[RELz] Weather: All Natural, Thread 33

Post » Tue Mar 29, 2011 9:29 pm

Great job guys. I'm looking forward to playing with the tinting for the first time, since I had mostly avoided it, but with more of an explanation in the ini I think I'll be able to experiment with it a little.

Something I'm curious about--have you guys had any reports of extremely bright light suddenly coming on in interiors? This has happened to me a few times, not enough for me to be concerned really, but I have no idea what might be causing it. http://i54.tinypic.com/2cf2wp1.jpg (which would probably be more useful with a "before" shot, my bad). My only guess is All Natural because of using Real Lights and it governing interior lighting conditions, but I suppose it could be anything. I just wanted to see if you've had any reports of issues like this in order to confirm what might be at fault. I should note that, if I'm remembering correctly, it seems to be an actual light source at a specific location, but so bright it pretty much covers the entire room. Like I said, it's very rare so it's not a pressing issue or anything, but I thought I'd bring it up.
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kevin ball
 
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Post » Wed Mar 30, 2011 6:39 am

Yikes, that's a nasty nuclear glow there. What time of day was this?
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Marcin Tomkow
 
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Post » Tue Mar 29, 2011 10:28 pm

Great job guys. I'm looking forward to playing with the tinting for the first time, since I had mostly avoided it, but with more of an explanation in the ini I think I'll be able to experiment with it a little.

Something I'm curious about--have you guys had any reports of extremely bright light suddenly coming on in interiors? This has happened to me a few times, not enough for me to be concerned really, but I have no idea what might be causing it. http://i54.tinypic.com/2cf2wp1.jpg (which would probably be more useful with a "before" shot, my bad). My only guess is All Natural because of using Real Lights and it governing interior lighting conditions, but I suppose it could be anything. I just wanted to see if you've had any reports of issues like this in order to confirm what might be at fault. I should note that, if I'm remembering correctly, it seems to be an actual light source at a specific location, but so bright it pretty much covers the entire room. Like I said, it's very rare so it's not a pressing issue or anything, but I thought I'd bring it up.


Is it from using the highlights feature of Screen Effects?

EDIT: Just read that AN v1.3 was released! Thanks everyone!
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gemma king
 
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Post » Wed Mar 30, 2011 3:40 am

Yikes, that's a nasty nuclear glow there. What time of day was this?

I want to say it was some time at night, but I'm not 100% sure. It's probably the third or fourth time it's happened in the last two months or so, and each time the light "comes on" shortly after I enter whatever interior. That was in Bravil, and I know it happened in the Chorrol Fighter's Guild once. It's always in a specific location, or room I guess, but so bright sometimes it can make, like, whatever floor it's on super full bright. I can't remember the exact condition that got rid of it, might have been just leaving and re-entering, but it most definitely isn't permanent, though it stays on after appearing at least until leaving whatever interior.

But also if you guys have never heard of this before it's entirely possible it's some other mod somehow freaking the f####k out. Sometimes I wonder if my game is collapsing under the weight of all the stuff I've got, ha

Is it from using the highlights feature of Screen Effects?

I have ScreenEffects enabled for some reason, along with OBGEv2, but I don't actually have it doing anything since I use whatever corresponding OBGEv2 shader to get my little saturation boost.
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Manny(BAKE)
 
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Post » Wed Mar 30, 2011 11:18 am

Downloading v1.3 as i type this post, thanks AN Team. :celebration:
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Astargoth Rockin' Design
 
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Post » Wed Mar 30, 2011 2:07 am

is there a technical need for the MustBeActiveIfImported tag on all natural.esp beyond loading the bsa?
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Blackdrak
 
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Post » Tue Mar 29, 2011 10:30 pm

Yes, the entire interior weather portion of the mod will be non-functional if you don't activate it. There have been far too many troubleshooting sessions where people have flat out said the mod is bugged to hell which turned out to be nothing more than not activating it *AND* importing the cells. The tag was added ( and indeed requested ) as a means to cut down on that problem.
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Steven Hardman
 
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Post » Tue Mar 29, 2011 9:50 pm

Veeery nice :goodjob:

I have been looking forward to this version, love the new ini suggestions - you just know I am going to mention the fog ... inspired :)

Using the works, all weathers EW, NW and AWS, moonphase luminance, Arthmoors previously suggested 0.3 for transitions (with a game timescale of 12), RedBag Fog setup, Tints using the Rose Red setup for Tamriel and SI = Moody, Beautiful, Infinately variable ... Marvellous mod.

Initially I did not change the TimeScaled clouds, with a game Timescale of 12 they were very angry :D, realised and enabled - Its all working very well so far. And concur with the suggested RedBag Fog settings, just about as close as you can get really.

Looking forward to replacing 1.2 on the desktop and trying this out for an extended period with Real Lights also installed.
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DAVId MArtInez
 
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Post » Wed Mar 30, 2011 5:52 am

Sweet! :foodndrink:

Grabbin' the new 1.3 asap.
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rolanda h
 
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Post » Wed Mar 30, 2011 3:19 am

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


The AN Default looks really really nice. It's great that you've made the sky less "nuclear-bloomy" :P
Looks very natural :thumbsup:
I'm still using Natural Environments because I haven't had time to change it to AN yet, and I got a big "compatibility list" to consider before getting AN :confused:

Can't wait until I actually have time and opportunity to install AN. Still, GREAT work. Sounds really good with the weather boxes outside windows as well :D
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Kelsey Anna Farley
 
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Post » Wed Mar 30, 2011 12:35 pm

Does the AN cloud setting to synchronize with time scale work if I use a variable time scaling mod like automatic timescale by TNO? WIll it adjust colud speed automatically?
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Cheryl Rice
 
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Post » Tue Mar 29, 2011 9:44 pm

Does the AN cloud setting to synchronize with time scale work if I use a variable time scaling mod like automatic timescale by TNO? WIll it adjust colud speed automatically?

No, it only runs once per game load.
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Katie Samuel
 
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Post » Tue Mar 29, 2011 9:49 pm

Just installed AN for the first time and noticed that the weatherboxes haven't been credited... :whistling: A relatively trivial thing, but you know, one line in the credits with something like "Weather boxes created on request by..." is all the creator asks for in the conditions of use.

Looking forward to loading up the game; customising the ini was fun enough in itself. :thumbsup:

Vac
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Darrell Fawcett
 
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Post » Wed Mar 30, 2011 10:14 am

No, it only runs once per game load.


If that is the case, and I do not mean to be a pain, if I have a save inside a city, and my current time scale is 10, that would mean that even when outside city with a time scale of 30, the clouds will work at time scale 10. Is this correct?

If so, then this feature would probably be best left disable if using time scale management mods, yes?

I have never really paid attention until now, but with the feature disabled, what is the default cloud behavior?
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Alexx Peace
 
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Post » Wed Mar 30, 2011 7:24 am

If that is the case, and I do not mean to be a pain, if I have a save inside a city, and my current time scale is 10, that would mean that even when outside city with a time scale of 30, the clouds will work at time scale 10. Is this correct?

If so, then this feature would probably be best left disable if using time scale management mods, yes?

I have never really paid attention until now, but with the feature disabled, what is the default cloud behavior?

Yes, it's a matter of preference, clouds have fixed speeds. Timescaled Clouds just changes the fixed speed at load to scale to your timescale.
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Samantha Mitchell
 
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Post » Wed Mar 30, 2011 3:21 am

Yes, it's a matter of preference, clouds have fixed speeds. Timescaled Clouds just changes the fixed speed at load to scale to your timescale.


Understood. Nice work and thanks.
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Emily Martell
 
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Post » Wed Mar 30, 2011 3:50 am

Just installed AN for the first time and noticed that the weatherboxes haven't been credited... :whistling: A relatively trivial thing, but you know, one line in the credits with something like "Weather boxes created on request by..." is all the creator asks for in the conditions of use.


Well they WERE the last time I edited the readme with the information. It's been passed around enough though that it might have been missed when others updated it with their changelogs and such. I'll get it back in there.
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El Khatiri
 
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Post » Wed Mar 30, 2011 6:14 am

Well they WERE the last time I edited the readme with the information. It's been passed around enough though that it might have been missed when others updated it with their changelogs and such. I'll get it back in there.

Understood. Not complaining, just poking. :angel:

It all seemed very nice when I loaded up and played for a short time last night.

Vac
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Logan Greenwood
 
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Post » Tue Mar 29, 2011 11:36 pm

Wow. Great work. I absolutely love the fog settings. I have the fog set to 0.4. Not only improves performance dramatically but gives some of that old MW feel.

Thanks for all the work you put into this.
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Dean Brown
 
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Post » Tue Mar 29, 2011 10:02 pm

Oblivion weather is still dogging me :mad: I just closed an Oblivion gate and the weather didn't clear. I thought you guys had managed to get the Oblivion weather to clear immediately when you closed a gate - is that not the case? I closed a gate just outside Battlehorn. Still dark outside. Went into the castle, which would reset the weather unfortunately, so it was still bad weather when I went outside again. Then I fast-travelled to Bravil and the weather is still bad. I just wish you could transition the weather to clear immediately when a gate is closed, like vanilla does. I can't see a darned thing!
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Monique Cameron
 
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Post » Wed Mar 30, 2011 7:14 am

I upgraded from version 1.2 to version 1.3; working fine for now; I just closed my first Oblivion Gate (Kvatch).

I have some notes about installing from a blank save from a version to another:

- Upgrading from v1.0 to v1.2 using the blank save method, my savegame was bloated with 2 Null Ref.
- Upgrading from v1.2 to v1.3 using the blank save method, my savegame was bloated with 20 Null Ref.

I didn't use a blank save in my last upgrade, but just wanted to let you know.

Thank you for working in this great weather mod.
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aisha jamil
 
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Post » Wed Mar 30, 2011 7:57 am

The post by andalaybay reminded me--when I was playing yesterday, it went from clear to rain the instant I entered the Skingrad castle courtyard from outside. Is it possible it had just started transitioning to rain before I activated the door and when it loaded the new cell it was then raining? Or something? Or is it just an error?

Which brings me to something maybe more important. Should I do a clear save every time I upgrade All Natural? Like, deactivate/uninstall the old version I'm using, make a new save with clear weather, then install the new version? Or can I just go from one to the next just rebuilding my bashed patch? I worry that maybe my lack of doing an AN-free clear save between upgrades might be causing errors.
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Mariana
 
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Post » Wed Mar 30, 2011 5:53 am

Oblivion weather is still dogging me :mad: I just closed an Oblivion gate and the weather didn't clear. I thought you guys had managed to get the Oblivion weather to clear immediately when you closed a gate - is that not the case? I closed a gate just outside Battlehorn. Still dark outside. Went into the castle, which would reset the weather unfortunately, so it was still bad weather when I went outside again. Then I fast-travelled to Bravil and the weather is still bad. I just wish you could transition the weather to clear immediately when a gate is closed, like vanilla does. I can't see a darned thing!

I'll take a look for 1.4.

The post by andalaybay reminded me--when I was playing yesterday, it went from clear to rain the instant I entered the Skingrad castle courtyard from outside. Is it possible it had just started transitioning to rain before I activated the door and when it loaded the new cell it was then raining? Or something? Or is it just an error?

Which brings me to something maybe more important. Should I do a clear save every time I upgrade All Natural? Like, deactivate/uninstall the old version I'm using, make a new save with clear weather, then install the new version? Or can I just go from one to the next just rebuilding my bashed patch? I worry that maybe my lack of doing an AN-free clear save between upgrades might be causing errors.

It should have been at least 50% transitioned to rain for the weather to switch like that. If it didn't, it sounds like a bug.

It's a good idea to do a clean save upgrade for AN, due to the scripting involved, but it probably wasn't necessary for this version since little of the scripting changed.
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Siobhan Wallis-McRobert
 
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Post » Tue Mar 29, 2011 10:27 pm

It should have been at least 50% transitioned to rain for the weather to switch like that. If it didn't, it sounds like a bug.

It's a good idea to do a clean save upgrade for AN, due to the scripting involved, but it probably wasn't necessary for this version since little of the scripting changed.


Ah, okay. Is it at all possible that my previously never having uninstalled AN to do a clear save could be causing problems now? I'm pretty sure I haven't done a clear save without AN since I first downloaded it like last summer. I've wondered this for a while, though. I rarely ever see any bugs since the gate issues seem to have mostly been fixed, but once in a while there will be a sudden weather transition when I enter a new cell. It's been raining for quite a while too, always seeming to go back to rain whenever it clears, but that's certainly just random chance. Oh there's also the weird blinding light thing but that's even more rare and I prefer to think it's just my Oblivion going crazy from the pressure :teehee:
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Sheeva
 
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Post » Wed Mar 30, 2011 8:03 am

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?
Yes. :)



Sorry for the false alarm. Indeed, someone else was playing with the doors - Better Cities, as it turns out.

Thanks for the update! :foodndrink:
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jessica Villacis
 
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