[RELz] Weather: All Natural, Thread 33

Post » Tue Mar 29, 2011 9:58 pm

It's in the INI - even with suggested values and in the very beginning of the file...


Sorry for being a noob or being blind, which .ini file?
The ini file in My Games folder-Oblivion or has this mod got its own?
If it has on it own, where is it?
What line do I have to edit?
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Claire
 
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Post » Wed Mar 30, 2011 3:12 am

Sorry for being a noob or being blind, which .ini file?
The ini file in My Games folder-Oblivion or has this mod got its own?
If it has on it own, where is it?
What line do I have to edit?
Reading the readme is always a good start :)

From AN's readme:

VI. INI Customization

All Natural comes with a large number of customizable settings and features that affect how your weather looks and behaves. All customization can be done via the "All Natural.ini", which is found in your 'Data\ini' folder, with further instructions found in the .ini file itself. The settings and features are:

Weather Selection: This section lets you select the weather mods from which the weathers you see will be taken. You can choose between any combination of vanilla, Enhanced Weather, AWS and Natural Weather weathers for Tamriel, and either vanilla only or vanilla and extra weathers for SI. There is no performance impact for choosing more weathers.

Night Luminance: This section allows you to quickly and easily set the brightness or darkness of their nights in Tamriel and SI.

Weather Volatility: This section allows you to customize the average duration of weathers according to weather type for both Tamriel and SI weathers.

Timescaled Clouds: This section allows you to turn on or off the scaling of your cloud speeds (how fast they move across the sky) according to your TimeScale in both Tamriel and SI. If your timescale is above the vanilla value of 30, the clouds will move faster, and if it is below 30, the clouds will move slower.

Transition Times: This section allows you to specify how long transitions take for each weather type once the weather has started to change to that weather type for both Tamriel and SI weathers.

Fog Distances: This section allows you to alter the distances over which fog occurs for each weather type, letting you bring it closer or move it further from you, with options for Tamriel and SI weathers.

Color Tints: This section allows you to customize the tinting of different weather types to your liking by modifying the red, blue and green values of the tints. This also works for both Tamriel and SI weathers.

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daniel royle
 
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Post » Wed Mar 30, 2011 3:04 am

Hi, first I should apologize for asking this originally in the comments on TES. I wasn't sure from the description which site I should be using for this specific query and did not have a board account here. From reading the thread it looks like this would be the more appropriate place to ask, so please ignore my comment question there.

"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."
I am eager to try this feature because choosing a weather system has been an agonizing decision for me. I have seen beautiful weathers in screenshots for all of them. I understand this mix and matching is done by editing the ini, but first I need to get the weathers from the other programs before I could attempt this combining. I use omods for almost all installs unless there is an installer, so I am not sure how to go about this. Do I need to install them and then do some kind of partial uninstall manually that preserves the weathers? Will I need to rename anything so they won't overwrite? Do I need to get the weathers out of folders in them instead of installing them, and put them somewhere in my data folder instead? I don't mind if it's a bit of a hassle, just need a little more to go on because I am still pretty new to the game, and learning as I go.

Once I get up and running, I'll be happy to test All Natural with the Cobl version Shadowcrest if it would help.
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Kaylee Campbell
 
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Post » Wed Mar 30, 2011 3:17 am

Sorry forgive me I did not read that part. :banghead:
I only read how to install it.

Thanks
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Gaelle Courant
 
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Post » Wed Mar 30, 2011 1:15 am

Hi, first I should apologize for asking this originally in the comments on TES. I wasn't sure from the description which site I should be using for this specific query and did not have a board account here. From reading the thread it looks like this would be the more appropriate place to ask, so please ignore my comment question there.

"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."
I am eager to try this feature because choosing a weather system has been an agonizing decision for me. I have seen beautiful weathers in screenshots for all of them. I understand this mix and matching is done by editing the ini, but first I need to get the weathers from the other programs before I could attempt this combining. I use omods for almost all installs unless there is an installer, so I am not sure how to go about this. Do I need to install them and then do some kind of partial uninstall manually that preserves the weathers? Will I need to rename anything so they won't overwrite? Do I need to get the weathers out of folders in them instead of installing them, and put them somewhere in my data folder instead? I don't mind if it's a bit of a hassle, just need a little more to go on because I am still pretty new to the game, and learning as I go.

Once I get up and running, I'll be happy to test All Natural with the Cobl version Shadowcrest if it would help.


You need to disable the other weather mods entirely. All Natural includes all of their weathers and you can configure which ones are used in All Natural's ini. For details on that read the post immediately before yours, heh.
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Adrian Powers
 
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Post » Wed Mar 30, 2011 2:42 am

Oh it comes with their weathers? Wonderful! I assumed I'd have to get them from those other mods. That makes it easy, then. I was holding off on installing any weather system until I knew how this works because I was assuming I would need to install and remove them to obtain their weathers and then install All Natural last and finally. I did read that post and the documentation that comes with All Natural but if it said anywhere that it includes the other mods' weathers themselves in the download I misconstrued it. It sounded to me like it just came with the ability to use them if they were present. I'm going to have so much fun now installing this and playing with the ini. Thank you so much.
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Janeth Valenzuela Castelo
 
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Post » Wed Mar 30, 2011 5:02 am

Got a quick question about All Natural. I have the full package installed and it seems to be working perfectly except for a minor bug with some interior windows. Seems the lighting from some sources isn't reflecting correctly on some. I am not sure if this bug has something to do with new locations added by mods or not because I haven't tested extensively. Some windows are fine, but a few seem to have this bug. I can do more testing on different windows, but I thought I'd ask first in case there was a simple explanation that I missed in the readme or on the forum.

I have installed it correctly (as far as I know) using obmm, then using the bash patch to import the cells. Used bsa alteration for archive invalidation. (tried several different methods with no change). I am on windoiws 7 x64 with a GTX 480. All my drivers are up to date, but I did try a few different graphics drivers just in case. I am using All natural 1.2 with all the hotfixes installed.

When I pan the camera to different angles the windows seem to lose their reflected light. Only happens with some windows as you can see in the screens, the upper curved window isn't affected, while the lower one is messed up. Screens below that show the problem better than I could explain it.

http://yfrog.com/7boblivion201103160013429j
http://yfrog.com/nmoblivion201103160013439j
http://yfrog.com/jyoblivion201103160014055j
http://yfrog.com/0poblivion201103160014091j


Like I said, overall the mod is working perfectly otherwise, and looks amazing. Just that one thing. Sorry in advance if I missed something obvious.

Edit: I did follow the clean save procedure before installing this mod.


My load order: (after using boss)

Oblivion.esm
All Natural Base.esm
Better Cities Resources.esm
CM Partners.esm
Younger Hotter NPC's v1.0.esp
Younger Hotter NPC's v1.0 Vwalk.esp
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Oblivion Vwalk UOS.esp
DLCShiveringIsles Vwalk UOS.esp
DLCShiveringIsles Vwalk DG_DS UOS.esp
Better Cities .esp
Natural_Habitat_by_Max_Tael.esp
All Natural.esp
All Natural - SI.esp
Enhanced Water v2.0 HD.esp
Enhanced Water v2.0 HD - SI Addon.esp
Real Lava 1.3.esp
All Natural - Real Lights.esp
WindowLightingSystem.esp
BrighterTorches_v1.2.esp
Oblivion Graphics Extender Support.esp
Purge Cell Buffers - Loading.esp
StockClothingArmor-forExnems.esp
BlackRockManorV11.esp
Knights.esp
Knights - Unofficial Patch.esp
Knights Vwalk UOP.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulChorrolHinterland Vwalk.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulBravilBarrowfields Vwalk.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV_withoutWheat.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulBrenaRiverRavine Vwalk.esp
xulImperialIsle.esp
xulImperialIsle Vwalk.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
xulAspenWood.esp
xulAspenWood Vwalk.esp
xulSkingradOutskirts.esp
xulSkingradOutskirts Vwalk.esp
xulSnowdale.esp
xulCliffsOfAnvil.esp
Exterior Actors Have Torches 1.3 DT.esp
Enhanced Vegetation [110%].esp
RenGuardOverhaul.esp
CM Partners.esp
CM Partners Vwalk.esp
CM Partners Special NPCs.esp
CM Partners Special NPCs Vwalk.esp
CM Partners NPC.esp
CM Partners NPC Vwalk.esp
CM Partners More NPCs.esp
CM Partners More NPCs Vwalk.esp
CM Partners Marker NPCs.esp
CM Partners Marker NPCs Vwalk.esp
CM Partners Extra NPCs.esp
CM Partners Extra NPCs Vwalk.esp
Better Cities Full.esp
Better Cities - Unique Landscape Barrowfields.esp
Better Cities - Unique Landscape Chorrol Hinterland.esp
Better Cities - Unique Landscape Cheydinhal Falls.esp
Better Cities - Unique Landscape Skingrad Outskirts.esp
Better Cities - VWD of the IC.esp
Better Imperial City.esp
Better Imperial City FPS Patch.esp
Better Cities - Unique Landscape Imperial Isle.esp
Better Cities Full FPS Patch.esp
Better Cities - No LEYAWIIN Flooding.esp
Better Cities - All Natural.esp
Bashed Patch, 0.esp
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Rhi Edwards
 
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Post » Tue Mar 29, 2011 9:19 pm

Oh it comes with their weathers? Wonderful! I assumed I'd have to get them from those other mods. That makes it easy, then. I was holding off on installing any weather system until I knew how this works because I was assuming I would need to install and remove them to obtain their weathers and then install All Natural last and finally. I did read that post and the documentation that comes with All Natural but if it said anywhere that it includes the other mods' weathers themselves in the download I misconstrued it. It sounded to me like it just came with the ability to use them if they were present. I'm going to have so much fun now installing this and playing with the ini. Thank you so much.

I remember having a similar impression when I first discovered All Natural. I'm not exactly sure how it's worded in the readme, but I might have took the description that you can use any of the weather mods' weathers to mean it just made all the separate weather mods compatible with one another or something. Maybe I was just new enough to modding that it seemed like magic it could do everything itself, haha. It might not be magic, but it's definitely one of the most essential mods.
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Zach Hunter
 
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Post » Wed Mar 30, 2011 10:16 am

So then we are not going to see a list of smaller less intrusive weather mods that don't ruin the balance of the vanilla weather system? :teehee: Kidding of course ... now back to the regularly scheduled weather channel.
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Amy Masters
 
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Post » Tue Mar 29, 2011 11:36 pm

So then we are not going to see a list of smaller less intrusive weather mods that don't ruin the balance of the vanilla weather system? :teehee: Kidding of course ... now back to the regularly scheduled weather channel.

I'm working on a list of mods that include one additional weather per mod, so I can keep things simple and not get too confused :teehee: (<-- upside down face is my trademark how dare you use it!!!)
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le GraiN
 
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Post » Wed Mar 30, 2011 12:45 pm

Got a quick question about All Natural. When I pan the camera to different angles the windows seem to lose their reflected light. Only happens with some windows as you can see in the screens, the upper curved window isn't affected, while the lower one is messed up. Screens below that show the problem better than I could explain it.

First, thank you for your great post, very comprehensive report. Second, it's a problem with the Anvil window meshes, you didn't do anything wrong. I'll need to fix the windows. I tried to find all those problems but some clearly remain to this day. Please let me know if you ever find more spots like this.
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D IV
 
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Post » Wed Mar 30, 2011 5:25 am

First, thank you for your great post, very comprehensive report. Second, it's a problem with the Anvil window meshes, you didn't do anything wrong. I'll need to fix the windows. I tried to find all those problems but some clearly remain to this day. Please let me know if you ever find more spots like this.


Thanks alot for the quick reply, and its nice to know i didnt screw up my install. I'll check around and report any other windows with the same problem!
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Emma Copeland
 
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Post » Wed Mar 30, 2011 8:20 am

Apologies to Arkngt and anyone else waiting on the MMM patch: I totally forgot to do it yesterday. I had a whopping 7 hours of free (well, sort of) time yesterday, and spent almost all of it mashing my head against the keyboard trying to get BOSS to do what I wanted. I have the CS open now though, so I should have it done tonight, unless I remember some actual work that takes priority.

EDIT: http://dl.dropbox.com/u/17043363/All%20Natural%20-%20MMM%20Patch.esp's the link to the patch. It's untested, and although I say that it should work, it would come as no surprise to me if it doesn't. Oh, and it just modifies master file stuff, so you can load it anywhere.
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Dean Brown
 
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Post » Wed Mar 30, 2011 10:34 am

EDIT: http://dl.dropbox.com/u/17043363/All%20Natural%20-%20MMM%20Patch.esp's the link to the patch. It's untested, and although I say that it should work, it would come as no surprise to me if it doesn't. Oh, and it just modifies master file stuff, so you can load it anywhere.


Thanks, much appreciated! I'll test it out ASAP. :)

EDIT: Some mixed results when testing it. I never even got a message from killing Spriggans, even if I must have killed c. 50 of them. Which is a bit weird as the chance should be 25% (using an esp which ups the chance) - but guess I must have been unlucky.

On the other hand I got a message from almost every kill of a Forest Ent - and rain (yay!) two times out of four messages. So seems to work - although a bit flaky (not good enough with scripts to judge why that might be).
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Louise Lowe
 
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Post » Wed Mar 30, 2011 9:31 am

In reply: AN's NW weathers aren't the same as the originals. The edits are almost universally:
1. HDR tweaks. This is to prevent the nuclear white-out that plagues weathers without them.
2. Colour tinting changes. This is to bring the tinting of NW's weathers into line with the rest of the weathers in vanilla and the other weather mods - NW's original weathers had a very noticeable yellow tint to them.
3. Occasional aethstetic tweaks - a few NW weathers are pretty ugly compared to others, and have had colours and textures changed to make them look better.

So to answer your second question, the vast majority of NW (and other) weathers have their original textures. A few have had textures replaced with very high quality textures Lprman made for me.
You can get NW's yellow tint back by changing the ini values for Colour Tints, try raising the red and lowering the blur multipliers.

As for the weather script, AN's weather script is completely unique. I believe this is stated in the readme. To put it bluntly, NW's script is a pile of rubbish, and there's no competition. I realise I'm biased, but there's no excuse for releasing something that broken and never fixing it through 2.1.3 versions of the mod. Sure, AN does have bugs, but it's trying to do things that are a heck of a lot more complicated, and I work hard to fix them when reported.



Well, at last (neally two month ago), I decided to just use AN for RL, NI and the weather changing system, which (especially the first two) are only full featured possible in AN now. I havn't played TES4 since 20th Jan because I didn't take the hard disk installed TES4 with my laptop. just recently I began browsing TES4 mods again and remember to post here.

I'm not very farmiliar with programming scripts, and they are not very similar to numerical progam which I know a little more.
I know AN's script must be unique at least because it combines several types of weather. The script have a sorting part in the beginning to archieve weather type selecting, and then dealing with classified combining weather with a unify system. I'm sorry that I havn't understood the major script for weather changing and don't want to yet now.
But I thought a system combining there types of weather may cause each type (at least two) can't show its best performance, both in changing and scene. For example, using ASW type when sunset the screen is too red to look; using NW type when sunny sky is pure blue, and there is a cloudlees sky belonging to cloudy weather type which make street lamps light in day; using EW it didn't make me some uncomforable and was similar to vanilla, so I don't remember much now, but when storm in day bright overcast sky and white hill shadow is also a pity.
Each type of weather may have its own "equilibrium point", so a unify system including changing, light and something else may not suit for every types. Perhaps it is better to give different type a little different treating, and then I realized for AN the tweak method is only modifying ini file by user himself.

Adjusting weather effect by setting ini is really a boring and weariness work, especially terrible for eyes. At last I found at first I am pleased with vanilla weather effect. The only reason I looking for a weather mod is the vanilla changing system, which may hold weather and change until I get in and the out of a house or cave. So at least disabling the three new weather types is OK for me. Now just simple effect is enough.

At least, just for RL, NI and reasonable changing, it worth using AN. And I like this mod for its wonderful RL & NI effect, though there are nealy two hundred Mbytes BSA data unused for me.
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Sophh
 
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Post » Wed Mar 30, 2011 10:54 am

Thanks, much appreciated! I'll test it out ASAP. :)

EDIT: Some mixed results when testing it. I never even got a message from killing Spriggans, even if I must have killed c. 50 of them. Which is a bit weird as the chance should be 25% (using an esp which ups the chance) - but guess I must have been unlucky.

On the other hand I got a message from almost every kill of a Forest Ent - and rain (yay!) two times out of four messages. So seems to work - although a bit flaky (not good enough with scripts to judge why that might be).

Hmm, the two have exactly the same death script (replacing "Ent" with "Spriggan" in the death message), so I'm not sure why you didn't get a message there. The script was probably failing for some reason, I'll take another stab at it and try to get some testing in myself this time. Thanks for testing.

Well, at last (neally two month ago), I decided to just use AN for RL, NI and the weather changing system, which (especially the first two) are only full featured possible in AN now. I havn't played TES4 since 20th Jan because I didn't take the hard disk installed TES4 with my laptop. just recently I began browsing TES4 mods again and remember to post here.

I'm not very farmiliar with programming scripts, and they are not very similar to numerical progam which I know a little more.
I know AN's script must be unique at least because it combines several types of weather. The script have a sorting part in the beginning to archieve weather type selecting, and then dealing with classified combining weather with a unify system. I'm sorry that I havn't understood the major script for weather changing and don't want to yet now.
But I thought a system combining there types of weather may cause each type (at least two) can't show its best performance, both in changing and scene. For example, using ASW type when sunset the screen is too red to look; using NW type when sunny sky is pure blue, and there is a cloudlees sky belonging to cloudy weather type which make street lamps light in day; using EW it didn't make me some uncomforable and was similar to vanilla, so I don't remember much now, but when storm in day bright overcast sky and white hill shadow is also a pity.
Each type of weather may have its own "equilibrium point", so a unify system including changing, light and something else may not suit for every types. Perhaps it is better to give different type a little different treating, and then I realized for AN the tweak method is only modifying ini file by user himself.

Adjusting weather effect by setting ini is really a boring and weariness work, especially terrible for eyes. At last I found at first I am pleased with vanilla weather effect. The only reason I looking for a weather mod is the vanilla changing system, which may hold weather and change until I get in and the out of a house or cave. So at least disabling the three new weather types is OK for me. Now just simple effect is enough.

At least, just for RL, NI and reasonable changing, it worth using AN. And I like this mod for its wonderful RL & NI effect, though there are nealy two hundred Mbytes BSA data unused for me.

Well, I can't say I understood what you were saying with the middle section, but I'm glad you like the mod. :shrug:
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Taylah Illies
 
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Post » Wed Mar 30, 2011 12:08 pm

Not sure I understood it either. Almost looks machine translated. Maybe he just needs to update AN to the latest version plus fixpacks?
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Avril Churchill
 
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Post » Wed Mar 30, 2011 2:16 am

It read to me like he doesn't like that he is getting odd weather and lighting combinations. Such as brightly lit areas but heavy storm clouds or odd sunset colors for the current weather. It also seems like he is saying that he feels ok to use AN since it keeps the weather in sync and not constantly changing like when he was using vanilla weather but seems to like the visual look of vanilla weather better. So he likes that the mod works but finds it unfortunate that some of the visual elements turn out a little dissapointing to him and wonders if its possible to force the weather to use only preset lighting and color combinations.

That is what I gathered from his post anyway.
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Javaun Thompson
 
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Post » Wed Mar 30, 2011 12:01 pm

Well, I can't say I understood what you were saying with the middle section, but I'm glad you like the mod. :shrug:


I think you can understand, except that you only do the hole work mechanically.
Shortly I mean the three (at least two) type weather won't show the same weather "visual" effect in their original mod at all (I have give some example in last post), and as a result the weather won't be natural enough but sometimes show only picture feels.
Weather mod is basicaly a visual mod, so from texture, light colour to scripts will all be compatible with each other to archieve an overall comforable visual effect.
But for AN, the unified system may be only suitable for one type or only vanilla type and other type having similar texture to vanilla, and other types' texture may also be modified to suit the only system and lost some their own feature.
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Trevi
 
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Post » Tue Mar 29, 2011 9:08 pm

Not sure I understood it either. Almost looks machine translated. Maybe he just needs to update AN to the latest version plus fixpacks?

well I typed the post last night and I was really sleepy at that time.
Today when I read it again I feel I used bad grammar, too.
but I think you both will understand the meaning after my newer post, though it may be complaint.
I haven't try the newest AN, for I had left the disk installed game away from me before the newest AN released.
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Hope Greenhaw
 
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Post » Wed Mar 30, 2011 5:00 am

So AN's incorporated weathers don't produce the same effect (color and light) as the mods do independently? The only thing I can figure is that the mods had some overall color/brightness/contrast/etc changes that weren't carried over to AN while their specific weather conditions were, so the overall effect differs between the mod by itself and when its are weathers used by AN. Of course the AN folks can give the correct explanation, this is all just my guess assuming I understand what's being said and there's any truth to it.
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carrie roche
 
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Post » Wed Mar 30, 2011 8:01 am

http://www.4shared.com/file/QS9hEHSp/AN-v1-2b_Update_Pack.html. I've hopefully fixed the Anvil windows weird lighting issue. Plus I redid the Farmhouses to make them better. If anyone tests this pack, let me know if Anvil works ok. Thanks.
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Kelvin Diaz
 
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Post » Wed Mar 30, 2011 3:35 am

It read to me like he doesn't like that he is getting odd weather and lighting combinations. Such as brightly lit areas but heavy storm clouds or odd sunset colors for the current weather. It also seems like he is saying that he feels ok to use AN since it keeps the weather in sync and not constantly changing like when he was using vanilla weather but seems to like the visual look of vanilla weather better. So he likes that the mod works but finds it unfortunate that some of the visual elements turn out a little dissapointing to him and wonders if its possible to force the weather to use only preset lighting and color combinations.

That is what I gathered from his post anyway.

Thank you, what you said is what I think.
I still doubt whether presetting will deal with all problems, but adjusting parameters in ini-file will not get sufficient effect.

Only by modifying ini, the eye-aching red sunset light of AWS type may be corrected, but light colour will be strange in day time.
For sunny day of NW type, there is no blurred mist near horizon or around sun, and the outline of sun is distinct, so the sky is really like a blue cloth with a yellow circle and without any colour transition from sun to horizon. Honestly, there is a thin belt of white mist near horizon, but it is so thin that it usually hides behind the mountains far away. Except the thin belt, there is no colour transition at all. I tried modifying ini but found little to improve the sunny sky. Maybe adjusting the several fog parameters for sunny weather will gerenate the blurred mist effect to archieve colour transtion, but I haven't found reasonable parameter.

So I guess some effects may result from overall parameters in scripts which can't be adjust by means of ini-file, but perhaps these parameters should not vary arbitrarily, because they must be compatiable with three different types of weather at the same time. So the overall parameters must be restricted to a limited range, but the restriction may also cause some special features of each type to be lost.
If that is true, I feel AN is weak in some visual details and the method of overall parameters for three different weather types is a "mechanical" ideal. And I will select vanilla weather effect along with AN as I said before.
If what I guess is false, which means every effects can be archived through ini-file, I wish a list of recommonded parameters for different types to show its original weather effect, such as the sunny sky colour transition of NW type, which I couldn't get through ini. I think avaiable recommonded parameters will evidence AN is also strong in weather details.
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K J S
 
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Post » Tue Mar 29, 2011 9:25 pm

So AN's incorporated weathers don't produce the same effect (color and light) as the mods do independently? The only thing I can figure is that the mods had some overall color/brightness/contrast/etc changes that weren't carried over to AN while their specific weather conditions were, so the overall effect differs between the mod by itself and when its are weathers used by AN. Of course the AN folks can give the correct explanation, this is all just my guess assuming I understand what's being said and there's any truth to it.


Well, I think the same with you.

I remember wrinklyninja has told me the light settings of NW type in AN are not the same as those of original NW type and sky textures are said to be adjusted again. So differents are obvious.
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Maeva
 
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Post » Wed Mar 30, 2011 3:35 am

I think you can understand, except that you only do the hole work mechanically.
Shortly I mean the three (at least two) type weather won't show the same weather "visual" effect in their original mod at all (I have give some example in last post), and as a result the weather won't be natural enough but sometimes show only picture feels.
Weather mod is basicaly a visual mod, so from texture, light colour to scripts will all be compatible with each other to archieve an overall comforable visual effect.
But for AN, the unified system may be only suitable for one type or only vanilla type and other type having similar texture to vanilla, and other types' texture may also be modified to suit the only system and lost some their own feature.

Well, my reply to that is the same as to every other complaint made about how weathers look (admittedly, not many): you've got to give me more to work with than that before I can do anything about it. If a specific weather doesn't look good, tell me which weather specifically that is. There is a weather debug ring available for this purpose.
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Hilm Music
 
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