[RELz] Weather: All Natural, Thread 31

Post » Sat Feb 12, 2011 6:28 pm

I have the AN INI (in the INI folder) set to 80% darker nights (0.2), and it still seems way too light outside. I also noticed very abrupt weather changes as well; however, I had not set Enhanced Transitions and all that. I have not tested outside since making those INI changes, but the not-so-dark nights are my biggest concern. One more thing, how could I go about making the starting cell less bright? The windows is covered by some black mesh, but the daylight is still streaming through...


Thanks for all of the updates!
- Tomlong75210


Edit: forgot this...

Spoiler
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Grab the Scripts fix linked to somewhere in this thread. The nights got a bit brighter when we fixed the HDR blindness because Oblivion is weird like that, so just lower your multiplier some more to compensate. The starting cell's streaming daylight is actually a mesh that's stuck to the rest of the dungeon, nothing we can really do about that.

Could you please tell me what mmods to merge?
Thank you

Sheesh, learn to read. You're asking questions that are already covered in a large number of guides and readmes, how about you actually read them rather than rely on others' tolerance to hand-holding. Also, everything you need to do to get AN working is in the readme, and has already been repeated for you, so if you continue your unwillingness to do some research for yourself, I suggest you do it in your own thread.
User avatar
asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Sat Feb 12, 2011 10:30 am

Grab the Scripts fix linked to somewhere in this thread. The nights got a bit brighter when we fixed the HDR blindness because Oblivion is weird like that, so just lower your multiplier some more to compensate. The starting cell's streaming daylight is actually a mesh that's stuck to the rest of the dungeon, nothing we can really do about that.

I've uploaded two screenies with 80% Darker Nights, post adding the script fix. It still looks bright to me, but it would be nice if someone else could verify.

Screenshots:
http://www.flickr.com/photos/26280669@N03/5313198046/
http://www.flickr.com/photos/26280669@N03/5312599947/

It looks darker in the screenshots, haha.


Spoiler
Active Mod Files:00  Oblivion.esm01  underdark.esm02  GTAesgaard_2.esm03  Cybiades.esm  [Version 2.0]04  All Natural Base.esm  [Version 1.0]05  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5b]06  Francesco's Optional New Items Add-On.esm  [Version 4.5b]07  Cobl Main.esm  [Version 1.73]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  CyrodiilUpgradeResourcePack.esm0B  TamrielTravellers.esm  [Version 1.39c]0C  FCOM_Convergence.esm  [Version 0.9.9MB3]0D  Kvatch Rebuilt.esm0E  Better Cities Resources.esm  [Version 4.8.4]0F  CURP_Controller.esm10  Progress.esm  [Version 2.2]11  CM Partners.esm12  ScreenEffects.esm13  TRoN.esp**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp14  Unofficial Oblivion Patch.esp  [Version 3.3.3]15  DLCShiveringIsles.esp16  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]17  SM Plugin Refurbish - SI.esp  [Version 1.30]18  Better Cities .esp19  Francesco's Optional Chance of Stronger Bosses.esp1A  Francesco's Optional Chance of Stronger Enemies.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1C  All Natural.esp  [Version 1.1]1D  AN Scripts.esp1E  All Natural - 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MERGE ONLY.esp  [Version 2.09]++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]D1  Bashed Patch, 0.esp

User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Sat Feb 12, 2011 6:55 pm

I've uploaded two screenies with 80% Darker Nights, post adding the script fix. It still looks bright to me, but it would be nice if someone else could verify.

Screenshots:
http://www.flickr.com/photos/26280669@N03/5313198046/
http://www.flickr.com/photos/26280669@N03/5312599947/

It looks darker in the screenshots, haha.


Spoiler
Active Mod Files:00  Oblivion.esm01  underdark.esm02  GTAesgaard_2.esm03  Cybiades.esm  [Version 2.0]04  All Natural Base.esm  [Version 1.0]05  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5b]06  Francesco's Optional New Items Add-On.esm  [Version 4.5b]07  Cobl Main.esm  [Version 1.73]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  CyrodiilUpgradeResourcePack.esm0B  TamrielTravellers.esm  [Version 1.39c]0C  FCOM_Convergence.esm  [Version 0.9.9MB3]0D  Kvatch Rebuilt.esm0E  Better Cities Resources.esm  [Version 4.8.4]0F  CURP_Controller.esm10  Progress.esm  [Version 2.2]11  CM Partners.esm12  ScreenEffects.esm13  TRoN.esp**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp14  Unofficial Oblivion Patch.esp  [Version 3.3.3]15  DLCShiveringIsles.esp16  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]17  SM Plugin Refurbish - SI.esp  [Version 1.30]18  Better Cities .esp19  Francesco's Optional Chance of Stronger Bosses.esp1A  Francesco's Optional Chance of Stronger Enemies.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1C  All Natural.esp  [Version 1.1]1D  AN Scripts.esp1E  All Natural - SI.esp  [Version 1.0]1F  Immersive Interiors.esp  [Version 0.7]20  Immersive Interiors - Lights Addon.esp  [Version 0.7]21  Enhanced Water v2.0 HD.esp++  Enhanced Water - Nearer Fog.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.2]22  MIS.esp23  Distant Chapel Bells.esp24  All Natural - Real Lights.esp  [Version 1.1]25  Cities Alive At Night.esp26  WindowLightingSystem.esp27  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp++  Regrowing Nirnroot - Dissappear Reappear.esp  [Version 1.01]28  Willful Resistance.esp  [Version 4.0]29  Enhanced Economy.esp  [Version 5.1]2A  Display Stats.esp  [Version 1.3.1]2B  DropLitTorchOBSE.esp  [Version 2.1]2C  Enhanced Seasons.esp  [Version 1.3.1]2D  FormID Finder4.esp2E  kuerteeCleanUp.esp2F  Quest Log Manager.esp  [Version 1.3.2]30  Streamline 3.1.esp31  Map Marker Overhaul.esp  [Version 3.8]32  Map Marker Overhaul - SI additions.esp  [Version 3.5]33  sr_super_hotkeys.esp  [Version 0.54]34  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp++  RTFemaleReplacerV12.esp35  SentientWeapon.esp  [Version 3]36  XiaNewAmuletsV1.esp37  KDCircletsOOOOptimized - 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MERGE ONLY.esp  [Version 2.09]++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]D1  Bashed Patch, 0.esp


Sorry, I should have been clearer - the Scripts plugin fixes some bugs relating to fast weather changes, it doesn't touch brightnesses. The weather at night is simply a bit brighter thanks to the HDR nerfing (as much sense as that makes) and there's not a whole lot that can be done about it. Just decrease the multiplier of your Night Luminance to compensate.
User avatar
Enie van Bied
 
Posts: 3350
Joined: Sun Apr 22, 2007 11:47 pm

Post » Sat Feb 12, 2011 2:04 pm

Sorry, I should have been clearer - the Scripts plugin fixes some bugs relating to fast weather changes, it doesn't touch brightnesses. The weather at night is simply a bit brighter thanks to the HDR nerfing (as much sense as that makes) and there's not a whole lot that can be done about it. Just decrease the multiplier of your Night Luminance to compensate.

Aah, okay. Well, I can certainly handle that, haha. Oh, and I definitely noticed the fixed bugs.


Thanks for the replies and the updates!
- Tomlong75210
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alyssa ALYSSA
 
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Post » Sun Feb 13, 2011 12:35 am

I think brightness levels are highly variable between different people due to varied gamma and monitor settings anyway. I have it at 0.4 and it's pretty hard to see, which is how I want it, but any darker and it seems like anything beyond the torch radius would be pitch black. Like those screenshots, heh. I just see a black void with little dots of light.
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jennie xhx
 
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Post » Sat Feb 12, 2011 8:47 pm

Does anyone have suggestions for fog settings? I have my uGrid value set to 15. The game is playing nice and smoothly outside, but seeing mountains pop in in the distance is kind of disruptive...
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Robyn Lena
 
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Post » Sat Feb 12, 2011 2:34 pm

Does anyone have suggestions for fog settings? I have my uGrid value set to 15. The game is playing nice and smoothly outside, but seeing mountains pop in in the distance is kind of disruptive...

I think alt3rn1ty investigated them, if his recommendations are not in this thread or the last, try PMing him.
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Lilit Ager
 
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Post » Sun Feb 13, 2011 2:13 am

You should make a version with weather only, so people like me that dont want to load mod that modify existing cell or cannot make bash patch, sould enjoy the super weather.
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Chloe Lou
 
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Post » Sat Feb 12, 2011 5:53 pm

Does anyone have suggestions for fog settings? I have my uGrid value set to 15. The game is playing nice and smoothly outside, but seeing mountains pop in in the distance is kind of disruptive...


I've been trying out alt3rn1ty's settings as below (with streamsight turned off and uGrid at 15, I believe they were tested with ugrid 12 originally however):

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		0.62		; 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)

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Jessie
 
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Post » Sun Feb 13, 2011 2:28 am

You should make a version with weather only, so people like me that dont want to load mod that modify existing cell or cannot make bash patch, sould enjoy the super weather.

You should note that some people don't being like told what they should or should not do. <_< Seriously, think about how what you write sounds, because that comes across as pretty arrogant. I'm sure you didn't mean it like that, but do take care so that people don't get the wrong impression.

As it is, if you'd taken the care to read up on what this mod does, and how it works, you'd have realised that what you're asking is impossible, saving me the need to even consider your 'request'.
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Johnny
 
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Post » Sat Feb 12, 2011 1:54 pm

Just to know, what does exactly a weather mod does?

Does it change the sky, or just the sound and what the rain look?

Because when i talked about the weather only, i talked to get the AWS + EW + Natural Weather at the same time, to get super sky.

I like that sky :
http://www.tesnexus.com/downloads/images/18305-1-1275993099.jpg

And sorry, i did not wanted to say you what you should do, this was just because im not the best in english, so i did not know what other word to use, to say that weather only could be fun for few people
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Stephy Beck
 
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Post » Sat Feb 12, 2011 5:17 pm

Just to know, what does exactly a weather mod does?

Does it change the sky, or just the sound and what the rain look?

Because when i talked about the weather only, i talked to get the AWS + EW + Natural Weather at the same time, to get super sky.

I like that sky :
http://www.tesnexus.com/downloads/images/18305-1-1275993099.jpg

And sorry, i did not wanted to say you what you should do, this was just because im not the best in english, so i did not know what other word to use, to say that weather only could be fun for few people

A weather mod can change precipitation effects, sky textures, world lighting (including darkening/brightening, ambient, directional, and time-of-day dependent), sound effects, gameplay effects such as sun damage, special weather phenomena like lightning, weather frequency, weather types, how the game's weather system behaves, and a fair bit more.

Each weather is either going to be from vanilla, AWS, EW or NW, so if you find out which weathers you like, you can then check which mod they're from by looking at their names in TES4Edit and then you could just use that mod instead of All Natural - unless of course you like weathers from different mods. However, I've already told you that what you want is impossible with All Natural: you can't separate the exterior weather system from the interior weather effects because they are the same thing.

For instance, I took the screenshot you linked to, so I can tell you that you can also find it in EW or AWS, but you could find this out yourself using my weather debug ring and TES4Edit too.
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cheryl wright
 
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Post » Sat Feb 12, 2011 2:57 pm

I am using the fix for the instant weather changes in Tamriel, which works perfectly fine. However, I still get instant changes in the SI. Is the fix supposed to work in the SI as well?
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Katharine Newton
 
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Post » Sun Feb 13, 2011 3:34 am

I've been trying out alt3rn1ty's settings as below (with streamsight turned off and uGrid at 15, I believe they were tested with ugrid 12 originally however):

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		0.62		; 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)



Yep thats pretty much what I am still using on the desktop (I think I have UGrids at 16 on there just now). Everyone at home here likes the atmosphere those settings give.

Tomlong see http://www.gamesas.com/index.php?/topic/1140299-relz-weather-all-natural-thread-30/page__view__findpost__p__16678883 and the discussion leading up to it in thread 30. All Natural current version had just been released before that so there are a few posts where I was playing about with the settings leading up to that one starting http://www.gamesas.com/index.php?/topic/1119930-relz-weather-all-natural-thread-29/page__view__findpost__p__16666178 in thread 29.

I was after a similar setup to RedBags fog (which I am using on the laptop again at the moment)
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Heather Kush
 
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Post » Sat Feb 12, 2011 4:57 pm

Are you still planning on adding those weather boxes in 1.2 so we can see rain through transparent windows? If so, any details on the release?
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Kim Kay
 
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Post » Sat Feb 12, 2011 8:08 pm

I am using the fix for the instant weather changes in Tamriel, which works perfectly fine. However, I still get instant changes in the SI. Is the fix supposed to work in the SI as well?

Yes, but only with more recent versions of the fix, your Scripts plugin should be at least 63kb, I think.
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Louise Andrew
 
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Post » Sat Feb 12, 2011 3:35 pm

Yes, but only with more recent versions of the fix, your Scripts plugin should be at least 63kb, I think.

My version is around 32kb, it must be old. Let me see if I can track the current version.
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Scarlet Devil
 
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Post » Sat Feb 12, 2011 11:54 pm

My version is around 32kb, it must be old. Let me see if I can track the current version.

http://www.4shared.com/account/file/EOi9cfok/AN_Scripts.html.
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R.I.p MOmmy
 
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Post » Sat Feb 12, 2011 11:36 pm

We're going to need a 1.2 here soon, I've started on adding weather boxes to Chorrol and I want the interiors there done before we do that, I suspect there's plenty of time though :)

I should be able to save time by not having to include snow boxes in most of the other cities. I would have to pick the one city where all 3 precipitation types can happen.
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Jah Allen
 
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Post » Sat Feb 12, 2011 6:18 pm

great mod i've been having some sudden transitions between weathers when i enter the imperial city though but i guess i did something wrong, and i have a question, is it possible to add some rain puddles when it rains?
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Baby K(:
 
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Post » Sat Feb 12, 2011 8:01 pm

Use http://dl.dropbox.com/u/17043363/AN%20Scripts.7z for sudden weather transitions.

As for puddles, I'm 99% sure the Oblivion engine is incapable of that kind of thing. I was actually thinking the other day that Skyrim should take the weather thing to the next level and have snow accumulation, which is kind of the same thing. It'd have to be able to like dynamically swap terrain textures in, and I've never seen evidence of the Oblivion engine being capable of something like that, but I'm sure they'll impress everyone if Skyrim has that kind of feature.
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CYCO JO-NATE
 
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Post » Sat Feb 12, 2011 3:38 pm

Actually it's technically possible, and probably not overly difficult to have puddles show up on the ground if it rains. The problem is, where you do decide to put them? What do you do with the ginormous amounts of compatibility issues that would cause by placing hidden puddle objects everywhere?
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Haley Merkley
 
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Post » Sat Feb 12, 2011 5:13 pm

Oh, hidden objects that don't appear until it rains, I guess I didn't think of that. Is it equally possible to have snow accumulate, with the textures sort of layered on top of one another, with transparent spots (ie. the Detailed Terrain mod that makes use of a custom shader and alpha channels), and each successive layer being revealed a set time after it starts snowing? I always thought that was the only thing Oblivion's weather system didn't do that would impress me a lot. And based just on the screenshots from the few scans I'm guessing Skyrim won't do it either.
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Tracy Byworth
 
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Post » Sun Feb 13, 2011 4:24 am

Actually it's technically possible, and probably not overly difficult to have puddles show up on the ground if it rains. The problem is, where you do decide to put them? What do you do with the ginormous amounts of compatibility issues that would cause by placing hidden puddle objects everywhere?


Would rain puddles not be the same as blood puddles which we already have? To be realistic though they would have to be placed in low spots on terrain but I do not think there is anything that identifies a small location like that. So random rain puddles would just not look right.
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Mimi BC
 
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Post » Sun Feb 13, 2011 3:49 am

Assuming there exists some script to populate the puddle objects, if you had a complete elevation map I suppose you could have them show up in a somewhat realistic way? Randomness is probably more suited to snow, at least in how I conceptualize the system I was describing in my previous post. Of course I have almost zero Oblivion modding knowledge so this is just in the abstract.
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Mariaa EM.
 
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