[RELz] Weather: All Natural, Thread 33

Post » Wed Mar 30, 2011 4:55 am

Well, because I'm a lying liar, http://dl.dropbox.com/u/17043363/All%20Natural%20-%20MMM%20Patch.esp's the AN - MMM patch. Load order is in BOSS. For those who are missing out, it should go before Oscuro's_Oblivion_Overhaul.esp to prevent it overwriting that plugin's changes, if you're using it. I put it with the main set of AN plugins.

I'm not aware of anything else that is outstanding still for 1.3.

EDIT: Also, the Clean and Dirty Mods list is showing AN-RL as being dirty. Arthmoor, is this correct, because I can't find anything wrong with it?
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Sophie Morrell
 
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Post » Wed Mar 30, 2011 9:50 am

Other than Brumbek's big updates, I want to get Bruma done with the weather boxes before we go to a 1.3. I wish there was a way to do that automatically but there's not and it's extremely tedious. But IIRC, Bruma only needs snow boxes so it won't be quite as big a deal.

As far as the dirty/clean list, 1.1 slipped by with 3 UDR's but 1.2 is clean.

Would also be nice if the filter could handle doing this for mods. It might be possible using injected record IDs but that's something I'll worry about when the main cities are done.
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Esther Fernandez
 
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Post » Wed Mar 30, 2011 4:09 am





I will get the Spriggan script changed over to the MMM Version under MMMForOOO/FCOM for next release..

On the OOOWildlifeDecisionAIScript, the ondeath block is already in use, so I cannot add the ondeath rain to it like the MMM Version..And well most of all of the rest gamemode block are used already so that is out of the question modifying the OOO script to do the same has MMM script.
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Sarah Edmunds
 
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Post » Wed Mar 30, 2011 10:18 am

I will get the Spriggan script changed over to the MMM Version under MMMForOOO/FCOM for next release..


Cool. :)

On the OOOWildlifeDecisionAIScript, the ondeath block is already in use, so I cannot add the ondeath rain to it like the MMM Version..And well most of all of the rest gamemode block are used already so that is out of the question modifying the OOO script to do the same has MMM script.


That's fine by me.
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Heather Dawson
 
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Post » Wed Mar 30, 2011 8:59 am

Oooh weather boxes... 1.3 is going to be glorious. Well, even more glorious. :clap:

Oh, and the other main change is all Leyawiin front doors now have transparency since for some reason they never had this before. Now all windows and doors should be deliciously see-through-able. :)

Could missing transparency on doors cause their windows to light up at night/in the rain when used with AWLS? If so, could you check out the Cheydinhal doors too? Because I was inside Cheydinhal Bridge Inn while it was raining and I noticed the front door's panes where bright yellow.
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Nick Swan
 
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Post » Wed Mar 30, 2011 5:57 am

Speaking of weather boxes...

http://i55.tinypic.com/oruemh.jpg |http://i51.tinypic.com/2uz9chw.jpg|http://i56.tinypic.com/13yidjr.jpg|http://i55.tinypic.com/2ed5st4.jpg|http://i55.tinypic.com/2k3adg.jpg|http://i54.tinypic.com/2n72wl1.jpg|http://i53.tinypic.com/dddmx1.jpg|http://i51.tinypic.com/6pti5f.jpg|http://i52.tinypic.com/egpn4i.jpg|

Of course screenshots don't show them off that well, though they're more visible in those screenshots when it gets to the evening. I thought about posting in the Immersive Interiors thread, or VaPER's thread, but I figured I'd give Arthmoor some special commemorative thanks-for-the-tedious-work screenshots of gratitude. SomeWelshGuy and Vacuity deserve thanks as well but they don't get the commemorative screenshots this time. Actually I was compelled to take those shots because of AWLS so maybe I should have linked them in that thread lololol. Whatever, all I know is it's pretty f###########king awesome having all of these things working together to produce something that was completely nonexistent in the original game.
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Enie van Bied
 
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Post » Tue Mar 29, 2011 10:35 pm

Could missing transparency on doors cause their windows to light up at night/in the rain when used with AWLS? If so, could you check out the Cheydinhal doors too? Because I was inside Cheydinhal Bridge Inn while it was raining and I noticed the front door's panes where bright yellow.


AWLS doesn't affect interiors, and it's possible that you're seeing yellow in Cheydinhal as the result of a minor mod conflict. Those doors should have already been set to use the proper interior assets.

Speaking of weather boxes...


Yep, they provide no end to the wonder and amazement. And with 1.3 Bruma and the small chapels like the one at Weynon Priory will be able to enjoy the magic too.
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Aman Bhattal
 
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Post » Wed Mar 30, 2011 9:17 am

..grumble, grumble... (whining voice): geez, I have to upgrade again? can't I just play my game....

Sigh, it's happened to me again! Modding has become the game.... :obliviongate:

:D
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Bird
 
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Post » Wed Mar 30, 2011 2:07 am

..grumble, grumble... (whining voice): geez, I have to upgrade again? can't I just play my game....

Sigh, it's happened to me again! Modding has become the game.... :obliviongate:

:D

Don't update yet. Version 1.3 is coming soon. ;)
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chirsty aggas
 
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Post » Tue Mar 29, 2011 11:28 pm

Could missing transparency on doors cause their windows to light up at night/in the rain when used with AWLS? If so, could you check out the Cheydinhal doors too? Because I was inside Cheydinhal Bridge Inn while it was raining and I noticed the front door's panes where bright yellow.

Edit: Just checked Cheydinhal Bridge Inn. The front door is transparent and there is no problem. Sorry to say you've installed the mod wrong somehow.

Not to contradict my esteemed collegue Arthmoor, but (begin contradiction now, har har) AWLS will by default light up interior doors that incorrectly use exterior versions. There are some front doors in the game that use the same interior/exterior mesh, and AWLS cannot help but light up the interior door since it's the same exact door.

So yes, WyndChyme, what you say is not only possibly but exactly what was happening in Leyawiin prior to upcoming All Natural 1.3. Seeing the bright orange interior door windows is what made me aware of the issue.

And regarding conflicts, the way we fix the AN doors is by creating a new interior door version and replacing the existing one. This way AWLS still functions perfectly but doesn't inadvertently light up interior doors. This method also makes load order irrelevant and makes certain AWLS and AN will function exactly as intended. If you have All Natural.esp activated, and you see a bright orange window on the interior, then it needs to be fixed by us.

(Please report any other doors you find like this.)
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Bee Baby
 
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Post » Tue Mar 29, 2011 10:44 pm

It is transparent? Hmm...

Actually I just ran around Cheydinhal looking for opaque windows and I've only found one more, the one on Borba's Goods and Store's front door. Is that one transparent too?
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Soph
 
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Post » Wed Mar 30, 2011 5:40 am

Actually I just ran around Cheydinhal looking for opaque windows and I've only found one more, the one on Borba's Goods and Store's front door. Is that one transparent too?

Yes. :)
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Pawel Platek
 
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Post » Wed Mar 30, 2011 12:58 am

A question I have been pondering: does anyone use OBMM to install AN, and wouldn't consider using BAIN instead?

Here is a list of the pros and cons of using OBMM over BAIN to install AN:

Pros
- You can hover over the OMOD in OBMM to see who the authors are, and a summary of the mod.
- There is a small thumbnail of a screenshot attached, which you can see in OBMM.

Cons
- Need to re-compress the archive. This takes ages, since AN is quite large, even on very low compression.
- The format means that the readme needs to be included twice, once as the formatted .doc, and once as a .txt conversion, to stop OBMM loading the BAIN Wizard as a readme.
- OMOD conversion data needs to be kept up-to-date for each release, and the script needs to be updated with whatever has changed in the BAIN Wizard.
- The OMOD conversion data takes up 24x the space the BAIN Wizard does (clutching at straws here :P).

I know I'm quite biased. ;) It just strikes me that maintaining the OMOD stuff is quite inefficient, brings no real benefit over only supporting BAIN (since all users will have WB anyway), and has plenty of downsides in comparison. If there is no-one who will not use BAIN for whatever reason, I'd like to see support for it dropped.
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Kari Depp
 
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Post » Wed Mar 30, 2011 7:02 am

Not any more :D If you had asked that even just a couple of weeks ago, I would have voted for OBMM support as well, but I'm pretty much done with my OBMM game and would just leave AN where it is in that one. So I'd be happy with BAIN only. Last of the converts has fallen :lol:
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clelia vega
 
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Post » Wed Mar 30, 2011 4:37 am

Not any more :D If you had asked that even just a couple of weeks ago, I would have voted for OBMM support as well, but I'm pretty much done with my OBMM game and would just leave AN where it is in that one. So I'd be happy with BAIN only. Last of the converts has fallen :lol:


Hey hey hey... I'm still an OBMM believer. Do it for me and ONLY me!! mwaahaha.
Just playin'... I can always create my own OMODS if necessary.
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benjamin corsini
 
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Post » Tue Mar 29, 2011 11:26 pm

Well obviously I'd be thrilled to death to see OBMM support removed but I probably didn't need to say so :P
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Nancy RIP
 
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Post » Wed Mar 30, 2011 5:33 am

Wrinklyninja => I use OBMM to install mods. Put I will not be long in passing has BAIN.

I am the translator of the French version of AN, and much of the French players doesn't understand English too well and don't like to use too complicated software.
Already that they have difficulty using the bashed patch with Wrye Bash, then to make them use the installer of Wrye Bash, and I finish with roughing-hew XD
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Juan Cerda
 
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Post » Wed Mar 30, 2011 12:01 pm

Wrinklyninja => I use OBMM to install mods.

OBMM support is staying for now.

To everyone, version 1.3 is basically done and will be out shortly. One of the changes is much more descriptive wording in the .ini and recommended settings.

For instance, the .ini now has color tint recommendations to match Natural Environments for those who like it. And screenshots are even included. See below:

http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-Tints-IC-Comparison-Vanilla.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-Tints-IC-Comparison-ANDefault.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-Tints-IC-Comparison-NatEnv.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-Tints-IC-Comparison-ANYellow.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-Tints-IC-Comparison-ANRed.jpg

http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-Tints-Chorrol-Comparison-Vanilla.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-Tints-Chorrol-Comparison-ANDefault.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-Tints-Chorrol-Comparison-NatEnv.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-Tints-Chorrol-Comparison-ANYellow.jpg
http://i275.photobucket.com/albums/jj317/Brumbek/All%20Natural%20Oblivion%20Mod/AN-Tints-Chorrol-Comparison-ANRed.jpg
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sas
 
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Post » Tue Mar 29, 2011 11:34 pm

And here we go. All Natural 1.3 is now released and available on Nexus. TESA and ModDB.com pending approval.

Here's the changelog
Spoiler
Added Martigen’s Monster Mod patch that fixes the issue with the Spriggan and Ent death scripts not working so no rain would start upon their deaths.
Real Lights: Fixed all of the lighting control scripts so they turn on/off properly with weather changes.
Real Lights: Set all lighting control scripts to check for the current climate and use the sunrise/sunset values from those to turn lights on/off.
Real Lights: Fixed the Varla and Welkynd stone scripts so they don't spam messages when picked up.
Fixed weather boxes for snow that would activate in the wrong weather types.
Added weather boxes to Bruma, Weynon Priory, and the other miscellaneous chapels so rain and snow can be seen out the windows.
Fixed an interior in New Sheoth that got removed in-game due to mesh numbering being out of sequence.
Updated the .ini file to include much more descriptive notes for all settings.
Updated the .ini file to include suggested values for color tints to match Natural Environments and to darken certain weather types and others. Updated Readme to include comparison pictures!
Updated the .ini file to include suggested values for fog distances.
Edited the Readme to add a few new sections and remove outdated info, plus to create a nicer format.
OMOD and BAIN install scripts updated to detect incompatible mods already installed and to issue warnings or cancel the installation.
Brumbek's changes to meshes and interiors:
Redid Leyawiin Fighter's Guild, Mages Guild, Blackwood Hall, and all four Upper Class interiors to use actual exterior parts. Much nicer now.
Fixed Leyawiin Mages Guild Circle Window to be transparent...this whole time I never noticed this.
Fixed Leyawiin Mages Guild interior front door to be transparent.
Fixed all nine Leyawiin Upper Class front doors to have the top window be transparent, and altered several interior meshes to accommodate this change, including adding exterior architecture you can see though the front door windows.
Fixed almost all Leyawiin meshes to remove the glowing white windows. Now all windows don't emit any light and are pitch black if no light source is nearby.
Fixed crack in leyawiinhouseintl04.nif.
Fixed poorly done collision for leyawiinhouseinteriorupper09.nif that made it so you could walk into walls and other geometry (vanilla issue).
Updated Shivering Isles Palace to fix some cracks in the roof and walls (did this by placing a black roof around the Palace top, in the mesh itself for end pieces and in the .esp for middle sections).
All Bravil interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Bruma interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Cheydinhal interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Bliss interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Bliss interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
Sacellum updated to remove emissive glow from Bliss side.
All Cloud Ruler Temple interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Cloud Ruler Temple interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
All Farmhouse interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Imperial City interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
IC Temple of the One windows updated to remove emissive glow so they're pitch black if no light source is nearby.
Priory Weynon House window alignment slightly tweaked to make it perfect.
Priory windows updated to remove emissive glow so they're pitch black if no light source is nearby.
Generic Ship interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
Fixed incorrect double material properties nodes on many Skingrad Middle and Upper Class interiors.
All Skingrad interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Skingrad interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
Fixed incorrect double material properties nodes on many Kvatch Rebuilt Middle and Upper Class interiors.
All Kvatch Rebuilt interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Kvatch Rebuilt interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
Edited every Anvil interior mesh to fix strange lighting on windows.
Fixed a couple cracks in several Anvil meshes.
Fixed several vanilla mesh errors in Sickly Bernice's rooms.
Updated all farmhouse interiors to use only the Farmhouse window types instead of Chorrol windows. This change matches the recent AWLS verison changes.
Updated Farmhouse textures to make the transparency on the windows much nicer.
Fixed five IC Palace meshes to make collision match the mesh.
Updated Cheydinhal textures to make the windows much less clear.


As usual, let us know if any issues crop up. Weather boxes are not yet present in every city. It's a slow and tedious march, but I'll get there :)
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Brandon Bernardi
 
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Post » Wed Mar 30, 2011 7:16 am

..grumble, grumble... (whining voice): geez, I have to upgrade again? can't I just play my game....

Sigh, it's happened to me again! Modding has become the game.... :obliviongate:

:D

I've been playing since Christmas without updating anything. Not that I've been playing much, mind you. But, at least what time I have to play is spent playing. For now... All Natural updated, AWLS, Open Cities, a bunch of TheNiceOne and Tejon mods updated... If FCOM gets another major update, it might tip the balance for me.
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Samantha Jane Adams
 
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Post » Tue Mar 29, 2011 11:11 pm

Sweet! Grabbing...
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Rob Smith
 
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Post » Tue Mar 29, 2011 9:43 pm

Thanx mucho, guys. :thumbsup:
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Jimmie Allen
 
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Post » Wed Mar 30, 2011 12:15 am

And here we go. All Natural 1.3 is now released and available on Nexus. TESA and ModDB.com pending approval.

Here's the changelog
Spoiler
Added Martigen’s Monster Mod patch that fixes the issue with the Spriggan and Ent death scripts not working so no rain would start upon their deaths.
Real Lights: Fixed all of the lighting control scripts so they turn on/off properly with weather changes.
Real Lights: Set all lighting control scripts to check for the current climate and use the sunrise/sunset values from those to turn lights on/off.
Real Lights: Fixed the Varla and Welkynd stone scripts so they don't spam messages when picked up.
Fixed weather boxes for snow that would activate in the wrong weather types.
Added weather boxes to Bruma, Weynon Priory, and the other miscellaneous chapels so rain and snow can be seen out the windows.
Fixed an interior in New Sheoth that got removed in-game due to mesh numbering being out of sequence.
Updated the .ini file to include much more descriptive notes for all settings.
Updated the .ini file to include suggested values for color tints to match Natural Environments and to darken certain weather types and others. Updated Readme to include comparison pictures!
Updated the .ini file to include suggested values for fog distances.
Edited the Readme to add a few new sections and remove outdated info, plus to create a nicer format.
OMOD and BAIN install scripts updated to detect incompatible mods already installed and to issue warnings or cancel the installation.
Brumbek's changes to meshes and interiors:
Redid Leyawiin Fighter's Guild, Mages Guild, Blackwood Hall, and all four Upper Class interiors to use actual exterior parts. Much nicer now.
Fixed Leyawiin Mages Guild Circle Window to be transparent...this whole time I never noticed this.
Fixed Leyawiin Mages Guild interior front door to be transparent.
Fixed all nine Leyawiin Upper Class front doors to have the top window be transparent, and altered several interior meshes to accommodate this change, including adding exterior architecture you can see though the front door windows.
Fixed almost all Leyawiin meshes to remove the glowing white windows. Now all windows don't emit any light and are pitch black if no light source is nearby.
Fixed crack in leyawiinhouseintl04.nif.
Fixed poorly done collision for leyawiinhouseinteriorupper09.nif that made it so you could walk into walls and other geometry (vanilla issue).
Updated Shivering Isles Palace to fix some cracks in the roof and walls (did this by placing a black roof around the Palace top, in the mesh itself for end pieces and in the .esp for middle sections).
All Bravil interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Bruma interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Cheydinhal interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Bliss interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Bliss interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
Sacellum updated to remove emissive glow from Bliss side.
All Cloud Ruler Temple interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Cloud Ruler Temple interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
All Farmhouse interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Imperial City interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
IC Temple of the One windows updated to remove emissive glow so they're pitch black if no light source is nearby.
Priory Weynon House window alignment slightly tweaked to make it perfect.
Priory windows updated to remove emissive glow so they're pitch black if no light source is nearby.
Generic Ship interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
Fixed incorrect double material properties nodes on many Skingrad Middle and Upper Class interiors.
All Skingrad interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Skingrad interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
Fixed incorrect double material properties nodes on many Kvatch Rebuilt Middle and Upper Class interiors.
All Kvatch Rebuilt interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
All Kvatch Rebuilt interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
Edited every Anvil interior mesh to fix strange lighting on windows.
Fixed a couple cracks in several Anvil meshes.
Fixed several vanilla mesh errors in Sickly Bernice's rooms.
Updated all farmhouse interiors to use only the Farmhouse window types instead of Chorrol windows. This change matches the recent AWLS verison changes.
Updated Farmhouse textures to make the transparency on the windows much nicer.
Fixed five IC Palace meshes to make collision match the mesh.
Updated Cheydinhal textures to make the windows much less clear.


As usual, let us know if any issues crop up. Weather boxes are not yet present in every city. It's a slow and tedious march, but I'll get there :)


Thanks Guys :foodndrink:
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Kira! :)))
 
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Post » Wed Mar 30, 2011 12:30 pm

Wait. "Added Martigen’s Monster Mod patch that fixes the issue with the Spriggan and Ent death scripts not working so no rain would start upon their deaths."

Hmmm... This might warrant an update. I've always wanted to see that work properly.

Thanks for tracking down and fixing the problem!
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Queen of Spades
 
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Post » Tue Mar 29, 2011 10:34 pm

I also thank the team, including myself! Ha ha...I'm especially happy at finally finding some good color tints to match Natural Environments. Now playing takes me back to the good ol' days when Natural Weather was all the rage. Anyway, very nice work, both to wrinklyninja and Arthmoor for all the tweaks and help they always provide me.

At the moment I'm playing Anno 1404 (aka Dawn of Discover), not to go off topic but it's one of the most addicting games ever, like Civ. But now I think I'll actually play the game for a while, maybe even complete Shivering Isles (I'm 95% done!). My goal is to complete Oblivion's main quest for the first.time.ever before Skyrim! :)
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K J S
 
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