OBLIVION
Weather - All Natural by Chong Li
Oblivion » Environmental
Added: 08/07/2008 - 01:52PM
Updated: 14/01/2014 - 08:19PM

1,342 Endorsements

1.34 Latest version

202,743 Unique D/Ls

293,227 Total D/Ls

845,711 Total Views

Uploaded by wrinklyninja

Description

Last updated at 20:19, 14 Jan 2014 Uploaded at 13:52, 8 Jul 2008

All Natural requires Wrye Bash v292 and OBSE 0019b or greater!

Also check out the Videos tab to see All Natural in action, and the Mirrors tab for links to translations!

The official forum thread can be found at http://forums.bethsoft.com/index.php?/forum/25-mods/ by searching for "Weather Natural".

Please direct all bug reports and problems to the official forum thread for support.

For those wondering about the possibility of Immersive Interiors integration:
QUOTE

While I'm at it, I'll also address a point that's been brought up in the past: Immersive Interiors integration. I haven't spoken to SWG about this, and it's only been briefly mentioned between Arthmoor and myself, but the way I see it is this: I'd integrate II in a heartbeat, as it's fantastic work that should really be a part of anyone's game, but we need to take into account having as wide a compatibility with other mods as possible. Since II portrays the vanilla city layout, it might not be desirable to users of other layouts such as Better Cities or Open Cities Reborn. As such we'd need to keep it a separate part of the mod, much like RL is, and so it might as well remain totally separate, which provides greater freedom for SWG to work with. So Immersive Interiors will remain a separate mod for this reason for the foreseeable future. That doesn't mean we don't absolutely recommend it though. ;)

All Natural 1.33 11-20-2011
By Chong Li, Arthmoor, Brumbek, & WrinklyNinja

About

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 and seasonal weather script that also keeps the weather synced on interior/exterior switching and fast traveling. It also adds a variety of optional features customizable through an .ini file in order to help enhance the user's weather experience. Users can also choose to use only vanilla weathers or to use the weather types from Natural Weather, Atmospheric Weather System, and Enhanced Weather, picking and choosing any combination they wish.

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 had windows you could look out of and see the actual sky that matched the exterior weather. The mod also featured proper time of day progression and interior weather sounds (the sounds being originally featured in the "Weather Inside" mod). The result of all this was the ability to look out an interior window and see the sunset, clouds, stars, storms, etcetera, having the interior lighting level change based on it being sunny, cloudy, nighttime, etcetera, and hearing rain and storm sounds from within.

Sadly, Natural Interiors was never finished and had some issues. However, All Natural includes a totally finished and issues-free expanded version that cannot be found outside of All Natural. Note that 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, Real Lights adds candles, lanterns, or other light sources that emit light instead of generic white light coming from mid-air.

Sadly, Real Lights was never finished and has some serious issues with save game bloating. However, All Natural includes a totally finished and issues-free expanded version that cannot be found outside of All Natural.

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.

Considering the problems with the original Real Lights and that the All Natural version of Real Lights is finished, totally safe, and modular, no one should use the older version by Josef K.

[Please refer to the full readme for detailed information about installing and customizing the mod.]

Credits

Chong Li was the original creator of the mod and coded the original weather system, Real Lights integration, and Natural Interiors integration, including creating custom meshes. Without him, there would be no mod.

WrinklyNinja is the current developer of the weather system and more.

Arthmoor is the current developer of the Real Lights plugin and more.

Brumbek is the current developer of the Natural Interiors meshes and textures.

Special Thanks

Everyone who supported the mod, whether it be through bug reports, encouragement, or screenshots.

Josef K. for the original Real Lights.

Wormheart for the original Natural Interiors.

Max Tael for the original Natural Environments.

HTF, WrinklyNinja, and Halo for Enhanced Weather.

LprMan for his weather textures.

The OBSE Team for creating OBSE.

Version 1.33 Changelog

    *Fixed Leyawiin upper class exterior doors that previously incorrectly used the interior All Natural versions due to an oversight. Now all 9 exterior doors use the proper unaltered, exterior mesh, allowing other mods like AWLS to properly light the windowed portion of said doors.
    *Fixed improper name of the Leyawiin MG interior door that had “AN” tag attached to it.
    *Capitalized both the interior and exterior Leyawiin MG door to be “Mages Guild Door” instead of “Mages Guild door”.


Version 1.32 Changelog

    *Real Lights: Adjusted lighting in the Anvil Castle Great Hall because the Countess was sitting in darkness, and other areas were excessively bright.
    *Real Lights: Fixed a sideways flame in the Imperial Bastion.
    *Weather boxes have been added to all remaining vanilla interiors throughout Cyrodiil and the Shivering Isles.
    *More mod support has been added to the weather filter.
    *A few farmhouse interior windows fixed that had same bad normals so half the window wasn't displaying the normal map correctly.
    *Improved window placement for farmhouseinterior04top.nif, this was a vanilla issue.
    *Fixed all the lower class Leyawiin windows and frames so that the outside frame appears correctly.
    *Fixes the exterior Leyawiin MG door which had incorrect interior mesh applied.
    *Moved cobweb in Emma May's Captains Quarters so it doesn't obscure windows due to double alpha engine bug.


Version 1.31 Changelog

    *Updated OMOD and BAIN scripts to modify All Natural.ini settings based on choices during the install script. Thanks to andalaybay for the help with OBMM. Thanks to Lojack for all the help with the BAIN wizard. New .ini install settings only work with Wrye Bash 292.
    *Updated the BAIN script to meet the new standard for version 292, thanks to alt3rn1ty for doing the update and finding some errors. Still works with old BAIN versions.
    *Fixed error in Shivering Isles Settlements interior windows transparency. Big thanks to UndWDoG for pointing this out. Now only the window portion will be transparent, not the metal bars.
    *Several cell updates have been made in the weather filter to account for mod updates.
    *Real Lights: Adjusted light levels in Mystic Emporium so they aren't as overwhelming in daylight.
    *Included nao4288's Forge New Textures textures and updated three building meshes with forges to make the forge fires 3D and look way better. nao4288's mod is still necessary for forges outside interiors.


Version 1.3 Changelog

    General Changes:
    *Added Martigen's Monster Mod patch, that fixes the issue with the Spriggan and Ent death scripts not working so no rain would start upon their deaths.
    *Real Lights: Fixed all of the lighting control scripts so they turn on/off properly with weather changes.
    *Real Lights: Set all lighting control scripts to check for the current climate and use the sunrise/sunset values from those to turn lights on/off.
    *Real Lights: Fixed the Varla and Welkynd stone scripts so they don't spam messages when picked up.
    *Fixed weather boxes for snow that would activate in the wrong weather types.
    *Added weather boxes to Bruma, Weynon Priory, and the other miscellaneous chapels so rain and snow can be seen out the windows.
    *Fixed an interior in New Sheoth that got removed in-game due to mesh numbering being out of sequence.
    *Updated the .ini file to include much more descriptive notes for all settings.
    *Updated the .ini file to include suggested values for color tints to match Natural Environments and to darken certain weather types and others. Updated Readme to include comparison pictures!
    *Updated the .ini file to include suggested values for fog distances.
    *Edited the Readme to add a few new sections and remove outdated info, plus to create a nicer format.
    *OMOD and BAIN install scripts updated to detect incompatible mods already installed and to issue warnings or cancel the installation.
    Brumbek's changes to meshes and interiors:
    *Redid Leyawiin Fighter's Guild, Mages Guild, Blackwood Hall, and all four Upper Class interiors to use actual exterior parts. Much nicer now.
    *Fixed Leyawiin Mages Guild Circle Window to be transparent...this whole time I never noticed this.
    *Fixed Leyawiin Mages Guild interior front door to be transparent.
    *Fixed all nine Leyawiin Upper Class front doors to have the top window be transparent, and altered several interior meshes to accommodate this change, including adding exterior architecture you can see though the front door windows.
    *Fixed almost all Leyawiin meshes to remove the glowing white windows. Now all windows don't emit any light and are pitch black if no light source is nearby.
    *Fixed crack in leyawiinhouseintl04.nif.
    *Fixed poorly done collision for leyawiinhouseinteriorupper09.nif that made it so you could walk into walls and other geometry (vanilla issue).
    *Updated Shivering Isles Palace to fix some cracks in the roof and walls (did this by placing a black roof around the Palace top, in the mesh itself for end pieces and in the .esp for middle sections).
    *All Bravil interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
    *All Bruma interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
    *All Cheydinhal interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
    *All Bliss interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
    *All Bliss interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
    *Sacellum updated to remove emissive glow from Bliss side.
    *All Cloud Ruler Temple interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
    *All Cloud Ruler Temple interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
    *All Farmhouse interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
    *All Imperial City interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
    *IC Temple of the One windows updated to remove emissive glow so they're pitch black if no light source is nearby.
    *Priory Weynon House window alignment slightly tweaked to make it perfect.
    *Priory windows updated to remove emissive glow so they're pitch black if no light source is nearby.
    *Generic Ship interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
    *Fixed incorrect double material properties nodes on many Skingrad Middle and Upper Class interiors.
    *All Skingrad interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
    *All Skingrad interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
    *Fixed incorrect double material properties nodes on many Kvatch Rebuilt Middle and Upper Class interiors.
    *All Kvatch Rebuilt interior windows updated to remove emissive glow so they're pitch black if no light source is nearby.
    *All Kvatch Rebuilt interior windows updated to remove window vertex colors to make windows proper brightness instead of being dull.
    *Edited every Anvil interior mesh to fix strange lighting on windows.
    *Fixed a couple cracks in several Anvil meshes.
    *Fixed several vanilla mesh errors in Sickly Bernice's rooms.
    *Updated all farmhouse interiors to use only the Farmhouse window types instead of Chorrol windows. This change matches the recent AWLS verison changes.
    *Updated Farmhouse textures to make the transparency on the windows much nicer.
    *Fixed five IC Palace meshes to make collision match the mesh.
    *Updated Cheydinhal textures to make the windows much less clear.