[RELz] Weather: All Natural, Thread 30

Post » Wed Sep 01, 2010 2:01 pm

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/ v1.1 @ 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=1119930

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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Batricia Alele
 
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Post » Wed Sep 01, 2010 10:21 am

For anyone wanting a comparison set of screenshots for the new fog settings .... Here's a bunch I have been trying out on the laptop (not too good in the resolution but will give you an idea of fog ranges), alongside the relevant ini setting, open each up in a new tab to compare

Spoiler
; ================================================
; | 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 0.9 http://www.bild.me/bild.php?file=1381312ScreenShot296.jpg
set ANVars.CloudyFogDist to 0.75 http://www.bild.me/bild.php?file=5923713ScreenShot298.jpg
set ANVars.FogFogDist to 0.5 http://www.bild.me/bild.php?file=7929337ScreenShot297.jpg
set ANVars.OvercastFogDist to 0.8 http://www.bild.me/bild.php?file=6277035ScreenShot294.jpg
set ANVars.RainFogDist to 0.7 http://www.bild.me/bild.php?file=9448240ScreenShot300.jpg
set ANVars.SnowFogDist to 0.6 http://www.bild.me/bild.php?file=5317630ScreenShot295.jpg (Not snowing, but when it is - this fog distance will apply)
set ANVars.StormFogDist to 0.65 http://www.bild.me/bild.php?file=6629633ScreenShot299.jpg
set ANVars.SpecialFogDist to 0.7 Not tried yet so no screeny

; ====================================================================
; | 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 0.9 ; Multiplier of the fog distances of clear weathers. (1)
set ANVars.SICloudyFogDist to 0.75 ; 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 0.7 ; Multiplier of the fog distances of Mania weathers. (1)
set ANVars.SIOvercastFogDist to 0.8 ; Multiplier of the fog distances of overcast weathers. (1)
set ANVars.SIRainFogDist to 0.7 ; Multiplier of the fog distances of rainy weathers. (1)
set ANVars.SIStormFogDist to 0.65


Playing with the settings a bit as above gives a similar setup to Redbag fog

Obviously depending on what combination of weather plugins of all natural you use (EW/NW/AWS) conditions will change (as they have done during taking some of those screenshots), and anyone wanting a Pseron Wyrd Morrowind fog effect could have all settings the same ... say 0.4

And a setting of say 0.5 across the board would be enough to cover a multitude of optimization tweak sins, or for people not using RAEVWD for instance pop-up architecture can be covered with lower settings, people not using distant trees/closer settings for objects appearing etc.

Wrinkly this has made a lot more atmospheric choice for different machine setups so easy, said it before but again thank you, its turned out better than I thought.

Edit: After more playing tweaked my ideas of settings for Morrowind fog a bit.
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Ricky Meehan
 
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Post » Wed Sep 01, 2010 9:22 pm

@Psymon: The Oblivifall...CATH CHANGES.esp only changes the exteriors. It won't conflict with AN or Immersive Interiors. So nothing to worry about.
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Gracie Dugdale
 
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Post » Wed Sep 01, 2010 11:37 pm

Was there any special procedure to upgrading from version 1? I thought it might require a clean save, but I couldn't find anything that indicated it was necessary.

The reason I am asking is that I just updated while I was in the Wawnet Inn. Now, whenever I try to leave Weye, the weather instantly changes to heavy rain and the game CTDs. Is this because I should have clean-saved, or is it because the weather in Weye was foggy when I upgraded?

Eloise
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CHangohh BOyy
 
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Post » Wed Sep 01, 2010 6:40 pm

Was there any special procedure to upgrading from version 1? I thought it might require a clean save, but I couldn't find anything that indicated it was necessary.

The reason I am asking is that I just updated while I was in the Wawnet Inn. Now, whenever I try to leave Weye, the weather instantly changes to heavy rain and the game CTDs. Is this because I should have clean-saved, or is it because the weather in Weye was foggy when I upgraded?

Eloise

It's always best to do a clean save upgrade for scripted mods, unless the scripts haven't changed, but they did for 1.0->1.1, so try again with a clean save upgrade and see if it happens again. I don't remember making any changes that would explicitly require a clean save upgrade, but the changes were made over a long period of time and I might have forgotten them.
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Joey Bel
 
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Post » Wed Sep 01, 2010 4:26 pm

Excellent update so far. I agree about the fog settings, it adds a lot to the atmosphere. I'm still tinkering about for my preferred setup but I like what alt3rn1ty has going. Although I prefer to push the fog out a little further on clear and overcast days.

Thanks again for the update folks. Top notch work as always.

Very anxiously awaiting weather/particle boxes.
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Bereket Fekadu
 
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Post » Wed Sep 01, 2010 6:27 pm

Wrinkly just one more question, I am getting a better feel for how the distant fog affects the game on two different machines now (and have edited my post above a bit to reflect that - experience is needed in lots of different conditions to judge how to set it) .... aand you did ask for feedback so hopefully the following will be some of what you were looking for ......

Question - Does AN distant fog (which I am equating to streamline distant fog), the closer you bring it in, have a visual effect of also bringing in normal weather fog. I ask because I am finding that to bring distant fog in to a range of 0.4 for example (and masking distant optimisation anomolies), the close in fog seems to get too thick sometimes. I have said before now that I really like thick close in fog, but with more experience (using EW and AWS at the moment) have found that it can be VERY thick close in. On the laptop I am using 0.5 across the board, which seems to be just about right for my current setup ideas on this machine, lowering across the board to 0.4 for a Morrowind fog effect seems maybe just too much when close in fog kicks in .... Hope this is making sense. Its like the distant fog setting is slightly amplifying close in fog and to achieve a similar morrowind fog range to Pseron Wyrds is a touch too much.

I will actually settle for a redbag fog setup eventually and turn on distant trees again, I am just experimenting for those that would use it this way, and maybe one day I plug something in that upsets the balance on this machine for myself, in that case lowering distant options again would become necessary for me ( its a nice lappy, but the graphics card needs more memory really for the things I do on it sometimes :) ).
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JUDY FIGHTS
 
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Post » Wed Sep 01, 2010 5:58 pm

Wrinkly just one more question, I am getting a better feel for how the distant fog affects the game on two different machines now (and have edited my post above a bit to reflect that - experience is needed in lots of different conditions to judge how to set it) .... aand you did ask for feedback so hopefully the following will be some of what you were looking for ......

Question - Does AN distant fog (which I am equating to streamline distant fog), the closer you bring it in, have a visual effect of also bringing in normal weather fog. I ask because I am finding that to bring distant fog in to a range of 0.4 for example (and masking distant optimisation anomolies), the close in fog seems to get too thick sometimes. I have said before now that I really like thick close in fog, but with more experience (using EW and AWS at the moment) have found that it can be VERY thick close in. On the laptop I am using 0.5 across the board, which seems to be just about right for my current setup ideas on this machine, lowering across the board to 0.4 for a Morrowind fog effect seems maybe just too much when close in fog kicks in .... Hope this is making sense. Its like the distant fog setting is slightly amplifying close in fog and to achieve a similar morrowind fog range to Pseron Wyrds is a touch too much.

I will actually settle for a redbag fog setup eventually and turn on distant trees again, I am just experimenting for those that would use it this way, and maybe one day I plug something in that upsets the balance on this machine for myself, in that case lowering distant options again would become necessary for me ( its a nice lappy, but the graphics card needs more memory really for the things I do on it sometimes :) ).

What you're describing could be just a result of how the fog distance feature works. The weather has 4 settings for fog: the distance to the start of the fog effect (beyond which things start to be obscured by fog) and the distance to the end of the fog effect (beyond which things are totally obscured, ie. silhouettes), for day and for night. AN's fog distances feature scales both distances by the same magnitude, so it still gets foggier over the same distance, but that's now happening closer to you. This may be why you're experiencing it being too thick: the effect is just more noticeable as it gets closer to you.

I could expand it to have multipliers for the distance between the two settings, or have separate multipliers for each setting, which might help, if you want.

On an unrelated note, it looks like the OMOD installation method is fairly popular still, so that'll definitely stay.

On another unrelated note, what do people think of the HDR changes made? Do they satisfy both outside and inside?

Last but not least, I found an old http://www.youtube.com/watch?v=1QVQpBiz8XI of my proof of concept for interior weather particle boxes. For those who don't yet know, Vacuity recently picked up doing particle effects requests, and is in the process of fabricating some weather particle effects (independent of my own work), which are looking to be the 'next big thing' as far as All Natural is concerned, as we'll be incorporating them throughout the game if all goes well. You saw it first here, folks! :P

There are some issues with the above however: while the implementation is fairly simple by my thoughts, if time consuming, it does mean that the mods supported in the Filter Patch won't get the interior precipitation effects, unless Arthmoor comes up with something fancy. Thankfully, the ideas I've got in my head are generically scripted, so the effects can be implemented independently of All Natural, though of course you won't be able to see them without AN. This means that if the original mods get updated with the particle effects, then we don't need to do anything further, but if not we will probably need to have separate patches for them. :(

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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Nina Mccormick
 
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Post » Wed Sep 01, 2010 4:33 pm

I could expand it to have multipliers for the distance between the two settings, or have separate multipliers for each setting, which might help, if you want.


Well for me personally, I wouldn't go to the bother of doing that, the ranges I am finding are good and now I have a better idea of how its working all my potential wants are covered ... 0.5 I think will be the least I ever set any of them from now, and after playing around some more I will be reverting varying settings to a redbag similar setup, with 0.5 being the lowest of those.

Also the days of 'needing' to optimise that much are very numbered I think, and really anyone playing modded Oblivion needs a beefy machine - Probably the only ones needing it would be those wanting nostalgia with a morrowind fog setup, but even for those with a 0.5 across the board setting a good percentage of their weather is going to be quite nostalgic anyway .... a case of "You can please all of the people some of the time, some of the people all of the time, but not all of the people all of the time". If enough people pipe up for it ... give it a bit more time for everyone to have a go first I would say.

And for anyone needing to optimise that much, on balance I think they maybe would be better with just one original weather mod combined with Pseron Wyrds Morrowind fog instead of AN.

The main objective of not having AN conflicting with such dedicated distant fog mods because it can now do the same has been achieved, and clears up an esp slot :)
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Toby Green
 
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Post » Thu Sep 02, 2010 12:04 am

I haven't been on here in a while. What does 1.1 fix from 1.0
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Arnold Wet
 
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Post » Thu Sep 02, 2010 1:27 am

I haven't been on here in a while. What does 1.1 fix from 1.0


Have a look at the spoiler here http://www.gamesas.com/index.php?/topic/1119930-relz-weather-all-natural-thread-29/page__view__findpost__p__16664727
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Roberta Obrien
 
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Post » Wed Sep 01, 2010 1:54 pm

Have a look at the spoiler here http://www.gamesas.com/index.php?/topic/1119930-relz-weather-all-natural-thread-29/page__view__findpost__p__16664727

Thanks. I'll update at some point when I get back to playing the game.
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Monika Fiolek
 
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Post » Thu Sep 02, 2010 12:19 am

Alt3rnity or Wrinkly or anyone - I'm curious to see some fog variable recommendations.

You know like how streamline has that graph for the setting the fog to match distance of tree drawing. Actually can the fog here be used to replace streamline in that regard? That is the only feature I use in streamline.

I'd imagine closer fog for snow and rain and further for cloudy to clear, but being able to known what the settings are that match like streamline would feel empowering.

I'd like to see people post screenshots of their tweaking of saturation too and then spoiler tag their ini. That would be cool.
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Curveballs On Phoenix
 
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Post » Wed Sep 01, 2010 4:37 pm

I thought of that association too, the streamline streamsight fog ranges mht file detailling ideal distant fog with the oblivion ugriddistantcount/tree settings. I should think a comparison is do-able, but so far I just took a stab in the dark then adjusted all from there trial and error fashion (see the spoiler above in post No.2.). I am indeed using it that way though, to replace streamline function (aswell as immersively), I only have streamline doing Purge Cell Buffers and StreamSaves, OSR doing framerates, and now AN covering the distant fog.

Edit: Going to be trying more of this on the desktop tomorrow which has better capability for distant trees and settings, but I guesse we just need to find a setting that corresponds with Arthmoors recommendations .... (somewhere in one of the optimization threads ... lost it at the moment), so for me a range between that as a max for clear weather set to match ugrid setting, and varied preferences working down to fogfog 0.5
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Benito Martinez
 
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Post » Thu Sep 02, 2010 1:40 am

Not sure if this is AN but I have gotten this error a couple times since updating this mod when moving from an interior to exterior cell in cities: BSShaderManager::CreateTangentSpaceSimple). (#1) Wrong parameters (to: 0x47766800, from: 0x615b8f48
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Dezzeh
 
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Post » Wed Sep 01, 2010 11:23 am

Not sure if this is AN but I have gotten this error a couple times since updating this mod when moving from an interior to exterior cell in cities: BSShaderManager::CreateTangentSpaceSimple). (#1) Wrong parameters (to: 0x47766800, from: 0x615b8f48

Looks like something from an OBSE plugin if anything. You're getting that in-game, or is it in the obse.log?
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I love YOu
 
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Post » Thu Sep 02, 2010 1:19 am

Looks like something from an OBSE plugin if anything. You're getting that in-game, or is it in the obse.log?


obse.log shows no problems. That comes from weOCPS log, after getting a ding and crash in Cheydinhal.
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Albert Wesker
 
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Post » Wed Sep 01, 2010 10:43 am

obse.log shows no problems. That comes from weOCPS log, after getting a ding and crash in Cheydinhal.

No idea. I doubt it's something caused by All Natural, especially since it's referencing a shader manager...
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FABIAN RUIZ
 
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Post » Wed Sep 01, 2010 7:07 pm

Just thought I'd mention this. Now that the AN ini file is located inside the ini folder, if installing with wrye bash (v287), the 'has extra directories' needs to be checked, yet this isn't in the readme as far as I could find.
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Penny Wills
 
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Post » Wed Sep 01, 2010 10:26 am

Try a more recent version? Perhaps 290? I know we've had confirmed reports that it installs correctly in Data\ini regardless of whether than option is checked or not, and I've tested a number of BAIN installs recently that do the same and they've all worked on various versions of Bash from 285 on up. I know that option isn't checked in my BAIN setup and the install works just fine.
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Milad Hajipour
 
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Post » Wed Sep 01, 2010 7:33 pm

Psymon - Managed to get a comparison without the weather changing too much so the difference is obvious enough...

The next two screenshots were with Oblivion.ini UgridDistantTreeRange and UGridDistantCount both set to 12 (I would use 14 or 16 now)

Open both screenshots in different tabs to flick between the two and compare, look in particular above my cursor where the most distant trees are - the apex of the hill they are sat on fades out in the second shot...

First screenshot is Overcast weather with 0.67 All Natural fog setting for overcast...
http://www.bild.me/bild.php?file=3878398ScreenShot332.jpg

Second screenshot is Overcast weather with 0.62 All Natural fog setting for overcast...
http://www.bild.me/bild.php?file=1047283ScreenShot333.jpg

For UGrids at 12 I think AN highest fog setting 0.62 is just about right, with all the rest varying in degrees down to fogfog 0.5 (as mentioned above fog settings less than this get a bit too much when its close)

So now have adjusted to the following which is nice for me, not quite as comprehensive a list as you were after with comparison to the streamline mht recommends, but all anyone needs to do is set all the AN fog settings to the same value initially (and hopefully be at a save point on a clear day, also helps to turn off some weathers while finding your ideal), then tailor it to your UGrids settings to find the max you desire, then vary the different weather settings working down to 0.5 once you have the max for your UGrids settings ...

Spoiler

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

set ANVars.FDEnabled to ----------------- 1

set ANVars.ClearFogDist to --------------- 0.62
set ANVars.CloudyFogDist to ------------ 0.6
set ANVars.FogFogDist to ----------------- 0.5
set ANVars.OvercastFogDist to ---------- 0.59
set ANVars.RainFogDist to ---------------- 0.58
set ANVars.SnowFogDist to -------------- 0.54
set ANVars.StormFogDist to ------------- 0.57
set ANVars.SpecialFogDist to ----------- 0.6


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

set ANVars.FDSIEnabled to --------------- 1

set ANVars.SIClearFogDist to ------------ 0.62
set ANVars.SICloudyFogDist to --------- 0.6
set ANVars.SIFogFogDist to -------------- 0.5
Set ANVars.SIManiaFogDist to ---------- 0.6
set ANVars.SIOvercastFogDist to ------- 0.59
set ANVars.SIRainFogDist to ------------- 0.58
set ANVars.SIStormFogDist to ----------- 0.57


Edit: Here's a different view on a clear day at sunset with the above settings, 0.62 being the clearfog furthest AN setting http://www.bild.me/bild.php?file=2383313ScreenShot335.jpg

I think it could actually do with being slightly closer, or I could open up UGrid settings to 13 ... anyhooo, thats enough for me on the laptop (still haven't managed to try this on the desktop, cant get on there at the moment :))
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Celestine Stardust
 
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Post » Wed Sep 01, 2010 11:02 pm

Interesting - I usually play with Ugrids around 18 (if I'm thinking of of the right ini setting).

I appreciate the day shots more - couldn't make out much with the night screens. I think if we could get a few different combinations that work we could make a chart similar to streamlines.

... I have other installs to play with but my two main ones have 300 mods each and as a result take too long to load to make this something I'd want to try and repeatedly test on them.
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Amy Gibson
 
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Post » Wed Sep 01, 2010 10:28 pm

I've just had something very peculiar happen in my game. My weather insta-switched... mid transition.

The weather was transitioning from Clear weather to Rainy weather, but at about the time the precipitation was supposed to appear (rough estimate, the transition was about 50% complete), the weather just swapped over instantaneously. If this were a simple mod conflict, I'm pretty sure the transition would have been instant the moment the weather transition was fired, not when the weather transition was already halfway done, but that's just me speculating, and I'm probably wrong in some regard.

I also had an insta-switch from snowy to clear coming down from the Jeralls in that same session, no loading screen transitions, it was simply an instant switchover without me even leaving the Tamriel Worldspace.

1.0 was clean-saved from my game before installation of 1.1.

LO:
Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.73]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]07  Kvatch Rebuilt.esm08  Better Cities Resources.esm  [Version 4.7.1]09  Progress.esm  [Version 2.2]0A  Unofficial Oblivion Patch.esp  [Version 3.3.2]0B  Oblivion Citadel Door Fix.esp0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0E  Better Cities .esp0F  All Natural.esp  [Version 1.1]10  All Natural - SI.esp  [Version 1.0]11  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp12  Rainbows.esp13  All Natural - Real Lights.esp  [Version 1.1]14  WindowLightingSystem.esp15  Akatosh Mount By Saiden Storm.esp++  Item interchange - Extraction.esp  [Version 0.78]16  kuerteeSittableRocks.esp17  Enhanced Economy.esp  [Version 4.2.1]18  FF_Real_Thirst.esp19  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]1A  Enhanced Hotkeys.esp  [Version 1.4]1B  DLCHorseArmor.esp1C  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]1D  DLCOrrery.esp1E  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]1F  DLCVileLair.esp20  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]21  DLCMehrunesRazor.esp22  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]23  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]24  DLCThievesDen.esp25  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]26  Cobl Glue.esp  [Version 1.73]27  Cobl Si.esp  [Version 1.63]28  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.73]29  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2A  OOO 1.32-Cobl.esp  [Version 1.72]2B  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  MMM-Cobl.esp  [Version 1.73]30  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp31  Kvatch Rebuilt Weather Patch.esp32  The Ayleid Steps.esp  [Version 3.4]33  TR_Stirk.esp34  DLCBattlehornCastle.esp35  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]36  DLCFrostcrag.esp37  Kvatch Rebuilt_Frostcrag Reborn.esp38  FrostcragRebornCobl.esp39  Knights.esp3A  Knights - Unofficial Patch.esp  [Version 1.1]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]3B  The Lost Spires.esp3C  MannimarcoRevisited.esp3D  MannimarcoRevisitedOOO.esp  [Version 0.1]3E  road+bridges.esp  [Version 4.5.8]3F  xuldarkforest.esp  [Version 1.0.4]40  LostSpires-DarkForest patch.esp41  xulStendarrValley.esp  [Version 1.2.2]42  xulTheHeath.esp43  MMMMWL-TheHeath patch.esp44  XulEntiusGorge.esp45  xulFallenleafEverglade.esp  [Version 1.3.1]46  LostSpires-Everglade patch.esp  [Version 1.2]47  xulColovianHighlands_EV.esp  [Version 1.2.1]48  xulChorrolHinterland.esp  [Version 1.2.2]49  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]4A  xulBravilBarrowfields.esp  [Version 1.3.2]4B  xulLushWoodlands.esp  [Version 1.3.1]4C  xulAncientYews.esp  [Version 1.4.3]4D  xulAncientRedwoods.esp  [Version 1.6]4E  xulCloudtopMountains.esp  [Version 1.0.3]4F  xulArriusCreek.esp  [Version 1.1.3]50  xulPatch_AY_AC.esp  [Version 1.1]51  xulRollingHills_EV.esp  [Version 1.3.2]52  MMMMWL-RollingHills patch.esp53  xulPantherRiver.esp54  xulRiverEthe.esp  [Version 1.0.2]55  xulBrenaRiverRavine.esp  [Version 1.1]56  xulImperialIsle.esp  [Version 1.6.6]57  xulBlackwoodForest.esp  [Version 1.1.0]58  xulCheydinhalFalls.esp  [Version 1.0.1]59  KvatchRebuilt-CheydinhalFalls patch.esp5A  xulAspenWood.esp  [Version 1.0.2]5B  xulSkingradOutskirts.esp  [Version 1.0.1]5C  xulSnowdale.esp  [Version 1.0]5D  FrostcragReborn-Snowdale patch.esp5E  SnowdaleOOOPatch.esp5F  NRB4+UL-II Patch.esp  [Version 5.0.1]60  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]61  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]62  HUD Status Bars.esp  [Version 2.0.1]63  kuerteeInventoryIsABackpack.esp64  RealisticFatigue.esp65  RealSleepExtended.esp  [Version 2.5]66  SupremeMagicka.esp  [Version 0.89]67  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]68  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]69  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]6A  Duke Patricks - Actors Can Miss Now.esp6B  nGCD.esp6C  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp6D  ProgressArmorer.esp  [Version 1.0]6E  actors_in_charge.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  Let There Be Darkness - Thieves Den.esp**  Let There Be Darkness - OOO.esp**  Let There Be Darkness - Kvatch Rebuilt.esp**  Let There Be Darkness - Lost Spires.esp**  Let There Be Darkness - UL Colovian Highlands.esp**  Let There Be Darkness - UL Lost Coast.esp**  Let There Be Darkness - UL Brena.esp**  Let There Be Darkness - UL Blackwood Forest.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]6F  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]70  Better Cities Full.esp  [Version 4.7.0]71  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]72  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.7.0]73  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.7.0]74  Better Cities - Unique Landscape Skingrad Outskirts.esp75  Better Imperial City.esp  [Version 4.7.0]76  Better Imperial City FPS Patch.esp  [Version 4.7.0]77  Better Cities - COBL.esp  [Version 2.1]78  Better Cities Full FPS Patch.esp  [Version 4.7.0]79  Enhanced Economy - Soulgems.esp  [Version 4.2.1]7A  Real Hunger, Cobl.esp  [Version 1.6.1]**  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]7B  Bashed Patch, 0.esp7C  Duke Patricks - Combat Archery.esp  [Version 3.3]7D  MergedMaps.esp7E  FormID Finder4.esp7F  Streamline 3.1.esp


INI:
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 			1		;Enable/Disable Natural Weather's weathers in game. (1)set ANVars.UseAWS to 			1		;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 		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	      	    |; ---------------------------------------------------------------------------------------------------; ================================================================; | 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 		5		; Average duration of a clear weather. (9)Set ANVars.CloudyLength to 		5		; Average duration of a cloudy weather. (9)Set ANVars.OvercastLength to 		5		; Average duration of a overcast weather. (9)Set ANVars.FogLength to 		4		; Average duration of a foggy weather. (9)Set ANVars.RainLength to 		3		; Average duration of a rainy weather. (9)Set ANVars.StormLength to 		2		; Average duration of a stormy weather. (9)Set ANVars.SnowLength to 		3		; Average duration of a snowy weather. (9); For the Shivering Isles:Set ANVars.SIClearLength to 		5		; Average duration of a clear weather. (9)Set ANVars.SICloudyLength to 		5		; Average duration of a cloudy weather. (9)Set ANVars.SIOvercastLength to 		5		; Average duration of a overcast weather. (9)Set ANVars.SIFogLength to 		4		; Average duration of a foggy weather. (9)Set ANVars.SIRainLength to 		3		; Average duration of a rainy weather. (9)Set ANVars.SIManiaLength to 		2		; Average duration of a Mania weather. (9)Set ANVars.SIStormLength to 		3		; 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 		1		; 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		0.9		; Multiplier of the fog distances of clear weathers. (1)set ANVars.CloudyFogDist to		0.75		; 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		0.8		; Multiplier of the fog distances of overcast weathers. (1)set ANVars.RainFogDist to		0.7		; Multiplier of the fog distances of rainy weathers. (1)set ANVars.SnowFogDist to		0.6		; Multiplier of the fog distances of snowy weathers. (1)set ANVars.StormFogDist to		0.65		; Multiplier of the fog distances of stormy weathers. (1)set ANVars.SpecialFogDist to 		0.7		; 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		0.9		; Multiplier of the fog distances of clear weathers. (1)set ANVars.SICloudyFogDist to		0.75		; 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		0.7		; Multiplier of the fog distances of Mania weathers. (1)set ANVars.SIOvercastFogDist to		0.8		; Multiplier of the fog distances of overcast weathers. (1)set ANVars.SIRainFogDist to		0.7		; Multiplier of the fog distances of rainy weathers. (1)set ANVars.SIStormFogDist to		0.65		; 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
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Wed Sep 01, 2010 11:02 am

I've had that too.

Not sure if Enhanced Seasons played a part, but there were a few instances where trucking along clear boom foggy then further along snow almost instantly full blown snow.

Then I've also had color shadings and saturation changes that happen pretty near instantly almost like someone is saying this one, no wait this one, no this one. Three in a row.

This was traveling along the eastern edge from lake Canulus to dive rock.
User avatar
Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am

Post » Wed Sep 01, 2010 11:41 pm

I've just had something very peculiar happen in my game. My weather insta-switched... mid transition.

The weather was transitioning from Clear weather to Rainy weather, but at about the time the precipitation was supposed to appear (rough estimate, the transition was about 50% complete), the weather just swapped over instantaneously. If this were a simple mod conflict, I'm pretty sure the transition would have been instant the moment the weather transition was fired, not when the weather transition was already halfway done, but that's just me speculating, and I'm probably wrong in some regard.

I also had an insta-switch from snowy to clear coming down from the Jeralls in that same session, no loading screen transitions, it was simply an instant switchover without me even leaving the Tamriel Worldspace.

1.0 was clean-saved from my game before installation of 1.1.

LO:
Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  All Natural Base.esm  [Version 1.0]03  Cobl Main.esm  [Version 1.73]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]07  Kvatch Rebuilt.esm08  Better Cities Resources.esm  [Version 4.7.1]09  Progress.esm  [Version 2.2]0A  Unofficial Oblivion Patch.esp  [Version 3.3.2]0B  Oblivion Citadel Door Fix.esp0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0E  Better Cities .esp0F  All Natural.esp  [Version 1.1]10  All Natural - SI.esp  [Version 1.0]11  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp12  Rainbows.esp13  All Natural - Real Lights.esp  [Version 1.1]14  WindowLightingSystem.esp15  Akatosh Mount By Saiden Storm.esp++  Item interchange - Extraction.esp  [Version 0.78]16  kuerteeSittableRocks.esp17  Enhanced Economy.esp  [Version 4.2.1]18  FF_Real_Thirst.esp19  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]1A  Enhanced Hotkeys.esp  [Version 1.4]1B  DLCHorseArmor.esp1C  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]1D  DLCOrrery.esp1E  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]1F  DLCVileLair.esp20  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]21  DLCMehrunesRazor.esp22  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]23  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]24  DLCThievesDen.esp25  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]26  Cobl Glue.esp  [Version 1.73]27  Cobl Si.esp  [Version 1.63]28  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.73]29  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2A  OOO 1.32-Cobl.esp  [Version 1.72]2B  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  MMM-Cobl.esp  [Version 1.73]30  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp31  Kvatch Rebuilt Weather Patch.esp32  The Ayleid Steps.esp  [Version 3.4]33  TR_Stirk.esp34  DLCBattlehornCastle.esp35  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]36  DLCFrostcrag.esp37  Kvatch Rebuilt_Frostcrag Reborn.esp38  FrostcragRebornCobl.esp39  Knights.esp3A  Knights - Unofficial Patch.esp  [Version 1.1]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]3B  The Lost Spires.esp3C  MannimarcoRevisited.esp3D  MannimarcoRevisitedOOO.esp  [Version 0.1]3E  road+bridges.esp  [Version 4.5.8]3F  xuldarkforest.esp  [Version 1.0.4]40  LostSpires-DarkForest patch.esp41  xulStendarrValley.esp  [Version 1.2.2]42  xulTheHeath.esp43  MMMMWL-TheHeath patch.esp44  XulEntiusGorge.esp45  xulFallenleafEverglade.esp  [Version 1.3.1]46  LostSpires-Everglade patch.esp  [Version 1.2]47  xulColovianHighlands_EV.esp  [Version 1.2.1]48  xulChorrolHinterland.esp  [Version 1.2.2]49  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]4A  xulBravilBarrowfields.esp  [Version 1.3.2]4B  xulLushWoodlands.esp  [Version 1.3.1]4C  xulAncientYews.esp  [Version 1.4.3]4D  xulAncientRedwoods.esp  [Version 1.6]4E  xulCloudtopMountains.esp  [Version 1.0.3]4F  xulArriusCreek.esp  [Version 1.1.3]50  xulPatch_AY_AC.esp  [Version 1.1]51  xulRollingHills_EV.esp  [Version 1.3.2]52  MMMMWL-RollingHills patch.esp53  xulPantherRiver.esp54  xulRiverEthe.esp  [Version 1.0.2]55  xulBrenaRiverRavine.esp  [Version 1.1]56  xulImperialIsle.esp  [Version 1.6.6]57  xulBlackwoodForest.esp  [Version 1.1.0]58  xulCheydinhalFalls.esp  [Version 1.0.1]59  KvatchRebuilt-CheydinhalFalls patch.esp5A  xulAspenWood.esp  [Version 1.0.2]5B  xulSkingradOutskirts.esp  [Version 1.0.1]5C  xulSnowdale.esp  [Version 1.0]5D  FrostcragReborn-Snowdale patch.esp5E  SnowdaleOOOPatch.esp5F  NRB4+UL-II Patch.esp  [Version 5.0.1]60  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]61  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]62  HUD Status Bars.esp  [Version 2.0.1]63  kuerteeInventoryIsABackpack.esp64  RealisticFatigue.esp65  RealSleepExtended.esp  [Version 2.5]66  SupremeMagicka.esp  [Version 0.89]67  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]68  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]69  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]6A  Duke Patricks - Actors Can Miss Now.esp6B  nGCD.esp6C  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp6D  ProgressArmorer.esp  [Version 1.0]6E  actors_in_charge.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  Let There Be Darkness - Thieves Den.esp**  Let There Be Darkness - OOO.esp**  Let There Be Darkness - Kvatch Rebuilt.esp**  Let There Be Darkness - Lost Spires.esp**  Let There Be Darkness - UL Colovian Highlands.esp**  Let There Be Darkness - UL Lost Coast.esp**  Let There Be Darkness - UL Brena.esp**  Let There Be Darkness - UL Blackwood Forest.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]6F  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]70  Better Cities Full.esp  [Version 4.7.0]71  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]72  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.7.0]73  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.7.0]74  Better Cities - Unique Landscape Skingrad Outskirts.esp75  Better Imperial City.esp  [Version 4.7.0]76  Better Imperial City FPS Patch.esp  [Version 4.7.0]77  Better Cities - COBL.esp  [Version 2.1]78  Better Cities Full FPS Patch.esp  [Version 4.7.0]79  Enhanced Economy - Soulgems.esp  [Version 4.2.1]7A  Real Hunger, Cobl.esp  [Version 1.6.1]**  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]7B  Bashed Patch, 0.esp7C  Duke Patricks - Combat Archery.esp  [Version 3.3]7D  MergedMaps.esp7E  FormID Finder4.esp7F  Streamline 3.1.esp


INI:
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 			1		;Enable/Disable Natural Weather's weathers in game. (1)set ANVars.UseAWS to 			1		;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 		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	      	    |; ---------------------------------------------------------------------------------------------------; ================================================================; | 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 		5		; Average duration of a clear weather. (9)Set ANVars.CloudyLength to 		5		; Average duration of a cloudy weather. (9)Set ANVars.OvercastLength to 		5		; Average duration of a overcast weather. (9)Set ANVars.FogLength to 		4		; Average duration of a foggy weather. (9)Set ANVars.RainLength to 		3		; Average duration of a rainy weather. (9)Set ANVars.StormLength to 		2		; Average duration of a stormy weather. (9)Set ANVars.SnowLength to 		3		; Average duration of a snowy weather. (9); For the Shivering Isles:Set ANVars.SIClearLength to 		5		; Average duration of a clear weather. (9)Set ANVars.SICloudyLength to 		5		; Average duration of a cloudy weather. (9)Set ANVars.SIOvercastLength to 		5		; Average duration of a overcast weather. (9)Set ANVars.SIFogLength to 		4		; Average duration of a foggy weather. (9)Set ANVars.SIRainLength to 		3		; Average duration of a rainy weather. (9)Set ANVars.SIManiaLength to 		2		; Average duration of a Mania weather. (9)Set ANVars.SIStormLength to 		3		; 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 		1		; 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		0.9		; Multiplier of the fog distances of clear weathers. (1)set ANVars.CloudyFogDist to		0.75		; 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		0.8		; Multiplier of the fog distances of overcast weathers. (1)set ANVars.RainFogDist to		0.7		; Multiplier of the fog distances of rainy weathers. (1)set ANVars.SnowFogDist to		0.6		; Multiplier of the fog distances of snowy weathers. (1)set ANVars.StormFogDist to		0.65		; Multiplier of the fog distances of stormy weathers. (1)set ANVars.SpecialFogDist to 		0.7		; 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		0.9		; Multiplier of the fog distances of clear weathers. (1)set ANVars.SICloudyFogDist to		0.75		; 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		0.7		; Multiplier of the fog distances of Mania weathers. (1)set ANVars.SIOvercastFogDist to		0.8		; Multiplier of the fog distances of overcast weathers. (1)set ANVars.SIRainFogDist to		0.7		; Multiplier of the fog distances of rainy weathers. (1)set ANVars.SIStormFogDist to		0.65		; 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)


Well that is weird. Possibly some sort of freak match up of a set of variables that would cause the weather to be forced as if there was a load door. I'll have to take a look at that.


I've had that too.

Not sure if Enhanced Seasons played a part, but there were a few instances where trucking along clear boom foggy then further along snow almost instantly full blown snow.

Then I've also had color shadings and saturation changes that happen pretty near instantly almost like someone is saying this one, no wait this one, no this one. Three in a row.

This was traveling along the eastern edge from lake Canulus to dive rock.

Enhanced Seasons should only change anything weather related when the weather is fully transitioned, and it doesn't change it, forcing the same weather as before the climate refresh (the climate refresh does change the weather instantly though, to clear). This is all instantaneous.

As for shader effects, yes, they happen instantaneously. They only happen 4 times a game year though, unless you cross the equator. There was a bug in a previous version that meant they could change very rapidly, but that's now fixed.

I'm a bit annoyed though that it took a post by Thomas Kaira for you to air your experiences though. I understand why this happens, that it takes one person to 'open the floodgates' as it were, but I don't open support threads for the hell of it, and I check them at least once a day, the same with my Nexus pages. I can't give support however if you don't tell me about anything that seems odd to you. If you have what you think is a problem, post it when you come across it, don't sit on it. I've made buggy releases because people haven't reported bugs until after a new release, and that's aggravating. They didn't know I was releasing a new version, but I didn't know there was any reason not to.
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Maria Leon
 
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