Jump to content

How do I make Open Cities Reborn work with All Natural Weather?


Nostradamis

Recommended Posts

So the past few days I have been modding Oblivion. It hasn't been easy but every single problem I have encountered I have been able to figure out/fix by myself. Except this one issue: I have no idea how to make OCR work with All Natural Weather. Well I know what to do, but not how to do it. The OCR readme says what to do but I can't make much sense of how to do it:

 

"Weather mods such as All Natural, Natural Interiors, Weather Inside, or any other mod altering interior cell climate/weather behavior need to be tagged with an appropriate Wrye Bash tag and the data imported into your Bashed Patch. This is usually accomplished with the C.Climate tag. If in doubt, ask. Someone should be able to provide an answer. Manually moving files like this too far down in your load order can cause other unrelated problems to occur."

 

I have been searching the internet for hours with no direct answer. Help me.

Link to comment
Share on other sites

It means that if your load order looks something like this (mercy, please, I am on my laptop at the moment and do not have anything game-related here, so the names can be pretty off):

  • Oblivion.esm
  • Open Cities Resources.esm
  • All Natural Base.esm
  • ....
  • All Natural.esp
  • ....
  • Open Cities Reborn.esp
  • ....
  • Bashed Patch.esp

When Open Cities Reborn is loaded after your All Natural plugins (which it should), and OCR probably changes cell interiors (not sure, but since it modifes load doors, it most likely does also mark interior cells as modified, either through adding a door there or modifying a load door pair, of which one door is inside the cell), the CELL record itself (the one containing name, owner, water data and climate, for example) ends up having the traits defined in the last loaded plugin - in this case, OCR, and not All Natural.

 

This is why Bashed Patch, and the tags exist (also for example leveled lists). If you add the Bash Tag for C.Climate, the climate data for the CELL record from the last loaded tagged plugin modifying that cell is merged into your Bashed Patch, overwriting any CELL record climate data from any plugins loaded after it that are not tagged with the same Bash Tag. In this case, when you tag All Natural.esp with C.Climate and do not tag Open Cities Reborn.esp, Wrye Bash will import cell climate data from All Natural to your Bashed Patch, so that the Bashed Patch will contain, for each relevant CELL record, the traits defined in Open Cities Reborn.esp with the climate data defined in All Natural.esp. So you can sort of define what is combined in your Bashed Patch.

 

You can see the Bash Tags listed on the right hand side panel in Wrye Bash when you have the plugin selected. They should be in the lowest box (grayed out most likely). You can see the Unofficial Oblivion Patch.esp for reference, it has a variety of Bash Tags on it (to make sure all bugfixes end up in your game). You will see that to add a Bash Tag, the easiest way is to edit the plugin's description by adding, for example to achieve that C.Climate record, the following:

 

{{BASH:C.Climate}}

 

And set tags to "automatic" (which they are by default). When you save the changes, the list that shows Bash Tags should have C.Climate on it. And that is it! When you rebuild your Bashed Patch, you should have All Natural.esp listed in the relevant import sections. Then just import the changes (to climate, for example) by making sure you have them ticked when you click "build" or something like that. I cannot remember if All Natural already had the tags in place. If it does, you can just rebuild the Bashed Patch and the import options should be there without any further labour on your part.

 

All the different Bash Tags are listed in the Wrye Bash Advanced Readme that came with your Wrye Bash download. It should be somewhere in the Mopy folder, perhaps in a Docs subfolder. I cannot remember. You can check what sort of tags you have available in there.

 

Hopefully that helps a little. :smile:

Edited by Contrathetix
Link to comment
Share on other sites

Okay. Maybe something like this:

  1. open Wrye Bash
  2. select the tab that lists your .esp files
  3. select All Natural.esp
  4. select the large white description box on the right (below name and author)
  5. add the following text in the box: {{BASH:C.Climate}}
  6. click Save (somewhere around the bottom)
  7. right-click on your Bashed Patch.esp, select the option to rebuild it
  8. make sure you have All Natural.esp selected in the various importing categories where it will appear
  9. rebuild the patch
  10. done

Edit: Oops. Corrected a typo. :P

Edited by Contrathetix
Link to comment
Share on other sites

No problem. If the tag already is there

  1. make sure your load order is right (for example All Natural is loaded before Open Cities Reborn)
  2. rebuild the Bashed Patch by right-clicking it and selecting the option to rebuild
  3. there should be All Natural listed somewhere in the "Import Cells" category, or maybe elsewhere, make sure the box next to it is ticked
  4. click the button that starts the rebuild process
  5. done

That should be it. Remember to rebuild the Bashed Patch when you add or remove mods, just to make sure. If the tags are there, no need to add them. Just drop the part of adding the tag. :smile:

 

In case you want to know, the Indoor Weather Filter For Mods sort of plugin that came with All Natural is something you can use the following way (because suppor for mods like Arthmoor's villages is not included in the main plugin):

  1. add the filter plugin to your load order (there will be lots of missing masters, ignore it)
  2. move the filter plugin just above your Bashed Patch, but do not activate it
  3. rebuild your Bashed Patch with the filter plugin selected in the "Import Cells" category (and everywhere else it may appear)
  4. when the Bashed Patch has been rebuilt, remove the filter plugin from your load order (or else the game can crash)
  5. done

The filter plugin only needs to be there when you rebuild the Bashed Patch. It makes some mods' cells behave like exterior. In case you want a more consistent experience. It does not include all mods, but it should include some mods.

Edited by Contrathetix
Link to comment
Share on other sites

Welp the game isn't crashing on startup anymore, so I must be doing something right. But whenever I go inside I can't see the exterior like I'm supposed to with the mod. I can see the weather outside, but nothing else. So Here is what I did:

1. Backuped my old modded oblivion folder

2. Reinstalled Oblivion

3. Obtained and installed the requirements for All Natural

4. Started Wyre Bash

5. Used the Wizard to install All Natural.(Like it says so.)

6. Make sure the Load order is correct.

7. Rebuilt the Bashed Patch making sure that "Import Cells" is checked and that all of the All Natural ESP's are checked under that category.

 

No dice.

Link to comment
Share on other sites

If you see the weather while in an interior (meaning sky + weather-dependent lighting) the mod is working. All Natural only accomplishes transparent windows with sky visible in the interior, also lighting changes depending on weather and the rain boxes outside windows in vanilla + SI cells. It does not make exteriors visible, it is not even supposed to. As you probably know by now, each interior cell is a separate cell, as in there is nothing outside the interior walls (you can check using the "tfc" command in console and flying around). When you enter, for example, Renoit's Books in Chorrol, when you activate the exterior door (which leads to the bookstore), the game moves the player character to the door linked with the exterior one. The linked door is located in the bookstore interior cell. The outside world and the interiors are completely separate.

 

If you want to see the exteriors while in an interior cell, the exteriors would need to be reconstructed in each individual interior cell, because each individual interior cell is a separate one and has nothing to do with the exteriors or other interior cells (excluding the doors that act as portals between them). There is one mod that tries to do this with Leyawiin and Bravil in another package by someone else, but that one is strictly for vanilla cities. I have never used it, but I think it just basically reconstructs the exteriors in each interior cell. There is no other way to accomplish the effect. For Open Cities Reborn, there is nothing that would do it. You can use the mod I mentioned, but because the reconstructed exteriors in the interior cells are copied from the vanilla cities, you would just end up seeing the vanilla cities when you looked out of a window. When you exit via the door, the OCR city is there.

 

And that is about it. All Natural handles weather + transparent windows. I think it says so in the description, and I think there might have been an explanation of why they did not do the exterior reconstruction thingy, too. People can use different city mods, so they cannot bundle anything exterior-related in the mod. Plus it would take a huge amount of work.

 

Good to hear you got the mods working, though. I use OCR and All Natural myself, as well, and it definitely enhances the atmosphere. If you have any other questions, feel free to ask. I might be able to answer them. Also great to see there are people willing to work to get mods working (as in, not throwing in the towel when the big green download button fails to deliver). :smile:

Edited by Contrathetix
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...