD" but that's kind of misleading. I suppose the overall theme considering the focus on graphical/immersive improvement mods, many of which are very minor but essential once you have them, is something like "Oblivion if Bethesda never had a deadline to complete it by." Something like "Oblivion 2010" almost works, until January 1 rolls around and it instantly sounds old. I need something that's short enough to be an easily remembered URL. Something easily acronym-ized is also good!

I haven't decided on the detailed format of the website and don't want to announce or share it until it's finished, so I thought I'd mention it to a few people in the community and I apologize if this thread is a poor choice. But if anyone has any ideas for a name, please share! And if no one cares, just ignore this post!

P.S. Congrats on 1.0+, I've been away from the game for a couple months but I'll be checking out the latest version tonight.
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Gemma Woods Illustration
 
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Post » Wed Sep 01, 2010 5:10 pm

Did you just ignore Arthmoor's post? I think he posted a valid reason as to why those records remain.


Yes, I read the post.

Ever heard of forgetting? Even gurus forget stuff from time to time.


I meant no offense. You guys are premiere modders, I am just surprised that you would miss something like that. You're human though. No big deal 45 seconds seconds with TES4Edit and it taken care of.
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Kelly Tomlinson
 
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Post » Wed Sep 01, 2010 12:31 pm

All Natural folks! I'm replying to this thread purely because I've had the tab open forever and don't want to post anything more than this just yet.

I'm starting a website that will be a how-to guide / catalog of all of the Oblivion mods I've hunted down since acquiring the game (probably spent more time doing that than playing so far). Nearly all of the mods included are IMMERSION-based and since All Natural is like the king of immersive mods maybe you won't automatically delete this off-topic post.

If you look at http://obliv.ion.is/oblivion.txt I made to start with it might give you an idea of what I'm trying to do. For an already existing comparison, think of something like http://devnull.sweetdanger.net/obliviontextureoverhaul.html but multiplied by a hundred. A central place to go if, like me, you want to overhaul and expand Oblivion without touching any of the gameplay. It's a pretty intimidating project, but it's also something of a thank you to all the innovative mod creators out there. But it needs a NAME! The best I can think of is something like "Oblivion HD" but that's kind of misleading. I suppose the overall theme considering the focus on graphical/immersive improvement mods, many of which are very minor but essential once you have them, is something like "Oblivion if Bethesda never had a deadline to complete it by." Something like "Oblivion 2010" almost works, until January 1 rolls around and it instantly sounds old. I need something that's short enough to be an easily remembered URL. Something easily acronym-ized is also good!

I haven't decided on the detailed format of the website and don't want to announce or share it until it's finished, so I thought I'd mention it to a few people in the community and I apologize if this thread is a poor choice. But if anyone has any ideas for a name, please share! And if no one cares, just ignore this post!

P.S. Congrats on 1.0+, I've been away from the game for a couple months but I'll be checking out the latest version tonight.


Not the thread for this, you should start a new one. I took a look at your mod list and did not really see IMMERSION type mods, more like a visual overhaul, which was done some time ago called OAVO v2. As for a name, maybe Immersive Oblivion?
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{Richies Mommy}
 
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Post » Wed Sep 01, 2010 11:35 pm

Not the thread for this, you should start a new one. I took a look at your mod list and did not really see IMMERSION type mods, more like a visual overhaul, which was done some time ago called OAVO v2. As for a name, maybe Immersive Oblivion?


I'm going to start a thread once it's ready to go. But yeah, I suppose I define immersion differently than the standard community definition which to me might as well be "realism." Thanks for pointing out OAVO, it looks like what I'm doing but in a ready-to-go downloadable form. What I'm doing will include brief descriptions of the mods, useful screenshots, cross-referencing when necessary, etc. and then simply link to tesnexus for each mod. And "Immersive Oblivion" is actually at the top of my list, so thanks for the suggestion, it's encouraging.

Enough of that, though. I have another off topic question! Sorry. I'm wondering if the Oblivion mod community is, well, abnormal compared to most games. Maybe it's because the game's been out for a few years, but I've been able to find pretty much anything I've searched for. I wanted to be able to have linked chests in each player house so I could cut down on fast travelling and just go to a nearby house when I wanted to access items, and http://www.tesnexus.com/downloads/file.php?id=2523! I was so impressed! I've wondered if there's something about the game that makes it attractive to modding, something to account for its longevity and sustained interest. Hell, I left the game for a couple months and Immersive Interiors popped up, something I assumed wasn't even possible since it hadn't been done yet. Again, another off topic post, but just something I was wondering about I didn't want to create a whole thread for. From here on, nothing but on-topicness.
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Jessica White
 
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Post » Wed Sep 01, 2010 10:17 am

I have a feeling it's because the Oblivion CS is very easy to learn and is extremely powerful in what it can do. Made more so by the existence of OBSE. I haven't done much modding outside of Morrowind, Oblivion, or Fallout 3, but I've seen horror stories about how hard the Dragon Age toolkit is to work with. Dwip regularly entertains us with tales of XML editing for modding Civ. I've seen him rant about other games with editors as well. I once tried my hand at what should have been fairly simple - a map for Warcraft. I couldn't get the hang of it. So I think it's just that the barrier to entry is low enough for more people to be able to express their creativity with the TES/Fallout games.
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Aman Bhattal
 
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Post » Thu Sep 02, 2010 12:09 am

Yeah, with that Global Chest mod, which was limited to just five "portals" you could place, I was able to open it up and edit the value to increase that number, and more, without any prior knowledge of the Construction Set. So I guess Bethesda really does deserve a lot of credit for making the game so moddable. And of course OBSE for allowing things even the original developers probably weren't expecting. Now if only someone could make the engine do AA and SSAO simultaneously [without a massive framerate hit], (and I guess retroactively design the game with SSAO in mind), I'll be convinced the Oblivion community breeds gods.
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Scotties Hottie
 
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Post » Thu Sep 02, 2010 1:06 am

Finally managed to squeeze some playing time in, and I just wanted to congratulate you guys on the new release. I really like the HDR tweaks - colours are so vivid now. Also, I'm not getting the fast weather transitions anymore - even though I'm NOT running the patch. I got them very briefly when I first upgraded when my PC was in SI, but now I've returned him to Tamriel and things have been fine... I'm not running Enhanced Seasons, so I'm not sure if that's the reason or not...
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james reed
 
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Post » Wed Sep 01, 2010 2:42 pm

Finally managed to squeeze some playing time in, and I just wanted to congratulate you guys on the new release. I really like the HDR tweaks - colours are so vivid now. Also, I'm not getting the fast weather transitions anymore - even though I'm NOT running the patch. I got them very briefly when I first upgraded when my PC was in SI, but now I've returned him to Tamriel and things have been fine... I'm not running Enhanced Seasons, so I'm not sure if that's the reason or not...

IIRC, the issue may crop up when you fast travel...
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alyssa ALYSSA
 
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Post » Wed Sep 01, 2010 7:29 pm

IIRC, the issue may crop up when you fast travel...


Which I do continually, which I why I was surprised. Fast travelled from SI portal to Battlehorn, from Battlehorn to IC, from IC stables to IFR, from IFR back to Battlehorn, then finally rode from Battlehorn to Chorrol then to Fort Ash... Gorgeous deep blue skies :) Have you tracked down the culprit or would you like to see a LO?
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lexy
 
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Post » Thu Sep 02, 2010 12:22 am

I've been getting the instant weather shift, which is driving me nuts. I tried downloading the .esp fix you posted here, but the downlaod will hang and not work, so i think it's broken. Can you please re-upload it?
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Rob
 
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Post » Wed Sep 01, 2010 10:35 pm

I've been getting the instant weather shift, which is driving me nuts. I tried downloading the .esp fix you posted here, but the downlaod will hang and not work, so i think it's broken. Can you please re-upload it?

Fixed the link, try again.

@ andalaybay: No need, I'm pretty sure the issue is fixed. You're just getting lucky. :)
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Hope Greenhaw
 
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Post » Wed Sep 01, 2010 3:42 pm

Fixed the link, try again.

@ andalaybay: No need, I'm pretty sure the issue is fixed. You're just getting lucky. :)


And now you've jinxed me :) No, I'm not getting instant weather switches - I haven't had time to play! But now that you've said that - instant transition once I do go back ;)

Ok, sounds good. Wasn't sure if you had it licked or not.
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Claire Vaux
 
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Post » Wed Sep 01, 2010 1:35 pm

EDIT!

seems my crash is related to oblivion Xp in a way when i reload outside from a restarted game it crashes :/

=----------------
I have this issues that i may think its stooping it from working and making my crash when i reload outside :/ ill confirm this in abit


Issues is in console

this a word for word copy when i load game ( a save that doesn't crash)

File: All Natural Base.esm Offest: 0x1058 Command: ar_List
Error in script 01000ed6 An expression failed to evaluate to a valid result
File: All Natural Base.esm Offest: 0x1058 Command: ar_List
Error in script 01000ed6 invaild array access-expected string index, received numeric.
File: All Natural Base.esm Offest: 0x1079 Command: ar_List
Error in script 01000ed6 An expression failed to evaluate to a valid result
File: All Natural Base.esm Offest: 0x1079 Command: ar_List
All Natural SI Initialised
Supreme Magicka Initialised Succesfully
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bonita mathews
 
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Post » Wed Sep 01, 2010 5:49 pm

Hi all, first up, thanks so much for a brilliant mod, making a huge difference to the feeling of OB.
I am just having a slight problem in that weather for oblivion gates seems to be getting stuck. Once I go near an oblivion gate the weather will remain in the OB gate state until I enter an interior and exit it again. It doesnt matter how far away from the OB gate I get, if I stay outside the weather will remain as the red sky and thunder claps.
My load order is below.

Spoiler

Oblivion.esm
All Natural Base.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
Kvatch Rebuilt.esm
Open Cities Resources.esm
bookplacing.esm
HorseCombatMaster.esm
Cobl Races TNR.esp
Cobl Races TNR SI.esp
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
All Natural.esp
All Natural - SI.esp
Immersive Interiors.esp
Immersive Interiors - Lights Addon.esp
Enhanced Water v2.0 HD.esp
All Natural - Real Lights.esp
WindowLightingSystem.esp
Book Jackets Oblivion - BP.esp
ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp
ImprovedSigns.esp
P1DseeYouSleep.esp
TryBeforeYouBuy.esp
Living Economy.esp
Living Economy - Items.esp
Cutthroat Merchants.esp
C&C - The Blackwood Company.esp
DropLitTorchOBSE.esp
P1DmenuEscape.esp
Streamline 3.1.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
Enhanced Hotkeys.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
P1DseeYouSleep - DLCVileLair.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
KDCirclets.esp
KDClothCirclets.esp
Thieves Arsenal.esp
RealSwords - Argonian LO.esp
RealSwords - Breton LO.esp
RealSwords - Goblin.esp
RealSwords - Khajiit LO v1.3.esp
RealSwords - Nord LO-SI.esp
RealSwords - Orc LO v1.0.esp
RealSwords - Redguard LO.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
Cobl Glue.esp
Cobl Si.esp
Oscuro's_Oblivion_Overhaul.esp
OOO 1.32-Cobl.esp
OBSE-Storms & Sound SI.esp
C&C - The Blackwood Company - OOO.esp
Better Dark Brotherhood Sanctuary.esp
Better Benirus Manor.esp
Better Benirus Manor - AN Patch - Natural.esp
BHC_Expanded.esp
Feudal Empire 300.esp
Kvatch Rebuilt.esp
OCC-KR-Patch.esp
Kvatch Rebuilt Weather Patch.esp
24HrArenaAliveV2.esp
24HrArenaAliveV2Towers.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
OCC-KOTN-Patch.esp
TOTF.esp
OCC-TOTF-Patch.esp
The Lost Spires.esp
OCC-Lost Spires-Patch.esp
AFK_Weye.esp
PTMudwater.esp
xuldarkforest.esp
LostSpires-DarkForest patch.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
LostSpires-Everglade patch.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
TearsOfTheFiend-CheydinhalFalls patch.esp
KvatchRebuilt-CheydinhalFalls patch.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
xulSnowdale.esp
OOO-Snowdale Patch.esp
Open Cities New Sheoth.esp
Open Cities Outer Districts.esp
Open Cities Reborn - Full Merge.esp
Harvest [Flora].esp
ImmersiveWait.esp
Leviathan Soulgems.esp
PersuasionOverhaul.esp
Salmo the Baker, Cobl.esp
RealisticForceMedium.esp
RenGuardOverhaul.esp
Enhanced Grabbing.esp
Deadly Reflex 5 - Timed Block with no damage or durability changes.esp
DeadlyReflex 5 - Combat Moves.esp
Cobl Races.esp
No More Annoying Messages.esp
-No-_persistant_enchantment_glow_fix-1843.esp
Open Cities Reborn Road Record.esp
Cobl Silent Equip Misc.esp
Bashed Patch, 0.esp



Thanks heaps for any advice on how to get the weather to unstick, and thanks again for a brilliant mod!
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Cat Haines
 
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Post » Wed Sep 01, 2010 9:38 pm

I can't recall if this has already been answered--are there plans for Immersive Interiors to be merged into All Natural once it's completed? I suppose there's no reason it needs to be done but it seems like a ...natural... fit.
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Tai Scott
 
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Post » Wed Sep 01, 2010 9:56 am

I can't recall if this has already been answered--are there plans for Immersive Interiors to be merged into All Natural once it's completed? I suppose there's no reason it needs to be done but it seems like a ...natural... fit.

See this:
While I'm at it, I'll also address a point that's been brought up in the past: Immersive Interiors integration. I haven't spoken to SWG about this, and it's only been briefly mentioned between Arthmoor and myself, but the way I see it is this: I'd integrate II in a heartbeat, as it's fantastic work that should really be a part of anyone's game, but we need to take into account having as wide a compatibility with other mods as possible. Since II portrays the vanilla city layout, it might not be desireable to users of other layouts such as Better Cities or Open Cities Reborn. As such we'd need to keep it a separate part of the mod, much like RL is, and so it might as well remain totally separate, which provides greater freedom for SWG to work with. So Immersive Interiors will remain a separate mod for this reason for the foreseeable future. That doesn't mean we don't absolutely recommend it though. ;)

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Juan Suarez
 
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Post » Wed Sep 01, 2010 9:15 am

Hy,

I have one question on this section of the Readme :

Do I *really* need Wrye Bash?Yes you really need Wrye Bash.  There’s plenty of help out there about how to get Wrye Bash up and running. Wrye Bash also has many very essential functions for all Oblivion users. Get it now.How do I use Wrye Bash to import cells?To Import Cells from All Natural:1. Run Wrye Bash.2. Locate the Bashed patch.esp on the Mods tab (it should be at the bottom).3. Right click on it and select “Rebuild Patch”.4. Check the box that says Import Cells and left click on the words Import Cells.5. Check the box next to the All Natural plugins.


I don't doubt one second on the quality of the Wrye Bash tool but someone can develop a little this section ? I'm interrested about the "importing cells" considerations, and why Wrye Bash is imposed to players by the creators of All Naturals.
My main reasons is to tweak my Oblivion in respect of this mod, and to don't create conflicts or interactions, but i'm interrested by the strategical aspect of this point too.
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Anna Kyselova
 
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