[WIPz/RELz] Weather: All Natural, Thread 17

Post » Sat Nov 14, 2009 9:23 pm

So All Natural fully support SI now?

EDIT: Nvm, should have read first post :P
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Emzy Baby!
 
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Post » Sun Nov 15, 2009 8:16 am

Thanks much. That's what I thought but wanted to be certain. Only Shadowcrest patch I know of is the one for NRB, and that just has Oblivion.esm as a master so should be good on that front.
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Ben sutton
 
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Post » Sun Nov 15, 2009 2:18 am

I'm curious - Where's the GaussianNumberGenerator function being used ?
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Add Meeh
 
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Post » Sun Nov 15, 2009 1:55 am

I apologize is this has been asked and answered before - tried some searching on it but was unsuccessful.

The All Natural - Indoor Weather Filter For Mods.esp has support for Shadowcrest_Vineyard.esp ; if one is running the COBL version of SV should one simply rename Shadowcrest_Vineyard_COBL.esp to Shadowcrest_Vineyard.esp in order to get All Natural's interior cell climates in there? Or are there other considerations that would make this fruitless/unwise. I'm not up to speed on my Bash Filter mod voodoo, so figured I would ask to be sure.

I don't think it has been said before. But I should have done so.
When the filter first came out, I did just that (actually, using OBMM, I wrote a little script to load Shadowcrest_Vineyard_COBL.esp as Shadowcrest_Vineyard.esp) and as far as I could tell, it worked just fine.
(I'm in the middle of a complete Oblivion rebuild at the moment, so I can't check again right now. ;) )
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Rachael Williams
 
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Post » Sun Nov 15, 2009 4:30 am

I don't think it has been said before. But I should have done so.
When the filter first came out, I did just that (actually, using OBMM, I wrote a little script to load Shadowcrest_Vineyard_COBL.esp as Shadowcrest_Vineyard.esp) and as far as I could tell, it worked just fine.
(I'm in the middle of a complete Oblivion rebuild at the moment, so I can't check again right now. ;) )
Thanks Vargr, confirmation from experience is always valuable. Did you also try this with the UL compatible version of Verwyn Brewery perchance? (Verwen Brewery UL_AY_AC Compatable.esp --> Verwen Brewery.esp)

Another related question for the AN crew: is the "InnsOfCyrodiil.esp" listed in the Indoor Weather Filter a custom compilation of the .esp's from Cyrodiil Inns (Merry Bell, Sleepy Cat, et al.)?
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Brittany Abner
 
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Post » Sat Nov 14, 2009 11:05 pm

Thanks Vargr, confirmation from experience is always valuable. Did you also try this with the UL compatible version of Verwyn Brewery perchance? (Verwen Brewery UL_AY_AC Compatable.esp --> Verwen Brewery.esp)

Another related question for the AN crew: is the "InnsOfCyrodiil.esp" listed in the Indoor Weather Filter a custom compilation of the .esp's from Cyrodiil Inns (Merry Bell, Sleepy Cat, et al.)?


The UL compatible version of Verwen Brewery should be ok too if you rename it to fit. This sort of thing is why I really dislike it when people release the same mod with multiple names. It makes this sort of support issue a nightmare.

Yes, InnsOfCyrodiil.esp is a custom merge of the 4 inns you mentioned. I suppose in hindsight I should have done the 4 separate plugins but I didn't. Too much stuff burning up precious ESP slots as it is, and it's too easy to in turn burn up master slots on the filter ESP.
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Baylea Isaacs
 
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Post » Sat Nov 14, 2009 11:46 pm

@ shadeMe: In the weather script, to get a value for the length of the weathers.
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Jack Bryan
 
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Post » Sat Nov 14, 2009 7:37 pm

Thanks Vargr, confirmation from experience is always valuable. Did you also try this with the UL compatible version of Verwyn Brewery perchance? (Verwen Brewery UL_AY_AC Compatable.esp --> Verwen Brewery.esp)

I would go with what Arthmoor said. :D
I don't have Verwen Brewery, so can't confirm, sorry.
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Natalie Harvey
 
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Post » Sun Nov 15, 2009 12:40 am

The UL compatible version of Verwen Brewery should be ok too if you rename it to fit. This sort of thing is why I really dislike it when people release the same mod with multiple names. It makes this sort of support issue a nightmare.

Yes, InnsOfCyrodiil.esp is a custom merge of the 4 inns you mentioned. I suppose in hindsight I should have done the 4 separate plugins but I didn't. Too much stuff burning up precious ESP slots as it is, and it's too easy to in turn burn up master slots on the filter ESP.

Thanks Arthmoor. I hear you about burning esp slots - I would have merged the inns myself to save slots as well, but can't for load order/conflict reasons. Is the Filter esp pretty much full then - no room for new supported mods? This question may be born of ignorance with how Filter mods work, but would it be possible to have more than one? (More than one All Natural Filter mod, that is - when one fills up, add Filter #2, etc)
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Vicky Keeler
 
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Post » Sun Nov 15, 2009 3:59 am

A second filter would technically work but consider that the same restriction on the number of master slots available to a plugin also applies to your bashed patch. If the first filter exhausts that space, chances are the patch would also get exhausted and that just doesn't turn out well. So there's not going to be a case where we hog up all 255 master slots on our filter because then we'd be monopolizing the patch at the expense of other things that also need it, including our own modules that need patch support.

So while we do still have some wiggle room, I'd rather not burn that up by supporting individual cells like those inns. It makes more sense to support them all via a merged plugin.

Just for curiosity, what sort of compatibility issues are you facing that require the plugins to remain separated?
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Joie Perez
 
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Post » Sun Nov 15, 2009 2:59 am

A second filter would technically work but consider that the same restriction on the number of master slots available to a plugin also applies to your bashed patch. If the first filter exhausts that space, chances are the patch would also get exhausted and that just doesn't turn out well. So there's not going to be a case where we hog up all 255 master slots on our filter because then we'd be monopolizing the patch at the expense of other things that also need it, including our own modules that need patch support.

So while we do still have some wiggle room, I'd rather not burn that up by supporting individual cells like those inns. It makes more sense to support them all via a merged plugin.

Just for curiosity, what sort of compatibility issues are you facing that require the plugins to remain separated?

I think I understand a bit better about the limitations of the filter patch now, and that's good and sound thinking.

Vis-a-vis Cyrodiil Inns, it has been a while but as I recall the biggest trouble was with Merry Bell Inn and the quest mod Armageddon. Pine Peak Lodge also occupied what had/has become some crowded real estate. There are a number of patches for the Cloudtop area, but weird things kept popping up around there and something or other was fouling Weynon Retreat. I fiddled with my load order and managed to find a somewhat happy medium but that is with Merry Bell fairly early and Pine Peak fairly late, close to where BOSS assigns them. I have since subtracted a few things from my order so it might not be as much of an issue now, but after spending a good while trying things at the time I eventually just took those two out. The Cyrodiil Inns esp's were generally quite nice though - not overambitious, just simple additions that seemed to fit in well to the game world. I wasn't as much of a fan of Pine Peak as of the rest, but maybe that's because it gave me grief.

In any event, I totally agree that given the circumstances supporting them as a merged plugin is more than sufficient.
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Robyn Lena
 
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Post » Sun Nov 15, 2009 3:22 am

Question here... Can I use Enhanced Weather's "Enhanced Season" module with All Natural?
Thanks!
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Louise
 
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Post » Sun Nov 15, 2009 2:34 am

Vis-a-vis Cyrodiil Inns, it has been a while but as I recall the biggest trouble was with Merry Bell Inn and the quest mod Armageddon. Pine Peak Lodge also occupied what had/has become some crowded real estate. There are a number of patches for the Cloudtop area, but weird things kept popping up around there and something or other was fouling Weynon Retreat. I fiddled with my load order and managed to find a somewhat happy medium but that is with Merry Bell fairly early and Pine Peak fairly late, close to where BOSS assigns them. I have since subtracted a few things from my order so it might not be as much of an issue now, but after spending a good while trying things at the time I eventually just took those two out. The Cyrodiil Inns esp's were generally quite nice though - not overambitious, just simple additions that seemed to fit in well to the game world. I wasn't as much of a fan of Pine Peak as of the rest, but maybe that's because it gave me grief.


I'm not familiar with the Armageddon quest mod. I am aware though that there's a few things floating around near Pine Peak Lodge that were problematic. The only major things I recall though were the Cloudtop Mountains UL and Shezrie's Ravenview Village. The UL was updated over the summer to eliminate the need for that patch, and the conflict with Ravenview was insignificant. So that one should be alright now. The inns weren't terribly fancy, but provided some small bit of a break in the monotony.
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Janeth Valenzuela Castelo
 
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Post » Sun Nov 15, 2009 6:16 am

@ MrMistophelees: Yes, you can. It was removed in preparation for the standalone version's release, and will be removed from the next version of EW too.

Come to think of it, I've forgotten why I haven't released it yet... Oh, wait, it's because I haven't gotten any good values for seasonal weather volatility yet...
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Avril Churchill
 
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Post » Sat Nov 14, 2009 7:14 pm

Asking on a whim, but since rain and fog are always such miserable weathers to have, can I reduce the likeliness of them happening, or shorten just the length of these?
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John N
 
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Post » Sun Nov 15, 2009 8:32 am

No, you can't. And I quite like the foggy and rainy weathers, they add atmosphere. :)
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lucile
 
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Post » Sun Nov 15, 2009 10:11 am

I'm not going to argue with that, but they're not as pretty to look at as other weathers. An option could be there though, for those that like draw distance and HDR while traveling. I think I remember NE having a support mod or something, to have more sunny weather. Long time ago though, I can't really remember.
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Amy Smith
 
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Post » Sun Nov 15, 2009 5:57 am

@ MrMistophelees: Yes, you can. It was removed in preparation for the standalone version's release, and will be removed from the next version of EW too.

Come to think of it, I've forgotten why I haven't released it yet... Oh, wait, it's because I haven't gotten any good values for seasonal weather volatility yet...


Sweet Thanks!
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Ilona Neumann
 
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Post » Sun Nov 15, 2009 9:54 am

No, you can't. And I quite like the foggy and rainy weathers, they add atmosphere. :)


There is a fog that is so think you can hardly see. It's one of my favorite weathers from an atmospheric perspective.
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Jonathan Montero
 
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Post » Sat Nov 14, 2009 6:25 pm

There is a fog that is so think you can hardly see. It's one of my favorite weathers from an atmospheric perspective.


Agreed. The foggy weather from AWS, EW, and now AN makes for some incredibly atmospheric screenshots.
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Robert Garcia
 
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Post » Sun Nov 15, 2009 6:53 am

Apropos fog, this is what I saw yesterday:
http://img62.imageshack.us/img62/3913/screenshot104z.png
http://img513.imageshack.us/img513/8497/screenshot105f.png
Not very atmospheric! ^^

I loaded a clean save with all natural, went out of the building (and city) and saw this. When I entered another building and went back out it was still foggy but it looked nice again. Any idea why this happened? or was it just because of the clean save in an interior? (so that the weather could not yet synchronize completely or something like that).


(And for the rain-clear-thing, I could not play a lot lately :( but I do have the weather debug ring installed now)
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Nicole Coucopoulos
 
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Post » Sun Nov 15, 2009 3:02 am

I agree in that looking funky. I don't know why though. I'm a bit busy IRL, but once things clear up I'll look into it.
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Micah Judaeah
 
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Post » Sat Nov 14, 2009 8:57 pm

That's the same kind of white mountain stuff I've reported before too. I haven't seen it since our last update and figured you fixed it :P
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LittleMiss
 
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Post » Sun Nov 15, 2009 11:01 am

I've seen that exact same effect while using other weather mods - ie Arthur's Natural Weather. I believe it's also linked to HDR, since (from what I've read on the forums) it goes away when HDR is disabled. It's really bad with some textures - such as the sewer grates, they show up clearly but uber dark through that effect. In any case, I don't think it's a direct result of a bug in WAN, but is a bug in the game itself or one of its shaders.
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Rachel Tyson
 
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Post » Sun Nov 15, 2009 9:18 am

It does not have anything to do with HDR, at leats not for me, as I'm not using any screen effects. I have never noticed it before and as I said, after another exterior-interior-exterior transition it was gone, the fog looked like (I think) it should thereafter. I also think the problem isn't that the mountains are too white, but that the sky isn't white enough, I mean that there's no fog in the air. Therefore the contrast between the surroundings and the sky is too big and it looks weird :shrug:
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Grace Francis
 
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