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

Post » Sat Nov 14, 2009 1:48 pm

Thanks for that. I'll check out Castle Seaview, see if it does make changes to the weather, it might need a patch.
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Rach B
 
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Post » Sat Nov 14, 2009 3:43 pm

I use EW with All Natural. I see I have an .ini file for both. What one should I use?
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Trevor Bostwick
 
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Post » Sat Nov 14, 2009 3:55 pm

You shouldn't even have EW installed. Please read the readme.

EDIT: I couldn't see anything in Castle Seaview's scripts about changing the weather, looks like I'll have to playtest.
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Sxc-Mary
 
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Post » Sun Nov 15, 2009 4:27 am

You shouldn't even have EW installed. Please read the readme.

EDIT: I couldn't see anything in Castle Seaview's scripts about changing the weather, looks like I'll have to playtest.



This from the Readme:


VII. Compatibility

Weather/Environment Mods

This is not compatible with any weather mod, besides the Shivering Isles only install option for Enhanced Weather (don't use the Tamriel or Tamriel + Shivering Isles install options for EW). Do NOT use the Shivering Isles Enhanced Weather option while also using the All Natural Shivering Isles plugin. To summarize, you should never have both "EnhancedWeather.esp" and "All Natural - SI.esp" active at the same time!



If I am reading that correctly, in order for that statement to be true, I would have to have EW shivering isles installed. So im a bit confused as to why I shouldnt have EW installed if it tells me in the above statement that it will work with the EW SI option...


-Thanks
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Chris Cross Cabaret Man
 
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Post » Sun Nov 15, 2009 1:43 am

Oh, so you're using All Natural in tamriel and EW in SI? OK. In that case you want to use both inis, as the EW ini will need to have the settings for the EW optional features in SI, and the AN ini will need to have the settings for the All Natural optional features in Tamriel.

But I am curious as to why you are using EW, since the only difference is the weather script, AN SI has EW SI's weathers. And if you prefered EW's weather script over AN's, then you'd use EW in Tamriel too.
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Umpyre Records
 
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Post » Sat Nov 14, 2009 9:47 pm

@ Saxter: Could you possibly try to get the weather ID when the black screen hits? I'm thinking that it could be a broken weather, not EC, as EC isn't actually making any changes directly, and only runs once at startup. The ID would help me solve this.

Whoops. Double post. :(
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Brandon Wilson
 
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Post » Sat Nov 14, 2009 10:23 pm

Oh, so you're using All Natural in tamriel and EW in SI? OK. In that case you want to use both inis, as the EW ini will need to have the settings for the EW optional features in SI, and the AN ini will need to have the settings for the All Natural optional features in Tamriel.

But I am curious as to why you are using EW, since the only difference is the weather script, AN SI has EW SI's weathers. And if you prefered EW's weather script over AN's, then you'd use EW in Tamriel too.



Ok I understand now. I was under the impression that AN was something that worked with various weather mods not something that could be run alone. Thats good to know. I will drop EW then.

Thanks
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candice keenan
 
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Post » Sun Nov 15, 2009 12:53 am

Is the mod eventually aiming to be able to see the "exterior" cells from inside buildings? Like for example this quick mockup I made:

http://i33.tinypic.com/fem0m0.jpg

Not the best screenshot ever, but if you look you can see the exterior Skingrad from the inside of the building. If you do want this done, I will be more than happy to help. If not, just ignore me ;)
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courtnay
 
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Post » Sat Nov 14, 2009 6:23 pm

I'd focus on getting what we're working on at the moment done first, with Chorrol and SI still to have meshes done, but I won't say no for after that's finished.
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Alisia Lisha
 
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Post » Sat Nov 14, 2009 4:55 pm

Hi Guys,

I can confirm the rainy weather to clear weather issue. I have only had this issue in the IC. It has been around since at least 0.9.4.

Never reported it before for 2 reasons. 1. It is so obvious I just thought it was on the todo list and hadn't been looked at yet, and 2. I use better cities and thought it may have been a minor conflict with it.
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City Swagga
 
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Post » Sun Nov 15, 2009 2:13 am

Is this compatible with http://www.tesnexus.com/downloads/file.php?id=18385 ?


EDIT: I just figured it out. And no its not. I was looking for a mod to make dungeons much darker. What would work with AN or can it be done somehow in the ini?
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Daniel Holgate
 
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Post » Sun Nov 15, 2009 3:02 am

Hi Guys,

I can confirm the rainy weather to clear weather issue. I have only had this issue in the IC. It has been around since at least 0.9.4.

Never reported it before for 2 reasons. 1. It is so obvious I just thought it was on the todo list and hadn't been looked at yet, and 2. I use better cities and thought it may have been a minor conflict with it.


I would suspect possible BC issues if you aren't using the latest version with the updated filter file. Some of the BC cells got missed the last time around, and the filter has only existed for 0.9.7 onward.

Is this compatible with http://www.tesnexus.com/downloads/file.php?id=18385 ?

EDIT: I just figured it out. And no its not. I was looking for a mod to make dungeons much darker. What would work with AN or can it be done somehow in the ini?


It should be perfectly compatible. Just load Ambient Dungeons after AN Real Lights and you shouldn't run into any trouble from the cell overwrites.
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Ludivine Poussineau
 
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Post » Sun Nov 15, 2009 1:06 am

@ JoelR: If you want darker dungeons, use Darker Dungeons. :P
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Hearts
 
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Post » Sat Nov 14, 2009 5:47 pm

So I"m trying this out - All Natural 0.9.7 and when I load up my game and view the console I get a bunch of spiffy errors:

Error in script 050172c7
Unexpected token type 76 (4C) encountered
Error in script 050172c7
An expression failed to evaluate to a valid result

05 is All Natural Base.esm, 0172c7 is one of your scripts EID. On the off chance it referred to an esp, I looked up 4C in my load order but I don't have one - I only go up to 44. The errors occur whether I'm indoors or outdoors. And considering the nature of the console, I can't be positive which one of these errors occurs first. I have All Natural EW + NW as my installation options, so All Natural Base.esm, All Natural.esp, and All Natural EW +NW.esp are all loaded.

Here's my load order, just in case you need it.

Oblivion.esmHrmnsOblivionScriptOptimizationv1.0.esmQarls_Harvest.esmCM Partners.esmOscuro's_Oblivion_Overhaul.esmAll Natural Base.esmKnights.espUnofficial Oblivion Patch.espOscuro's_Oblivion_Overhaul.espOOO-Armor_Perks_WearRate_Repair.espOOO-BirthSigns.espOOO-Combat_Skills_Perks_Marksmanship.espOOO-DaedraLord_Quests.espOOO-Dangerous_Traps.espOOO-Deadly_Combat.espOOO-DLT_Immersion.espOOO-Magic_Effects+Enchantments.espOOO-Magic_Effects+Spells.espOOO-Magic_Game_Settings.espOOO-Potions.espOOO-ThiefGuild_Difficult.espOOO-Map_Markers_Stock.espHarvest [Flora].espOwnership.espRenGuardOverhaul.espRealisticLeveling.espGet Wet - just droplets.espBag of Holding.espBedrollsanyone.espEVE_StockEquipmentReplacer for OOO.espEVE_KnightsoftheNine.espEVE_StockEquipmentReplacer.espHGEC_special_armor_repl.espAliveWaters - Koi Addon.espAliveWaters - Slaughterfish Addon.espAliveWaters.espQarls_Harvest.espMaleBodyReplacerV4.espP1DseeYouSleep.espIWR - Windows Lights Shutters - Optimised.esp300_White Stallion 4.espCM Partners.espVisually Enchanted Drains 1.espVisually Enchanted Fire 3.espPuff_NoMoreAnnoyingMessages-Lite.espVisually Enchanted Frost 2.espVisually Enchanted Shock 1.espVisually Enchanted SoulTrap 1.espMarkets of Cyrodiil LO.espEnchantment-and-Spellmaking-Unlocker-Balanced.esp1 hit kills sleeping, knocked out and paralyzed actors.espdisable_membranes.espViconia.espDuplicate.espEnchanting Skill.espsummonhorse.espwhiteunicorn.espIdleTraining.espReznod_Mannequin.espAll Natural.espAll Natural - EW + NW.espEnhanced Water v2.0 HD.espmagicbag.espTrashCan.espGlassArmor.esptwGiants.espSuccubus.esppemberly.espKung PAO.esp


Thought you should know :) Haven't had a chance to play test for very long, so I can't comment yet on how I like the weather system. But so far so good :)
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Bones47
 
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Post » Sun Nov 15, 2009 3:28 am

Well first off, your load order needs a load of help, and "HrmnsOblivionScriptOptimizationv1.0.esm" is not supposed to be a valid way to handle things since it's an esm editing the contents of another esm. Given the problems that file has anyway I'd drop it.

The script errors are because you're not using the proper OBSE version. AN requires OBSE 0018 beta 4 or later.
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Avril Louise
 
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Post » Sat Nov 14, 2009 6:16 pm

@ JoelR: If you want darker dungeons, use Darker Dungeons. :P



Ok. Ill try that one. When using "Ambient Dungeons" though things get all wonky in game with effects. For example it gets pitch black outdoors at night; there is a lot of sudden transitions from the normal AN 50% darker nights to pitch black. With ambient dungeons disabled I dont have that issue. In spite of load order. Not sure what the issue is.


EDIT: I just made some adjustments to the AmbientDungeons.ini and now its working. There seem to be some minor compatibility issues but all fixable with a little tweaking.
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SamanthaLove
 
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Post » Sun Nov 15, 2009 5:12 am

The script errors are because you're not using the proper OBSE version. AN requires OBSE 0018 beta 4 or later.

Yeah, now that you mention that it's an "oh duh" moment. I knew I had to upgrade but it must have slipped my mind before I started playing.

Well first off, your load order needs a load of help, and "HrmnsOblivionScriptOptimizationv1.0.esm" is not supposed to be a valid way to handle things since it's an esm editing the contents of another esm. Given the problems that file has anyway I'd drop it.

Are there any specific problems you're referring to? I haven't had any problems with it so far (I've been playing with it for nearly a year) - and with OB anything that helps with performance.....
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Nitol Ahmed
 
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Post » Sun Nov 15, 2009 12:22 am

The script optimizer has two different versions. One for SI users, one for non-SI users. There's also the fact that it doesn't really help at all. The supposed performance boost is all placebo, no real benefit. The game's scripting engine is already ludicrously fast and tweaking things the way the mod does makes so little difference you'd never notice it. The big drains come from AI, which can't be fixed other than removing excess NPCs.
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TIhIsmc L Griot
 
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Post » Sun Nov 15, 2009 2:07 am

The script optimizer has two different versions. One for SI users, one for non-SI users. There's also the fact that it doesn't really help at all. The supposed performance boost is all placebo, no real benefit. The game's scripting engine is already ludicrously fast and tweaking things the way the mod does makes so little difference you'd never notice it. The big drains come from AI, which can't be fixed other than removing excess NPCs.


So I updated OBSE and loaded up the game and, to quote Neo.... "whoa".

But yes, especially on my AMD X2 5200, script optimizations aren't going to make a noticable difference (on their own). But my question wasn't "is the benefit noticable", but rather "does it have detriments?" If the mod can cause problems, I'll remove it. But so far it hasn't caused any for me, and therefore my opinion is "if it doesn't break anything, it can't hurt to keep it".
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Kat Stewart
 
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Post » Sun Nov 15, 2009 7:53 am

Ok. Ill try that one. When using "Ambient Dungeons" though things get all wonky in game with effects. For example it gets pitch black outdoors at night; there is a lot of sudden transitions from the normal AN 50% darker nights to pitch black. With ambient dungeons disabled I dont have that issue. In spite of load order. Not sure what the issue is.

http://www.tesnexus.com/downloads/file.php?id=22819 is good too. ;)

EDIT: I knew that thread was around somewhere; check this out:
http://www.gamesas.com/bgsforums/index.php?showtopic=960829
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Danial Zachery
 
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Post » Sun Nov 15, 2009 6:43 am

http://www.tesnexus.com/downloads/file.php?id=22819 is good too. ;)

EDIT: I knew that thread was around somewhere; check this out:
http://www.gamesas.com/bgsforums/index.php?showtopic=960829



Excellent. Thank you.
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Louise Andrew
 
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Post » Sat Nov 14, 2009 8:01 pm

But yes, especially on my AMD X2 5200, script optimizations aren't going to make a noticable difference (on their own). But my question wasn't "is the benefit noticable", but rather "does it have detriments?" If the mod can cause problems, I'll remove it. But so far it hasn't caused any for me, and therefore my opinion is "if it doesn't break anything, it can't hurt to keep it".

So, I, too, had this little placebo in my load order for a longish while. And I had the same "if it ain't broke, don't fix it" philosophy. Here's what changed my mind...

First, once I really figured out that it wasn't increasing performance at all, I realized that my philosophy was misapplied. I should have applied it to the game's scripting capabilities. They ain't broke, so don't "fix" 'em.

Second, it takes up an .esp slot, which, when I installed it didn't seem like a big deal to me. As I add more mods and become more jealous of the remaining slots in my data folder, I have become less tolerant of useless fillers.

Thirdly, as I've gotten to understand who on this forum is actually knowledgeable regarding mods and scripting in particular, I've found that not one knowledgeable person recommends it. And the knowledgeable ones to a person suggest dropping it.

All simply FYI...

gothemasticator
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Veronica Flores
 
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Post » Sat Nov 14, 2009 10:10 pm

I've looked around a bit for an answer, but have not found one as of yet. Just what exactly is the incompatibility with "DC-The Elder Council" and All Natural?

Perhaps I should just load them both up and then check it out for myself, however if anyone knows the precise conflicts that would be great!
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Dawn Porter
 
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Post » Sat Nov 14, 2009 5:54 pm

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.
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ImmaTakeYour
 
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Post » Sun Nov 15, 2009 5:37 am

I don't think there would be any problems with renaming the ESP to match what the filter expects. Unless you have another mod that has patches or something that depend on the proper ESP name being used.
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Sakura Haruno
 
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