Excuse me, if I only want to use Real Lights, which files are also needed in the BSA file besides those in the two "reallights" sub folders? For I really wish to save space cost of TES4 which have already cost 10G now.
Many Thanks!!!
I think that's right, though you could PM Arthmoor to be sure. Although I have to point out that 10GB is a very small size for a modded Oblivion install, since the vanilla installation is at least 7GB IIRC. Many people have 30-50GB installs. Hard drive space isn't exactly expensive (you can get 2 TB of storage for ~£70), so in this day and age it's not really very sensible to limit what you have on your PC based on how much space you have on your hard drive...
Fog settings for DistantLOD range of 15 that I feel work pretty well:
set ANVars.ClearFogDist to 0.75 set ANVars.CloudyFogDist to 0.65 set ANVars.FogFogDist to 0.3 set ANVars.OvercastFogDist to 0.6 set ANVars.RainFogDist to 0.5 set ANVars.SnowFogDist to 0.5 set ANVars.StormFogDist to 0.4set ANVars.SpecialFogDist to 0.5
Thanks for those.
Is the Natural Weather in AN really same as Max Tael's Natural Weather in Natural Environments 2.1.3?
I think this two deferences are not due to texture, but maybe caused by something like lightness and colour setting.
The intro says "Natural Weather (NW, part of Natural Envirionments [NE])", and I have just check "AN BASE.esm" and AN.bsa, variance name with MT and subfolder name with naturalevironment make me trust they are from NW in NE.
So a further question, I wonder whether NW in AN uses all the same texture as NW in NE?
If the same, How can I adjust current NW in AN to make it same to NW in NE? By modifying parameter in "All Natural.ini"? And if so, are there any suggestion about original NW parameter? Thanks!
There is a last question, that how many differents are there between NW in NE and NW in AN about the weather varying system (or scripts)?
I wish (NW in) AN has the same or similar weather varying system to NW in NE, though I havn't spent enough time to experience the system of AN. Just simple, smoothy and steady is OK, each new weather mod is better than vanilla, and I do not wish much more varied.
Edited your post quoted for clarity.
In reply: AN's NW weathers aren't the same as the originals. The edits are almost universally:
1. HDR tweaks. This is to prevent the nuclear white-out that plagues weathers without them.
2. Colour tinting changes. This is to bring the tinting of NW's weathers into line with the rest of the weathers in vanilla and the other weather mods - NW's original weathers had a very noticeable yellow tint to them.
3. Occasional aethstetic tweaks - a few NW weathers are pretty ugly compared to others, and have had colours and textures changed to make them look better.
So to answer your second question, the vast majority of NW (and other) weathers have their original textures. A few have had textures replaced with
very high quality textures Lprman made for me.
You can get NW's yellow tint back by changing the ini values for Colour Tints, try raising the red and lowering the blur multipliers.
As for the weather script, AN's weather script is completely unique. I believe this is stated in the readme. To put it bluntly, NW's script is a pile of rubbish, and there's no competition. I realise I'm biased, but there's no excuse for releasing something that broken and never fixing it through 2.1.3 versions of the mod. Sure, AN does have bugs, but it's trying to do things that are a heck of a lot more complicated, and I work hard to fix them when reported.
Weather - All Natural is a great compendium of some of the best environmental mods for weather in Oblivion. I have also opted to use some of the recommended mods from AN's readme.
However, there is a bit of concern I'm having between AN and one of its recommended mods, Storms and Sound v3. The issue I'm experiencing is during a stormy weather. The issue is that while it has been raining, and after a while the rain begins to subside until the rain effects (graphic and audio) stop, leaving only dark clouds above, as soon as I enter an interior, I could hear the rain falling again (thanks to Storms and Sound enabling one to hear weather inside). When I exit the interior, the rain indeed has started again when only a second ago it already subsided.
I'm not sure if this is a standard behavior in AN (rain subsiding then starting again), but it seems that Storms and Sound doesn't sync well with the weather, even when using the OBSE version that is supposed to be compatible with "...all past and future weather mods."
I am using OBSE v0019b, and using TES4Edit v2.5.3, I have cleaned the
as per the CS Cleaning mods guide, although I noticed that Storms and Sound overrides some of the changes in AN's esps even after having been cleaned, to give one as an example:
[05] OBSE-Storms & Sound SI.esp \ Cell \ Block 0 \ Sub-Block 0 \ 0002C178 [00] Oblivion.esm [02] All Natural.esp [05] OBSE-Storms & Sound SI.espDATA - Flags Is Interior Cell Is Interior Cell, Behave like exterior Is Interior Cell Behave like exterior Behave like exteriorXCLL - Lighting Fog Near 0.000000 0.000100 0.000000XCCM - Climate NIWGeneric [CLMT:01001BA9]
I am using BOSS to sort out mods, and as a result, the overrides the changes from . There are many other conflicts identified within TES4Edit and perhaps this may give a hint on the aforementioned issue.
I haven't tried removing Storms and Sound and leaving only All Natural active, though I will post an update if such an issue were still to occur.
I'll start by saying I don't use S&S, and to my knowledge neither does Arthmoor or Brumbek. I've chosen not to because the only thing S&S adds extra when using AN is lightning strikes, and I don't think that is worth an extra mod or the potential problems (which you seem to be posting about) that may arise when using two complex mods interacting. When I say potential problems, I mean just that - I don't know of any bugs, but they're both complex systems and as such there is more scope for error.
To clarify, AN includes indoor weather sounds, but S&S also adds its own. Your issue could be purely a game limitation and have nothing to do with S&S though, as if you go through a load door during a transition, depending on the progress of the transition, either the previous weather or the next weather is set. This is because you can't start a transition again part the way through, it must start again from the beginning or skip straight to the end.
As to the 'conflicts' you've posted, they're not really conflicts at all if you've installed AN right (ie. using a Bashed Patch).
So I was fiddling around TES4Edit, comparing All Natural esps against the Unofficial Oblivion Patch, Supplemental and SI esps and found two conflicts:
snip
No, there's only one 'conflict', and that is the fog distance for ICArenaSpectators. The other cell has the UOP adding an owner that is defined by the UOP, and so AN doesn't have any way of adding it, and is therefore correct in having the vanilla owner. However, neither are any problem, since users should be importing C.Owners into their Bashed Patch from the UOP and applying the NVIDIA Fog Fix through it too. The UOP is packaged with the correct Bash Tags by default.
As I'm currently integrating changes from All Natural+SI into the OBSE-SI esp of Storms and Sound, particularly changes in the DATA - Flags field, I'm quite pleased to find out that All Natural has incorporated most of the fixes from the unofficial patches, save for one or two very minor oversights on Fog Near values.
Not sure what you're getting at here...
I stumbled upon another minor oversight in All Natural:
[02] All Natural.esp \ Cell \ Block 5 \ Sub-Block 3 \ 00051B8F FULL - Name: Mages Guild 3rd Floor
It should have been:
FULL - Name: Bravil Mages Guild 3rd Floor
That should take care of it.
I see no problem... It doesn't conflict with the UOP as it is, and if it's not covered by the UOP, it's not a bug.
Somebody could correct me if I'm wrong, but AFAIK wrye bash can't resolve all conflicts, especially without a proper bash tag and correct load order to achieve the desired effect. And even if it can solve a particular conflict, then the next determining factor for resolution is where the mod is in the load order. Importing data in wrye bash respects the currently active mods and checks each mod to be imported in order. So it is not always a guarantee that conflicts would be resolved by simply bash patching, unless you intimately know all mods in conflict and what fields they override each other, and a good grasp of how mods should be loaded. Or at least have setup proper bash tags for conflicting mods, have a desired load order, and have correct bashed patch import setup for rebuilding the patch.
Until then, it is better to have mods reflect fixes from unofficial patches, and change other fields as needed.
See my previous replies as to why you're wrong.
I have to admit that when I said about AN disabling a fix by UOP because of cell ownership overrides, I was in the mindset of an average user who would just follow what he's told from the manual, without taking extra steps to further his understanding. Of course because I am using BOSS and making further use of bash tags it adds to mods when rebuilding my patch, then the conflict regarding cell ownership is resolved in my case, thanks to Wrye Bash.
Again, see previous replies. The UOP comes pre-tagged. The average user should know how to properly use a Bashed Patch, and it isn't the place of All Natural's readme to teach them how to. Wrye Bash comes with its own readme. My stance is that I assume the user is competent, because I don't have time to waste hand-holding people when hours and hours have been spent writing readmes and guides that tell users exactly what to do already. If a user is incompetent, they should learn. Perhaps they may not want to: modded Oblivion isn't a walk in the park, but it's a
lot easier today than it was a few years ago, so I see no reason for people to complain about difficulty. Sure, things can always be improved, but suggestions are not complaints.