[RELz] Weather: All Natural, Thread 30

Post » Wed Sep 01, 2010 9:10 pm

Hey, a week late but on the moon-phase subject: Morrowind had GetMasserPhase and GetSecundaPhase. The data seems to exist in Oblivion, unless that's just a very slow animated texture. Why not request those commands from the OBSE team? Never hurts to ask, y'know? :)

(Maybe change the old integer set to a floating point scheme: 0 for new, waxing up to 1, flip to -1 for waning.)
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Miguel
 
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Post » Wed Sep 01, 2010 10:15 pm

Ah, yes, I remember that now, thanks for digging it up (and sorry for my laziness there, he he). Maybe a better question for its particular thread (I'm just assuming you guys would know this stuff) but, is there a reason something like Immersive Interiors wasn't made sooner? Or rather, is it finally being implemented because of some clever trick recently thought of, or is it just that it took a long time for All Natural to become a solid foundation in the first place, and now eventually someone has decided to take up the intimidating task of duplicating all the town geometry and stuff? Like was it was always thought to be doable given enough time, or was there some breakthrough clever coding? Sorry for another side question, I was just amazed that I left the game for a couple months and when I came back Immersive Interiors had shown up.
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Laura Tempel
 
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Post » Wed Sep 01, 2010 2:03 pm

Ah, yes, I remember that now, thanks for digging it up (and sorry for my laziness there, he he). Maybe a better question for its particular thread (I'm just assuming you guys would know this stuff) but, is there a reason something like Immersive Interiors wasn't made sooner?

Because it is an absolute ton of work, and none of us working on All Natural had the desire to start such a massive undertaking and/or didn't have the time to anyway. There's not really any fancy tricks involved, it's mostly just placing statics in the CS, but to do that for every city interior is a crazy amount of work.

Reneer's recently come up with his Interiors mod, of course, that scripts the placement of said statics, and somehow manages to add mountains, etc. I haven't looked at it myself though, I'm waiting until it's a bit more polished, though I do know Arthmoor has been taking an interest.
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Kira! :)))
 
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Post » Wed Sep 01, 2010 11:08 pm

Bonjour nopanolator, welcome to gamesas - You really need a signature link http://www.tesnexus.com/downloads/file.php?id=35896 ;)
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Kara Payne
 
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Post » Wed Sep 01, 2010 5:45 pm

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.


Wrye Bash is necessary due to the integrated support for interior weather visuals and sound. Specifically the climate settings that make it possible. The import cells function allows the changes AN makes to interior climates to stick, regardless of how many conflicting mods may be loading after it in the game. Without Bash, most of the effect would be lose, and weather would cease to stay syncronized. There would also be no way to support extending this to mod-added cells easily without Bash's filtering functions.

Wrye Bash does not cause conflicts. It resolves them.

Like was it was always thought to be doable given enough time, or was there some breakthrough clever coding? Sorry for another side question, I was just amazed that I left the game for a couple months and when I came back Immersive Interiors had shown up.


It's a ginormous amount of work. It's not the first time someone tried though. The Windows to the World project started something like it in the Imperial City and got as far as converting all the interiors for the Market District before the guy abandoned it. SomeWelshGuy came up with a clever way to make the work less tedious though, which is why he's able to get so much done so quickly.

Reneer's mod in this area has huge potential once it's been put through some testing. The bugs it has right now seem major but they're really not.
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Ash
 
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Post » Thu Sep 02, 2010 12:25 am

I got a PM on Nexus late last night from someone asking for permission to do a German translation of All Natural. Here's the PM:

Hey wrinklyninja,
I wanted to ask if I may translate All Natural into German. So, may I?
Additionally I'd like to let the translation be hosted on egg-of-time.us and scharesoft.de.
Regards
daysire


Here's the translations I've got PM records of giving permissions for:
German - by wobarch. Hosted http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=1514. Version 0.9.1.
Russian - by DJk. Hosted http://tes.ag.ru/oblivion/mods/weather/. Version 1.1.
French - by papill6n. Hosted http://www.confrerie-des-traducteurs.fr/oblivion/mods/graphisme/visuels/all_natural.php. Version 1.1.

So perhaps it is worth contacting wobarch to see if he's going to update the translation, and if not, get him to shift the work to daysire, allowing him to update that entry, etc.
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Shelby McDonald
 
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Post » Wed Sep 01, 2010 11:24 am

Indeed Bash is super useful for resolving conflicts. Having only used it to incorporate All Natural, I was having issues with a couple of mods--Tamriel NPCs Revamped, which gives NPCs more distinct faces, and another mod that gives NPCs more diverse clothing--as they would both override one another depending on which was last in the load order. Finally it occurred to me I could merge specific records from one of them into my bashed patch, and then everything was resolved and they both worked fine. Of course it was at that point I found out that the clothing choices for that latter mod were quite questionable, and I ultimately deciding against having NPCs with pasties and gimp costumes running around. I fully recommend TNR though.

EDIT: Looking up TNR, I see Arthmoor has picked up another abandoned mod? The mod savior???
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Brittany Abner
 
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Post » Wed Sep 01, 2010 9:56 pm

The mod savior???

Wow, and you must be the thread derailer! :wink_smile:
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Gill Mackin
 
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Post » Thu Sep 02, 2010 12:13 am

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



to explain my earlyer post

I I don't see any new weather i am lead to believe that my ALL nature weather only isn't working because of the above issues

also there is a All natural BSa that seems not to be in my Bsa stuff in the ini ??

would simply adding it there make ALL Natural work ? :/

am looking to fix these

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

plz help
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trisha punch
 
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Post » Wed Sep 01, 2010 11:29 am

I know, I know. Sorry! I'll shut up now and go back to lurking. I guess I love All Natural too much to close the tab.
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Benjamin Holz
 
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Post » Wed Sep 01, 2010 6:40 pm

plz help

Are you using obse v19, and haven't upgraded to v19b? Others have reported similar issues, it was an obse bug. See the obse thread for more.
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Lucy
 
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Post » Wed Sep 01, 2010 10:17 pm

Are you using obse v19, and haven't upgraded to v19b? Others have reported similar issues, it was an obse bug. See the obse thread for more.


obse 19b ? ill check it out :) thanks am using 19

EDIT


seems i had 19.4 update is 19.6 :/


things update on me too fast lol
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Roy Harris
 
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Post » Wed Sep 01, 2010 11:55 pm

Well seems to be working dany now

ive noticed this littlr thing however





Spoiler
seems the Knight dream area is visible from the ground unno if this is related to this mod or w/e am using bettter nightsky and improved sky but those are just textures
http://i95.photobucket.com/albums/l158/Snowarc/Knightsdream.jpg?t=1291429686

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Taylor Tifany
 
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Post » Wed Sep 01, 2010 4:47 pm

Thanks a lot for the accurate answer Arthmoor, it's exactly the point than i don't understanded well. It give me in complement somes notions of localized cells and theyr problematic, and why a patch for Kvatch rebuilt by example.

ps : congratulations for the mod, by the way, it give a true new depth to the game.
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Jesus Lopez
 
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Post » Wed Sep 01, 2010 7:08 pm

I love this mod - thanks for all the work you have put in to making it an indispensable part of my game.

I have noticed lately that when there is a storm during the day, it seems like night has fallen (ie too dark for my aging eyesight) - is this by design or is there a setting I can use to make it a bit brighter during storms?

Thanks for any guidance.
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ladyflames
 
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Post » Thu Sep 02, 2010 12:11 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.

@ lorca: Thanks for that, I shall examine those weathers.

Any feedback on the fix? Does it sort out the weather issues? I am about to test and will report.
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Romy Welsch
 
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Post » Wed Sep 01, 2010 4:50 pm

I posted previously, but yes the test fix, AN Scripts, has fixed the issues I had with sudden weather changes. I've also started using Enhanced Seasons again, with the update made to it, alongside All Natural and all is well. So far, about 12-15 hours, have worked as intended. Good work folks.
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(G-yen)
 
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Post » Wed Sep 01, 2010 11:39 pm

There is a floating flame without an obvious source (lantern, torch, etc) added by All Natural - Real Lights.esp in cell (-17, 22) at position -64381, 91663, 14475. It's visible above and to the right of the south gate of Chorrol when looking north toward the gate when immediately outside the city. Conflict report didn't indicate any conflicts in that cell.
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Lucky Boy
 
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Post » Wed Sep 01, 2010 12:51 pm

Those will be taken care of at the next update. That was partly due to some tricky handling I was doing with Open Cities in the same area which unraveled itself a bit with OCR.
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Stacey Mason
 
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Post » Wed Sep 01, 2010 11:00 am

Will All Natural - Indoor Weather Filter For Mods.esp help me hear the rain when inside the original Bank mod? I can't hear anything.
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Antonio Gigliotta
 
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Post » Wed Sep 01, 2010 7:40 pm

Update: daysire now has permission to update the All Natural German translation, which will be hosted at the same location as before (or the current upload will be removed and replaced with the updated version, depending on how the site works). I think that I'll add the locations of the three translations to the Mirrors tab on AN's Nexus page.

Also, I've forgotten if I had anything to do, requests to look into, etc. regarding AN, in my partial absence. If there's anything needing done aside from uploading a fixed All Natural Base.esm (containing the Scripts fixes) to Nexus, please remind me.

to explain my earlyer post

I I don't see any new weather i am lead to believe that my ALL nature weather only isn't working because of the above issues

also there is a All natural BSa that seems not to be in my Bsa stuff in the ini ??

would simply adding it there make ALL Natural work ? :/

am looking to fix these

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

plz help

Try using the latest version of OBSE...
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RAww DInsaww
 
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Post » Wed Sep 01, 2010 3:24 pm

Hi AN Team,

any hope for moon-dependant night lighting in 1.2 release?

Maybe I could start a brainstorming-thread, to get suggestions on how to best/easily implement it.. What do you think?

I've zero experience as a modder, but if Oblivion moonphases are sequential and a different moon texture is loaded every night,
linking this mechanism to AN's INI luminance value should be feasible.. (Again, from my "mere gamer"'s point of view :) )

Cheers!
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Fiori Pra
 
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Post » Wed Sep 01, 2010 4:27 pm

Hi AN Team,

any hope for moon-dependant night lighting in 1.2 release?

Cheers!

Forgot about that one - I shall take a look.
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Tamara Primo
 
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Post » Wed Sep 01, 2010 4:02 pm

I second this moon luminance (luna-nance?) idea. And wrinklyninja shouldn't have any trouble with it considering he lives on the moon.

One thing I'm trying to remember but can't--All Natural doesn't use OBGE [anymore?] to adjust brightness/contrast/saturation/etc does it? I recall reading in the version history or somewhere that it did at some point but no longer does, though it's possible I'm imagining this. I use ScreenEffects to up the saturation in my game just a little bit, but for season-controlled adjustments one would use Enhanced Seasons, correct? I apologize if this is documented somewhere or has already been answered; I'm curious, though.
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NAtIVe GOddess
 
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Post » Wed Sep 01, 2010 3:43 pm

Apologies if I am being too impatient - just wondered if this question got overlooked

I love this mod - thanks for all the work you have put in to making it an indispensable part of my game.

I have noticed lately that when there is a storm during the day, it seems like night has fallen (ie too dark for my aging eyesight) - is this by design or is there a setting I can use to make it a bit brighter during storms?

Thanks for any guidance.

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Lucky Girl
 
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