[RELz] Weather: All Natural, Thread 32

Post » Sat Apr 02, 2011 4:52 pm

All Natural: Weather

All Natural combines a robust custom weather system that allows the use of weather types from all existing weather mods with custom versions of Natural Interiors and Real Lights in order to provide the greatest weather/environment experience possible. The three segments of All Natural will be explained below:

1. Custom Weather System

The cornerstone of All Natural is unique weather system that includes a new regional weather script to keep the weather synced on interior/exterior switching and when fast traveling and a variety of optional features to help enhance and customize the user's weather experience. All Natural also allows you to choose from only vanilla weathers or from some or all the weather types from Natural Weather, Atmospheric Weather System, and Enhanced Weather.

2. Natural Interiors

Natural Interiors was originally created by Wormheart, and its purpose was to make it so interior locations such as houses and guilds would be affected by the weather outside and time of day, and to make it so interior locations had weather sounds inside very similarly to the original “Weather Inside” mod. To accomplish this, interior windows were made transparent and the sky outside now matched the exterior weather and time of day. The result is you can look out an interior window and see a sunset, stars, etc and also have the interior lighting level change based on it being sunny, cloudy, nighttime, etc, plus you can hear rain/storm sounds from within. Sadly, Natural Interiors was never finished and had some issues. However, All Natural now includes an improved and expanded version that cannot be found outside of All Natural. Also, the Natural Interiors segment of All Natural cannot be separated from All Natural, so you must use All Natural in full to benefit from the Natural Interiors segment.

3. Real Lights

Real Lights was an incredibly ambitious project by Josef K. which aimed to replace all the fake lighting (invisible lights with no actual light source) with real lights with real light sources. For example, with Real Lights locations have candles or other light sources that emit light instead of generic white light coming from mid-air.Sadly Real Lights was abandoned long ago and has some issues with save game bloating. However, the mod has now been included in All Natural and has been recently updated to fix all the problems it previously had. The All Natural version of Real Lights is the most updated and safe version of Real Lights and no one should use the older stand-alone version. The Real Lights segment of All Natural is the only segment you can actually use independently, so even if you want to use, say, Enhanced Weather, you can use the Real Lights plugin from All Natural. Instructions on how to do this are included in the installation section of this guide.

http://www.tesnexus.com/downloads/file.php?id=18305 v1.1 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v1.1 @ ModDB
http://tesalliance.org/forums/index.php?/files/file/604-all-natural-weather-v11/ v1.1 @ TES Alliance

Support patches for Nascosto Isles, Losing My Religion, and Kvatch Rebuilt are provided to bring their interiors under the control of All Natural's system.

An extensive filter supporting several other mods is also included which attaches climate data to interiors. Additional mods can be added to this, by request, but space is limited due to the number of masters an ESP is allowed to have. This limitation cannot be overcome by any means. So additions to this list will be considered on a case by case basis, and yes, popularity of the requested mod will be a factor in this.

http://www.gamesas.com/index.php?showtopic=1147846

All changelog information will be contained in the readme. Please refer there if you want to look over the struggle to get to a full release.

Original All Natural, up to version 0.6, by Chong Li.
All Natural 0.7 through to present by Wrinklyninja, Arthmoor, and Brumbek.
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Your Mum
 
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Post » Sun Apr 03, 2011 8:35 am

Is there an easy way for me to remove the Real Lights part of the mod and keep the rest or do I have to uninstall the whole mod and reinstall it again?
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DarkGypsy
 
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Post » Sun Apr 03, 2011 5:13 am

A note to the Real Lights developer: I noticed in Narind there are some souceless light sources. I uploaded a pic for you to see an example of what I'm talking about.

http://i1216.photobucket.com/albums/dd367/mlonnemann/ScreenShot0.jpg
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Rude Gurl
 
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Post » Sun Apr 03, 2011 12:54 am

I'd love to fix that, but there's no such ruin as Narid in the vanilla game. You'll have to take that up with it's author.

@segvirion: Just deactivate the Real Lights ESP.
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Hilm Music
 
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Post » Sun Apr 03, 2011 5:32 am

I'd love to fix that, but there's no such ruin as Narid in the vanilla game. You'll have to take that up with it's author.


Oh. I didn't know that. I thought it was a vanilla ruin. It's added by OOO, then. It's a great ruin. The OOO author is good. Must be why he's a professional developer now.
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BRIANNA
 
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Post » Sun Apr 03, 2011 4:01 am

I'm curious-- would I encounter a scene like http://picasaweb.google.com/lh/photo/FbrjhhB3Ez_OoH0YzL9vVA?feat=directlink without All Natural or the specific weathers it uses? Maybe unanswerable, but I'm just curious if those kinds of evening colors are in the vanilla game.
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pinar
 
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Post » Sun Apr 03, 2011 6:14 am

I don't think the vanilla game has those. At least I don't ever recall seeing it without All Natural loaded.
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louise hamilton
 
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Post » Sat Apr 02, 2011 9:07 pm

Okay cool. I installed Natural Environments very quickly after getting the game, then of course I discovered All Natural shortly after that, so I kind of have no idea what to be thankful for! heh

Fun fact: Picasa's facial person-detection picks up a lot of the faces in the screenshots I upload, but not Argonians. Google is racist against lizard people!
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Lizbeth Ruiz
 
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Post » Sun Apr 03, 2011 3:10 am

Hey, so I'm wondering if there ever will be a water mod that works like All Natural, where all the good water mods and their distinct features are combined into one mod - I made a http://www.gamesas.com/index.php?/topic/1160809-combined-water-mod/ about the idea, but it's sinking into the depths...
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Queen Bitch
 
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Post » Sun Apr 03, 2011 9:21 am

Your prayers were http://tesnexus.com/downloads/file.php?id=23064 :)
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Mel E
 
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Post » Sun Apr 03, 2011 8:50 am

I use Enhanced Water v2 HDMI and Alive Waters along with http://www.tesnexus.com/downloads/file.php?id=30260 you might have missed. But I don't really understand what can be done beyond that. Varying visibility levels under water? I don't really see what that's meant to accomplish or in what manner it'd be implemented. Or do you just mean combining a specific water style mod with a specific visibility mod (many of them are already like this) and then adding fish in too? In that case it seems simple enough to use the mods separately. I just think this needs elaboration.
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sunny lovett
 
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Post » Sun Apr 03, 2011 3:14 am

For anyone who cares, my cumulative patch for AN which includes some fixes and additions is up to version 4. This will be in AN 1.2 but those who don't want to http://www.4shared.com/file/_Abda0-4/AllNatural-v1-2-BrumbekCumulat.html.

Changes in pack:

Mania full support
Dementia full support
Priory update
Cheydinhal abandoned house fix
SI settlements fix
SI Palace fixes for UV mapping and vertex colors (new in v4)

And here's a random http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-Dementia-MoodShot.jpg because you've all been so very good!
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lolly13
 
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Post » Sun Apr 03, 2011 2:24 am

Awesome awesome. Ohhh man I've still been avoiding the Isles but now I might have to jump in. I'm level 13 or something so I might end up missing some lower level monsters anyway if I keep avoiding it. Of course I can always use the anti-extinction mod but not sure if that works with SI. The other thing I'm anticipating though is http://www.gamesas.com/index.php?/topic/1150483-wipz-mythic-madness/.
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Darren Chandler
 
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Post » Sun Apr 03, 2011 7:54 am

Well, the idea is that the combined water mods will reduce conflicts and can add the kind of ambiance, variance, and realism that All Natural introduces with weather and lighting into the aquatic environment, but is also designed with AN in mind by having various water animations that can correspond with the surrounding weather... That's what I was thinking.
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Amanda Leis
 
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Post » Sat Apr 02, 2011 8:19 pm

I have no idea if that's even possible. Presumably you'd need to dynamically load location-specific shaders on the water, which doesn't sound like something the engine can do, but I'm not sure. Again though I can't really conceptualize what changes you're suggesting be made to the water, aside from like, wind creating turbulent waves or something like that? What specific examples do you have in mind?

Another thing you didn't include on that list was the http://www.tesnexus.com/downloads/file.php?id=23372. I can understand wanting a bunch of these things combined into one mod but I don't have any issues between them. I guess if your load order is absolutely massive and anything to make it smaller helps, heh.

Thanks for the list of links though, there were a couple mods I hadn't come across I'm looking forward to trying out soon tonight.
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naomi
 
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Post » Sun Apr 03, 2011 2:34 am

And here's a random http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-Dementia-MoodShot.jpg because you've all been so very good!

Amazing and beautiful, Brumbek, as always. Thank you for all your hard work. :)
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Shirley BEltran
 
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Post » Sun Apr 03, 2011 3:09 am

I'm just wondering... How can you mod actual waves into the game? Like the ones from MGE? I believe someone here said that the engine needed to be hacked in order to do so, but since Morrowind and Oblivion's engines are both GameBryo, wouldn't the needed modifications be very similar?
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-__^
 
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Post » Sat Apr 02, 2011 11:41 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.
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Charlotte Lloyd-Jones
 
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Post » Sun Apr 03, 2011 2:03 am

I'm replicating here the new reports I posted in tesnexus, seeing as we now have a new thread for AN:
I found one "Identical to Master" record in All Natural.esp, and also 3 "Undelete and Disable" records in All Natural - Real Lights.esp. These findings are on All Natural v1.1. I just thought you might want to know about those, and I have cleaned them good. :-)

Regarding lamp posts not turning off on a bright day, if there's anything I can do to help with that do let me know. Lamp posts light up normally at night or during those weather conditions you mentioned fine, but they seem to not turn off even on a bright day.

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Genevieve
 
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Post » Sun Apr 03, 2011 11:41 am

The first issue was fixed at some point along the way to 1.2. No idea when, but it was.

The second issue with the lamps, I'm not sure what's up there because the script seems sound to me:
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


I have noticed lit lamps in daylight though, and they shouldn't be.
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Heather M
 
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Post » Sun Apr 03, 2011 5:16 am

For anyone who cares, my cumulative patch for AN which includes some fixes and additions is up to version 4. This will be in AN 1.2 but those who don't want to http://www.4shared.com/file/_Abda0-4/AllNatural-v1-2-BrumbekCumulat.html.

Changes in pack:

Mania full support
Dementia full support
Priory update
Cheydinhal abandoned house fix
SI settlements fix
SI Palace fixes for UV mapping and vertex colors (new in v4)

And here's a random http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-Dementia-MoodShot.jpg because you've all been so very good!


What's:

All Natural - SI Dementia NIW Support.esp
All Natural - SI Mania NIW Support.esp

?

IW = Illuminated Within?
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Setal Vara
 
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Post » Sun Apr 03, 2011 1:02 am

I have noticed lit lamps in daylight though, and they shouldn't be.

So I wasn't the only one noticing about these too. The script code looks ok, so could the problem be related to some other running scripts in AN interrupting with it?
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Yvonne Gruening
 
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Post » Sun Apr 03, 2011 8:53 am

Just chiming in to say that I too have noticed that some lamps are lit during the day when they shouldn't be (most of the lamps on the Anvil waterfront). I'll try checking out the script values next time I'm in game to see what they are.

@ arkgnt: NIW = Natural Interiors Weather, ie. those plugins add the transparent windows to the specified interiors.
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sophie
 
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Post » Sat Apr 02, 2011 9:01 pm

@ arkgnt: NIW = Natural Interiors Weather, ie. those plugins add the transparent windows to the specified interiors.


Thanks. Guessed so but just wanted to make sure. Excellent. :)
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Tarka
 
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Post » Sun Apr 03, 2011 8:43 am

So I wasn't the only one noticing about these too. The script code looks ok, so could the problem be related to some other running scripts in AN interrupting with it?


Most of those lamps will be using the vanilla "streelightscript" script. So if something is overriding that, it probably canceled the changes. Though even the vanilla script is supposed to turn those off during the day.
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michael flanigan
 
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