[RELz] Weather: All Natural, Thread 31

Post » Sat Feb 12, 2011 11:43 pm

What script fix?

What are these weather boxes you speak of?

That's a no then. http://www.4shared.com/file/9aXMCAeG/AN_Scripts_2.html.

The weather boxes are those things that Arthmoor got Vacuity to make for us, the falling snow and rain particle effects that Arthmoor's going to hang outside all the windows in Chorrol so we can finally get the illusion of rain and snow while we're inside.

A delay for 1.2 would also work nicely for me, actually, seeing as I've never gotten around to making that patch with the respawning ayleid stones mod, and I'm still looking for some feedback on my changes to SI, which are major enough that I need some verification that nothing is broken anymore.
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Lew.p
 
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Post » Sun Feb 13, 2011 9:59 am

That's a no then. http://www.4shared.com/file/9aXMCAeG/AN_Scripts_2.html.

The weather boxes are those things that Arthmoor got Vacuity to make for us, the falling snow and rain particle effects that Arthmoor's going to hang outside all the windows in Chorrol so we can finally get the illusion of rain and snow while we're inside.

A delay for 1.2 would also work nicely for me, actually, seeing as I've never gotten around to making that patch with the respawning ayleid stones mod, and I'm still looking for some feedback on my changes to SI, which are major enough that I need some verification that nothing is broken anymore.


Thanks, wrinklyninja.

Oooo, the weather boxes sound really nice. I look forward to that.
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ONLY ME!!!!
 
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Post » Sun Feb 13, 2011 10:35 am

A delay for 1.2 would also work nicely for me, actually, seeing as I've never gotten around to making that patch with the respawning ayleid stones mod, and I'm still looking for some feedback on my changes to SI, which are major enough that I need some verification that nothing is broken anymore.


Was there something released after the stuff I tested?
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El Goose
 
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Post » Sun Feb 13, 2011 5:09 am

I think I'm in need of fog suggestions... :(

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 0.8 ; Multiplier of the fog distances of clear weathers. (1)
set ANVars.CloudyFogDist to 0.8 ; 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 0.7 ; Multiplier of the fog distances of stormy weathers. (1)
set ANVars.SpecialFogDist to 0.8 ; Multiplier of the fog distances of the Oblivion Gate weather. (1)


It seems like I can still see for miles: http://www.flickr.com/photos/26280669@N03/5344126577/ http://www.flickr.com/photos/26280669@N03/5344743806/

Does it matter what the hard-coded settings are? SL may overwrite the default values of the Oblivion.esm records even though I am not using StreamSight.
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Meghan Terry
 
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Post » Sun Feb 13, 2011 5:41 am

Was there something released after the stuff I tested?

Yes, the last file I linked to in this thread has a bunch of changes you haven't seen yet.
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Bonnie Clyde
 
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Post » Sun Feb 13, 2011 3:49 pm

Wow, this is a phenomenal idea! +1 genius to wrinklyninja. Everybody agrees the real lights in IW are better than AWLS, but previously the performance hit was too much. Course, my major reason for using AWLS has always been the inconsistency between vanilla and mod-added stuff having no lights at night. So you're saying there might be a way to add actual lights through scripting by somehow referencing the window locations in the .nif? That'd be great for sure.

I do like the idea of adding lighting to AWLS for at least non-modded locations, but unless there's some way to make it work for all mods, then that goes against AWLS universal compatibility goal.

About Dementia, yes, it is done, yes, you read that correctly.

Shivering Isles is Now Complete!! This also means all Natural Interiors support is Now Complete!! After years of working, my life is Now Complete!!

http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/Dementia05.jpg

http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/Dementia04.jpg

http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/Dementia03.jpg

http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/Dementia02.jpg

http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/Dementia01.jpg

http://www.4shared.com/file/UYGwIJVX/AllNatural-v1-2-BrumbekCumulat.html that combines all my prior stuff that will be merged into AN v1.2.


and the installation intructions? load order?just enable the plugin in wyre bash?
Excuse my english and thanks in advance
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michael danso
 
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Post » Sun Feb 13, 2011 2:14 pm

But yes, some way of scripting lights to be attached to all windows would be best, but I believe Reneer said it wasn't possible to pinpoint exact faces/vertices in a mesh...so I really don't know how a scripted solution could work...but anyway, enough about AWLS.


If a scripted solution isn't going to work it sounds like in the end my only option might be to make an SI extension of IW, forgetting AWLS entirely. It's far from ideal but if you're like me and (for now) don't have anything that adds or modifies buildings, it might be desirable. We'll see, I'll be sure to bug Reneer about it in a couple months when I'm screaming at broken scripts.
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HARDHEAD
 
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Post » Sun Feb 13, 2011 4:31 am

If a scripted solution isn't going to work it sounds like in the end my only option might be to make an SI extension of IW, forgetting AWLS entirely. It's far from ideal but if you're like me and (for now) don't have anything that adds or modifies buildings, it might be desirable. We'll see, I'll be sure to bug Reneer about it in a couple months when I'm screaming at broken scripts.

Even if a scripted approach isn't possible, it's still better to work it off as an expansion of AWLS, since the window texture-swapping of that is much better than what IW does to window textures and has already been applied to SI, by Brumbek no less. If I've thought about it correctly, AWLS wouldn't even be a requirement, you'd just have something with a sample description of:

This mod adds light sources outside all appropriate windows in the Shivering Isles. The light sources are switched on at night and off during the day to simulate the presence of interior lighting. As this mod does not modify window textures in any way, a mod that changes window textures to appear 'lit up', such as AWLS, is highly recommended.

Of course, you'd have to choose a particular set of the options for textures that Brumbek supplies and colour your lights to match them, as different texture options colour the windows differently, but you can just choose your favourites for that.
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P PoLlo
 
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Post » Sun Feb 13, 2011 3:20 pm

Ok, I reloaded the saved game that I had trouble with before from the SI. Ran through a couple of quick tests. The first time when I left a dungeon, it was raining outside. I fast travelled to Bliss. When I arrived it Bliss, it was still raining. Then it started to clear. I wasn't getting the rain animation anymore, but the rain falling sound was still playing. I ran around for a few seconds and the sound continued. I ran to the door leading to the palace grounds from Bliss, went through the door. The weather was still clear, but overcast (as it was in Bliss), but the rain fall sound continued. I ran to the palace and entered. The rain fall sound stopped. I ran around for a couple of seconds and then back outside. It was now clear outside as well with no sound. Ran back inside palace and over to interior gardens - all clear and no rain noise. So in this first test, things worked much better and it was just the rain falling noise that got stuck for a bit.

Second test: I just reloaded the same saved game from inside the game. This time when I exited the dungeon, it was foggy but no rain. Ran around for a bit with no change. Fast travelled to Bliss and it was clear. Continued clear as I ran around in the city, in the palace grounds, inside palace and in interior gardens - consistently clear throughout.

So I would say that it's transitioning much better. Perhaps the sound effects are getting stuck a bit, but no big deal. I'm afraid I didn't wait around long enough outside to say how long it would take the sound effects to clear, but doing a cell load cleared them immediately. If you want me to do more testing, let me know. This was a fairly quick test because I'm not playing atm and my current development is only using OBSE 18 :) This quick test was with OBSE 20 b2. I use TES4 manager to switch game instances, so I wasn't upgrading to OBSE 20 during this test.
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Franko AlVarado
 
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Post » Sun Feb 13, 2011 5:01 pm

snip

So I would say that it's transitioning much better. Perhaps the sound effects are getting stuck a bit, but no big deal. I'm afraid I didn't wait around long enough outside to say how long it would take the sound effects to clear, but doing a cell load cleared them immediately. If you want me to do more testing, let me know. This was a fairly quick test because I'm not playing atm and my current development is only using OBSE 18 :) This quick test was with OBSE 20 b2. I use TES4 manager to switch game instances, so I wasn't upgrading to OBSE 20 during this test.

Thanks for that. The rain sounds thing is just an example of the limitations we have with the 50% cutoff. For some reason the sound of rain doesn't cut off when the rain does, which was pretty silly of Beth, considering they've even got their own sound type so they could tell which ones to shut off. Therefore, the sound probably only switches off at 50% or thereabouts. So if you enter an interior before 50%, the transition will have to begin again, giving you continued rain sounds, and this will happen until the transition goes past 50%, beyond which the new non-rainy weather will be forced on a cell transition.

In short: there's nothing that can be done about the rain sounds.
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abi
 
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Post » Sun Feb 13, 2011 4:51 am

In short: there's nothing that can be done about the rain sounds.


Haha - it figures :) As I said, not a big deal. I was just being thorough... I was really happy with the new transitions!
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Lavender Brown
 
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Post » Sun Feb 13, 2011 3:50 pm

This mod adds light sources outside all appropriate windows in the Shivering Isles. The light sources are switched on at night and off during the day to simulate the presence of interior lighting. As this mod does not modify window textures in any way, a mod that changes window textures to appear 'lit up', such as AWLS, is highly recommended.


In that case, I'd probably want it to ultimately cover both Tamriel and SI, as a complete (though not very versatile being done tediously by hand) "Real Light" add-on to AWLS. I mean, just thinking of it as an add-on in that manner and not an expansion to IW compels me to make it all-encompassing, heh. But I don't want to continue to clog up the thread with off-topic speculation, though I appreciate the suggestions helping to narrow things down some, we'll see how it goes once I try my hand at modding-that-isn't-just-changing-a-single-value-in-someone-else's-script (my sole experience). If everything goes well, expect to see a thread about it in the future. There's always the possibility I get stumped beyond all help but I consider myself pretty capable, heh.
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jesse villaneda
 
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Post » Sun Feb 13, 2011 11:57 am

and the installation intructions? load order?just enable the plugin in wyre bash?
Excuse my english and thanks in advance

Sorry, I forget to include instructions. Copy it all to your \Data folder then just enable plugins (they don't need any merging into Bashed Patch), the plugins can go anywhere, I have them loading last. They're just temporary until 1.2 version comes out.

In that case, I'd probably want it to ultimately cover both Tamriel and SI, as a complete (though not very versatile being done tediously by hand) "Real Light" add-on to AWLS.

Yeah that sounds good. wrinklyninja summed up what to do nicely. And again, you could copy most of IW's placement of lights to avoid a lot of tedium I think.

@wrinklyninja: btw, you mentioned if I was going to make window textures to match my AWLS options. I've thought of this but I don't think it's needed since the AN window textures are almost totally transparent, so any color variation seen in the AWLS options becomes impossible to see when made transparent. I haven't tested in-game, but I'm pretty sure you couldn't tell a difference...and anyway, that difference is technically due to the interior lighting color, not the actual window, so when looking out windows from the interior it shouldn't have that color, I think...phew.

Edit: I've updated my pack to v2 to add some fixes to a few SI meshes.

http://www.4shared.com/file/6YP8pl3S/AllNatural-v1-2-BrumbekCumulat.html
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Tiffany Holmes
 
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Post » Sun Feb 13, 2011 1:30 pm

Hey AN team, but in particular Arthmoor (as this is about the Real Lights component.) :D

I took a look again at the mod Let the People Drink (LtPD) download page on TESNexus, and was reminded by the few complaints of also noticing myself (way back) a 'rogue' Skydome sitting in the middle of a part of the mineshaft path up to the Aqueduct worker's home.
So I took a proper look, and found the problem:

It is a Skydome added by All Natural - Real Lights.esp.
Which can be readily adjusted in order to make the two mods fully compatible.

The Skydome in question is in the interior cell CharcoalCave02, at location (x)2635, (y)375, (z)-548.
And it can be raised to (z)-374.5000 in order to be out of the way of LtPD while still doing its job without that mod.
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LADONA
 
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Post » Sun Feb 13, 2011 3:46 pm

@Wrinklyninja and Team,

I am playing with AN 1.1, and also with the magic overhaul LAME. It has a few spells to change the weather instantly at will. It's actually quite funny. These spells generally are WASD together with AN.

However, just for fun I tried to let in snow in the IC. And that would not work.

I'm not particularly concerned about it. I'm just trying to understand if this is rather a shortcoming of the LAME spells, or some (hardcoded?) impossibility/ limitation that does not allow snow in the IC in the first place? Actually I suspect the latter, because I can make it snow in Bruma just fine :) So I wanted to kindly ask the weather guru's what they think or possibly know about it (just generally)?
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Tessa Mullins
 
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Post » Sun Feb 13, 2011 5:48 am

@Wrinklyninja and Team,

I am playing with AN 1.1, and also with the magic overhaul LAME. It has a few spells to change the weather instantly at will. It's actually quite funny. These spells generally are WASD together with AN.

However, just for fun I tried to let in snow in the IC. And that would not work.

I'm not particularly concerned about it. I'm just trying to understand if this is rather a shortcoming of the LAME spells, or some (hardcoded?) impossibility/ limitation that does not allow snow in the IC in the first place? Actually I suspect the latter, because I can make it snow in Bruma just fine :) So I wanted to kindly ask the weather guru's what they think or possibly know about it (just generally)?

It's definitely not hardcoded, I'm not sure why the LAME spells aren't working as they should temporarily override AN (until a weather transition or load door). AN doesn't let it snow in the IC, but that's not an 'always on' block for all snowy weathers, it just won't select snowy weathers to set when not in the right regions, so I'm not sure why the LAME spell won't work, which should work outside of AN's reach.
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Brad Johnson
 
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Post » Sun Feb 13, 2011 12:11 pm

It's definitely not hardcoded, I'm not sure why the LAME spells aren't working as they should temporarily override AN (until a weather transition or load door).

Yes, they usually do. For example in the IC a switch from AN-Rain or storm even to LAME-Clear weather works normally until - yes - you go through a door. Only Snow I could not produce. :shrug:


AN doesn't let it snow in the IC, but that's not an 'always on' block for all snowy weathers, it just won't select snowy weathers to set when not in the right regions

Yeah, no snow in central and southerly regions makes sense of course.


so I'm not sure why the LAME spell won't work, which should work outside of AN's reach.

Hmmm... OK that means dissecting the LAME spells I suppose... :cold: That's a bit beyond me, but Thank you Wrinklyninja, I appreciate!
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Stace
 
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Post » Sun Feb 13, 2011 5:20 am

Maybe you guys can help me. I have a question concerning compatibility with the neat old http://www.tesnexus.com/downloads/file.php?id=2141. I can load the esp into TES4Edit, but I don`t know what conclusions have to be drawn. TES4Edit shows that ForeverView only makes changes to different "FNAM - Fog Distance" values (like Day Near, Day Far, etc.) for "DefaultWeather", "Overcast", "Snow", "Clear", "Cloudy" and "Rain". My questions are:

1. Do you think this will conflict with All Natural? And what If I only use the interiors part of All Natural are these mods still incompatible?
2. Do you have any ideas if this mod needs a bash tag? Most mods come with it or they get added the tags by BOSS, this one however does not and I don`t have the insight to know if a bash tag is necessary.
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Gwen
 
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Post » Sun Feb 13, 2011 1:49 pm

I use both AN and Menu Time (http://tesnexus.com/downloads/file.php?id=4584), and I was wondering if there's any conflict between this two. Menu Time calculates time during menus and once the game is resumed, this time is added to the current time. Does it interfere with the weather scripts in any way?
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Vickytoria Vasquez
 
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Post » Sun Feb 13, 2011 7:58 am

Maybe you guys can help me. I have a question concerning compatibility with the neat old http://www.tesnexus.com/downloads/file.php?id=2141. I can load the esp into TES4Edit, but I don`t know what conclusions have to be drawn. TES4Edit shows that ForeverView only makes changes to different "FNAM - Fog Distance" values (like Day Near, Day Far, etc.) for "DefaultWeather", "Overcast", "Snow", "Clear", "Cloudy" and "Rain". My questions are:

1. Do you think this will conflict with All Natural? And what If I only use the interiors part of All Natural are these mods still incompatible?
2. Do you have any ideas if this mod needs a bash tag? Most mods come with it or they get added the tags by BOSS, this one however does not and I don`t have the insight to know if a bash tag is necessary.

Well, if you mean by conflict that those 6 vanilla weathers will have greatly increased view distances when compared to the other weathers in AN, yes. This is why the ini lets you modify fog distances, so you can emulate the same sort of effect for all AN weathers. No, it won't need a Bash Tag, there aren't any that are applicable.

I use both AN and Menu Time (http://tesnexus.com/downloads/file.php?id=4584), and I was wondering if there's any conflict between this two. Menu Time calculates time during menus and once the game is resumed, this time is added to the current time. Does it interfere with the weather scripts in any way?

It might possibly screw up the fast travel detection.
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LuCY sCoTT
 
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Post » Sun Feb 13, 2011 4:22 pm

Wait, so I can set the fog distances in the All Natural ini to values above 1 and it will push the fog back?

Also, I remember getting that ForeverView mod a while back, but I got rid of it after realizing I could just edit the uGridDistantCount value to get the same effect, if I'm not mistaken.
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Flash
 
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Post » Sun Feb 13, 2011 9:23 am

Hello, I meet a problem with real lights. When activing it, street lights of Imperial city are always lighting from day to night. At least they are lighting when I enter IC in day time, and I havn't seen them extinguished in the morning.
Please help, Thanks!
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Jade MacSpade
 
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Post » Sun Feb 13, 2011 3:38 pm

IIRC, the values in All Natural INI are multipliers - and the default value is "1" - so yes, it should move the fog further awy with values over 1. That doesn't mean it must look OK (distant trees, grids...).

Wait, so I can set the fog distances in the All Natural ini to values above 1 and it will push the fog back?

Also, I remember getting that ForeverView mod a while back, but I got rid of it after realizing I could just edit the uGridDistantCount value to get the same effect, if I'm not mistaken.

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Racheal Robertson
 
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Post » Sun Feb 13, 2011 5:27 am

Wait, so I can set the fog distances in the All Natural ini to values above 1 and it will push the fog back?

Also, I remember getting that ForeverView mod a while back, but I got rid of it after realizing I could just edit the uGridDistantCount value to get the same effect, if I'm not mistaken.


No, to my knowledge uGridDistantCount does only push the draw distance of distant meshes like the imperial city or all the distant meshes from RAEVWD.

Well, if you mean by conflict that those 6 vanilla weathers will have greatly increased view distances when compared to the other weathers in AN, yes. This is why the ini lets you modify fog distances, so you can emulate the same sort of effect for all AN weathers. No, it won't need a Bash Tag, there aren't any that are applicable.


Thank you. The possibility to alter fog distances was added lately, wasn`t it?

However, would ForeverView screw up the functionality of All Natural if I load it after All Natural? ForeverView makes a difference for every weather type in four categories: Day Near, Day Far, Night Near, Night Far. Also it will be troublesome to make All Natural fog distances exactly look like the ones from ForeverView (the ability to type a value instead of a multiplier would be nice). So I think I will use ForeverView, if it does not screw up All Natural. What do you mean?
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Mimi BC
 
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Post » Sun Feb 13, 2011 7:28 am

No, to my knowledge uGridDistantCount does only push the draw distance of distant meshes like the imperial city or all the distant meshes from RAEVWD.


Okay, I didn't really do any in-depth testing so this is likely correct, for anyone thinking of using that mod. I might have just decided against using it for performance reasons. That, or there's some other Oblivion.ini value that can be changed that mimics the functionality of the ForeverView mod, but if there is I can't recall what it would be.

Hello, I meet a problem with real lights. When activing it, street lights of Imperial city are always lighting from day to night. At least they are lighting when I enter IC in day time, and I havn't seen them extinguished in the morning.
Please help, Thanks!


Unless I'm mistaken, lights added by Real Lights stay on 24/7.

Additional completely pointless comment: I was just reading that Skyrim has "dynamic snowfall." This vague description now has me wondering if that means snow accumulation like I was talking about previously, or something else. Damn vague comments, all I care about in Skyrim is if it has snow accumulation and they give me this tease! Time to nag Bethesda.
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Lauren Denman
 
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