[RELz] Weather: All Natural, Thread 32

Post » Mon Apr 04, 2011 5:08 am

My impatience has overcome my general reticence and I'm going to ask whether the weather boxes in Chorrol seem to be ok for everyone? No wierd glitches? No blank bands in the effect? (you'd know what I meant if you saw this, I hope) No major delay between entering an interior cell and the weather effect appearing outside the window?


As far as I could tell in the few times I was able to be there during storms it all works fine. Everything seemed to fire up immediately even in the chapel where there are lots of boxes to deal with.

I have to say too that the effect is much more noticeable when you have Immersive Interiors installed.

It should also take less time to do the next city since it won't be necessary to have all 3 weather types (I think) in any other location.
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carla
 
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Post » Mon Apr 04, 2011 12:16 am

Is there a console command for stormy or snowing weather (like how fw 38eee makes it Clear)? I'd love to see the effect myself, but it's either just been clear or foggy the last couple of times I've been to Chorrol. And having commands for some other weather types would make checking my fog settings for AN's different types easier (which reminds me, so far I'm really digging the settings you mentioned before, Arthmoor! :D).
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TASTY TRACY
 
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Post » Mon Apr 04, 2011 4:46 am

Is there a console command for stormy or snowing weather (like how fw 38eee makes it Clear)? I'd love to see the effect myself, but it's either just been clear or foggy the last couple of times I've been to Chorrol. And having commands for some other weather types would make checking my fog settings for AN's different types easier (which reminds me, so far I'm really digging the settings you mentioned before, Arthmoor! :D).


http://cs.elderscrolls.com/constwiki/index.php/ForceWeather! Have fun :) Just open the console and use fw with those codes. It looks like the text will work too. Note that entering an interior will reset the weather. You might be able to force the weather from an interior to see the weather boxes - I'm not sure.
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Kit Marsden
 
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Post » Sun Apr 03, 2011 7:22 pm

http://cs.elderscrolls.com/constwiki/index.php/ForceWeather! Have fun :) Just open the console and use fw with those codes. It looks like the text will work too. Note that entering an interior will reset the weather. You might be able to force the weather from an interior to see the weather boxes - I'm not sure.

Ah, thanks! I used to have that bookmarked a long time ago, but it got deleted at some point, and I didn't think to search the CS wiki. Whoops! lol
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Blessed DIVA
 
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Post » Mon Apr 04, 2011 6:54 am

http://cs.elderscrolls.com/constwiki/index.php/ForceWeather! Have fun :) Just open the console and use fw with those codes. It looks like the text will work too. Note that entering an interior will reset the weather. You might be able to force the weather from an interior to see the weather boxes - I'm not sure.


Unfortunately when you force the weather inside it ends up raining/snowing inside the building as well. I was trying to see the weather boxes in Chorrol but ran into the problem of it always switching when entering an interior and I ended up trying to force it inside. So it looks like you just have to be there when it's raining already. Unless there's another way, in which case please tell me, heh.
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Alex Blacke
 
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Post » Sun Apr 03, 2011 11:16 pm

The forceweather command won't work to test this anyway since AN ignores it and puts things back to where they belong after you cross a cell boundary or transition to an interior. That's part of why it was so much of a pain to make sure it was all working nicely. You have to prod the actual weather code into making a new selection, which isn't necessarily going to be what you want. So my advice is just play, and wait for rain/snow and then go indoors in Chorrol to check it out. It's worth the wait.
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Sudah mati ini Keparat
 
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Post » Mon Apr 04, 2011 7:20 am

Yeah, I found that out myself a bit ago. Oh well, I just kept waiting in Chorrol for several hours at a time until a light rain storm started and I got to see the effect. It looks awesome with Immersive Interiors installed. :D
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Laura Richards
 
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Post » Mon Apr 04, 2011 7:42 am

Would it be possible for a future update of All Natural to include replacement meshes for Better Cities' Bruma chapel interior, so that we can stop receiving reports of AN not working right in the chapel? I can provide our five meshes (actually a resource from Fearabbit) if this is doable.

PM sent. I'll do this for you.

Oh, and does anyone have record of what colour tints to use to match Natural Weather's orange-ish hues? I know we talked about this before but can't find it now...I thought we added these settings to the .ini as suggested settings for people who prefer Natural Weather tints, but I guess not?
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Mark Hepworth
 
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Post » Mon Apr 04, 2011 1:55 am

Thank you very much for this fantastic mod. The only thing i don't like is the amount of foggy weather.

In my country there is only foggy weather about once or twice a month and only during late evening, night or early morning.
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Brian LeHury
 
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Post » Sun Apr 03, 2011 11:52 pm

Thank you very much for this fantastic mod. The only thing i don't like is the amount of foggy weather.

In my country there is only foggy weather about once or twice a month and only during late evening, night or early morning.

I'm guessing you don't live in the UK then :P

On topic: Thanks for making this mod even more brilliant :thumbup:
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Jacob Phillips
 
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Post » Mon Apr 04, 2011 3:08 am

Thank you very much for this fantastic mod. The only thing i don't like is the amount of foggy weather.

In my country there is only foggy weather about once or twice a month and only during late evening, night or early morning.

You can adjust the length of foggy weather in the "Ini" folder under "Data". All Natural.ini, look for "Set ANVars.FogLength" and set according to your taste. :)
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Courtney Foren
 
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Post » Mon Apr 04, 2011 4:55 am

Okey-dokey...I gotta thing with the AN-Real Lights.

Here's the thing: I have MAJOR stutter with 1.2. Just enabling the AN-Real Lights plugin for 1.2 (w or w/o fix) gets me severe stutter, like STUTTER. Things I did to troubleshoot:

1.) Tried earlier versions of the plugin. 1.1 gets me normal framerate, with no stutter.
2.) Tried 1.2 just merged (Wrye)...no stutter. Almost normal FRate
3.) Tried 1.2 with "fQuestScriptDelayTime" set to 1 (5 is default) in Oblivion.INI. No stutter. Normal FRate.
4.) Tried 1.2 recompiled with "fQuestScriptDelayTime to 2" as a NEW (new as in "it weren't there before I added it") variable for "zzDaylightscript" & "ANRLOutsideWeatherScript" ....no stutter. fQuestScriptDelayTime to 1 is what my rig likes best. (gets me what I had with AN previous version)

Not sure why shortening the Quest delay time helped me. Any input from you tech geeks? /Me's "J.A.F.O." in the case of scripting. Arthmoor? :blush::mellow:

My OSR settings might also be some part of this, as I have everything REALLY tight and fast.
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Connor Wing
 
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Post » Mon Apr 04, 2011 6:50 am

There aren't any changes in the AN-RL 1.2 script. The only changes came in the hotfix to correct the daylight bulbs issue and the change to use the climate's sunrise/sunset values instead of static game hours.

Shortening the global quest delay timer certainly shouldn't have mattered, but if that works for you, I'd say go with it because there's nothing in the scripts that would account for a major difference in stutter.
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Jack Bryan
 
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Post » Mon Apr 04, 2011 2:03 am

There aren't any changes in the AN-RL 1.2 script. The only changes came in the hotfix to correct the daylight bulbs issue and the change to use the climate's sunrise/sunset values instead of static game hours.

Shortening the global quest delay timer certainly shouldn't have mattered, but if that works for you, I'd say go with it because there's nothing in the scripts that would account for a major difference in stutter.

Yeah, I didn't see anything in TES4Edit. But seriously, a huge difference in stutter between the two plugins (v 1.1 and v 1.2). Investigating further.
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Penny Flame
 
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Post » Mon Apr 04, 2011 8:50 am

Hello again one and all! Today, I present you with...wait for it...interior curtains! I made them for the fun of it. They currently are more of a prototype, but they do work great and make things so cozy. Feast your eyes on these:

http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AllNatural-InteriorCurtainsPrototype-01.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AllNatural-InteriorCurtainsPrototype-03.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AllNatural-InteriorCurtainsPrototype-02.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AllNatural-InteriorCurtainsPrototype-04.jpg

Anywho, there are some issues with trying to make these curtains universal. I could make them a modder resource that can be placed anywhere, but that would require hand placement. Or I'll have to edit the building meshes like I previously did for the windows. That's how I did it above. The only downside if this makes the nif's significantly larger, but ah well I suppose. Anyway, anyone like these and want them?

(Oh, and http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AllNatural-InteriorCurtainsPrototype-UglyVanillaComparison.jpg of the above scene just for reference, ah, the ugly glowing vanilla windows...)
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Jason Wolf
 
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Post » Mon Apr 04, 2011 3:44 am

Hello again one and all! Today, I present you with...wait for it...interior curtains! I made them for the fun of it. They currently are more of a prototype, but they do work great and make things so cozy. Feast your eyes on these:

http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AllNatural-InteriorCurtainsPrototype-01.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AllNatural-InteriorCurtainsPrototype-03.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AllNatural-InteriorCurtainsPrototype-02.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AllNatural-InteriorCurtainsPrototype-04.jpg

Anywho, there are some issues with trying to make these curtains universal. I could make them a modder resource that can be placed anywhere, but that would require hand placement. Or I'll have to edit the building meshes like I previously did for the windows. That's how I did it above. The only downside if this makes the nif's significantly larger, but ah well I suppose. Anyway, anyone like these and want them?


I'd like to have them, but only if you do all the work :D I don't feel like hand placing each curtain in the CS.
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Wanda Maximoff
 
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Post » Mon Apr 04, 2011 4:58 am

Hello again one and all! Today, I present you with...wait for it...interior curtains!

Nice!! ( I just got drug through JC Penny's curtain dept earlier today) :celebration:
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Mandy Muir
 
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Post » Mon Apr 04, 2011 5:45 am

This reminds me of this http://www.tesnexus.com/downloads/file.php?id=7797 I downloaded a while back, assuming since they were "re"textures they replaced something, but I was left kind of confused about their purpose. I even went to the trouble of deleting some c:\program files\etc nonsense in each mesh in NifSkope and now they're just kind of sitting on my hard drive. Anyway, you should use them when you start your "adding curtains to every single interior window by hand" project, haha.
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Josh Sabatini
 
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Post » Mon Apr 04, 2011 7:43 am

Hey Brumbek, I'd love 'em if you're interested in doing that. Even a few locations would be a really nice change. I could also add them to Imperial Furniture so players could buy them and put them on any window they like. It'd be interesting describing the sizes though - almost as bad as RL. :lol:
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Steven Nicholson
 
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Post » Mon Apr 04, 2011 4:03 am

Very pretty, Brumbek. I've been dabbling in making curtains myself.

I'm not sure I see these as part of a weather mod though. I'd see it more part of Immersive Interiors or even AWLS. Even better would be scripted curtains to close at night. ;)
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Toby Green
 
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Post » Sun Apr 03, 2011 8:18 pm

I really like those curtains, Brumbek. I'd love to have them in-game if you're willing to do it. If nothing else, you could do the towns where curtained windows are an option in AWLS so that the interior and exterior views would match (like Anvil). :D
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Jade MacSpade
 
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Post » Sun Apr 03, 2011 6:25 pm

Have you guys been following the development of the snow accumulation shader in the OBGE thread? When I discussed my snow accumulation dreams a while back in this thread I never expected within a month or two someone would actually be able to do it. So I'm curious if any of you guys have thought about implementing it as maybe an experimental, disabled-in-the-ini-by-default feature at some point in AN's future. It's flawed and totally preliminary at this point, but thinking about getting it working in tandem with weather changes, my mind naturally (ha ha) went to AN. Just wondering if it's something that can definitely be ruled out (and hopefully someone can make a stand-alone mod that fits it in with weather mods like AN), or if it's a hopeful-wait-and-see thing for now.

Also I think this winter's definitely to blame for my snow accumulation obsession.
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Sabrina Steige
 
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Post » Sun Apr 03, 2011 11:58 pm

I could maybe see Enhanced Seasons implementing it, but not All Natural. Considering the performance hit entailed with using it (which won't get fixed, mind you, it's an engine limitation), it would be highly impractical to bundle it in if hardly anyone is going to use it.
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sarah simon-rogaume
 
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Post » Mon Apr 04, 2011 6:06 am

I could maybe see Enhanced Seasons implementing it, but not All Natural. Considering the performance hit entailed with using it (which won't get fixed, mind you, it's an engine limitation), it would be highly impractical to bundle it in if hardly anyone is going to use it.


Oh, man, I totally forgot about Enhanced Seasons, that fits a lot better. But yeah the performance hit and various flaws are why I thought of it as an experimental initially disabled thing, since All Natural is very refined and something like the snow shader doesn't really jive well. Enhanced Seasons, though, that seems like a perfect fit. I probably didn't think of it because I've been hesitant to install due to already having a saturation boost and being skeptical of the latitude-based stuff, though it's probably not as big a deal as it seems. Implementing snow accumulation would definitely end my procrastination though!
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Spaceman
 
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Post » Sun Apr 03, 2011 9:41 pm

I don't think we're planning to incorporate any OBGE-required features into All Natural anytime soon, if ever. Snow accumulation would definitely be cool though. I haven't followed the OBGE stuff in awhile.
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Dorian Cozens
 
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