[RELz] Weather: All Natural, Thread 30

Post » Wed Sep 01, 2010 8:16 pm

I'm a bit annoyed though that it took a post by Thomas Kaira for you to air your experiences though.

Well yesterday was the first time I've had to play and just play without constantly exiting to make reports on BOSS, nGCD, stat damage, hotkeys, script failures, Nehrim BOSS, or many other small issues that I resolve myself without needing to post.

I simply cannot post about every small thing that comes up in my game. I'd never play and would end up bugging the hell out of everyone more than I already do. When I tried doing that before Vorians and even a few others put me on their ignore list - its like you become the guy who cried wolf. So I saw this event happen several times yesterday, just yesterday. And yes instead of forging ahead with another report of problems I waited for another to have the issue too - both to validate for myself that it wasn't operator error and because it can be really annoying to make a report then have everyone else go 'nope doesn't happen to me - must be another mod causing conflict.' Which it could have been as I hadn't yet tested without OBGE, which I was going to do between updates of OBGE now that it is updated.

I apologize if not as attentive, but with a few of the other issues I've had (and can read about in the numerous threads with my screaming carcass on them) this is pretty minor by comparison. I do try and prioritize.
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Wed Sep 01, 2010 7:02 pm

Well yesterday was the first time I've had to play and just play without constantly exiting to make reports on BOSS, nGCD, stat damage, hotkeys, script failures, Nehrim BOSS, or many other small issues that I resolve myself without needing to post.

I simply cannot post about every small thing that comes up in my game. I'd never play and would end up bugging the hell out of everyone more than I already do. When I tried doing that before Vorians and even a few others put me on their ignore list - its like you become the guy who cried wolf. So I saw this event happen several times yesterday, just yesterday. And yes instead of forging ahead with another report of problems I waited for another to have the issue too - both to validate for myself that it wasn't operator error and because it can be really annoying to make a report then have everyone else go 'nope doesn't happen to me - must be another mod causing conflict.' Which it could have been as I hadn't yet tested without OBGE, which I was going to do between updates of OBGE now that it is updated.

I apologize if not as attentive, but with a few of the other issues I've had (and can read about in the numerous threads with my screaming carcass on them) this is pretty minor by comparison. I do try and prioritize.

Fair enough then.
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Wed Sep 01, 2010 1:13 pm

I'm sure it gets just as aggravating when others simply respond with "that doesn't happen to me" but unfortunately, sometimes that's all we have, because it really doesn't happen to us. I know all too well the frustration of having something break, but being unable to diagnose it because I can't reproduce the problem under my own setup.

Personally I'd much rather hear about it and wonder what to do with it than not hear about it and have that begin resulting in a whole lot of negative comments elsewhere with no way of knowing what to look for.
User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Wed Sep 01, 2010 9:02 pm

Look I totally get where you two are coming from.

Have I really ever given either of you the impression that I would withhold a bug report?

I do work at home writing psych reports, and in-between can post on the forum. I get a few really good gaming sessions in per week but mostly I find myself playtesting more than real playing. Yeah I don't have to try out every mod that comes out and I don't, but I've been through the whole 'no one else has it so it must be you' thing enough times to know that often reports don't get handled till there is enough noise about it. Not that I would consider either of you inattentive in this regard. It is just that often there is a critical mass with bug reports or conflict reports - heard and seen too much = distrust.

I can think of one modder right now that has me on his ignore list and that is not minor when I make a report and it goes unanswered because it is not even seen. Plus not being a modder and just a player - can get one the label of always the first to be discounted. Damned if you do, damned if you don't. Then to make a detailed report to have the modder go ' Yeah it gets fixed when I get around to it.' Plus making detailed reports then barely a thank you often times (present company excluded).

Like I said in the last few days I've dealt with investigating serious stat damage, issues with updating mods, Wrye Bash malfunctioning, scripts failing, disassembling my load order multiple times and testing for conflcits one mod at a time, wondering why NPCs from Mod A are being brutally attacked by NPCS from Mod B, getting those updates installed - to the point that I see the weather get wonky and my thoughts are 'huh wonder if my settings are off, better solve this bigger problem first.' But mostly glad the game didn't encounter something game breaking.

A round of slack for everyone I say.
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Wed Sep 01, 2010 7:03 pm

It is just that often there is a critical mass with bug reports or conflict reports - heard and seen too much = distrust.


Well to be honest, critical mass does tend to get more attention - more reports = bigger problem. If only one person is having an issue, and it's difficult or impossible to reproduce, then yes, it very likely can get a lower priority for being dealt with. It's a catch 22 though. The first few people to report may not generate much interest, because oddly enough modders have lives too and also have to prioritize their time. so if everyone starts thinking "hey, I'll wait for someone else to say something" then the end result is nobody says anything and we all exist in blissful ignorance. Not a good way to go.

So I guess I'm basically saying, report bugs, even if you think they're minor ones. Even if you think it's possible they're caused by conflicts. Even if you're worried you might be annoying us. Sometimes we come across gruff or respond in ways that look angry. Don't sweat it. We're not sharpening our axes, I promise. :ninja:

If other people are ignoring you, that's on them. They'll just have to live with the bugs that leaves in place because of it.
User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Thu Sep 02, 2010 1:30 am

Buggy stuff found - Just trying out different OSR 4.1.4 settings so using the console command - tdt

I was at Aleswell, and decided to fast travel to The Drunken Dragon, on arrival the console churned out a few errors ....

http://www.bild.me/bild.php?file=6805561ScreenShot362.jpg

Hope its helpful

Edit: Forgot to mention, I am just using EW at this moment in time if that has any relevance.... in fact heres my ini settings too

Spoiler


; =========================================
; | All Natural Configuration File (v1.1) |
; =========================================

; Contains configuration parameters for settings and optional features.
; For Enable/Disable toggles, 1 is enabled and 0 is disabled.
; Multipliers are values by which the original value for whatever you are changing is multiplied.
; As such, values greater than 1 are an increase, while values less than 1 are a decrease. Values must not be negative, however.
; Defaults for parameter values are given in parenthesis after the parameter description.
; All parameters can be customised to suit indiviual tastes.


; ====================================================================
; | Weather Selection : Specify which mods' weathers you wish to see |
; ====================================================================

set ANVars.UseEW to 1 ;Enable/Disable Enhanced Weather's weathers in game. (1)
set ANVars.UseNW to 0 ;Enable/Disable Natural Weather's weathers in game. (1)
set ANVars.UseAWS to 0 ;Enable/Disable Atmospheric Weather System's weathers in game. (1)

set ANVars.UseSIExtra to 1 ;Enable/Disable additional (non-vanilla) weathers for SI in game. (1)


; =====================================================
; | 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 1 ; Multiplier of the brightness at night.
Set ANVars.NormalizeLuminance to 0 ; Controls the removal of vanilla Oblivion's blue tint at night.


; For the Shivering Isles
; ==========================

Set ANVars.SILuminance to 1 ; Multiplier of the brightness at night.
Set ANVars.SINormalizeLuminance to 0 ; 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 |
; -----------------------------------------------------------------------------------------------------------


; ================================================================
; | Weather Volatility : Adjust the average duration of weathers |
; ================================================================

; This changes the probability of how long weathers last for. The values are in hours, with the values below being the
; most likely length, and shorter and longer times having less chance. This lets you change the chances
; in favour of longer or shorter weathers. There is a minimum length of 1 and a maximum of 17 hours.

; For Tamriel
; ==============

Set ANVars.ClearLength to 6 ; Average duration of a clear weather. (9)
Set ANVars.CloudyLength to 6 ; Average duration of a cloudy weather. (9)
Set ANVars.OvercastLength to 6 ; Average duration of a overcast weather. (9)
Set ANVars.FogLength to 6 ; Average duration of a foggy weather. (9)
Set ANVars.RainLength to 6 ; Average duration of a rainy weather. (9)
Set ANVars.StormLength to 6 ; Average duration of a stormy weather. (9)
Set ANVars.SnowLength to 6 ; Average duration of a snowy weather. (9)

; For the Shivering Isles
; ==========================

Set ANVars.SIClearLength to 6 ; Average duration of a clear weather. (9)
Set ANVars.SICloudyLength to 6 ; Average duration of a cloudy weather. (9)
Set ANVars.SIOvercastLength to 6 ; Average duration of a overcast weather. (9)
Set ANVars.SIFogLength to 6 ; Average duration of a foggy weather. (9)
Set ANVars.SIRainLength to 6 ; Average duration of a rainy weather. (9)
Set ANVars.SIManiaLength to 6 ; Average duration of a Mania weather. (9)
Set ANVars.SIStormLength to 6 ; Average duration of a stormy weather. (9)


; ===============================================================
; | Timescaled Clouds : Scales cloud speeds with your timescale |
; ===============================================================

set ANVars.TCEnabled to 0 ;Enable/Disable Timescaled Clouds. (0)


; ==========================================================================
; | Transition Times : Adjust how long weather transitions take in Tamriel |
; ==========================================================================

; This changes the time taken to completely transition into a weather once a transition begins.
; It does not change how long weathers last for.

set ANVars.TTEnabled to 1 ; Enable/Disable Transition Times changes. (0)

set ANVars.ClearDeltaMult to 0.3 ; Multiplier of the transition times of clear weathers. (1)
set ANVars.CloudyDeltaMult to 0.3 ; Multiplier of the transition times of cloudy weathers. (1)
set ANVars.FogDeltaMult to 0.3 ; Multiplier of the transition times of foggy weathers. (1)
set ANVars.OvercastDeltaMult to 0.3 ; Multiplier of the transition times of overcast weathers. (1)
set ANVars.RainDeltaMult to 0.3 ; Multiplier of the transition times of rainy weathers. (1)
set ANVars.SnowDeltaMult to 0.3 ; Multiplier of the transition times of snowy weathers. (1)
set ANVars.StormDeltaMult to 0.3 ; Multiplier of the transition times of stormy weathers. (1)
set ANVars.SpecialDeltaMult to 0.3 ; Multiplier of the transition times of Kvatch Thunderstorm and Oblivion Gate weathers. (1)


; ========================================================================================================
; | Transition Times - Shivering Isles : Adjust how long weather transitions take in the Shivering Isles |
; ========================================================================================================

; This changes the time taken to completely transition into a weather once a transition begins.
; It does not change how long weathers last for.

set ANVars.TTSIEnabled to 1 ; Enable/Disable Transition Times for SI changes. (0)

set ANVars.SIClearDeltaMult to 0.3 ; Multiplier of the transition times of clear weathers. (1)
set ANVars.SICloudyDeltaMult to 0.3 ; Multiplier of the transition times of cloudy weathers. (1)
set ANVars.SIFogDeltaMult to 0.3 ; Multiplier of the transition times of foggy weathers. (1)
Set ANVars.SIManiaDeltaMult to 0.3 ; Multiplier of the transition times of Mania weathers. (1)
set ANVars.SIOvercastDeltaMult to 0.3 ; Multiplier of the transition times of overcast weathers. (1)
set ANVars.SIRainDeltaMult to 0.3 ; Multiplier of the transition times of rainy weathers. (1)
set ANVars.SIStormDeltaMult to 0.3 ; Multiplier of the transition times of stormy weathers. (1)


; =====================================================================
; | Fog Distances : Adjust the distance that fog occurs at in Tamriel |
; =====================================================================

set ANVars.FDEnabled to 1 ; Enable/Disable Fog Distances changes. (0)

set ANVars.ClearFogDist to 0.62 ; Multiplier of the fog distances of clear weathers. (1)
set ANVars.CloudyFogDist to 0.6 ; Multiplier of the fog distances of cloudy weathers. (1)
set ANVars.FogFogDist to 0.5 ; Multiplier of the fog distances of foggy weathers. (1)
set ANVars.OvercastFogDist to 0.59 ; Multiplier of the fog distances of overcast weathers. (1)
set ANVars.RainFogDist to 0.58 ; Multiplier of the fog distances of rainy weathers. (1)
set ANVars.SnowFogDist to 0.54 ; Multiplier of the fog distances of snowy weathers. (1)
set ANVars.StormFogDist to 0.57 ; Multiplier of the fog distances of stormy weathers. (1)
set ANVars.SpecialFogDist to 0.6 ; Multiplier of the fog distances of the Oblivion Gate weather. (1)


; ===================================================================================================
; | Fog Distances - Shivering Isles : Adjust the distance that fog occurs at in the Shivering Isles |
; ===================================================================================================

set ANVars.FDSIEnabled to 1 ; Enable/Disable Fog Distances for SI changes. (0)

set ANVars.SIClearFogDist to 0.62 ; Multiplier of the fog distances of clear weathers. (1)
set ANVars.SICloudyFogDist to 0.6 ; Multiplier of the fog distances of cloudy weathers. (1)
set ANVars.SIFogFogDist to 0.5 ; Multiplier of the fog distances of foggy weathers. (1)
Set ANVars.SIManiaFogDist to 0.6 ; Multiplier of the fog distances of Mania weathers. (1)
set ANVars.SIOvercastFogDist to 0.59 ; Multiplier of the fog distances of overcast weathers. (1)
set ANVars.SIRainFogDist to 0.58 ; Multiplier of the fog distances of rainy weathers. (1)
set ANVars.SIStormFogDist to 0.57 ; Multiplier of the fog distances of stormy weathers. (1)


; ==========================================================================
; | Colour Tints : Adjust the colour of weather types' tinting in Tamriel |
; ==========================================================================

set ANVars.CTEnabled to 0 ; Enable/Disable Enhanced Colours for SI. (0)

Set ANVars.ClearR to 1 ; Multiplier for red values in clear weathers. (1)
Set ANVars.ClearG to 1 ; Multiplier for green values in clear weathers. (1)
Set ANVars.ClearB to 1 ; Multiplier for blue values in clear weathers. (1)

Set ANVars.CloudyR to 1 ; Multiplier for red values in cloudy weathers. (1)
Set ANVars.CloudyG to 1 ; Multiplier for green values in cloudy weathers. (1)
Set ANVars.CloudyB to 1 ; Multiplier for blue values in cloudy weathers. (1)

Set ANVars.FogR to 1 ; Multiplier for red values in foggy weathers. (1)
Set ANVars.FogG to 1 ; Multiplier for green values in foggy weathers. (1)
Set ANVars.FogB to 1 ; Multiplier for blue values in foggy weathers. (1)

Set ANVars.OvercastR to 1 ; Multiplier for red values in overcast weathers. (1)
Set ANVars.OvercastG to 1 ; Multiplier for green values in overcast weathers. (1)
Set ANVars.OvercastB to 1 ; Multiplier for blue values in overcast weathers. (1)

Set ANVars.RainR to 1 ; Multiplier for red values in rainy weathers. (1)
Set ANVars.RainG to 1 ; Multiplier for green values in rainy weathers. (1)
Set ANVars.RainB to 1 ; Multiplier for blue values in rainy weathers. (1)

Set ANVars.SnowR to 1 ; Multiplier for red values in snowy weathers. (1)
Set ANVars.SnowG to 1 ; Multiplier for green values in snowy weathers. (1)
Set ANVars.SnowB to 1 ; Multiplier for blue values in snowy weathers. (1)

Set ANVars.StormR to 1 ; Multiplier for red values in stormy weathers. (1)
Set ANVars.StormG to 1 ; Multiplier for green values in stormy weathers. (1)
Set ANVars.StormB to 1 ; Multiplier for blue values in stormy weathers. (1)


; =======================================================================================================
; | Colour Tints - Shivering Isles : Adjust the colour of weather types' tinting in the Shivering Isles |
; =======================================================================================================

set ANVars.CTSIEnabled to 0 ; Enable/Disable Enhanced Colours for SI. (0)

Set ANVars.SIClearR to 1 ; Multiplier for red values in clear weathers. (1)
Set ANVars.SIClearG to 1 ; Multiplier for green values in clear weathers. (1)
Set ANVars.SIClearB to 1 ; Multiplier for blue values in clear weathers. (1)

Set ANVars.SICloudyR to 1 ; Multiplier for red values in cloudy weathers. (1)
Set ANVars.SICloudyG to 1 ; Multiplier for green values in cloudy weathers. (1)
Set ANVars.SICloudyB to 1 ; Multiplier for blue values in cloudy weathers. (1)

Set ANVars.SIFogR to 1 ; Multiplier for red values in foggy weathers. (1)
Set ANVars.SIFogG to 1 ; Multiplier for green values in foggy weathers. (1)
Set ANVars.SIFogB to 1 ; Multiplier for blue values in foggy weathers. (1)

Set ANVars.SIManiaR to 1 ; Multiplier for red values in Mania weathers. (1)
Set ANVars.SIManiaG to 1 ; Multiplier for green values in Mania weathers. (1)
Set ANVars.SIManiaB to 1 ; Multiplier for blue values in Mania weathers. (1)

Set ANVars.SIOvercastR to 1 ; Multiplier for red values in overcast weathers. (1)
Set ANVars.SIOvercastG to 1 ; Multiplier for green values in overcast weathers. (1)
Set ANVars.SIOvercastB to 1 ; Multiplier for blue values in overcast weathers. (1)

Set ANVars.SIRainR to 1 ; Multiplier for red values in rainy weathers. (1)
Set ANVars.SIRainG to 1 ; Multiplier for green values in rainy weathers. (1)
Set ANVars.SIRainB to 1 ; Multiplier for blue values in rainy weathers. (1)

Set ANVars.SIStormR to 1 ; Multiplier for red values in stormy weathers. (1)
Set ANVars.SIStormG to 1 ; Multiplier for green values in stormy weathers. (1)
Set ANVars.SIStormB to 1 ; Multiplier for blue values in stormy weathers. (1)

User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Wed Sep 01, 2010 4:57 pm

Just to close out my earlier problem with upgrading... I clean-saved in the Testinghall and upgraded, then fast-travelled to Wawnet Inn. Walking away from the IC bridge, I still got a CTD instantly I changed cell. However after reloading, I headed in the other direction until I changed cell, then turned around, and didn't get a CTD. So it must have been something transient in my game associated with the Weye cell in particular, and therefore probably nothing to do with AN.

=====
On the above subject of instant weather transitions, I recently saw one of them in Chorrol. I was wandering by the chapel, and it was nice and sunny. Suddenly, the heavens opened. Now, I didn't report it for two reasons. Firstly, that's the only time it has happened since upgrading to 1.1, and secondly I had recently received a couple of "the death of this ent causes the heavens to tear asunder" messages from MMM, so I just assumed that these had triggered the weather change and it took a while for AN to catch up (possibly because there were two messages in quick succession?).

I notice that Thomas Kaira is also using MMM, so it may have been a similar situation for him.

Eloise
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Wed Sep 01, 2010 11:37 am

Yesterday was the first time I've really sat down and played for a decent session and I also had a couple instances of "insta-weather change". I was usually traveling when this happened and it seemed, could be a placebo, to happen when Enhanced Seasons switched zones. I'm not completely sure they were related nor can I dismiss it.

I've been having some other weird issues happening on this character lately though, unrelated to weather. This character has over 400 hours and many mods have been added, removed, or altered many times. So I was just gonna chalk it up to my current install being faulty, but since others are reporting issues I'll mention my recent experiences too. I was reluctant to just report the issue immediately due to the state of my install. I had multiple small issues popping up left and right over the past couple gaming sessions. Yet nothing had really changed in my setup.

Anyway I've been wanting to reinstall and create a new character for a while so I have since abandoned that install and started with a clean slate. Well I'm currently building my setup and I'm about to the point of adding overhauls and weather. Currently I only have DLC's, Unofficial Patches, Utilities, UI, and Sound mods installed. Maybe I'll just add All Natural and Enhanced Seasons to see if I can reproduce this problem on a clean install. I'm sure that would help so we can eliminate the possibility of outside interference from other scripts. Since right now my install has pretty much nothing that relies on heavy scripting.

I'll try to report back later tonight, maybe sooner, on my findings.
User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Wed Sep 01, 2010 7:24 pm

And another set of errors, this time fast travelling from Aleswell to Leyawiin .... This lot aswell as from the console also recorded in the obse.log (I should have realised that earlier, save posting screenshots - But at least with tdt I am seeing them as they happen and where)

Error in script 010172c7
Operator := failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x13C2 Command: Let
Error in script 010172c7
An expression failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x13C2 Command: Let
Error in script 010172c7
Operator := failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x13E0 Command: Let
Error in script 010172c7
An expression failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x13E0 Command: Let
Error in script 010172c7
Operator := failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x13FE Command: Let
Error in script 010172c7
An expression failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x13FE Command: Let
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Thu Sep 02, 2010 1:12 am

That is usually a result of running the incorrect version of OBSE. Are you running 19+? I also had a similar issue when switching over to enhanced economy. In my case I had to remove EE and do a clean save without it. Once all the OBSE stuff got cleared, reload EE and all was good again.

I'm finding that if mods require OBSE 19+, you need to have installed OBSE 19 before installing these mods. Loading them even once without leaves some stuff in the OBSE save that isn't cleared unless you clean save without them.

I haven't been able to check out the new version of AN yet because I'm doing some mod development that only requires OBSE 18.
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Wed Sep 01, 2010 10:15 pm

On the above subject of instant weather transitions, I recently saw one of them in Chorrol. I was wandering by the chapel, and it was nice and sunny. Suddenly, the heavens opened. Now, I didn't report it for two reasons. Firstly, that's the only time it has happened since upgrading to 1.1, and secondly I had recently received a couple of "the death of this ent causes the heavens to tear asunder" messages from MMM, so I just assumed that these had triggered the weather change and it took a while for AN to catch up (possibly because there were two messages in quick succession?).

I notice that Thomas Kaira is also using MMM, so it may have been a similar situation for him.

Eloise

An interesting hypothesis - while testing a while back I came across similar circumstances (the message displayed), but I didn't see any immediate change. A short while later I experienced a sudden weather transition I was later unable to replicate. I was testing ES at the time before its release, so I just chalked it up to a bug I'd then fixed.

I think I'll have a look at this spriggans' death script, which should shed some light on the issue.

I don't think that ES is to blame for the insta-transitions, as Thomas Kaira doesn't seem to be using it.

On the subject of OBSE errors, I have yet to have encountered any and cannot replicate your results.
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Wed Sep 01, 2010 12:06 pm

On the subject of OBSE errors, I have yet to have encountered any and cannot replicate your results.


Hmm, an enigma. Going to revert to Oblivion Stutter Remover 4.1, back to pre-4.1.4 stable ini settings with that, and delete obse saves. The only other thing common to my experience is Emmas Aleswell Cottage in the start area of both fast travels .... I cant see that having an effect on OBSE/AN evaluating a valid result.

Will try to replicate with the above changes and see what happens.
User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Wed Sep 01, 2010 9:19 pm

Wrinkly I did a reload after the above changes and I could still replicate the problem

However, I am not too sure on my save routine after upgrading to AN 1.1, whether I got everything correct or not I am not too sure so decided it was probably due to a confused save game problem..... Started new game completely (yep T.I.E goblins and all) ... got to aleswell, fast travel to leyawiin with tdt on. No further errors. Checked the obse log all seems fine there, so t'was that thing between the chair and keyboard that was the problem :)

Apologies for false alarm

Edit: Hold the phone

Just reloaded after posting this and went for a wander around the countryside, just sneaking around following a mounted imperial, east of Aleswell and just walking past Serceen when this happened during a thunderstorm (using tdt again monitoring fps)....

http://www.bild.me/bild.php?file=3949720ScreenShot373.jpg

I know you cannot reproduce it, but will post this lot for posterity in case it rings any bells in future, this is my game in progress now after the completely new start......

Obse stable 0019 log...

Spoiler
OBSE: initialize (version = 19.4 010201A0)
oblivion root = D:\Program Files\Bethesda Softworks\Oblivion\
plugin directory = D:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\
checking plugin D:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin D:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin D:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin D:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin D:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin D:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctly
patched
loading from D:\Documents\My Games\Oblivion\Saves\Streamsave_6.obse
Reading mod list from co-save
Loading strings
Loading array variables
DoLoadGameHook: D:\Documents\My Games\Oblivion\Saves\Streamsave_6.ess
loading from D:\Documents\My Games\Oblivion\Saves\Streamsave_6.obse
RenameGameHook: D:\Documents\My Games\Oblivion\Saves\Streamsave_12.ess -> D:\Documents\My Games\Oblivion\Saves\Streamsave_12.bak
renaming D:\Documents\My Games\Oblivion\Saves\Streamsave_12.obse -> D:\Documents\My Games\Oblivion\Saves\Streamsave_12.obse.bak
DoSaveGameHook: D:\Documents\My Games\Oblivion\Saves\Streamsave_12.ess
saving to D:\Documents\My Games\Oblivion\Saves\Streamsave_12.obse
Error in script 010172c7
Operator := failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x13C2 Command: Let
Error in script 010172c7
An expression failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x13C2 Command: Let
Error in script 010172c7
Operator := failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x13E0 Command: Let
Error in script 010172c7
An expression failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x13E0 Command: Let
Error in script 010172c7
Operator := failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x13FE Command: Let
Error in script 010172c7
An expression failed to evaluate to a valid result
File: All Natural Base.esm Offset: 0x13FE Command: Let
DeleteGameHook: D:\Documents\My Games\Oblivion\Saves\Streamsave_8.ess
deleting D:\Documents\My Games\Oblivion\Saves\Streamsave_8.obse
DoSaveGameHook: D:\Documents\My Games\Oblivion\Saves\Streamsave_8.ess
saving to D:\Documents\My Games\Oblivion\Saves\Streamsave_8.obse


Current load order

Spoiler
Active Mod Files:
00 Oblivion.esm
01 All Natural Base.esm [Version 1.0]
02 Cobl Main.esm [Version 1.72]
03 VASE - core.esm
04 Unofficial Oblivion Patch.esp [Version 3.3.3]
05 Oblivion Citadel Door Fix.esp
06 DLCShiveringIsles.esp
07 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
** Oblivion Vwalk UOS.esp
** DLCShiveringIsles Vwalk UOS.esp
** DLCShiveringIsles Vwalk DG_DS UOS.esp
08 All Natural.esp [Version 1.1]
09 All Natural - SI.esp [Version 1.0]
++ phinix-waterfix.esp
++ ln.esp
0A WindowLightingSystem.esp
0B diversegrasses.esp
0C ImprovedSigns.esp
0D Luchaire's Neck Seam Concealer.esp
0E Slof's Oblivion Pillow Book.esp
0F VAs Better Gold with no Menu Icon.esp
10 Display Stats.esp [Version 1.3]
11 Streamline 3.1.esp
12 DLCHorseArmor.esp
13 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6]
14 DLCOrrery.esp
15 DLCOrrery - Unofficial Patch.esp [Version 1.0.4]
** DLCOrrery Vwalk.esp
16 DLCVileLair.esp
17 DLCVileLair - Unofficial Patch.esp [Version 1.0.6]
18 DLCMehrunesRazor.esp
19 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]
** DLCMehrunesRazor Vwalk UOP.esp
1A DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
++ MaleBodyReplacerV4.esp
++ Blade Of Woe Replacer.esp
1B Featherwynd - Amazon Priestess.esp
1C Gizmodian - Shell of the Artifice.esp
1D GizmodianSothaDagger.esp
1E Hentai DarkSisterhoodArmor.esp
1F HGEC Witch Queen Ritual Robe.esp
20 KDDwemerSpectacles.esp
21 Mithris_HGEC.esp
22 Nicos Tabaxi Bows.esp
23 Pekka_Shields_Light.esp
24 Sister_of_Eisen_HGEC.esp
25 Slof's Giger Armour.esp
26 Underworld Armor.esp
** TGND.esp
** TGND_SI.esp
27 TGND_Corsets_of_the_Rose.esp
28 TGND - Kogane's Ranger Armor.esp
29 TGND_Lingerie_Underwear.esp
2A Ryk_AtholBrose.esp
2B RogueLeather.esp
2C Benjamin the Donkey - pimped up version - small.esp
2D DLCThievesDen.esp
2E DLCThievesDen - Unofficial Patch.esp [Version 1.0.7]
2F DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
** DLCThievesDen Vwalk UOP.esp
30 Cobl Glue.esp [Version 1.72]
31 Cobl Si.esp [Version 1.63]
++ Cobl Tweaks.esp [Version 1.44]
++ VASE - Vanilla Cyrodiil.esp
++ VASE - Vanilla SI.esp
32 TIE.esp [Version 1.42]
** TIE Vwalk.esp
++ TIE Cats.esp
33 EM_CompInnsleeping.esp [Version 0.9]
34 AleswellHomeQuest.esp
35 Better Dark Brotherhood Sanctuary.esp
36 Better Benirus Manor.esp
37 Better Benirus Manor - AN Patch - Natural.esp
38 BravilBridgeCottage.esp
39 BrotherhoodRenewed.esp [Version 1.0.9]
3A DarknessHollows.esp
3B RoxeyCottage.esp
3C The Ayleid Steps.esp [Version 3.4]
** The Ayleid Steps Vwalk.esp
3D DLCBattlehornCastle.esp
3E DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.5]
3F DLCFrostcrag.esp
40 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.5]
** DLCFrostcrag Vwalk.esp
41 Knights.esp
42 Knights - Unofficial Patch.esp [Version 1.1]
** Knights Vwalk UOP.esp
43 Shadowcrest_Vineyard_COBL.esp
44 road+bridges.esp [Version 4.5.9]
45 NRB4+Vineyard Patch.esp
46 Feldscar.esp [Version 1.0.5]
** Feldscar Vwalk.esp
47 Vergayun.esp [Version 1.0.5]
** Vergayun Vwalk.esp
48 Faregyl.esp [Version 1.0.10]
** Faregyl Vwalk.esp
49 Molapi.esp [Version 1.0]
4A PTMudwater.esp
4B Better Abandoned House.esp
4C ImprovedSoulgems.esp [Version 1.11]
4D Oblivifall - Ambiant Dungeon SFX.esp [Version 1.2]
++ Khajiit Fix.esp
4E CCR - Capucine.esp
4F n_Dywyll_Elves.esp
50 Tabaxi Race 2.0.esp [Version 2.0]
51 1em_Vilja.esp [Version 2.3.2]
++ 1em_Vilja_as_Custom_by_Xtudo.esp
** 1em_Vilja Vwalk.esp
52 TheOubliette.esp
** NRB4 Standard Road Record.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.1]
54 Bashed Patch, 0.esp


Wait is that All Natural Base esm (v1.0) Correct?, or could this be a Bain anneal that didnt.. off to check - No that seems to be correct
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Wed Sep 01, 2010 6:08 pm

Wrinkly sorry to bug you but the problem came back within a new game (see above) - Would this be better notified in the OBSE thread?

AN ini is the same config as posted previously. The only other deviation from the norm, I have timescale set at 12 (noticed timescale mentioned recently if it could be a cause for concern with the new AN)
User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Wed Sep 01, 2010 12:26 pm

Wrinkly sorry to bug you but the problem came back within a new game (see above) - Would this be better notified in the OBSE thread?

Probably not. It would be better if I understood how to turn the offsets the error gives into lines or something I could use to pinpoint the offending code. Anyone know how?
User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Wed Sep 01, 2010 10:28 pm

Yes, use http://www.gamesas.com/index.php?/topic/1047306-beta-oblivion-script-extender-obse-0018/page__st__20__p__15199347&#entry15199347. We asked Scruggs to post it in the opening thread of OBSE, but he keeps forgetting. I think he intended to build it in at one point...
User avatar
DAVId MArtInez
 
Posts: 3410
Joined: Fri Aug 10, 2007 1:16 am

Post » Thu Sep 02, 2010 12:47 am

Yes, use http://www.gamesas.com/index.php?/topic/1047306-beta-oblivion-script-extender-obse-0018/page__st__20__p__15199347&#entry15199347. We asked Scruggs to post it in the opening thread of OBSE, but he keeps forgetting. I think he intended to build it in at one point...


Had a look, downloaded it... that one went woooosh over my head and plopped against the wall :blush:

But if I can be of assistance applying it to my instance of the problem which Wrinkly cannot reproduce .... Hit me (goes to grab copious rocket fuel coffee)
User avatar
mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Wed Sep 01, 2010 8:57 pm

Scriptviewer is invaluable for debugging. However, I am 99% sure that you'll find that the offending lines are array access that works fine for everyone else, and that should not be possible to fail. I have seen this type of error being reported now and then for various OBSE mods that use arrays, among them some of my own, and it seems like somehow something has gone whacky with the OBSE arrays. If the player who experiences this removes the offending mod, but have more OBSE array mods, the error will most likely jump to the next.

I got extended debug info from one such situation, and OBSE reported that the array pointed to by one of my mods (Quest Log Manager) was owned by another mod (nGCD, IIRC), which should just not be possible. The OBSE team has gotten hold of that save, so they can hopefully make something out of it. But in the meantime, I guess there's nothing for you to find out.
User avatar
maria Dwyer
 
Posts: 3422
Joined: Sat Jan 27, 2007 11:24 am

Post » Wed Sep 01, 2010 8:52 pm

Scriptviewer is invaluable for debugging. However, I am 99% sure that you'll find that the offending lines are array access that works fine for everyone else, and that should not be possible to fail. I have seen this type of error being reported now and then for various OBSE mods that use arrays, among them some of my own, and it seems like somehow something has gone whacky with the OBSE arrays. If the player who experiences this removes the offending mod, but have more OBSE array mods, the error will most likely jump to the next.

I got extended debug info from one such situation, and OBSE reported that the array pointed to by one of my mods (Quest Log Manager) was owned by another mod (nGCD, IIRC), which should just not be possible. The OBSE team has gotten hold of that save, so they can hopefully make something out of it. But in the meantime, I guess there's nothing for you to find out.

Yep, the offending offsets are trying to access array elements. The element accessed is always between 0 and 1 less than the array size, and the array size is always at least 1, so that should never fail.

Thanks for sharing that. :)

@ alt3rn1ty: TheNiceOne's answer seems to fit your bug. Hopefully the OBSE Team can track down and sort what's gone wrong. Until then, it's just something you'll have to live with. It just means you'll get less weather changes than you should. Perhaps contact them to see if they're interested in your save?
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Wed Sep 01, 2010 9:25 am

If the player who experiences this removes the offending mod, but have more OBSE array mods, the error will most likely jump to the next.


TNO its uncanny that you should show up with that information :), before I started a new game I was curious if un-installing AN would make a difference ... as you have just said, after doing that I experienced what you describe, Display Stats was the next target in my case to be producing errors. At that point I concluded that a new game would be in order because I assumed my save games had become confused

Edit:
@ alt3rn1ty: TheNiceOne's answer seems to fit your bug. Hopefully the OBSE Team can track down and sort what's gone wrong. Until then, it's just something you'll have to live with. It just means you'll get less weather changes than you should. Perhaps contact them to see if they're interested in your save?


Copied - Thanks all - Will give the errors a damned good ignoring :) - Edit: A zipped parcel enroute to obse team.
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Wed Sep 01, 2010 1:10 pm

Just to close out my earlier problem with upgrading... I clean-saved in the Testinghall and upgraded, then fast-travelled to Wawnet Inn. Walking away from the IC bridge, I still got a CTD instantly I changed cell. However after reloading, I headed in the other direction until I changed cell, then turned around, and didn't get a CTD. So it must have been something transient in my game associated with the Weye cell in particular, and therefore probably nothing to do with AN.

=====
On the above subject of instant weather transitions, I recently saw one of them in Chorrol. I was wandering by the chapel, and it was nice and sunny. Suddenly, the heavens opened. Now, I didn't report it for two reasons. Firstly, that's the only time it has happened since upgrading to 1.1, and secondly I had recently received a couple of "the death of this ent causes the heavens to tear asunder" messages from MMM, so I just assumed that these had triggered the weather change and it took a while for AN to catch up (possibly because there were two messages in quick succession?).

I notice that Thomas Kaira is also using MMM, so it may have been a similar situation for him.

Eloise


Just remember, that instant swap from clear to rain when the transition was halfway done was not the only one (and given the explanation, I can see where you're coming from), the same thing happened about 45 minutes earlier in the same play session when the weather instant-swapped from snowy to clear as I was coming down from the Jeralls (happened right as I exited the Jerall Mountain region back into the Heartlands). That's what drove me to open these floodgates.
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Wed Sep 01, 2010 5:01 pm

Just to let you guys know - My problem with OBSE/AN errors kind of escalated beyond being ignoreable last night, most recent save game was an insta crash on load, previous saves I could go approx ten minutes ... but in each case a CTD was inevitable. I have posted again in the OBSE thread and sent scruggsy another upload of saves to hopefully help with fault finding.

But for now, I have had to revert to obse 0018 :(, its been a bit of a show stopper. Also found something else I was getting suspicious of - that a few CTD's in the last couple of days on the desktop with my youngests game could possibly be attributed to the same setup, checked out obse log on there and found the same errors have been occurring (the desktop having the same BAIN setup I can quite easily replicate the same circumstances on both machines). Scruggsy has machine problems at the moment but has said he will be looking further into this when up and running again.

I would keep a pre-obse 0019/an 1.1 save backed up somewhere just in case the currently mysterious and spurious array error problems crop up for yourselves.
User avatar
Tessa Mullins
 
Posts: 3354
Joined: Mon Oct 22, 2007 5:17 am

Post » Wed Sep 01, 2010 2:11 pm

Re-installing AN 1.1 :)
My problem has been resolved, and an update you guys will be interested in is obse 0019b - The actual problem was not AN but Display Stats in combination, quote from Scruggsy "the OBSE docs fail to mention that arrays and string variables created at the game's main menu screen become invalid (by necessity) once a new game is started or a saved game is loaded." So it was not TNO's fault either.

Now, back to messing with fog settings :D
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Wed Sep 01, 2010 10:55 pm

Finally re-loaded my OBSE 19 game, upgraded to OBSE 19b, upgraded AN to 1.1 and I'd say it's http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/SI_sky.jpg. I had a dull grey sky just before that (doing clean save without AN).

Thanks guys!
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Wed Sep 01, 2010 7:46 pm

I noticed that the ScreenEffects page list this mod as making use of it. However, I don't see SE as a requirement in W:AN. Does W:AN use SE at all?
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

PreviousNext

Return to IV - Oblivion