[RELz] Weather: All Natural, Thread 33

Post » Tue Mar 29, 2011 10:43 pm

I noticed some instant weather changes on cell transitions (interior-exterior and vice versa) after I clean installed 1.3. What I did to upgrade was: went into an interior (Foaming Flask in the IC Talos Plaza), did 'fw 38eee' in the console and saved, disabled 1.2, rebuilt my bashed patch, reloaded my saved game, waited 5 seconds and saved again, then installed and activated 1.3, rebuilt my bashed patch again, and carried on playing.

The weather was (obviously) clear, and remained clear as I walked to the Market District and did some shopping. When I left Claudette's shop, it immediately started to rain heavily. I went into Calindil's shop, and the rain stopped immediately. Based on the lighting in the shop, I would say it went back to the previous 'clear' weather. When I left Calindil's it was clear, and I wandered over to Edgar's shop. Upon leaving there, it instantly went foggy. I then walked over to the Arena district, and upon entering there, it went back to being clear again, and it remained clear as I wandered further around the IC. I've wandered a bit further (currently at Faregyl) and haven't noticed any more instant weather changes, so it might be a one-off.

Eloise
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Chase McAbee
 
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Post » Wed Mar 30, 2011 9:33 am

What I did to upgrade was: went into an interior (Foaming Flask in the IC Talos Plaza), did 'fw 38eee' in the console and saved, disabled 1.2, rebuilt my bashed patch, reloaded my saved game, waited 5 seconds and saved again, then installed and activated 1.3, rebuilt my bashed patch again, and carried on playing.

In the document it is mentionned to do these operations on a exterior cell.
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{Richies Mommy}
 
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Post » Wed Mar 30, 2011 4:36 am

A clean load of AN while in an interior cell will result in at least one instantaneous weather transition. AN does not initialize the first weather pick until you are outdoors. After that, things should stay in sync.
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Catherine Harte
 
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Post » Wed Mar 30, 2011 6:15 am

I love the way this mod makes weather and fog creep up on you, open these four screens in different browser tabs so you can flick through them like an animation (the change had already started when I decided to start grabbing but gives anyone who hasn't seen AN in action an idea..)

http://www.bild.me/bild.php?file=8394397ScreenShot291.jpg

http://www.bild.me/bild.php?file=1960860ScreenShot292.jpg

http://www.bild.me/bild.php?file=7062790ScreenShot293.jpg

http://www.bild.me/bild.php?file=1059801ScreenShot294.jpg

Lovely atmospheric stuff :)
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Franko AlVarado
 
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Post » Wed Mar 30, 2011 11:54 am

wrinklyninja was asking about OBMM support a few weeks ago... I'm late to the party, as usual. Really need to check these forums more often; I'm more of a Nexus girl.

Anyway. I use OBMM and I'm not sure if I'd like to see support for it go away. I'm aware that BAIN is preferable for various reasons but I haven't taught myself to use it yet and I'm worried about the learning curve. It took me awhile to get used to the ins and outs of Wrye Bash and the bashed patch, and while I've had that down for ages, I remember being really confused and frustrated at first. Not sure I want to go through that again.

On the other hand, I do know I'll switch to BAIN at some point as my mod knowledge increases beyond OBMM, and maybe if AN removed OBMM support it'd give me the kick in the pants I need to just take a few hours to figure out BAIN. The only thing that occurs to me is that with 300+ mods I inevitably have several that are all about the OBMM and would be a huge pain in the ___ to install manually, so it's not likely I'll give up OBMM even if I do start using BAIN for mods that are BAIN-ready. I really don't see myself taking hours to tediously create BAIN packages out of mods that aren't released with them, and right now there are way more omod-ready mods out there than there are BAIN-ready.

So, in conclusion: I'd prefer to stick with OBMM and will continue using it for as long as it's supported, but if you decide to stop supporting it, I suppose I'll just have to get over myself and deal. I'd much rather see you guys spend your time working on new features, bug stomping, or weatherboxes, rather than put in the time to include support for a format that it's pretty obvious you all hate working with. Modding is about loving what you do, and if you start dreading certain parts of it, it's less likely to continue being something that you love. After all the work you've all put into AN, we as users don't really have the right to demand that you keep supporting OBMM just because it's easier for US. If you choose to keep doing so, that's great (for me anyway) but please do it because you want to, not because there might be much wailing and gnashing of teeth if you don't. Earplugs are good for that.
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Luna Lovegood
 
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Post » Wed Mar 30, 2011 10:37 am

wrinklyninja was asking about OBMM support a few weeks ago... I'm late to the party, as usual. Really need to check these forums more often; I'm more of a Nexus girl.
snip

Brumbek said he doesn't mind keeping the OMOD script updated, and I don't mind if he's doing the work, so it's staying. :P
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luis dejesus
 
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Post » Tue Mar 29, 2011 11:48 pm

Has anyone posted a list of this mod's ini edit numbers relating to colors?
Something with pics preferably.
This latest version is fantastic BTW.
The fog rolls in and my breath is taken away.
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Nathan Maughan
 
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Post » Wed Mar 30, 2011 1:51 am

Has anyone posted a list of this mod's ini edit numbers relating to colors?
Something with pics preferably.
This latest version is fantastic BTW.
The fog rolls in and my breath is taken away.

The BAIN Wizard and OMOD installer both have screenshots IIRC.
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A Dardzz
 
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Post » Tue Mar 29, 2011 9:28 pm

The BAIN Wizard and OMOD installer both have screenshots IIRC.

Just My Luck, I am using the Standalone Wrye and for some reason it craps out when using the Wizard and I had to manually check all the stuff.
Oh well...Back to the old Drawing Board.
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Flutterby
 
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Post » Wed Mar 30, 2011 9:05 am

Just My Luck, I am using the Standalone Wrye and for some reason it craps out when using the Wizard and I had to manually check all the stuff.
Oh well...Back to the old Drawing Board.

If you could post the problem and details in the http://www.gamesas.com/index.php?/topic/1176905-relz-wrye-bash-thread-62/, maybe we can squash this bug.
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Bloomer
 
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Post » Wed Mar 30, 2011 12:44 am

Has anyone posted a list of this mod's ini edit numbers relating to colors?
Something with pics preferably.
This latest version is fantastic BTW.
The fog rolls in and my breath is taken away.

I assume you realize the .ini itself has the recommended settings for different colors? Also, the Readme has pictures comparing the settings. And I did http://www.gamesas.com/index.php?/topic/1170261-relz-weather-all-natural-thread-33/page__view__findpost__p__17377505 I believe on the last page. So you're covered. I'd suggest looking at that section in the Readme since it's the easiest to compare.

The BAIN Wizard and OMOD installer both have screenshots IIRC.

The install scripts don't actually have screenshots. This would be cool to do if the install scripts could actually edit the .ini values in All Natural.ini depending on your choice. But this is impossible I believe. So you have to manually change the colors and fog values after you install. I suppose we could add a note to the end of the install scripts saying as much. Not a bad idea actually.
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DeeD
 
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Post » Wed Mar 30, 2011 11:30 am

The install scripts don't actually have screenshots. This would be cool to do if the install scripts could actually edit the .ini values in All Natural.ini depending on your choice. But this is impossible I believe. So you have to manually change the colors and fog values after you install. I suppose we could add a note to the end of the install scripts saying as much. Not a bad idea actually.


OBMM can do this. They're working on it for BAIN wizards, but not yet.
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Ellie English
 
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Post » Wed Mar 30, 2011 5:26 am

OBMM can do this. They're working on it for BAIN wizards, but not yet.

Now they can in BAIN too. :D
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stevie trent
 
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Post » Wed Mar 30, 2011 4:56 am

Now they can in BAIN too. :D


Oh, I may just have to stop being a chicken and upgrade my WB :lol:
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Isabell Hoffmann
 
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Post » Wed Mar 30, 2011 7:24 am

This looks really bad: http://img130.imageshack.us/img130/1811/screenshot878.jpg

Made worse by the fact that if you get close to the water, it's a sickly purple color. Made yet worse by stepping off the shore into the water. A large circle of surface water extends out around the player that is of a completely different color.

Also, looking up into the sky in the general direction of the sun turns things into a whitewash against those nasty looking clouds. Something is really very very off with this particular weather type.
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Alba Casas
 
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Post » Wed Mar 30, 2011 1:54 am

This looks really bad: http://img130.imageshack.us/img130/1811/screenshot878.jpg

Made worse by the fact that if you get close to the water, it's a sickly purple color. Made yet worse by stepping off the shore into the water. A large circle of surface water extends out around the player that is of a completely different color.

Also, looking up into the sky in the general direction of the sun turns things into a whitewash against those nasty looking clouds. Something is really very very off with this particular weather type.

It sure does look nasty. It's a vanilla weather, and AN isn't doing anything to the colours, but I guess the HDR changes must have made it that way. I'll see what I can do.
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Colton Idonthavealastna
 
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Post » Wed Mar 30, 2011 2:28 am

Using the latest Version...
My BAIN Wizard worked perfectly this time for some reason {The "Finish" button would never come up before", So that's awesome.
But, I got this same exact Ultra foggy weather happen near Anvil docks , Arthmoor just mentioned, however I didn't get any water weirdness at all.
I am using Soolie's Realistic Water.
I hope this helps you guys nail it down.
Other than that this new version seems to run like a champ performance wise, and the new ini is way easier to read for me.
Thanks, You geniuses you. :celebration: :celebration:
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RaeAnne
 
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Post » Tue Mar 29, 2011 10:12 pm

OBMM can do this. They're working on it for BAIN wizards, but not yet.

It can? How? I know EditINI can be used but I thought that was solely for Oblivion.ini editing. If someone wants to point out how this could be done, we'll put it in the next version.

Now they can in BAIN too. :D

Hmm, again I'll have to read up on this. Anyone know how to accomplish this?
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Marlo Stanfield
 
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Post » Wed Mar 30, 2011 3:08 am

It can? How? I know EditINI can be used but I thought that was solely for Oblivion.ini editing. If someone wants to point out how this could be done, we'll put it in the next version.


Hmm, again I'll have to read up on this. Anyone know how to accomplish this?

They've expanded it to cover script ini files, see http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/wizards.html#EditINI.
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Guy Pearce
 
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Post » Wed Mar 30, 2011 6:21 am

It can? How? I know EditINI can be used but I thought that was solely for Oblivion.ini editing. If someone wants to point out how this could be done, we'll put it in the next version.


Hmm, again I'll have to read up on this. Anyone know how to accomplish this?


For OBMM, have a look at TheNiceOne's mods. Enhanced Economy is a good, but rather complicated example :)

Basically you use this command:
	EditXMLReplace "00 Core\\Ini\\Enhanced Economy.ini", "useMasterPerk to 0", "useMasterPerk to %useMaster%"


Previously in the script, there were select with description options that set the %useMaster% variable.

Actually have a look at http://www.tesnexus.com/downloads/file.php?id=35393 - much simpler script.
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Dan Stevens
 
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Post » Wed Mar 30, 2011 5:14 am

Everyone says this is the best weather mod and I look forward to using it in my game. However, the second part (Natural Interiors) seems like it might be bulky for me to have loaded, since the only part of that I'm really after is the sound. So I'm wondering if it's possible to run just the Custom Weather System and Real Lights parts, and then use the original Weather Inside mod along with them.
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luis ortiz
 
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Post » Wed Mar 30, 2011 5:31 am

Everyone says this is the best weather mod and I look forward to using it in my game. However, the second part (Natural Interiors) seems like it might be bulky for me to have loaded, since the only part of that I'm really after is the sound. So I'm wondering if it's possible to run just the Custom Weather System and Real Lights parts, and then use the original Weather Inside mod along with them.

In a word: No. The Natural Interiors and weather parts are very much two halves of a whole and inseparable, that's how we get things to work nicely.
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mike
 
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Post » Wed Mar 30, 2011 4:35 am

And if after trying AN out you don't look back and see that question as kind of silly, I'll pay up a million Internet dollars. Because Natural Interiors is probably at the top of the list of features I can't go without.
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josie treuberg
 
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Post » Wed Mar 30, 2011 8:11 am

...So after looking again and examining the screenshots, I think I misunderstood part of what Natural Interiors does. The description talked about making windows transparent and seeing outside, so I assumed it worked like that one Morrowind WIP with the copied/pasted versions of towns in interior cells, or maybe by making the game somehow load a worldspace and an interior at the same time. That's why I thought it would be way too bulky, from loading lots of extra stuff or making huge changes to every single interior. But I guess it doesn't do all that, and you can only see the sky? I will have to see that in-game, but it sounds okay.

What does it do for an interior inside of an interior, like that ship inside a cave in the one DLC with the pirates, or the village inside a cave in Mehrune's Razor? At least one of those had windows. In fact, what does it do about caves in general? If I have a mod adding a dungeon crawl and a house, can it tell which one should have sunlight?
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Mylizards Dot com
 
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Post » Tue Mar 29, 2011 9:03 pm

If you want the ability to see things outside the windows in the cities, download http://www.tesnexus.com/downloads/file.php?id=34199. It does what you describe and in a very resource friendly way.

Interiors inside of interiors are not affected by AN. The climate filter does not touch them, so you'll see more or less just blackness outside those windows. Which is close enough to accurate for government work.
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Megan Stabler
 
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