[RELz] Weather: All Natural, Thread 33

Post » Tue Mar 29, 2011 10:42 pm

All Natural: Weather

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

1. Custom Weather System

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

2. Natural Interiors

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

3. Real Lights

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

http://www.tesnexus.com/downloads/file.php?id=18305 v1.2 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v1.2 @ ModDB
http://tesalliance.org/forums/index.php?/files/file/604-all-natural-weather v1.2 @ TES Alliance

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

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

http://www.gamesas.com/index.php?showtopic=1160142

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

Original All Natural, up to version 0.6, by Chong Li.
All Natural 0.7 through to present by Wrinklyninja, Arthmoor, and Brumbek.
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Jaylene Brower
 
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Post » Wed Mar 30, 2011 10:31 am

Little something here, when coming out of a Oblivion gate after it's only happened twice but the Oblivion weather doesn't change back to normal straight away and even after moving far away from where it was it still takes a while for it to go back to normal...is there anything I can do for this?? One time it changed back to the normal weather right after the gate was closed so I thought it was a one off when it took time to change back but as it's happened again I thought I'd post to see if there's anything I can do.

If my L/O is required let me know because I'm posting from my laptop and will need to go on to my desktop.
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Lory Da Costa
 
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Post » Wed Mar 30, 2011 5:29 am

With MMM the death of Spriggans and Ents can bring rain - but this feature seems to be incompatible with All Natural if I understand it correctly. Is there any way to get around this incompatibility, i.e. could the MMM effect be set up differently to work with AN?

Also, I really appreciate the Fog Distances feature which I prefer aesthetically over Streamline's Streamsight - and it works better in interiors as well as you get cut off distances with Streamsight depending on which settings you have. With Fog Distances the distant part of large interiors are rather hidden by fog. Anyway, I wonder if it's possible to have different settings for Fog Distances in exteriors and interiors - so you could have higher settings in interiors. Guess not but thought I'd ask.
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Steve Smith
 
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Post » Wed Mar 30, 2011 6:02 am

In the last thread I had mentioned that the All Natural mods compatibility patch had support for the non-COBL version of Shadowcrest Vineyard, but not the COBL version which has a different name. I mentioned that I thought about renaming the file to match the non-COBL version and I believe Vargyr responded and indicated I should give it a try.

I gave that a try and rebuilt the bashed patch. All Natural recognizes the file with the non-COBL name. However, this didn't actually appear to work in game as the windows inside the manor are still lit up at night as if All Natural wasn't running. So, I will renew my request for adding compatibility for the COBL version of Shadowcrest Vineyard. Thanks. :)
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Ash
 
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Post » Wed Mar 30, 2011 9:32 am

So I just tried this mod out for the first, time. Man it is amazing! I love the real lights and interior weather system, thx for this! :D
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hannah sillery
 
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Post » Wed Mar 30, 2011 5:04 am

With MMM the death of Spriggans and Ents can bring rain - but this feature seems to be incompatible with All Natural if I understand it correctly. Is there any way to get around this incompatibility, i.e. could the MMM effect be set up differently to work with AN?


Without knowing how it works, I'd have no idea how to come up with something to work around it. Chances are it would require some kind of patch file though since it would have to interact with AN to sort out setting the updated weather.

Also, I really appreciate the Fog Distances feature which I prefer aesthetically over Streamline's Streamsight - and it works better in interiors as well as you get cut off distances with Streamsight depending on which settings you have. With Fog Distances the distant part of large interiors are rather hidden by fog. Anyway, I wonder if it's possible to have different settings for Fog Distances in exteriors and interiors - so you could have higher settings in interiors. Guess not but thought I'd ask.


Dungeons are not touched by the weather system at all, nor are they touched by the fog system. So you're probably seeing vanilla fog distances taking effect there. AN can't take those functions over without assigning climates to all of the various dungeons, and doing so would be almost useless anyway and cause more problems with lighting than it would solve for fog manipulation.

In the last thread I had mentioned that the All Natural mods compatibility patch had support for the non-COBL version of Shadowcrest Vineyard, but not the COBL version which has a different name. I mentioned that I thought about renaming the file to match the non-COBL version and I believe Vargyr responded and indicated I should give it a try.

I gave that a try and rebuilt the bashed patch. All Natural recognizes the file with the non-COBL name. However, this didn't actually appear to work in game as the windows inside the manor are still lit up at night as if All Natural wasn't running. So, I will renew my request for adding compatibility for the COBL version of Shadowcrest Vineyard. Thanks. :)


Renaming the file to match the non-COBL version is the way to go, but it sounds like the mod is using a custom mesh for the interior, which would need to be altered to provide the transparent windows. Also keep in mind that it would do nothing for removing artificial light sources placed by the windows and the filter can't help with removing those.
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Natasha Callaghan
 
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Post » Wed Mar 30, 2011 6:41 am

Copy from nexus: Whether it is normal that in AN-SI.esp SEDoorLightBeamScript not compiled?
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Rebecca Clare Smith
 
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Post » Wed Mar 30, 2011 3:27 am

Without knowing how it works, I'd have no idea how to come up with something to work around it. Chances are it would require some kind of patch file though since it would have to interact with AN to sort out setting the updated weather.


It works like this:

begin OnDeath	set sRandom to GetRandomPercent % 6	if sRandom == 0		SetWeather Thunderstorm		Message "The death of the Ent tears the heavens asunder!"	elseif sRandom < 3		SetWeather Rain		Message "The dying Ent causes the heavens to open up!"	endifend


Same for Spriggans except the message of course.

Dungeons are not touched by the weather system at all, nor are they touched by the fog system. So you're probably seeing vanilla fog distances taking effect there. AN can't take those functions over without assigning climates to all of the various dungeons, and doing so would be almost useless anyway and cause more problems with lighting than it would solve for fog manipulation.


Thanks for the info. It was so long ago since I played vanilla so I'd forgot how it looks.
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Monika Krzyzak
 
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Post » Wed Mar 30, 2011 9:26 am

Copy/pasted pretty much verbatim from TESNexus, here's my humble gripe.

...Well. I've said it before, and I'll say it again--this mod is superb. Nowhere have I ever encountered an environmental mod that grants such a complete and total atmosphere of immersion.

That said, I hate to bring up old ghosts...but even after months (quite literally) of waiting and praying, I'm running into an old friend when I install the mod--Kvatch weather bugs. Kvatch, no matter what or when I'm there, is always storming. Always. I can wait one in-game hour or one hundred, it changes nothing.

Furthermore, although I note with great pleasure that on approach to Oblivion gates I am no longer subject to sudden downpours, I'm still suffering from a bug where transitions from Tamriel skies to Oblivion skies are incredibly abrupt, and Oblivion skies have this nasty habit of not going away until I fast-travel after closing a gate.

I've never heard of anything like this happening since 0.9.9.5 or earlier, so I'm genuinely curious. Any advice?

EDIT: Ehh, forgot Rule No.1 of being a Helpful User. Load order as follows:

Oblivion.esm
All Natural Base.esm
UOP.esp
DLCShiveringIsles.esp
USIP.esp
All Natural - Real Lights.esp
All Natural.esp
All Natural - SI.esp
Alternative Start by Robert Evrae.esp
All Natural - Indoor Weather Patch.esp (UNCHECKED)
Bashed Patch, 0.esp

Of course, the Indoor Weather Patch is unchecked and integrated into the Bashed Patch. I've got the barest minimum of mods active at the moment in the hopes that I can figure out what the hoo-hah's going on.

EDIT x2: Just realized that for the sake of getting a quick test on the weather, I've been skipping the part of the Alternative Start where I actually retrieve the Amulet and get the quest to find Martin and whatnot. I don't suppose there's a remote chance that that's causing conflicts, at least with the weird Kvatch weather? I somehow doubt it, but you never know.

And now the new addition...I've since disabled EVERY mod save All Natural and run through the intro dungeon properly...same result. Weird weather in Kvatch, and surprisingly, ah, "tenacious" gatestorms. I had this problem waaaay back in 0.9.9.5 even with the bugfix patch, and continued to have it throughout the various 1.x releases, so I don't have much hope this time around...but again, you never know. I can provide screenies and such if it helps.
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Epul Kedah
 
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Post » Tue Mar 29, 2011 9:01 pm

Little something here, when coming out of a Oblivion gate after it's only happened twice but the Oblivion weather doesn't change back to normal straight away and even after moving far away from where it was it still takes a while for it to go back to normal...is there anything I can do for this?? One time it changed back to the normal weather right after the gate was closed so I thought it was a one off when it took time to change back but as it's happened again I thought I'd post to see if there's anything I can do.

If my L/O is required let me know because I'm posting from my laptop and will need to go on to my desktop.



With MMM the death of Spriggans and Ents can bring rain - but this feature seems to be incompatible with All Natural if I understand it correctly. Is there any way to get around this incompatibility, i.e. could the MMM effect be set up differently to work with AN?

Also, I really appreciate the Fog Distances feature which I prefer aesthetically over Streamline's Streamsight - and it works better in interiors as well as you get cut off distances with Streamsight depending on which settings you have. With Fog Distances the distant part of large interiors are rather hidden by fog. Anyway, I wonder if it's possible to have different settings for Fog Distances in exteriors and interiors - so you could have higher settings in interiors. Guess not but thought I'd ask.



Copy/pasted pretty much verbatim from TESNexus, here's my humble gripe.

...Well. I've said it before, and I'll say it again--this mod is superb. Nowhere have I ever encountered an environmental mod that grants such a complete and total atmosphere of immersion.

That said, I hate to bring up old ghosts...but even after months (quite literally) of waiting and praying, I'm running into an old friend when I install the mod--Kvatch weather bugs. Kvatch, no matter what or when I'm there, is always storming. Always. I can wait one in-game hour or one hundred, it changes nothing.

Furthermore, although I note with great pleasure that on approach to Oblivion gates I am no longer subject to sudden downpours, I'm still suffering from a bug where transitions from Tamriel skies to Oblivion skies are incredibly abrupt, and Oblivion skies have this nasty habit of not going away until I fast-travel after closing a gate.

I've never heard of anything like this happening since 0.9.9.5 or earlier, so I'm genuinely curious. Any advice?

EDIT: Ehh, forgot Rule No.1 of being a Helpful User. Load order as follows:

Oblivion.esm
All Natural Base.esm
UOP.esp
DLCShiveringIsles.esp
USIP.esp
All Natural - Real Lights.esp
All Natural.esp
All Natural - SI.esp
Alternative Start by Robert Evrae.esp
All Natural - Indoor Weather Patch.esp (UNCHECKED)
Bashed Patch, 0.esp

Of course, the Indoor Weather Patch is unchecked and integrated into the Bashed Patch. I've got the barest minimum of mods active at the moment in the hopes that I can figure out what the hoo-hah's going on.

EDIT x2: Just realized that for the sake of getting a quick test on the weather, I've been skipping the part of the Alternative Start where I actually retrieve the Amulet and get the quest to find Martin and whatnot. I don't suppose there's a remote chance that that's causing conflicts, at least with the weird Kvatch weather? I somehow doubt it, but you never know.

And now the new addition...I've since disabled EVERY mod save All Natural and run through the intro dungeon properly...same result. Weird weather in Kvatch, and surprisingly, ah, "tenacious" gatestorms. I had this problem waaaay back in 0.9.9.5 even with the bugfix patch, and continued to have it throughout the various 1.x releases, so I don't have much hope this time around...but again, you never know. I can provide screenies and such if it helps.

I'll take a look at these issues. However, reliable testing of the Gates and Kvatch issues require me to get to the relevant points in the MQ. I could just console skip through, but that's what I've been doing so far and it doesn't appear to be watertight. So it will have to wait until I get enough time to play Oblivion, and then until I'm at that stage. Also, BOSS is taking up all my free (and some not so free) time ATM.

For the Spriggans/Ents issue, currently MMM should have no effect on the weather, since AN has the override. I think it would be possible to have a patch that changes the weather using AN's system. The alternative would just be to have the MMM script have the override flag when it sets the weather, but this won't play nice with vanilla, etc.
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Mandi Norton
 
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Post » Tue Mar 29, 2011 8:57 pm

II think it would be possible to have a patch that changes the weather using AN's system.


I'd love that. It's far from a major issue, of course, but it's a cool little feature nonetheless - and kind of anti-climactic/immersion breaking when nothing comes of the message advertised rainstorm.

EDIT: Thinking of it, does the http://www.uesp.net/wiki/Shivering:Magic#Manipulate_Weather spell work with AN?
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Nikki Morse
 
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Post » Tue Mar 29, 2011 10:16 pm

No, the manipulate weather spell probably doesn't work either but at least that can be dealt with without a separate patch.
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Lew.p
 
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Post » Tue Mar 29, 2011 10:23 pm

Im having issues where the weather seems to skip, similar to the bug that made me switch from using Natural Environments. I was hiking up to Hoarfrost Castle and it was pouring rain, then in a second it turned into a bright snowy day, no waiting, no interior/exterior change, just out of the blue weather change. I can deal with it if its something that just happens due to how people set up the environment of the worldspace around certain mods but if it is something i did due to a faulty install i would like to change it before it corrupts my save.

Also i installed All Natural and then created my first character so it is a clean install
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Mrs Pooh
 
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Post » Wed Mar 30, 2011 3:02 am

Does Hoarfrost Castle do any manipulation of the weather at all?

There should be no reason for superspeed transitions unless you've got your ini set to do those quickly, or perhaps not installed to the correct location since that would result in the values all remaining at zero - although the mod shouldn't even load properly if that's the case.
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Fam Mughal
 
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Post » Wed Mar 30, 2011 9:36 am

I don't think so, but it happened again in the Waterfront. I do have the night sky textures and environmental aspects of Natural Environments installed but it shouldn't effect weather patterns
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Trevor Bostwick
 
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Post » Wed Mar 30, 2011 7:09 am

Ok i noticed this severall times before but always forgot to ask. All Natural is the only weather mod i use so i think this is related to it. (If not then correct me. :) )

At times the Sky textures tile which does not look good:

http://i176.photobucket.com/albums/w172/Illius_photos/Mod%20Problems/ScreenShot219.jpg

Is there something in the BSA that causes this to happen, or is there something that can be done to solve this?
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carly mcdonough
 
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Post » Wed Mar 30, 2011 9:45 am

What about my question?
Copy from nexus: Whether it is normal that in AN-SI.esp SEDoorLightBeamScript not compiled?

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Arrogant SId
 
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Post » Wed Mar 30, 2011 6:27 am

...As a follow-up from my previous question, I just remembered something very peculiar indeed. Previously (way previously...release 0.9.9.5 of AN), I was forced to uninstall Oblivion due to mistakenly deleting several modded game files without proper backup copies. It was only AFTER reinstalling that AN began misbehaving...coincidentally, it was only AFTER reinstalling that I moved Oblivion to a location outside of my C:/Program Files folder, moving it to a separate "Games" folder that I created in my User profile. I had read somewhere that this was desired to prevent UAC from kicking in when attempting to mod Oblivion...but I find it odd that this problem only starting occurring after that change was made. As always, I highly doubt it to be indicative of anything, but I'm just trying to cover my bases.
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Robert Jr
 
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Post » Wed Mar 30, 2011 11:19 am

...As a follow-up from my previous question, I just remembered something very peculiar indeed. Previously (way previously...release 0.9.9.5 of AN), I was forced to uninstall Oblivion due to mistakenly deleting several modded game files without proper backup copies. It was only AFTER reinstalling that AN began misbehaving...coincidentally, it was only AFTER reinstalling that I moved Oblivion to a location outside of my C:/Program Files folder, moving it to a separate "Games" folder that I created in my User profile. I had read somewhere that this was desired to prevent UAC from kicking in when attempting to mod Oblivion...but I find it odd that this problem only starting occurring after that change was made. As always, I highly doubt it to be indicative of anything, but I'm just trying to cover my bases.


If you created a games folder under your user profile, that's just as bad as installing to program files. I've seen a couple of people do this and it causes a LOT of trouble. Install to C:\Games or something and don't touch your user profile.
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Stephanie Valentine
 
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Post » Tue Mar 29, 2011 8:45 pm

Ok i noticed this severall times before but always forgot to ask. All Natural is the only weather mod i use so i think this is related to it. (If not then correct me. :) )

At times the Sky textures tile which does not look good:

http://i176.photobucket.com/albums/w172/Illius_photos/Mod%20Problems/ScreenShot219.jpg

Is there something in the BSA that causes this to happen, or is there something that can be done to solve this?


I get this on rare occasions and only on clear weather. The next storm that comes along gets rid of the tiling for me.
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Steve Smith
 
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Post » Wed Mar 30, 2011 10:09 am

If you created a games folder under your user profile, that's just as bad as installing to program files. I've seen a couple of people do this and it causes a LOT of trouble. Install to C:\Games or something and don't touch your user profile.


...Do tell? In-ter-est-ing...I can't see why performing such a change would've suddenly caused AN and nothing else to freak out at the precise moment it does, but that's still food for thought. I'll try a clean reinstall later when I'm feeling more patient.
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Cody Banks
 
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Post » Wed Mar 30, 2011 7:15 am

...Do tell? In-ter-est-ing...I can't see why performing such a change would've suddenly caused AN and nothing else to freak out at the precise moment it does, but that's still food for thought. I'll try a clean reinstall later when I'm feeling more patient.


Oblivion wants to write to your profile and maybe that causes an issue. I know that the people that really ran into trouble were the ones that not only installed Oblivion to their user profile, they stuck it in the My Games\Oblivion folder that Oblivion creates! That REALLY confused it :) Basically you won't have problems with just AN, but perhaps that the first one that's acting up for you. In my case, people were having problems with Oblivion XP.
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I’m my own
 
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Post » Wed Mar 30, 2011 2:06 am

I get this on rare occasions and only on clear weather. The next storm that comes along gets rid of the tiling for me.


That is true it only seems to happen on occasion during clear weather, be it day or night. Though during those nights it is usually not so easily seen for obvious reasons. :D And a change to bad weather for instance seems to get rid of it indeed. Still i am curious if something can be done about it.
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Casey
 
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Post » Wed Mar 30, 2011 12:26 am

If you really trust the security of your system, network, etc. you can just disable UAC. But you have to be sure, since the possible trade-off could be losing everything you've got to mother Russia.
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Emily Martell
 
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Post » Tue Mar 29, 2011 11:38 pm

Oblivion wants to write to your profile and maybe that causes an issue. I know that the people that really ran into trouble were the ones that not only installed Oblivion to their user profile, they stuck it in the My Games\Oblivion folder that Oblivion creates! That REALLY confused it :) Basically you won't have problems with just AN, but perhaps that the first one that's acting up for you. In my case, people were having problems with Oblivion XP.


Again, interesting...this actually sounds quite promising, as I've had occasional minor issues with other script-based mods since switching to storing my Oblivion data in my User folder, ObXP included. Most of them have been so minute as to barely register, but adding everything up, looks like I might just have a convincing case here. Thanks for the heads-up...my modding work begins and ends with texture/mesh modding, so I'm out of my depth with any question more sophisticated than "why is my custom chainmail turning bright blue?"

If you really trust the security of your system, network, etc. you can just disable UAC. But you have to be sure, since the possible trade-off could be losing everything you've got to mother Russia.


Heh...I'd love to have such confidence, but as an amateur coder (and benevolent hacker--no, really, I swear--when bored), I know far too well what can happen if there's even the tiniest chink in my e-armour.

...Plus I'm on a college network, so that pretty much settles that :sweat:
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Kevin S
 
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