[RELz] Weather: All Natural, Thread 32

Post » Sun Apr 03, 2011 9:44 am

That's a pretty dark storm there. I actually like that, and IIRC, AN used to do this back in the day. I still have the screenshot of a similar thing in Anvil with a dark storm during the day. I wouldn't consider it a bug personally but maybe others have a different view?

The going black thing and fading to normal though doesn't sound right. I've never seen that happen. Not sure what could cause that either unless it's got something to do with the storm you saw.
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Melanie
 
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Post » Sun Apr 03, 2011 3:05 pm

That's a pretty dark storm there. I actually like that, and IIRC, AN used to do this back in the day. I still have the screenshot of a similar thing in Anvil with a dark storm during the day. I wouldn't consider it a bug personally but maybe others have a different view?


Yeah, it's quite cool actually - so I have no problem with it in itself. I've just never seen it before AFAIK.

The going black thing and fading to normal though doesn't sound right. I've never seen that happen. Not sure what could cause that either unless it's got something to do with the storm you saw.


Might be something else entirely. It has only happened during that kind of dark storm and only in Frostcrag.
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Steph
 
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Post » Sun Apr 03, 2011 10:07 am

Hmm, alright. I was hoping it could behave more like AWLS scripts, turning things on or off on the dot depending on the time of day. Anyway, grabbing that new hotfix now. Also, good job trimming those candles in Chorrol Fighters Guild. :goodjob:


I started a new game this weekend with vanilla and BC installed. The streelights behaved normally, off during the day. After installing All Natural witth Real Lights the street lights in the IC Market turn on during the day, even in clear weather. Most noticable are the light at the gates. Hope this helps.
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meghan lock
 
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Post » Sun Apr 03, 2011 9:22 pm

I've had two http://www.bluemelon.com/photo/18688/1125926.jpg since updating to 1.2. Perhaps it's normal as there's rain and thunder, but I can't remember ever having it so dark 2 in the afternoon. I have changed some ini settings to get darker nights (Night Luminance), but that shouldn't have anything to do with it I guess. Also had a couple of instances with interiors suddenly becoming black but then fading back to normal in a couple of seconds. No idea if the latter has anything to do with AN - but haven't noticed it before.

That's a pretty wicked storm! Looksl ike all that is missing is a tornado or two or a hurricane! :laugh:

You know, after seeing that pic, I seem to remember seeing a similarly dark storm (might not have been *quite* that dark, but it's hard to say) a couple of years back when I was still using Enhanced Weather before I moved over to AN. I could be remembering wrong, but thought I'd mention it anyways. :)
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Miranda Taylor
 
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Post » Sun Apr 03, 2011 5:06 pm

Unfortunately it doesn't, because that's what's already been pointed out. Obviously it has to be a flaw in the lighting script but I can't see what. I'll post the script again, perhaps someone will see what's wrong:
scriptname streetlightscriptshort Daytimeshort NighttimeBegin Gamemodeif (gamehour < 6 || gamehour >= 20)    if (Nighttime != 1)        enable        set Nighttime to 1        set Daytime to 0    endifelse    if (Daytime != 1)        if ANRLOutsideWeatherQuest.CurrentWeatherClass == 1            ;Clear weather            disable            set Daytime to 1        endif    else        if ANRLOutsideWeatherQuest.CurrentWeatherClass != 1            ;Weather changed to bad weather            enable            set Daytime to 0        endif    endif    set Nighttime to 0endifEnd


It's a modified vanilla script, which does introduce the possibility that another mod cancels out the change. This is the original:
scriptname streetlightscriptbegin gamemodeif gamehour >= 18 || gamehour < 7	enable	else		disableendifend

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joseluis perez
 
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Post » Sun Apr 03, 2011 7:13 am

scriptname streetlightscriptshort Daytimeshort NighttimeBegin Gamemodeif (gamehour < 6 || gamehour >= 20)


Maybe its better to use GetClimate(Sunrise|Sunset)(Begin|End) in that part of the lights scripts, to make them tailored to the current climate's dark hours? Or would that be a bit too much for just common lights? (I imagine the people charged with turning them on/off do so at regular times, invisible and sneaky though they are...)

Something more of a serious request, is it possible to change the scripts on varla and welkynd stones to use AddItemNS? Everytime I pick up one I get the pop up saying 'stone added to inventory', a bit redundant.
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Zoe Ratcliffe
 
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Post » Sun Apr 03, 2011 9:56 am

Yes, using the climate data would be good. I don't know if that data was even available when the script was originally altered. i'd probably look to set the "off" time to about 30 minutes after sunrise-begin and the "on" time about 30 minutes or so before sunset-end.

Also, yes, we can update the welkynd and varla stone scripts to use the spam-free versions.
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Nathan Hunter
 
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Post » Sun Apr 03, 2011 6:29 pm

Does the Fog Distance option essentially do the same thing as Streamline's Streamsight feature? Lower numbers make the fog closer, right?
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Marie
 
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Post » Sun Apr 03, 2011 5:51 pm

Yes.
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alyssa ALYSSA
 
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Post » Sun Apr 03, 2011 5:54 pm

Right on. I'm gonna see how it compares...
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Laura Hicks
 
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Post » Sun Apr 03, 2011 8:06 pm

It's not supposed to snow between Bravil and Leyawiin, is it? This has happened to me twice in a really glitchy manner, one time while in the wilderness, going away after I entered a menu I believe, and the other time while in Leyawiin, going away after entering/exiting an interior perhaps. I can't be completely sure that's exactly how they happened, though, I wasn't paying enough attention.
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Matt Terry
 
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Post » Sun Apr 03, 2011 5:41 pm

You'd have to ask the OBGE folks. Or perhaps the MGE folks to find out what they did to get that and to see if OBGE could replicate it somehow. Ocean waves would be pretty cool though.

Saw this when looking through the thread for an answer.

Doesn't Elsweyr add waves to the southern beach? I'm pretty sure I recall them and there was no use of OBSE/OBGE to get them. They were a visual affect though and not actual waves. Effective I thought.

Now the question:
With the new AWLS and recent version of this - is it that AWLS installs after AN now?

err wait maybe I'm thinking of RAEVWD compatibility ??? I forgot.
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Lucky Girl
 
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Post » Sun Apr 03, 2011 12:14 pm

There is the static mesh resource that Iliana used, yes. But that's limited in effect and has no actual impact on the real water it's laid over.

AWLS has no overlap with AN. You're thinking of RAEVWD.
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Tai Scott
 
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Post » Sun Apr 03, 2011 1:41 pm

Well I conquered the lighting issue. Turned out to be the weather classification check. It was too narrow only checking to see if the classification was 1 - clear weather. The cloudy types that still have lots of sun are class 2, so the lights didn't turn off for those.

The checks now look for 1 and 2, and turn lights off properly for that. Class 0, 3, and 4 will now shut them on properly.

I figured since I was in the file I may as well also do the varla/welkynd spam fix and the climate sunrise/sunset fix for the actual lighting timer. All of which is now working properly.

It's up on Nexus now, with a cautionary advisory that I compiled the fixes with OBSE 0020 installed. If it gives you fits, try installing the OBSE 0020 beta.
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JAY
 
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Post » Sun Apr 03, 2011 11:33 pm

Well I conquered the lighting issue. Turned out to be the weather classification check. It was too narrow only checking to see if the classification was 1 - clear weather. The cloudy types that still have lots of sun are class 2, so the lights didn't turn off for those.

The checks now look for 1 and 2, and turn lights off properly for that. Class 0, 3, and 4 will now shut them on properly.

I figured since I was in the file I may as well also do the varla/welkynd spam fix and the climate sunrise/sunset fix for the actual lighting timer. All of which is now working properly.

It's up on Nexus now, with a cautionary advisory that I compiled the fixes with OBSE 0020 installed. If it gives you fits, try installing the OBSE 0020 beta.

This is good news, along with the removal of the varla/welkynd stone added notification that causes a minor pick-up sound sync problem when picking up many stones at once.

I would try out the fix with OBSE v0019b first, and hopefully it shouldn't be a problem, as I wouldn't want to swtich over to a dev version and risk the chance that other plugins may start behaving erratically. Can OBSE v0020 beta 5 be considered mostly-stable?

EDIT: And another note regarding Real Lights. I noticed that some of the Ayleid ruin lights feature green lights, and some are white while both are illuminated by crystal stones hanging above. Are those intentional?
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Brandi Norton
 
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Post » Sun Apr 03, 2011 6:25 pm

Thanks Arthmoor for the update to Real Lights.
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Ashley Campos
 
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Post » Sun Apr 03, 2011 4:26 pm

I'm reporting on a potential issue regarding weather boxes. I have the All Natural 1.2.1 Hotfix installed. The issue is that the rain cannot be seen from inside Rosethorn Hall (My Skingrad Manor) even though it is raining outside. Rain interior weather sound plays fine.

------------------------------------

On the Real Lights hotfix, preliminary testing shows that it is now correctly turning lamp posts on and off on schedule. This is running on OBSE v0019b.
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Hannah Barnard
 
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Post » Sun Apr 03, 2011 10:56 am

I'm reporting on a potential issue regarding weather boxes. I have the All Natural 1.2.1 Hotfix installed. The issue is that the rain cannot be seen from inside Rosethorn Hall (My Skingrad Manor) even though it is raining outside. Rain interior weather sound plays fine.

------------------------------------

On the Real Lights hotfix, preliminary testing shows that it is now correctly turning lamp posts on and off on schedule. This is running on OBSE v0019b.

Maybe I missed something here... Rain can now be seen from within interiors? When did this happen?
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Lily Something
 
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Post » Sun Apr 03, 2011 8:05 pm

Version 1.2 has "weather boxes" outside the windows to provide weather effects for snow, light rain and heavy rain. However I am pretty sure this has only been done in Chorrol thus far, so I'm not quite sure why the above poster is reporting a "problem"...

Vac
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Laura Simmonds
 
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Post » Sun Apr 03, 2011 8:29 pm

EDIT: And another note regarding Real Lights. I noticed that some of the Ayleid ruin lights feature green lights, and some are white while both are illuminated by crystal stones hanging above. Are those intentional?


Not sure what you're getting at here. A screenshot would be far more helpful.

I'm reporting on a potential issue regarding weather boxes. I have the All Natural 1.2.1 Hotfix installed. The issue is that the rain cannot be seen from inside Rosethorn Hall (My Skingrad Manor) even though it is raining outside. Rain interior weather sound plays fine.


Skingrad hasn't been done yet - only Chorrol was.
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Mr. Allen
 
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Post » Sun Apr 03, 2011 1:42 pm

Version 1.2 has "weather boxes" outside the windows to provide weather effects for snow, light rain and heavy rain. However I am pretty sure this has only been done in Chorrol thus far, so I'm not quite sure why the above poster is reporting a "problem"...

Skingrad hasn't been done yet - only Chorrol was.

:facepalm: I was excited to experience the difference of seeing rain inside interiors back in Chorrol that I forgot it was the only area at the moment that supports weather box inside. Sorry about that.
Not sure what you're getting at here. A screenshot would be far more helpful.

I will try to get a screenshot once I trace back the ruin. But to clarify further, at first all I was seeing were white ambient light (provided by crystals) and yellow lights (provided by fire-emitting sources) whenever inside Ayleid ruins. So I was surprised to see green ambient lights in some ruins I encountered. Perhaps they are by design, to provide variety? Nevertheless, I will update once I got the screenies to make my point. :smile:

-----------------

Now I'm reporting about a possible issue in weather I experienced in Skingrad. As you can http://img190.imageshack.us/img190/5908/screenshot18an.jpg, snow started to fall. I would think that it wasn't supposed to snow in Skingrad (the land green and all). The screenie was taken just outside the city.
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Rhysa Hughes
 
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Post » Mon Apr 04, 2011 2:16 am

Oh, yeah. There's a bunch of green crystals that had light that was anything but green. They'll be much more noticeable as green with AN-RL loaded. There should also be blue lights that looks more like blue than washed out bluish-white color.

I'll let Wrinklyninja take a poke at the snow in Skingrad thing. That shouldn't be happening though.
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Emilie M
 
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Post » Mon Apr 04, 2011 2:27 am

Oh, yeah. There's a bunch of green crystals that had light that was anything but green. They'll be much more noticeable as green with AN-RL loaded. There should also be blue lights that looks more like blue than washed out bluish-white color.

Alrighty then. I just find them odd that a white crystal would be emitting green ambient light. :smile: For the screenshots though, here they are, taken from the Ayleid ruin Lindai: http://img823.imageshack.us/img823/275/screenshot21p.jpg, http://img403.imageshack.us/img403/9905/screenshot20x.jpg.

EDIT: And http://img9.imageshack.us/img9/189/screenshot19b.jpg bluish looking ambient light. It can be seen that it is illuminated by some blue crystals.
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Far'ed K.G.h.m
 
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Post » Mon Apr 04, 2011 12:07 am

Im using OBGE and RAEVWD, as well as none weather related components of Natural Weather. I recently switched from Natural Weather to Weather:All Natural because i needed the resource for AWLS/Immersive Interiors also i was told that Weather: All Natural was less buggy. Now it seems as though i am encountering a similar bug i was experiencing in Natural Weather with this mod. The weather will change rapidly with significant lag at random times, one time I was exiting a building, another i was just standing near a fort with my torch out. Im not sure what is causing this but will post my load order if neccesary.
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Daddy Cool!
 
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Post » Sun Apr 03, 2011 8:44 pm

This mod seems like it would conflict with Natural Environments, how do i use both of these at the same time? just disable the weather elements in natural environments?
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Ana Torrecilla Cabeza
 
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