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

Post » Sun Nov 15, 2009 1:03 am

Yes and no there isn't.

Thanks :)
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Anna Watts
 
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Post » Sun Nov 15, 2009 5:24 am

I just started using this and I'm wondering if I missed a step somewhere. In the opening of the game, my cell has starlight coming through the windows (which makes sense, I guess) but the torch in the cell isn't lit.

There's light out in the hall, though.

edit: It does seem to be real lights, tes4edit shows it replacing that light with a fake one with the flame turned off.

Is "Let there be darkness" a problem with Real Lights?

Also, are there recommended changes to the Oblivion.ini for lighting and a recommended torch mod?
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Zach Hunter
 
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Post » Sun Nov 15, 2009 4:23 am

by choosing the EW+NW+AWS install do i not get SI weather support. i just used obmm to install it and selected that option and didnt see any choices for SI nor did any esp with SI show up in my data folder.
if not then i may have to switch to a different selection

but if i do decide to go with this am i to assume that i activate the
All Natural Base.esm
All Natural - Real Lights.esp
All Natural - EW + NW + AWS.esp

did i leave one out ?
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Olga Xx
 
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Post » Sun Nov 15, 2009 3:42 am

Showler

you should be able to use Real lights and LtbD with no issues.
Also get the skydome fix and install it last - that may fix the problem you posted.

mystery05-

You get SI support from the SI plugin.

===========================

Now my problems.

In the last few weeks I've had a hell of a time with Oblivion. Multitudes of issues. many many ctds.
Currently a sound issue that I'm narrowing in on: http://www.gamesas.com/bgsforums/index.php?showtopic=1055240&st=0&gopid=15319549&#entry15319549
I had crashes when bartering now resolved: http://www.gamesas.com/bgsforums/index.php?showtopic=1053973&view=findpost&p=15322256
Issues with crashes related to Orcs casting greater powers - now resolved. (due to combo of COBL Exhaustion and MMM - removed COBL Exhaustion)

Throughout I've had ctds within minutes on cell changes - minutes. Thought it was related to an Orc casting a greater power ... then I thought it was related to an EE barter problem spiraling and building after script conflicts. Thought it was corrupt LOD and world textures, so I took those out ... thought it was the current sound issue I linked above. so in dubgging that last thought I took out all sound oriented mods - no MIS, no AO, no OBSE storms & sounds SI - and no AN.

ctds immediately stopped.

I then reinstalled all sound mods except AN and again no ctds.

For some reason AN is crashing my game on about the 6th or 7th (sometimes 8th or 9th) cell change. Even in interiors.

Now that I've removed it :( and I don't want to :nope: ... my game is more stable than it has been in months.

It almost feels like I could put QTPIII back in.

I know this is not a report about what exactly is wrong - I wish I knew - I really do, but I cannot currently use this. I'm gonna try the real lights portion alone and see - I'll let you know.
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Nienna garcia
 
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Post » Sun Nov 15, 2009 12:48 am

aye i saw the si esp in the core folder. however obmm didnt install it and i wasnt prompted to select it. which is what made me think that it wasnt an optoin since i picked EW+NW+AWS
is si esp something im suppose to install manually after obmm finishes ?
and which esps am i suppose to activate to go with the EW+NW+AWS set up
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Taylrea Teodor
 
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Post » Sun Nov 15, 2009 1:22 am

mystery05-

You get SI support from the SI plugin.

Well, I'm sure he would, but as he stated it didn't install (which was the problem that he was explaining). And he's not wrong-- I just looked at the omod script, and there is no auto-check-and-install-if-SI-is-found for, nor user select dialog to allow you to install the SI plugin, although it exists in the omod. At which point I realized that I didn't have it either (but I hadn't missed it because I had forgotten that it existed).

So I suspect that the ultimate issue is that the omod installation script is incomplete.
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JLG
 
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Post » Sun Nov 15, 2009 2:50 am

Sorry I don't use OMODS - I'm all abut the BAIN.

All Natural Base.esm
All Natural - SI.esp
All Natural - Real Lights.esp
All Natural - EW + NW + AWS.esp

is the full experience - unless you are also adding the new Enhanced Seasons.
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Britney Lopez
 
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Post » Sun Nov 15, 2009 10:54 am

ok then am i ok to assume that i can just manually stick the needed SI esp in the data file accordinly and that everything else needed got installed all but for the SI over sight?

and thank you BTW both of you oh and wmj im not offended and not complaining but im a She
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CHANONE
 
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Post » Sun Nov 15, 2009 6:18 am

Looks like the Curse Of The OMOD Script has struck again! :P

One of these days we'll get it right...
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asako
 
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Post » Sun Nov 15, 2009 11:26 am

Heh, I have to say that I too had to manually copy the All Natural - SI.esp from the archive... :D Another thing is that my Wrye Bash doesn't recognize the All Natural archive as a BAIN-ready archive... But it could be a problem with my Wrye Bash.

About my problem, I uninstalled All Natural and all its dependancies, removed OBSE, then reinstalled everything. So far, it works. No more freezes at a sudden change of weather, mainly because no more sudden changes of weather. I'll see the next time the weather will "naturally" change...
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Liii BLATES
 
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Post » Sun Nov 15, 2009 7:01 am

Re-zipping an archive to make it BAIN friendly is pretty easy. Unpack all stuff, put all main files and main esp/esm in a "00 Core" folder, then any extra things in "xx something" or simply make sure that there's no extra folders but zip the files&folders so it can be unpacked directly into data. That means esps&esms cant be in any subfolders. You can read about simple and complex BAIN packages in the readme, strongly suggested reading for file management ^^
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Jinx Sykes
 
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Post » Sun Nov 15, 2009 3:29 pm

All Natural is already in BAIN format. I'm not sure why it doesn't show as being like that for xachan but I suspect the problem is with his Wrye Bash.
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Alan Whiston
 
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Post » Sun Nov 15, 2009 12:51 am

Hmmm. So for more on my new issues with AN.

I disabled all other sound mods (AO,MIS,OBSE Storms&Sounds SI) and then am slowly testing each variation on the weather types - so far: AWS, NW and a few of the combos - haven't tested EW alone yet.

But still getting transition crashes after about 7-10 cell changes. Most often they are going from interior to exterior or vice versa. The game will crash very early in the loading (bar about 20% full at most).
I also tested with OSR and without. I dont use weOCPS and haven't for some time. Only other OBSE plugins are USV, Trixbe string functions, Pluggy 91, conscribe.

I tried testing with just AN Real Lights and there were no crashes, but there were missing meshes for candles that I guess are stored in the AN esm. Need to test that configuration (esm + Only real lights). But tomorrow at soonest. I'm thinking it is the main esp with the interior cell info.

Although I have not stripped my load order down to bare essentials + AN - I've removed many replacers and LOD and such - my rig is not sweating and struggling. In fact I'm noticing in the task manager after the crashes (or exits) that the core running oblivion is at about 70% use, Ram no where near maxed out, and vRam in game is not even over 500 on 1 gig vram ATI card.

Earlier with AN disabled I played for about 2 hours straight with no crashes. With it loaded then it is always just a matter of time (or cell changes). Hopefully more info for you tomorrow.

It is possible that whatever is cause my sound fluctuations as reported here: http://www.gamesas.com/bgsforums/index.php?showtopic=1055240&st=0&gopid=15319549&#entry15319549 (which I'm pretty sure has to do with a combination of Creative features on their bloatware interacting with Vista) are also contributing to these crashes - it is just that although the sound fluctuations happen there are no crashes when AN is not installed.
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Nicholas C
 
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Post » Sun Nov 15, 2009 2:13 am

Showler

you should be able to use Real lights and LtbD with no issues.
Also get the skydome fix and install it last - that may fix the problem you posted.

I added the skydome fix, but I think the skydome outside the window was working properly. It was showing a starfield.

It's the torch on the wall that confuses me. I don't understand why it isn't lit.
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lucile davignon
 
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Post » Sun Nov 15, 2009 4:57 pm

@ showler: Yep, that's it working. I don't know anything about the torch, that would have to be answered by Arthmoor.

@ psymon: Hmm, crashing. I don't have any idea why this would be happening, but I'll look into it. Could you PYLO?
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Gracie Dugdale
 
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Post » Sun Nov 15, 2009 5:27 pm

I added the skydome fix, but I think the skydome outside the window was working properly. It was showing a starfield.

It's the torch on the wall that confuses me. I don't understand why it isn't lit.

Is it possible this is intentional? (I thought it was when I saw this effect). After all, you're a prisoner - why would anyone want to spend money on a torch for you, since there's nothing in your cell you need to see anyway. You should be grateful you have a window :).

In addition, you're not supposed to even be in that cell (it's supposed to be unoccupied). So it makes a lot more sense that everyone is surprised when they discover you (because your cell is unlit, they have no clue until they see you at the bars), whereas in normal OB, you'd think they would have noticed halfway down the stairs that somebody must be in the cell nobody was supposed to be in (because there was a burning torch inside).

And I've got to say, it makes it something really to be grateful for when one of the Blades (Baurus, maybe? he seems nice enough to have some sympathy for me) drops a burning torch just outside the secret exit for you to pick up when you follow them through the wall. I was (grateful, that is), at least :) .
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Jason White
 
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Post » Sun Nov 15, 2009 1:08 am

WrinklyNinja,

would you mind testing these Vibrant Weather Fixes to help make sure that they work right with AN Now. I still get pink weather textures, until an get loaded into game. Once console show that AN is loaded ALL Natural initialized message, then pink weather textures go away. Just replace the skycloudclear.dds and skystars.dds file with these..

edit: removed link has I have fixed the problems and posted an Update on PES and Tesnexus. All is working with All Natural Now no pink puffy weather or sewer exits.

Corepc
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P PoLlo
 
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Post » Sun Nov 15, 2009 7:03 am

Is it possible this is intentional? (I thought it was when I saw this effect). After all, you're a prisoner - why would anyone want to spend money on a torch for you, since there's nothing in your cell you need to see anyway. You should be grateful you have a window :).

In addition, you're not supposed to even be in that cell (it's supposed to be unoccupied). So it makes a lot more sense that everyone is surprised when they discover you (because your cell is unlit, they have no clue until they see you at the bars), whereas in normal OB, you'd think they would have noticed halfway down the stairs that somebody must be in the cell nobody was supposed to be in (because there was a burning torch inside).

And I've got to say, it makes it something really to be grateful for when one of the Blades (Baurus, maybe? he seems nice enough to have some sympathy for me) drops a burning torch just outside the secret exit for you to pick up when you follow them through the wall. I was (grateful, that is), at least :) .
For me, the burning torch was already down at the end of the secret exit (I always run past them right away to set up for the assassins). And yes, I'm grateful for it.

My biggest problem is that the opening cell is also where you do your character creation. Ever try to create a dark elf in a dark room? I'm gonna have to use the showracemenu trick to fix her once I'm outside.

And the room where the assassins attack is pitch black. I added a brighter torches option in the hopes that will help.
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Heather Kush
 
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Post » Sun Nov 15, 2009 3:55 pm

For me, the burning torch was already down at the end of the secret exit (I always run past them right away to set up for the assassins).

Well, naturally it's already there-- technically there's no other way to reasonably do it (leave a burning torch on the ground on the other side of the exit, which you don't see until you ... exit the exit). But since logically/immersively, there is no one who could/would have left a torch on the floor on the other side of the wall of the super-secret escape tunnel, I like to think that one of the guards dropped it "accidentally on purpose" behind him as he followed the Emperor. Since I don't run ahead of them to get set up for the assassins (good idea, btw; I have a hard time getting Renaults sword before everybody's gone and Attack of the Rats begins, since it's so danged dark), it's easy to pretend.

My biggest problem is that the opening cell is also where you do your character creation. Ever try to create a dark elf in a dark room?
Actually, yes (I'm playing a Dunmer these days as well). Maybe we should try adjusting the gamma/brightness in-game to see if that helps?

And the room where the assassins attack is pitch black. I added a brighter torches option in the hopes that will help.
Haven't seen that yet, but it makes sense, actually. Although "pitch black" is probably a bit over the top. "Can't see a foot in front of your nose"-dark is probably more what is intended.....
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claire ley
 
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Post » Sun Nov 15, 2009 4:49 pm

On another note entirely, here's the "missing" code to fix up the omod installation script.

Replace the original first section
DontInstallAnyPluginsDontInstallAnyDataFilesCopyDataFile "00 Core\\All Natural.bsa" "All Natural.bsa"CopyDataFile "00 Core\\All Natural.ini" "All Natural.ini"CopyPlugin "00 Core\\All Natural Base.esm" "All Natural Base.esm"CopyPlugin "00 Core\\All Natural.esp" "All Natural.esp"

with this new one:

DontInstallAnyPluginsDontInstallAnyDataFilesCopyDataFile "00 Core\\All Natural.bsa" "All Natural.bsa"CopyDataFile "00 Core\\All Natural.ini" "All Natural.ini"CopyPlugin "00 Core\\All Natural Base.esm" "All Natural Base.esm"If DataFileExists "DLCShiveringIsles.esp"	SelectWithDescriptions "Shivering Isles DLC detected. Where would you like All Natural to control the weather?" "Tamriel only" "Choose this option if you prefer that another weather mod control the weather in Shivering Isles, such as Enhanced Weather - SI. You must install Enhanced Weather's SI-only option yourself, separately, from the current Enhanced Weather package. All Natural will continue to control the weather in Tamriel." "Tamriel and Shivering Isles" "This is the recommended option. All Natural will manage weather in both the Tamriel and Shivering Isles worldspaces."		Case Tamriel only		CopyPlugin "00 Core\\All Natural.esp" "All Natural.esp"		Break		Case Tamriel and Shivering Isles		CopyPlugin "00 Core\\All Natural.esp" "All Natural.esp"		CopyPlugin "00 Core\\All Natural - SI.esp" "All Natural - SI.esp"		Break	EndSelectElse		CopyPlugin "00 Core\\All Natural.esp" "All Natural.esp"EndIf

continuing into the "Do you want to use Real Lights?" yes/no as normal.

As you'll note, all this actually does is replace the original installation of All Natural.esp (which happens automatically), with a check for SI, and if it's found, asks if you want to install the SI plugin or not (because you might want EW to control the SI weather). If SI is not found, it just installs the All Natural.esp without saying anything.

Naturally, this won't succeed if you install AN before SI, but... sue me :) . Not going to code a quick hotfix for outlandish circumstances, sorry.

Anyway, those of you who may want to paste this into your current omod installation script, select the omod, right-click, select "View script" and copy and paste the hotfix code over the noted section of the existing script (the first 6 lines). Exit the script editor, say "yes" when it asks to save changes, and either deactivate and reactivate the omod, or activate the omod if you hadn't yet done so, and (assuming you have SI installed), you should get the new select dialog, and thereafter the rest of the installation script proceeds normally.

When you're done, you should now have all the files you're meant to.

Hope this helps :) .
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stephanie eastwood
 
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Post » Sun Nov 15, 2009 7:09 am

WrinklyNinja-

I'm pretty sure this is a mod conflict I'm looking at here - just have no idea yet which mod.

Have plans today so I may be able to get around to in later. Must watch Hollywood destroy itself in as vain a way possible while John Cusak (of all people) escapes.

Here is the load order as it is now:
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.7]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Enhanced Daedric Invasion.esm08  CyrodiilUpgradeResourcePack.esm09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9MB3]0B  Armamentarium.esm  [Version 1.3]0C  Artifacts.esm0D  Progress.esm  [Version 2.2]0E  Fort Akatosh.esm0F  MALO - MAIN.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp10  Unofficial Oblivion Patch.esp  [Version 3.2.3a]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp++  OMOBS_SI.esp13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp16  Francesco's Optional Leveled Quests-SI only.esp17  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]18  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]19  Fran Armor Add-on.esp1A  Fran_Lv30Item_Maltz.esp++  OMOBS_FRAN.esp1B  _Environments Mods Merged1.esp1C  Enhanced Vegetation [125%].esp1D  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]1E  All Natural.esp  [Version 0.9.7]1F  All Natural - SI.esp  [Version 0.9.7]20  All Natural - Real Lights.esp  [Version 0.9.7]++  Symphony of Violence.esp21  WindowLightingSystem.esp++  Diverse Voices.esp22  PowerAttack Voicemod - The Shivering Isles.esp**  Book Jackets Oblivion.esp++  Item interchange - Extraction.esp  [Version 0.78]**  GrimbotsSpellTomes.esp++  Cobl Bookjackets.esp23  Ayleid Loot EXtension.esp24  Reznod_Mannequin.esp++  MaleBodyReplacerV4.esp25  Game Tweaks Early.esp26  Enhanced Economy.esp  [Version 3.0]27  Choices and Consequences.esp28  DLCHorseArmor.esp29  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]2A  DLCMehrunesRazor.esp2B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2C  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp++  Armamentium female.esp2D  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]2E  Slof's Oblivion Robe Trader.esp2F  Cobl Glue.esp  [Version 1.72]30  Cobl Si.esp  [Version 1.63]31  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]32  Bob's Armory Oblivion.esp33  FCOM_BobsArmory.esp  [Version 0.9.9]34  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]35  Oblivion WarCry EV.esp36  FCOM_WarCry.esp  [Version 0.9.9MB3]37  MALO - Guild Tweaks.esp38  MALO - Clutter Replacer.esp39  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp++  ArmamentariumLLVendors.esp  [Version 1.3]3A  Choices and Consequences - OOO.esp  [Version 0.2]3B  ArmamentariumArtifacts.esp  [Version 1.3]3C  MALO - Vendor Additions.esp3D  MALO - Loot Tweaks.esp3E  MALO - Loot Tweaks DCRP.esp3F  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]40  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]41  Choices and Consequences - MMM.esp  [Version 0.2]42  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]43  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]44  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]45  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]46  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]47  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]++  MALO - Clutter Replacer MMM - HUNT.esp++  OMOBS_MMM.esp++  OMOBS_MMM_H&C_Ammo.esp49  TamrielTravellers4OOO.esp  [Version 1.39c]4A  TamrielTravellersItemsNPC.esp  [Version 1.39c]4B  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]4C  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]4D  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]4E  PersuasionOverhaul_LITE.esp  [Version 1.3]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  Fransfemale.esp4F  NPC new clothes V2.6.esp++  EVE_StockEquipmentReplacer4FCOM.esp++  CoreRandmonClothing4Npcs.esp50  Enhanced Quest Roleplaying.esp++  Enhanced Quest Roleplaying - OOO.esp++  Enhanced Quest Roleplaying - FCOM.esp**  RustyItems for OOO.esp**  Fine Weapons for OOO.esp++  CSR - Fine Iron.esp++  CSR - Golden Saint.esp51  KvatchAftermath.esp52  Ivellon.esp  [Version 1.8]53  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]++  ArtifactsFemaleArmor.esp54  BHC_Expanded.esp  [Version 1.2]55  Demonhunter.esp56  Gift of Kynareth.esp++  Gift of Kynareth_delayer.esp57  Gottshaw.esp58  HauntedHouse.esp59  TheOubliette.esp5A  kingdomofAlmar.esp5B  Kragenir's Death Quest.esp5C  KDQ - Rural Line Additions.esp5D  OldCrowInn.esp  [Version 1.5]5E  Region Revive - Lake Rumare.esp5F  Region Revive - Lake Rumare - OOO LockBash.esp  [Version 0.2]60  Shezrie's Villages.esp61  The Ayleid Steps.esp  [Version 2.6.1]++  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]62  TheElderCouncil.esp63  TheElderCouncil_TempleOfTheOne.esp64  TheForgottenShields.esp65  VHBloodlines 1.2.esp  [Version 1.4]66  WeaponsOfTheNine.esp  [Version 2.2]67  DLCfrostcrag.esp68  FrostcragRebornCobl.esp69  Knights.esp6A  Knights - Unofficial Patch.esp  [Version 1.0.9]6B  SM Plugin Refurbish Minus BH-Orrery-Vile-Thieves.esp++  EVE_KnightsoftheNine.esp++  KotN Wayshrine Fix.esp++  Knights - Book Jackets.esp6C  TOTF.esp++  TOTF Delayer.esp6D  RTT.esp6E  RTT-Weye Relocation Patch.esp  [Version 2.0]6F  The Lost Spires.esp70  AFK_Weye.esp71  Rumare-AFK_Weye Patch.esp72  GuardsofCyrodiil.esp73  GoC&RRLR_comp.esp74  Mighty Umbra.esp75  Blood&Mud.esp76  Lost Paladins of the Divines.esp77  Origin of the Mages Guild.esp  [Version 6]78  TheNecromancer.esp79  HoarfrostCastle.esp7A  MannimarcoComplete.esp7B  MannimarcoRevisited.esp7C  MannimarcoRevisitedOOO.esp  [Version 0.1]7D  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_NewNPCClothes.esp++  FCOM_MightyUmbra.esp  [Version 0.9.9]7E  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]7F  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]80  Origin of the Mages Guild OOO Patch.esp  [Version 5.0.FINAL]81  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]82  EDI - Less Monotonous DOT.esp83  ElsweyrAnequina.esp84  road+bridges.esp  [Version 4.4.4]85  Vergayun.esp  [Version 1.0.1]86  Faregyl.esp  [Version 1.0.9]87  FortAkatosh.esp88  FortAkatosh-MannimarcoResurrection-NewRoads&Bridges patch.esp89  Gaelendryl.esp8A  SI_Houses&Dungeons_.esp8B  DungeonPack_1.esp8C  Homes,Castles,Villages1.esp8D  xulStendarrValley.esp  [Version 1.2]8E  xuldarkforest.esp  [Version 1.0.3]8F  LostSpires-DarkForest patch.esp90  xulTheHeath.esp91  XulEntiusGorge.esp92  KvatchAftermath-EntiusGorge compatibility patch.esp93  TheNecromancer-EntiusGorge patch.esp94  xulFallenleafEverglade.esp  [Version 1.3.1]95  TheElderCouncil-FallenleafEverglade patch.esp  [Version 1.2]96  LostSpires-Everglade patch.esp  [Version 1.2]97  Anequina-Fallenleaf-Patch.esp98  xulColovianHighlands_EV.esp99  xulChorrolHinterland.esp  [Version 1.2.2]9A  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]9B  KragenirsDeathQuest-LostCoast patch.esp9C  xulBravilBarrowfields.esp  [Version 1.3.2]9D  xulLushWoodlands.esp  [Version 1.3]9E  HoarfrostCastle-LushWoodlands patch.esp9F  xulAncientYews.espA0  xulAncientRedwoods.esp  [Version 1.6]A1  xulCloudtopMountains.esp  [Version 1.0.1]A2  Ravenview-Cloudtop-Patch.esp  [Version 1.0.3]A3  KragenirsDeathQuest-CloudtopMountains patch.espA4  xulArriusCreek.espA5  xulPatch_AY_AC.esp  [Version 1.1]A6  xulRollingHills_EV.esp  [Version 1.3.2]A7  KragenirsDeathQuest-RollingHills patch.espA8  xulRiverEthe.esp  [Version 1.0.1]A9  xulPantherRiver.espAA  xulBlackwoodForest.espAB  xulCheydinhalFalls.esp  [Version 1.0]AC  DungeonsOfIvellon-CheydinhalFalls patch.espAD  GiftOfKynareth-CheydinhalFalls patch.espAE  Blood&Mud-CheydinhalFalls patch.espAF  TearsOfTheFiend-CheydinhalFalls patch.espB0  Villages-CheydinhalFalls patch.espB1  xulBrenaRiverRavine.esp  [Version 1.0.2]B2  Gaelendryll-BrenaRiver patch.esp  [Version 1.1]B3  xulImperialIsle.esp  [Version 1.6.3]B4  NRB4+UL-II Patch.esp  [Version 4.1]B5  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 2.1.1]B6  NRB4+RR Patch.esp  [Version 1.0]B7  Duke Patricks - HammerBlade.espB8  NakedNord.espB9  bartholm.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]BA  CNRP Bruma4OOO.esp  [Version 0.2]BB  CNRP Cheydinhal4OOO.esp  [Version 1.0]BC  CNRP Chorrol4OOO.esp  [Version 1.1]BD  CNRP FightersGuild4OOO.esp  [Version 1.0]BE  Feudal Empire 300.espBF  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]C0  Quest Award Leveller.esp++  Quest Award Leveller - Mehrunes Razor.espC1  Dialogue Mods Merged+.espC2  Game Tweaks Late.espC3  DropLitTorchOBSE.esp  [Version 2.1]C4  Map Marker Overhaul.esp  [Version 3.0.1]C5  Map Marker Overhaul - SI additions.esp  [Version 3.0]C6  Oblivifall - Let's Talk!.esp  [Version 1.1]C7  Oblivifall - Something's Not Right.esp  [Version 1.0]++  Jjiinx_Enhanced Disease.espC8  Duke Patricks Sickness+Health Alarm.espC9  RealisticFatigue.espCA  kuerteeInventoryIsABackpack.espCB  kuerteeMagickaBasedMagicJeweleryLimits.espCC  Duke Patricks - Nosferatu Class Vampires.espCD  QZ Easy Menus.espCE  sr_super_hotkeys.esp++  Jjiinx_MorrowindStyleArgonians.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]CF  nGCD.espD0  bgBalancingEVCore.esp  [Version 10.52EV-D]D1  MidasSpells.espD2  SSEE-OOO.esp++  SigilStonesUnlevelled - SSEE-OOO.espD3  Magic Tweaks.espD4  EnchantmentMastery.espD5  SupremeMagicka.esp  [Version 0.89]D6  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_MMM.esp  [Version 0.89]++  SM_OOO.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]D7  SM_EnchantStaff.esp  [Version 0.80]D8  bgMagicEV.esp  [Version 1.7EV]D9  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]DA  bgMagicEVPaperChase.esp  [Version 1.68EV]DB  bgIntegrationEV.esp  [Version 0.96]DC  AudaciousMagery.espDD  Alchemical Formulas.espDE  RshAlchemy.esp++  MIEO.espDF  Stealth Overhaul.espE0  ZumbsLockpickingMod - OBSE.espE1  Enhanced Grabbing.esp  [Version 0.4]E2  sycHearNoEvil.esp  [Version 1.0]E3  sycSHOUT.esp  [Version 1.02]E4  ReneerNPCSneakMod.espE5  kuerteeNPCsYield.espE6  Progress Plugins Merged.espE7  ReallyImmersiveMessagesNoBirthsigns.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  NRB4 Standard Road Record.esp++  ShinySeptims_Septimus.esp++  Visually Realistic Deadly Lava.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]E8  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]++  Life Detected - Skeleton - Tiny - 2.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  LoadingScreens.espE9  Bashed Patch, 0.espEA  Mart's Monster Mod - Diverse Runeskulls Loot beta Place After Bashed Patch.espEB  Ronyns_Realistic_and_Fun_Acrobatics-8494.espEC  Ragna Parry V2.espED  Duke Patrick Combat AI (no tripping).espEE  Duke Patrick_SCA Combat.espEF  Duke Patricks - BASIC Script Effect Silencer BETA.espF0  Streamline 3.1.esp
Once I figure out that for sure the real light portion has nothing to do with it and that it is the main esp then I will disable other esp till I find the answer. May take some time.
User avatar
Nicole Elocin
 
Posts: 3390
Joined: Sun Apr 15, 2007 9:12 am

Post » Sun Nov 15, 2009 9:17 am

WrinklyNinja

I have osted the Vibrant Weather Textures Update 1.3

Fixes issue with Vanilla and AN Weather not Blending Correctly and Fixes Sewer Exits has well - no more pink puffy clouds or pink sewer exits. Tweaked Sun and Sun Glare has well.

You no longer need the skydome fix either if you where using my textures.

Still notice pink texture's until ALL Natural is intialized in game, but, after that it work fine.

Corepc
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Sun Nov 15, 2009 3:58 am

as for this complaint .

biggest problem is that the opening cell is also where you do your character creation. Ever try to create a dark elf in a dark room? I'm gonna have to use the showracemenu trick to fix her once I'm outside.

it was a bit of a pain to create a decent looking char in the dark . but what i did was just un tick the real lights esp went in made my char once i was done and in cell i saved quit reticked the real lights and went on my way.
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Sun Nov 15, 2009 1:36 pm

DontInstallAnyPluginsDontInstallAnyDataFilesCopyDataFile "00 Core\\All Natural.bsa" "All Natural.bsa"CopyDataFile "00 Core\\All Natural.ini" "All Natural.ini"CopyPlugin "00 Core\\All Natural Base.esm" "All Natural Base.esm"If DataFileExists "DLCShiveringIsles.esp"	SelectWithDescriptions "Shivering Isles DLC detected. Where would you like All Natural to control the weather?" "Tamriel only" "Choose this option if you prefer that another weather mod control the weather in Shivering Isles, such as Enhanced Weather - SI. You must install Enhanced Weather's SI-only option yourself, separately, from the current Enhanced Weather package. All Natural will continue to control the weather in Tamriel." "Tamriel and Shivering Isles" "This is the recommended option. All Natural will manage weather in both the Tamriel and Shivering Isles worldspaces."		Case Tamriel only		CopyPlugin "00 Core\\All Natural.esp" "All Natural.esp"		Break		Case Tamriel and Shivering Isles		CopyPlugin "00 Core\\All Natural.esp" "All Natural.esp"		CopyPlugin "00 Core\\All Natural - SI.esp" "All Natural - SI.esp"		Break	EndSelectElse		CopyPlugin "00 Core\\All Natural.esp" "All Natural.esp"EndIf

Good. A bit redundant though. Try this:
DontInstallAnyPluginsDontInstallAnyDataFilesCopyDataFile "00 Core\\All Natural.bsa" "All Natural.bsa"CopyDataFile "00 Core\\All Natural.ini" "All Natural.ini"CopyPlugin "00 Core\\All Natural Base.esm" "All Natural Base.esm"CopyPlugin "00 Core\\All Natural.esp" "All Natural.esp"If DataFileExists "DLCShiveringIsles.esp"	SelectWithDescriptions "Shivering Isles DLC detected. Where would you like All Natural to control the weather?" "Tamriel only" "Choose this option if you prefer that another weather mod control the weather in Shivering Isles, such as Enhanced Weather - SI. You must install Enhanced Weather's SI-only option yourself, separately, from the current Enhanced Weather package. All Natural will continue to control the weather in Tamriel." "Tamriel and Shivering Isles" "This is the recommended option. All Natural will manage weather in both the Tamriel and Shivering Isles worldspaces."		Case Tamriel only		Break		Case Tamriel and Shivering Isles		CopyPlugin "00 Core\\All Natural - SI.esp" "All Natural - SI.esp"		Break	EndSelectEndIf


ALL Natural.esp is to be installed regardless, so no need to include it in the optional section.
;)
User avatar
Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Sun Nov 15, 2009 6:54 pm

Good. A bit redundant though. Try this:
DontInstallAnyPluginsDontInstallAnyDataFilesCopyDataFile "00 Core\\All Natural.bsa" "All Natural.bsa"CopyDataFile "00 Core\\All Natural.ini" "All Natural.ini"CopyPlugin "00 Core\\All Natural Base.esm" "All Natural Base.esm"CopyPlugin "00 Core\\All Natural.esp" "All Natural.esp"If DataFileExists "DLCShiveringIsles.esp"	SelectWithDescriptions "Shivering Isles DLC detected. Where would you like All Natural to control the weather?" "Tamriel only" "Choose this option if you prefer that another weather mod control the weather in Shivering Isles, such as Enhanced Weather - SI. You must install Enhanced Weather's SI-only option yourself, separately, from the current Enhanced Weather package. All Natural will continue to control the weather in Tamriel." "Tamriel and Shivering Isles" "This is the recommended option. All Natural will manage weather in both the Tamriel and Shivering Isles worldspaces."		Case Tamriel only		Break		Case Tamriel and Shivering Isles		CopyPlugin "00 Core\\All Natural - SI.esp" "All Natural - SI.esp"		Break	EndSelectEndIf


ALL Natural.esp is to be installed regardless, so no need to include it in the optional section.
;)


I would say don't even ask. Just force the install like it does for Kvatch. Why wouldnt you want to use the SI version of AN if you are using the Tamriel version? Also having an empty Case is kind of sloppy. An If DialogYesNo would work much better if you want to go that route.

If DataFileExists "DLCShiveringIsles.esp"	CopyPlugin "00 Core\\All Natural - SI.esp" "All Natural - SI.esp"EndIf


or add


If DataFileExists "DLCShiveringIsles.esp"	If DialogYesNo "Install support for Shivering Isles?" "All Natural"		CopyPlugin "00 Core\\All Natural - SI.esp" "All Natural - SI.esp"	EndifEndIf


You can basically add either code anywhere in the script and it will work just fine. I like clean code ^_^
User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

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