[RELz] Weather: All Natural, Thread 34

Post » Wed Mar 30, 2011 2:15 am

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 v1.3 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v1.3 @ ModDB
http://tesalliance.org/forums/index.php?/files/file/604-all-natural-weather v1.3 @ 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=1170261

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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Stacyia
 
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Post » Wed Mar 30, 2011 4:00 am

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

That would be ;

http://www.tesnexus.com/downloads/file.php?id=18305 v1.3 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v1.3 @ ModDB
http://tesalliance.org/forums/index.php?/files/file/604-all-natural-weather v1.3 @ TES Alliance

now, wouldn't it? ;)
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Cagla Cali
 
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Post » Wed Mar 30, 2011 4:55 am

Could I ask that those who have experienced issues with the weather please remind me what they were? I can only remember that the two issues were Oblivion Gate weather getting stuck and weather in general getting stuck. I'd also like to know who've been experiencing them in case I need to follow things up in PMs.
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Leanne Molloy
 
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Post » Wed Mar 30, 2011 12:21 am

I'm about to finally install AN and I was wondering if there's something I should think about first. I've read the readme but couldn't find it there :P

What I'm implying is if there are any mods that need to be installed before AN to make them work correctly afterwards. Like... Elsweyr, Better Cities, etc? Do they need to be installed before AN in order to make weather behave correctly? Like through the filter patch?

Perhaps the best way to answer this is... what mods are currently supported by the filter patch?

Also, a general question: Real lights looks awesome. But how big is the performance hit? How much fps does it drain (generally) for you? Thought I could use some reference before I decided to try it out or not :)
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Ian White
 
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Post » Wed Mar 30, 2011 10:35 am

What I'm implying is if there are any mods that need to be installed before AN to make them work correctly afterwards. Like... Elsweyr, Better Cities, etc? Do they need to be installed before AN in order to make weather behave correctly? Like through the filter patch?

Easy way to figure that out is to use BAIN to install mods, and check for conflicts. I seem to remember that All Natural uses BSAs anyway, so...


Perhaps the best way to answer this is... what mods are currently supported by the filter patch?

Highlight it in Wrye Bash. The mods it supports show up where dependencies generally do, for "normal" ESPs and ESMs. At the right there. Can't miss it, really. ;)


Also, a general question: Real lights looks awesome. But how big is the performance hit? How much fps does it drain (generally) for you? Thought I could use some reference before I decided to try it out or not :)

You can always uninstall it, very easily. I'd try it first, then get rid of it if you need to, becauas it does look rather nice. :)
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Nitol Ahmed
 
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Post » Wed Mar 30, 2011 2:16 pm

Easy way to figure that out is to use BAIN to install mods, and check for conflicts. I seem to remember that All Natural uses BSAs anyway, so...



Highlight it in Wrye Bash. The mods it supports show up where dependencies generally do, for "normal" ESPs and ESMs. At the right there. Can't miss it, really. ;)



You can always uninstall it, very easily. I'd try it first, then get rid of it if you need to, becauas it does look rather nice. :)


Okay thanks a lot :P

Edit: Just to make things 100% clear. A mod like ... The Lost Spires, for instance. I need to have that installed BEFORE installing AN in order for it to take use of the filter patch, right?
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Skrapp Stephens
 
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Post » Wed Mar 30, 2011 3:04 pm

Okay thanks a lot :P

Edit: Just to make things 100% clear. A mod like ... The Lost Spires, for instance. I need to have that installed BEFORE installing AN in order for it to take use of the filter patch, right?

No, install order doesn't matter.
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Ross Zombie
 
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Post » Wed Mar 30, 2011 8:17 am

...
Filters work via the Bashed patch which you should rebuild every time you change your load oder anyway.

Vac
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Doniesha World
 
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Post » Wed Mar 30, 2011 2:13 pm

Ah okay, so I should just make sure to rebuild the bashed patch instead like normal :P
Except for weather patches right, like for Kvatch Rebuilt and Nascosto Isles. Those need to be installed first I think.

Thanks a lot. This saved me from a lot of problems and trouble concerning installation orders and such ^^
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sarah taylor
 
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Post » Wed Mar 30, 2011 11:32 am

Ah okay, so I should just make sure to rebuild the bashed patch instead like normal :P
Except for weather patches right, like for Kvatch Rebuilt and Nascosto Isles. Those need to be installed first I think.

Thanks a lot. This saved me from a lot of problems and trouble concerning installation orders and such ^^

The Oblivifall and Kvatch Rebuilt patches need to be installed after those mods, I think, unless the mods use BSAs, because the patches include mesh/texture replacements.
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Miss K
 
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Post » Wed Mar 30, 2011 3:52 am

The Oblivifall and Kvatch Rebuilt patches need to be installed after those mods, I think, unless the mods use BSAs, because the patches include mesh/texture replacements.

Okay, thanks once again! :P
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Kari Depp
 
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Post » Wed Mar 30, 2011 3:12 am

Yeah, I was one of those getting stuck Oblivion Gate weather. Pretty consistent.
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Victoria Bartel
 
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Post » Wed Mar 30, 2011 1:10 pm

Yeah, I was one of those getting stuck Oblivion Gate weather. Pretty consistent.

When did you experience it:

  • Walking away from an open Gate.
  • After closing a Gate.
  • After fast travelling from an open Gate.


Or were there also other situations I haven't thought of where it also got stuck?
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Amy Masters
 
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Post » Wed Mar 30, 2011 12:26 pm

Either walking by or after closing.
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Sunnii Bebiieh
 
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Post » Wed Mar 30, 2011 4:38 am

Just a heads up! I encountered http://www.gamesas.com/index.php?/topic/1147846-relz-weather-all-natural-thread-31/page__view__findpost__p__16890730 again with version 1.3 & OBSE v0020, just now. Fixed the same way (set ANVars.BaseArraysBuilt to 0).
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Nomee
 
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Post » Wed Mar 30, 2011 1:45 am

Just a heads up! I encountered http://www.gamesas.com/index.php?/topic/1147846-relz-weather-all-natural-thread-31/page__view__findpost__p__16890730 again with version 1.3 & OBSE v0020, just now. Fixed the same way (set ANVars.BaseArraysBuilt to 0).

Interesting, that suggests that the arrays are somehow being emptied or otherwise messed with, and the same could account for others' reports of stuck weather. Needs some investigation, I think.

On a slightly different note, every time I open up the weather script, I can't help but feel that it could be done better and I get the urge to rewrite it. The trouble is, I then start and get bogged down by the complicated details and Oblivion's scripting syntax, which after 4 or so months away from, writing in C++ instead, is annoying. :P

Perhaps I'll write it in C++'s style then just find/replace everything back to Oblivion scripting...
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Sxc-Mary
 
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Post » Wed Mar 30, 2011 7:26 am

That would be ;

http://www.tesnexus.com/downloads/file.php?id=18305 v1.3 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v1.3 @ ModDB
http://tesalliance.org/forums/index.php?/files/file/604-all-natural-weather v1.3 @ TES Alliance

now, wouldn't it? ;)


Oops, yes it would. Surprised nobody caught that in the last thread :P

Not particularly happy with the changes made over at ModDB.com either with their stubborn insistence that you fully enable cookies in order to click the download links they're now routing people to.
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Matt Bee
 
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Post » Wed Mar 30, 2011 12:19 am

I have come to pay a million Internet bucks.

But it's raining in my house. I made a house and there was just dark outside the windows, which was creepy, so I exactly followed the instructions in the readme to add All Natural support. Now everything works perfectly except that it rains in my house. The readme does say something about adding a filter "as described earlier," but ctrl+f for "filter" does not find further instructions anywhere in the file. I also looked through the Wrye Bash readme and didn't see whatever it is, but since I don't know what it is I need to learn how to do, it would be kind of hard for me to find the instructions anyway. And it's a really hard problem to Google.
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butterfly
 
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Post » Wed Mar 30, 2011 12:43 am

I have come to pay a million Internet bucks.

But it's raining in my house. I made a house and there was just dark outside the windows, which was creepy, so I exactly followed the instructions in the readme to add All Natural support. Now everything works perfectly except that it rains in my house. The readme does say something about adding a filter "as described earlier," but ctrl+f for "filter" does not find further instructions anywhere in the file. I also looked through the Wrye Bash readme and didn't see whatever it is, but since I don't know what it is I need to learn how to do, it would be kind of hard for me to find the instructions anyway. And it's a really hard problem to Google.


Sounds like you chose an exterior weather type from the drop-down menu when setting the "behave like exterior" weather type for the cell. Try one of the ones prefixed with NIW, as these do not allow precipitation.
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xemmybx
 
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Post » Wed Mar 30, 2011 3:58 am

That was it. The instructions said to choose NIWGeneric and I accidentally chose NIWSIGeneric. Which does make me wonder what will happen when I get to SI, but for now everything works. Thanks!
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Budgie
 
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Post » Wed Mar 30, 2011 1:41 pm

So many weird stuff on Nexus recently.. http://www.tesnexus.com/downloads/file.php?id=38255, necessary?
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Celestine Stardust
 
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Post » Wed Mar 30, 2011 8:31 am

Thinking no, but I'll look at what they're doing. I mean hell, most of us use the official DLCs alongside RL so you'd think someone would have said something if there was a problem :P

EDIT: Ok, useful but only if you haven't cleaned the official DLCs. That patch is just a workaround for dirty edits. Better off just cleaning the DLCs instead.
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Klaire
 
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Post » Wed Mar 30, 2011 8:47 am

Thinking no, but I'll look at what they're doing. I mean hell, most of us use the official DLCs alongside RL so you'd think someone would have said something if there was a problem :P

EDIT: Ok, useful but only if you haven't cleaned the official DLCs. That patch is just a workaround for dirty edits. Better off just cleaning the DLCs instead.

Hm, I haven't cleaned the official DLCs yet... maybe I should. But I have a question (sorry if it's a newby one) about that.

Can I just go ahead and clean each DLC at a time without any worries about dependencies? A lot of mods depend on them. Like Unofficial Official Mods Patch, Unofficial Patch Supplementals, and SM Plugin Refurbish. Is it still 'OK' to just clean each DLC at a time without any consideration about those I just mentioned, or any other mod depending on the official DLCs?
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Kortniie Dumont
 
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Post » Wed Mar 30, 2011 9:49 am

This might help: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide :)
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Quick Draw
 
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Post » Wed Mar 30, 2011 3:14 pm

Hm, I haven't cleaned the official DLCs yet... maybe I should. But I have a question (sorry if it's a newby one) about that.

Can I just go ahead and clean each DLC at a time without any worries about dependencies?

Short answer: Yes. No problems, and it doesn't effect any dependencies at all. At least not in my experience (and I have the three you mentioned.)
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Trista Jim
 
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