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

Post » Sat Nov 14, 2009 5:01 am

Original All Natural, up to version 0.6, by Chong Li.
All Natural 0.7 through to present by Wrinklyninja, Arthmoor, and Brumbek.

Description:

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 travelling 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, etcetera and also have the interior lighting level change based on it being sunny, cloudy, nighttime, etcetera, 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 v0.9.7 @ TES Nexus
http://www.moddb.com/mods/all-natural-weather v0.9.7 @ ModDB
http://elderscrolls.filefront.com/file/All_Natural;104449 v0.9.7 @ FileFront
http://www.megaupload.com/?d=JIOLVIGM v0.9.7 @ Megaupload

A patch for Nascosto Isles to bring the sky coloration in line with the values used by All Natural is included, as is one to preserve compatibility between The Ayleid Steps and All Natural - Real Lights. Patches for Kvatch Rebuilt and Gates To Aesgaard 2 are also supplied, as is a filter patch for a large number of popular mods.

http://www.gamesas.com/bgsforums/index.php?showtopic=1036159

Change Log:

Beta 0.9.7

* Many improvements and tweaks to Real Lights, too many to list. In general, the entirety of the Imperial City, Anvil, Bravil, Bruma, all sewers and caves below the Imperial City, and some scattered other places nearby like Vilverin.
* Full Shivering Isles weather support (but no natural interiors support for SI yet).
* Fixed Imperial Temple interior graphical problem where the city outside the windows was way too high up and would look wacky when jumping.
* Added full Natural Interiors support for Kvatch Rebuilt by including edited meshes in the archive and updating the filter patch to include Kvatch Rebuilt. Make sure to install the .esp, meshes, and use the filter patch to make Kvatch Rebuilt work as intended.
* Fixed bugs in GaussianNumberGenerator function.
* Fixed bugs with weather script, including IC district transition not being detected and weather remaining stormy in kvatch after the battle.
* A couple of bugs fixed in SI weather script to do with New Sheoth detection.
* Minor aesthetic changes to the console output of the init scripts.
* Added patches for Kvatch Rebuilt and Gates To Aesgaard 2, both fixing bugs in the mods that break the weather in general. These patches may hopefully be merged into updated versions of both quest mods in the future.
* Added variable weather volatility for Tamriel and SI and parameters to ini.
* Added timescaled weather functionality which is buit-in and controlled by the above feature.
*Fixed the following mesh:
chorrol\interior\chorrolhousemiddle04interiorchorrol\interior\chorrolhousemiddle05interiorchorrol\interior\chorrolhousemiddle06interiorchorrol\interior\chorrolhousemiddle07interiorchorrol\interior\chorrolhousemiddle08interiorchorrol\interior\chorrolhousemiddle09interiorchorrol\interior\chorrolhouseupper01interiorchorrol\interior\chorrolhouseupper02interior01chorrol\interior\chorrolhouseupper02interior02chorrol\interior\chorrolhouseupper02interior03chorrol\interior\chorrolhouseupper03interiorchorrol\interior\chorrolhouseupper04interior01chorrol\interior\chorrolhouseupper04interior02chorrol\interior\chorrolhouseupper04interior03chorrol\interior\chorrolmageguildbottomstorychorrol\interior\chorrolmageguildmiddlestorychorrol\interior\chorrolmageguildtopstory


* Fix the following SI meshes, as above.
Architecture\City\Dementia\DementiaInteriors\DementiaHouse01Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse01InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse02Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse02InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse03Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse03InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse04Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse04InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse05Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse05InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse06Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse06InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouse07Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseInn01Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseInn01InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseLower01Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseLower01InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseLower02Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseLower02InteriorTop.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseLower03Interior.NIFArchitecture\City\Dementia\DementiaInteriors\DementiaHouseLower03InteriorTop.NIFArchitecture\Settlements\HouseDementia01Interior.NIFArchitecture\Settlements\HouseDementia02Interior.NIFArchitecture\Settlements\HouseDementia03Interior.NIFArchitecture\Settlements\HouseDementia04Interior.NIFArchitecture\City\Mania\LCManiaHouseInt01.NIFArchitecture\City\Mania\LCManiaHouseInt02.NIFArchitecture\City\Mania\LCManiaHouseInt03.NIFArchitecture\City\Mania\LCManiaHouseInt04.NIFArchitecture\City\Mania\LCManiaHouseInt06.NIFArchitecture\City\Mania\LCManiaHouseInt06Top.NIFArchitecture\City\Mania\LCManiaHouseInt07.NIFArchitecture\City\Mania\LCManiaHouseInt07Top.NIFArchitecture\City\Mania\LCManiaHouseInt08.NIFArchitecture\City\Mania\LCManiaHouseInt08Top.NIFArchitecture\City\Mania\LCManiaHouseInt09.NIFArchitecture\City\Mania\ManiHouseINT01.NIFArchitecture\City\Mania\ManiHouseINT01UP.NIFArchitecture\City\Mania\ManiSmity01INT.NIFArchitecture\City\CityWalls\SESacellum ArdenSulTowerInterior.NIFThe following meshes together form the Palace halls:Architecture\Palace\Interior\PalaceCourt01.NIFArchitecture\Palace\Interior\PalaceCourtAlcove01.NIFArchitecture\Palace\Interior\PalaceCourtConnector01.NIFArchitecture\Palace\Interior\PalaceCourtEnd01.NIFArchitecture\Palace\Interior\PalaceCourtEnd02.NIFArchitecture\Palace\Interior\PalaceCourtEnd03.NIFArchitecture\Palace\Interior\PalaceCourtEnd04.NIFArchitecture\Palace\Interior\PalaceCourtEnd05.NIFArchitecture\Palace\Interior\PalaceCourtSteps01.NIF

User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Sat Nov 14, 2009 2:27 pm

Keep up the good work, guys. I'm just waiting for a little more refinement before downloading this mod. :)
User avatar
Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am

Post » Sat Nov 14, 2009 5:23 pm

With the new version, the extreme brightness in Ayleid ruins (which killed my fps btw) is gone . Nice work everyone!
User avatar
Amber Hubbard
 
Posts: 3537
Joined: Tue Dec 05, 2006 6:59 pm

Post » Sat Nov 14, 2009 7:46 pm

I like to give this a try. I've already been using it some time ago and then switched to EW because of some weird and abrubt weather changes in All Natural. So, I'm using Enhanced Weather now, not especially liking or disliking it, but just want to see how you're All Natural weather mod is. Especially the Real Light part. I understand I can also use that alone, but I thought I might as well try your whole mod :) But I have one question before i try it...how's the performance impact? (downloading now already, so don't bother about the answer, but I like to know what to expect regarding performance hit ;) ).
User avatar
Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Sat Nov 14, 2009 6:52 pm

Performance impact for the weather is insignificant. The Real Lights module may have a more noticeable impact.
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Sat Nov 14, 2009 8:25 pm

Hello,

Not sure if its a problem or not, but after loading a game that I saved right after I updated to 0.9.7 I got some odd skies, even in Windfall. Never had happened before. During the game after the update the skies were normal.. but after a save, quit and reload, it happened:

http://i279.photobucket.com/albums/kk145/koki373737/oddnight.jpg and http://i279.photobucket.com/albums/kk145/koki373737/oddnight2.jpg some examples.

Its around 20 oclock game time I guess
Thanks!

My mod order:

Active Mod Files:00  Oblivion.esm01  Cybiades.esm  [Version 2.0]02  Windfall.esm03  Jog_X_Mod.esm04  All Natural Base.esm  [Version 0.9.7]05  Francesco's Leveled Creatures-Items Mod.esm06  Francesco's Optional New Items Add-On.esm07  Cobl Main.esm  [Version 1.72]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b1]0A  Diverse Wisps - Base.esm0B  TamrielTravellers.esm  [Version 1.39c]0C  FCOM_Convergence.esm  [Version 0.9.9a7]0D  Armamentarium.esm  [Version 1.3]0E  Artifacts.esm0F  Better Cities Resources.esm10  Progress.esm  [Version 2.2]11  TR_OoT_Main.esm12  BlackScreenToggleFix.esp13  Unofficial Oblivion Patch.esp  [Version 3.2.0]14  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]15  Oblivion Citadel Door Fix.esp16  DLCShiveringIsles.esp17  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]18  Better Cities .esp19  Francesco's Optional Chance of Stronger Bosses.esp1A  Francesco's Optional Chance of Stronger Enemies.esp1B  Francesco's Optional Chance of More Enemies.esp1C  Francesco's Optional Leveled Quests-SI only.esp1D  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1E  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1F  Fran_Lv30Item_Maltz.esp**  All Natural.esp  [Version 0.9.7]20  All Natural - SI.esp  [Version 0.9.7]21  All Natural - EW + NW + AWS.esp  [Version 0.9.6]22  Enhanced Water v2.0 ND.esp23  AmbientTownSounds.esp24  MIS Low Wind.esp25  MIS New Sounds Optional Part.esp26  Atmospheric Oblivion.esp27  WindowLightingSystem.esp28  Ayleid Loot EXtension.esp29  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp++  Item interchange - Extraction.esp  [Version 0.76]2A  Luchaire's Neck Seam Concealer.esp2B  Mage_Guild_Teleport.esp2C  More_Vegetables.esp2D  Living Economy - Items.esp2E  Enhanced Economy.esp  [Version 2.1.2]2F  Crowded Roads.esp  [Version 2.0]30  Map Marker Overhaul.esp  [Version 2.3]31  DLCHorseArmor.esp32  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]33  DLCOrrery.esp34  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]35  DLCVileLair.esp36  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]37  DLCMehrunesRazor.esp38  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]39  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp3A  Hiyoko_Store.esp3B  Thieves Arsenal.esp**  Armamentium female.esp3C  DLCThievesDen.esp3D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]3E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]3F  ExnemRuneskulls.esp++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]40  Slof's Oblivion Robe Trader.esp41  Cobl Glue.esp  [Version 1.72]42  Cobl Si.esp  [Version 1.63]**  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]43  Bob's Armory Oblivion.esp44  FCOM_BobsArmory.esp  [Version 0.9.9]45  Loth's Blunt Weapons- Mobs.esp46  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]47  Oblivion WarCry EV.esp48  FCOM_WarCry.esp  [Version 0.9.9]49  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  ArmamentariumLLVendors.esp  [Version 1.3]4A  ArmamentariumArtifacts.esp  [Version 1.3]++  ArmamentariumLLArmaVendor.esp  [Version 1.3]4B  OBSE-Storms & Sound SI.esp4C  FCOM_Convergence.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]4D  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9]4E  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]4F  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b1]50  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]51  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]52  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]53  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]54  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]55  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b1]++  Mart's Monster Mod - Diverse Wisps.esp  [Version 0.10]56  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]++  TamrielTravellerAdvScript.esp  [Version 1.39c]57  TamrielTravellers4OOO.esp  [Version 1.39c]58  TamrielTravellersItemsNPC.esp  [Version 1.39c]59  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  ArmamentariumLL4OOO.esp  [Version 2.0]++  Fransfemale.esp5A  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]++  EVE_StockEquipmentReplacer4FCOM.esp5B  Ivellon.esp  [Version 1.8]5C  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]5D  Dwemer_Skyship_1_1_0.esp5E  Kragenir's Death Quest.esp5F  KDQ - Rural Line Additions.esp60  OldCrowInn.esp  [Version 1.5]61  GlenvarCastle.esp62  LetThePeopleDrink.esp  [Version 2.5]63  KragenirsDeathQuest-LetThePeopleDrink patch.esp64  The Ayleid Steps.esp  [Version 2.6.1]65  thievery.esp66  thievery - EE patch.esp  [Version 1.0]67  TR_Stirk.esp68  Stirk_Compatibility_Patch.esp69  VaultsofCyrodiilBC.esp6A  Windfall.esp6B  Cyrodiil Travel Services.esp  [Version 1.3]6C  za_bankmod.esp6D  DLCFrostcrag.esp6E  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]6F  Knights.esp70  Knights - Unofficial Patch.esp  [Version 1.0.9]++  EVE_KnightsoftheNine.esp71  Cybiades.esp  [Version 2.1]72  CybiadesDungeon.esp  [Version 2.1]73  The Lost Spires.esp74  AFK_Weye.esp75  Blood&Mud.esp76  Shadowcrest_Vineyard_COBL.esp77  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]78  BrewHouse.esp79  ElsweyrAnequina.esp7A  road+bridges.esp  [Version 4.4.4]7B  NRB4+Vineyard Patch.esp7C  xuldarkforest.esp  [Version 1.0.3]7D  LostSpires-DarkForest patch.esp7E  xulStendarrValley.esp  [Version 1.2.1]7F  xulTheHeath.esp80  MMMMWL-TheHeath patch.esp81  XulEntiusGorge.esp82  xulFallenleafEverglade.esp  [Version 1.3.1]83  LostSpires-Everglade patch.esp  [Version 1.2]84  Anequina-Fallenleaf-Patch.esp85  xulColovianHighlands_EV.esp86  xulChorrolHinterland.esp  [Version 1.2.2]87  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]88  BrewHouse-LostCoast patch.esp89  KragenirsDeathQuest-LostCoast patch.esp8A  xulBravilBarrowfields.esp  [Version 1.3.2]8B  xulLushWoodlands.esp  [Version 1.3]8C  xulAncientYews.esp  [Version 1.4.1]8D  xulAncientRedwoods.esp  [Version 1.6]8E  xulCloudtopMountains.esp  [Version 1.0.1]8F  KragenirsDeathQuest-CloudtopMountains patch.esp90  xulArriusCreek.esp  [Version 1.1.2]91  xulPatch_AY_AC.esp  [Version 1.1]92  xulRollingHills_EV.esp  [Version 1.3.2]93  MMMMWL-RollingHills patch.esp94  KragenirsDeathQuest-RollingHills patch.esp95  xulPantherRiver.esp96  xulRiverEthe.esp  [Version 1.0.1]97  xulBrenaRiverRavine.esp  [Version 1.0.2]98  xulImperialIsle.esp  [Version 1.6.2]99  xulBlackwoodForest.esp9A  NRB4+UL-II+LtPD Patch.esp  [Version 2.1]9B  Castle_Seaview.esp9C  CastleSeaview+LostCoast Patch.esp  [Version 1.0]9D  bartholm.esp9E  Bartholm-Panther River Patch.esp  [Version 1.0]9F  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]A0  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]A1  EVE_ShiveringIslesEasterEggs.espA2  Kyoma's Journal Mod.esp  [Version 3.2.0]A3  Real Hunger, Cobl.esp  [Version 1.6.1]A4  RealSleepExtended.esp  [Version 2.3]A5  SupremeMagicka.esp  [Version 0.89]A6  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]A7  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]A8  MidasSpells.espA9  SM Combat Hide.esp  [Version 1.1]AA  Enhanced Grabbing.esp  [Version 0.4]AB  kuerteeNPCsYield.espAC  nGCD.espAD  nGCD Oghma Infinium.espAE  ProgressMBSP.esp  [Version 2.0]AF  ProgressRBSP.esp  [Version 1.0]B0  ProgressRacial.espB1  Let There Be Darkness - Knights.espB2  Let There Be Darkness - Cyrodiil + SI.espB3  Let There Be Darkness - Mehrunes Razor.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]B4  CuteElf11.esp  [Version 1.2]B5  bgBalancingEVCore.esp  [Version 10.52EV-D]B6  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]B7  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]B8  bgMagicEVPaperChase.esp  [Version 1.68EV]++  bgMagicEVNoSorting.esp++  bgMagicEVStartspellsNoSorting.esp**  bgBalancingEVOptionalNPCDiversity, Vanilla.esp  [Version 10.0EV-D]B9  bgBalancingOptionalNoRaceDisp.esp  [Version 9.0UV-U]BA  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]BB  bgIntegrationEV.esp  [Version 0.962]++  EVE_KhajiitFix.espBC  Better Cities Full - B&M Edition.espBD  BCBravilB&MFULL-Barrowfields patch.espBE  Better Cities - Brew House.espBF  BCChorrol-ChorrolHinterland fix.espC0  Better Cities - No LEYAWIIN Flooding.espC1  Better Cities - Thievery.espC2  Better Imperial City.espC3  Better Cities - Old Crow Inn.espC4  Better Cities - COBL.esp  [Version 0]++  bgMagicEVNoSummonGlow.esp  [Version 1.62EV]C5  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]C6  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.espC7  Bashed Patch, 0.espC8  MergedMaps.espC9  FormID Finder4.espCA  Streamline 3.1.esp

User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Sat Nov 14, 2009 5:09 am

Tried a clean save already?
User avatar
James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Sat Nov 14, 2009 12:06 pm

Heh, just realized the gravity of this mod today. Ever since installing this mod, I've not been to Shivering Isles yet, so this morning I went there to look around at the new features. I knew there isn't Natural Interiors support yet...but I was incredibly surprised to see the VAST difference in Cyrodiil compared to Shivering Isles. It looks SO MUCH MORE natural and beautiful with the full range of support from Cyrodiil than it did inside Shivering Isles. I truly hope that Natural Interiors support (And full Real Lights support. I don't know if that's added or not to SI yet, or if it ever will be. I heard it's a [censored] to add those real lights in.) is added to SI soon. I want to see the islands of madness in their true beauty soon. ;D

Keep up the phenomenal work!
User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Sat Nov 14, 2009 5:21 am

Tried a clean save already?

>_< My mistake, when I uninstalled 0.9.6 and installed 0.9.7 I forgot to activate AllNatural.esp.. it?s imported into Bashed Patch, so I saw the dot and didnt noticed that the "check" was missing.
User avatar
Stacyia
 
Posts: 3361
Joined: Mon Jul 24, 2006 12:48 am

Post » Sat Nov 14, 2009 7:18 am

I would like to thank you for everything you have done for the community with this mod. You have no idea how satisphying it is to walk into a house at midnight and NOT have sunlight streaming through the windows. Or mabye you do....
Once again, thanks!!!
User avatar
Lucie H
 
Posts: 3276
Joined: Tue Mar 13, 2007 11:46 pm

Post » Sat Nov 14, 2009 3:20 pm

Heh. Thanks. And actually we do know how satisfying it is :) Especially to see others who appreciate it as well.
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Sat Nov 14, 2009 6:31 pm

By Wrinklyninja's request I'll recap the conflict I seemed to have between v2.2.1 Real Sleep Extended's automatically adjusting timescale and v0.9.6 All Natural. I have since upgraded All Natural to v0.9.7 but still use Real Sleep Extended 2.2.1 with the timescale functionality off. My default timescale is x10 and I do not have it adjusted by any other mod from that as far as I know (easily checked/altered through COBL). I have been using OBSE v0018 beta 4 during all this time:

From http://www.tesnexus.com/downloads/file.php?id=24649
@theNiceOne: The problem was basically that seemingly at random the time of day would go out of sync and I'd end up with night at noon or any other time between 6 AM and 8 PM when it's generally light outside. Often seemed to happen after I'd go inside a building and then come back out, when Automatic time shifts are most prevalent (x6, etc.). My default has always been to run at x10 when I play and so I had this for just about everything except running (x12) and waiting/being inside a building (x6).

Another possible culprit might be Enhanced Vegetation which allows for installation of time scale specific .esps. I'm using the x10 for that. I haven't taken the time to check all of these mods against one another though, so I'm just giving you the best guess out of my mod list, though it's possible that something else is the cause -- I have over 300 mods.

However, I'm pretty experienced at dealing with Load Orders and debugging, so I'm feeling fairly confident that the problem is between All Natural and your mod. Yes, I disabled Automatic Timescale with a reinstall just to be doubly sure everything was AOK and I checked the ini. So far with it off I have had no strange time-of-day issues.


Also as requested, here is my load order here (it's a doozy - if you don't recognize something it's probably a merged esp):

Oblivion.esmScreenEffects.esmYou Are Here.esmAll Natural Base.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmA_Bloody_Mess.esmCobl Main.esmQarls_Harvest.esmUlrim's Horses.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmEnhanced Daedric Invasion.esmTamrielTravellers.esmFCOM_Convergence.esmKvatch Rebuilt.esmBetter Cities Resources.esmbookplacing.esmBathingMod_Base.esmToaster Says Share v3.esmHorseCombatMaster.esmUnofficial Shivering Isles Patch.espDiverseNPCs.espUnofficial Oblivion Patch.espDLCShiveringIsles.espSM Plugin Refurbish - SI.espOblivion.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Leveled Quests-SI only.espFCOM_FrancescosNamedBosses.espFran Armor Add-on.espOblivion XP.espEnhancedImperfectWaterHD.espAtmospheric Oblivion.espOBSE-Storms & Sound SI.espStorms & Sound - Better Cities.espWindowLightingSystem.espBedrollsanyone.espCrowded Roads Revisited.espCrowded Roads Revisted_All_Roads_1.espImmersive Travelers.espImproved Hotkeys.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Durzog Addon.espMart's Monster Mod - Shivering Isles.espDwemer_Skyship_1_1_0_noQuest.espExtended Imperial City.espKvatch Rebuilt.espKvatch Rebuilt - Leveled Guards - FCOM.espxulBravilBarrowfields.espxulPantherRiver.espxulBrenaRiverRavine.espxulBlackwoodForest.espVaultsofCyrodiilBC.espAliveWaters.espAliveWaters - Kois and Slaughterfish Addons.espBook Jackets Oblivion - BP.espOblivifall - Let's Talk!.espKragenir's Death Quest.espKDQ - Rural Line Additions.espSaxsters_EarlyMergedPatch.espOblivion Cats v0.22b.espReznod_Mannequin.espLiving Economy.espLiving Economy - Items.espCutthroat Merchants.espmoDem's City Life - BP Compat.espFF_Real_Thirst.espFF_Real_Thirst, Cobl.espBeyondCyrodiilMarkers.espHov's Hotkeys.espLem - Hotkey Cyclers.espDLCOrrery.espDLCOrrery - Unofficial Patch.espSM Plugin Refurbish - Orrery.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espSM Plugin Refurbish - Battlehorn.espDLCVileLair.espDLCVileLair - Unofficial Patch.espSM Plugin Refurbish - VileLair.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espSM Plugin Refurbish - MehrunesRazor.espKnightlyArmory.esp00RBScribeSupplies Intensive.esppale_rider's Armory of The Divine Guardian.espRAEVWD New Sheoth.espSentientWeapon.espStockClothingArmor-forExnems.espxulTheHeath.espxuldarkforest.espQarls_Harvest.espSlof's Horses Base.espHRMHorseArmor.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espSM Plugin Refurbish - HorseArmor.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espSM Plugin Refurbish - ThievesDen.espCobl Glue.espCobl Si.espOOO 1.32-Cobl.espBob's Armory Oblivion.espFCOM_BobsArmory.espLoth's Blunt Weapons for Npcs.espOblivion WarCry EV.espFCOM_WarCry.espMart's Monster Mod - Gems & Gem Dust.espOscuro's_Oblivion_Overhaul.espFCOM_Convergence.espFCOM_RealSwords.espMart's Monster Mod - Hunting & Crafting.espMMM_Merged_Addons.espTamrielTravellers4OOO.espTamrielTravellersItemsnpc.espTamrielTravellersItemsCobl.espShiveringIsleTravellers.espV&B Vampires and Bandits.espV&B-OOO.espDwarvenCityDemo.espmrSiikas_DwemerTechnology_DwemerSubway.espApachii_Goddess_Store.espcyrodiil transportation network wz 1.31.espAT Prison.espAuriel's Books and Cyrodiil Inns.espFairies.espFF_WaldnirsWoods.espLetThePeopleDrink.espKragenirsDeathQuest-LetThePeopleDrink patch.espM.O.E. - Tools of Kagrenac - The Secret of White Gold Tower.espMTCExpandedVillages.espOldCrowInn.espDelivery Job - BC.espSlof's Oblivion Goth Shop.espza_bankmod.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espSM Plugin Refurbish - FrostCrag.espUlrim's Horses.espKnights.espKnights - Unofficial Patch.espSM Plugin Refurbish - Knights.espThe Mystery of the Dulan cult.espFCOM_DulanCult.espxulStendarrValley.espXulEntiusGorge.espxulFallenleafEverglade.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espKragenirsDeathQuest-LostCoast patch.espCastle_Seaview.espCastleSeaview+LostCoast Patch.espxulLushWoodlands.espxulAncientYews.espSentientWeaponII-AncientYews patch.espxulCloudtopMountains.espKragenirsDeathQuest-CloudtopMountains patch.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV.espKragenirsDeathQuest-RollingHills patch.espxulRiverEthe.espxulImperialIsle.espSB IC Palace Tower Light Mod v1.1 - Modified Version.espAmbientDungeons.espAll Natural - Real Lights.espAll Natural.espAll Natural - SI.espThe Ayleid Steps.espOblivion XP Quest Add-on One.espNatural Interiors - Windows to the World.espNaturalHabitat.espEnhanced Daedric Invasion.espHarvest [Flora].espHarvest [Flora] - DLCFrostcrag.espBetterMusicSystem.espBloody_Mess - Bloody_Fights.espCBScryingv1.espMap Marker Overhaul.espCliff_BetterLetters.espDecoratorAssistant with OBSE v1.1.espClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.espdiversegrasses.espImpeREAL Empire - Unique Forts.espDropLitTorchOBSE.espDuke Patricks NPC Arrow Shots Can Miss Now.espDungeon Actors Have Torches 1.6 DT.espM.O.E. - Lycanthropy and Lichcraft.espReneersGoldMod.espSalmo the Baker, Cobl.espSlof's Dogs.espkuerteeAlternativesToDeathAndReload.espNo_more_annoying_comments_less_convn.espRoleplaying Dialogues.espQuest Award Leveller.espAlternative Start by Robert Evrae.espReal Hunger, Cobl.espBathingMod_BloodyMess_Bathrooms.espBathingMod_InnsHaveTubs.espRealisticFatigue.espRealisticHealth.espRealisticForceMedium.espRealisticMagicForceLow.espRealSleepExtended.espSupremeMagicka.espSM_ShiveringIsles.espSM_EnchantStaff.espFingerSnap_plus_AnnoyingMSGsBegone.espSyc_AtHomeAlchemy.espDuke Patricks - Fresh Kills Now Alert The NPCs.espDuke Patricks - Near Miss Arrow Shot Alerts The Target.esppersonality_idles4.esptalkwithyourhands PI4.espXSPipeMod.espDwarven_Special.espFGPorterOverhaul.esp300_Lore Dialogue.espToaster Says Share Faction Recruitment.espbgBalancingEVCore.espbgBalancingOptionalLessHealth.espCities Alive At Night.espBetter Cities .espBetter Cities Full.espBetter Cities - Full City Defences.espBetter Cities - Unique Landscape Barrowfields.espBetter Cities - Unique Landscape Chorrol Hinterland.espBetter Cities - Knightly Armory.espBetter Cities - No LEYAWIIN Flooding.espBetter Imperial City.espBetter Cities - Old Crow Inn.espBetter Cities - COBL.espThe Lost Spires.espLostSpires-Everglade patch.espLostSpires-DarkForest patch.espGet Wet - just droplets.esp[GFX]_Initial_Glow-all.espPersuasionOverhaul.espViconia.espBashed Patch, 0.espDeadlyReflex 5 - Combat Moves.espRenGuardOverhaul.espRenGuardOverhaulShiveringIsles.espkuerteeCleanUp.espStreamline 3.0.esp


I'll be curious to see if anyone spots conflicts here since I've done my best to avoid them using every tool available (Wrye Bash, OBMM, TES4Edit and my own customized version of BOSS's list) but when a mod list gets this adventurous, trouble is hard to avoid.

Also, please note that I have recently reverted to Streamline 3.0 from 3.1 due to CTDs on Streamsave that I had been experiencing with 3.1. I also am pretty confident that I had the purge on load set to 0 and definitely do with 3.0, so I do not believe that this was the cause of my problem with All Natural day/night getting out of sync with the time of day, but I can not completely write off that possibility because I was doing a lot of tweaking during that period.

As it stands today, I seem to have fewer issues with All Natural, especially since the latest version, although I did sometimes get problems with lighting staying bright after a lightning flash, but this doesn't seem to be happening as often since I have started using OBSE-Storms & Sound SI.esp.

Thanks and I hope perhaps this helps someone besides me.
User avatar
Scarlet Devil
 
Posts: 3410
Joined: Wed Aug 16, 2006 6:31 pm

Post » Sat Nov 14, 2009 2:13 pm

@ Saxter: Thanks for the recap. Could you test to see if it happens with 0.9.7? Your's is one of the issues I'm currently trying to pin down, along with Petrus/Bloodfrozen's rain->clear changes and Corepc/cam_ip's pink textures.

Oh, and that skydome bug. There seems to be a variety of misc. bugs that AN can't really seem to cause, but occur when using AN. Weird. :shrug:

@ Arthmoor:Corepc posted this regarding the skydomes being pink, can you verify that this is a correct fix, and that it needs to be done for the next version:

ALL Natural skydome.nif -> if you look under nitexturingproperty block, the apply mode is set to apply_modulate, which is the cause looks like to me.

What I did was change this to apply_decal. That fixed the problem for me,No more pink light at end of tunnel..The vanilla skydome has it set to apply_decal has well and only uses on texture.

User avatar
Verity Hurding
 
Posts: 3455
Joined: Sat Jul 22, 2006 1:29 pm

Post » Sat Nov 14, 2009 8:14 am

Possible, yes, but it would require at least as much work as it took us to get to the number of transparent window meshes we have now. Probably more, because we'd need someone to create two states for the node the rain particle generator would be attached to. One for on, one for off.

I don't really know how that works but I assume we'd manually position the nodes above the windows in each mesh? That wouldn't be too hard, but again, I know very little about this, but it would be cool to see rain outside windows. Anyway, maybe something to try as proof of concept down the road.
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Sat Nov 14, 2009 2:34 pm

Oh, and that skydome bug. There seems to be a variety of misc. bugs that AN can't really seem to cause, but occur when using AN. Weird. :shrug:

@ Arthmoor:Corepc posted this regarding the skydomes being pink, can you verify that this is a correct fix, and that it needs to be done for the next version:


I can't verify that one way or the other since I don't experience that bug. There's no way for me to replicate it. If it fixes it for both of you guys, then I'm down with it since changing the APPLY_MODULATE to APPLY_DECAL doesn't break anything for me.

I don't really know how that works but I assume we'd manually position the nodes above the windows in each mesh? That wouldn't be too hard, but again, I know very little about this, but it would be cool to see rain outside windows. Anyway, maybe something to try as proof of concept down the road.


Well. You'd need a particle effect for the rain. I assume that would need to go on some kind of billboard mesh. That mesh would then need to be attached to the larger interior mesh and moved into the proper positions for the windows. It would have to be large enough to make it practical to use on a wide variety of buildings. I don't know the process of making a particle mesh, but I know enough Nifskope that I can attach the thing to the building interiors if someone else were willing to do the first part. And yes, a few proof of concept meshes would be needed once the basics were ready. And some script-fu to turn the nodes on and off.
User avatar
Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Sat Nov 14, 2009 10:18 pm

As promised, two rather stupid questions:

The readme says:

As of version 0.9.7, All Natural covers Shivering Isles when you activate the "All Natural - SI.esp" plugin. You can however choose to use the Enhanced Weather Shivering Isles only weather system to cover Shivering Isles if you for some reason prefer that. Do not use both at the same time. You should never have both "EnhancedWeather.esp" and "All Natural - SI.esp" active at the same time!


I guess "Enhanced Weather Shivering Isles only weather system" means an esp you get when downloading EW separately? I only get All Natural - Enhanced Weather.esp with All Natural and I guess it's OK to use that and All Natural - SI.esp? Just want to check on that.

Also, when updating the bashed patch for All Natural - Indoor Weather Filter For Mods.esp I should only check that under Import cells, right? I have Frostcrag etc. listed there as well.
User avatar
Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Sat Nov 14, 2009 12:10 pm

As promised, two rather stupid questions:

The readme says:

I guess "Enhanced Weather Shivering Isles only weather system" means an esp you get when downloading EW separately? I only get All Natural - Enhanced Weather.esp with All Natural and I guess it's OK to use that and All Natural - SI.esp? Just want to check on that.

Also, when updating the bashed patch for All Natural - Indoor Weather Filter For Mods.esp I should only check that under Import cells, right? I have Frostcrag etc. listed there as well.

I will clarify the readme for the next update to say that the EW SI only weather system is from the separate EW mod. So yes, you are fine since you don't use EW.

Also, yes, the filter patch should be checked under Import Cells. Some other mods will be listed under Import Cells as well, and usually don't need to be checked but that's a mod by mod call that has nothing to do with All Natural.
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Sat Nov 14, 2009 11:15 pm

I will clarify the readme for the next update to say that the EW SI only weather system is from the separate EW mod. So yes, you are fine since you don't use EW.

Also, yes, the filter patch should be checked under Import Cells. Some other mods will be listed under Import Cells as well, and usually don't need to be checked but that's a mod by mod call that has nothing to do with All Natural.


OK. Thanks for the quick reply. :)
User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Sat Nov 14, 2009 7:30 pm

Ive found a weather that has on clouds whats so ever its just plane blue and its kind of boing and it has no Name by the look of it in the pic but ive seen it before in Natural Environments Version 2.1.3 here is the http://screenshot.xfire.com/screenshot/natural/e7951721db787b3910eb2bdd3b90c5f04d75fe24.png
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Sat Nov 14, 2009 11:24 pm

The plain blue sky weather is deliberate. As you noted, it's part of the NE weather set. Trust me when I say that sometimes the real sky is just as bright, blue, and cloudless. So there's nothing to worry about. :)
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Sat Nov 14, 2009 3:42 pm

Yes, that does look rather boring, I'll see what I can do to liven it up. :)

I haven't done much modding recently, I was gifted the Orange Box at the weekend, and I've been playing through all the included games, which has kept me busy. Now that I've got them all done, I'd better get back into this.
User avatar
BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Sat Nov 14, 2009 6:46 pm

-If this has been reported sorry-

So to do a Kragenir quest I went into the prison and noticed pink coming from the windows.

More recently I started a new character to test a mod out and again pink coming through the prison windows.

Not sure if this mod, but couldn't think what else it might be. Anyone else have this issue?
User avatar
Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Sat Nov 14, 2009 1:20 pm

Yes, apparently there's a glitch with the skydome objects that AN is using outside of a bunch of windows, including the one outside the prison window. One of those things I had no way of knowing about since the glitch never hits me.

@Wrinklyninja: Aw, don't take out the bright clear blue sky. I rather like it for keeping things more realistic.
User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Sat Nov 14, 2009 9:47 pm

@Wrinklyninja: Aw, don't take out the bright clear blue sky. I rather like it for keeping things more realistic.

2'nd
User avatar
lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Sat Nov 14, 2009 8:13 am

@Wrinklyninja: Aw, don't take out the bright clear blue sky. I rather like it for keeping things more realistic.

3rd. Having seen such sky many times in my (real) life(http://libertan.tistory.com/21, anyone?).
User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Next

Return to IV - Oblivion