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Nighttime indoors seems like daytime


jemiari

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I noticed this issue soon after I replaced Enhanced Weather with Natural Environments, so it could possibly be the cause. Usually when it's night time light stop shining in brightly through the windows. Now, however, it could be midnight on the outside and indoors it still seems like high noon. Now I know how people in Alaska must feel.
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I tried disabling all my mods to test it out and the problem seems to persist. I don't know. Maybe it's my eyes playing tricks on me, but I distinctly remember there being no indoor window glow during nightfall.

 

00 Oblivion.esm

01 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]

02 TNR ALL RACES FINAL.esp

** TNR - ShiveringIsles no helms.esp

03 Unofficial Oblivion Patch.esp [Version 3.2.0]

04 Unofficial Shivering Isles Patch.esp [Version 1.4.0]

++ Shivering OOO.esp

05 EE-Cosmetic Compilation-MaleBodyReplacer.esp

++ Louder Nirnroot Sound.esp

06 Book Collection.esp

** Book Jackets Oblivion.esp

++ Book Jackets DLC.esp

07 AFC v2 Combat Moves.esp

08 CT-Com's Torch Compendium.esp

09 ReneersNotesMod.esp

0A Cliff_BetterLetters.esp [Version 1.1]

0B Living Economy.esp

0C SilverwareWeapons.esp

** StockClothingArmor-forExnems.esp

0D XiaNewAmuletsV1.esp

0E Oscuro's_Oblivion_Overhaul.esp [Version 1.34]

0F TamrielTravellers4OOO.esp [Version 1.39c]

** Aurix's_Names.esp

10 Expanded Hotkeys and Spell Delete V2.esp

++ Female Steel Armor.esp

11 KDDwemerSpectacles.esp

12 Oddbasket Glass Replace.esp

13 Shdw_Armor Set_Sotonhorian.esp

14 VA_UniqueKatana1.esp

15 HGEC Rogue Mage & Scoundrel.esp

++ FineWeapons for OOO.esp

++ OOO-Armor.esp

++ PersuasionOverhaul_OOO.esp [Version 1.2]

16 Wyrmfang.esp

17 Nightshade_Armor.esp

18 DBShadowSet_NE.esp

19 SIForcePush.esp

1A cyrodiil transportation network wz.esp

1B ClocksOfCyrodiil.esp

1C Better Benirus Manor - Complete.esp

1D EiAmod.esp [Version 1.1]

1E FarmersStrikeBack.esp

1F SkillAidingItems.esp

20 Jagnot- Imperial City Library V1.3.esp

21 LetThePeopleDrink.esp [Version 2.5]

22 AliveWaters.esp

++ Enhanced Water v2.0 HD - SI Addon.esp [Version 0.1]

23 Shady Sam Plus.esp

24 thievery.esp

25 za_bankmod.esp

26 AlchemistsCave.esp

27 DLCHorseArmor.esp

** DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]

28 DLCOrrery.esp

** DLCOrrery - Unofficial Patch.esp [Version 1.0.3]

29 DLCSpellTomes.esp

2A DLCfrostcrag.esp

2B DLCThievesDen.esp

2C DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]

** DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]

2D DLCVileLair.esp

** DLCVileLair - Unofficial Patch.esp [Version 1.0.5]

2E DLCMehrunesRazor.esp

2F DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]

30 Knights.esp

** Knights - Unofficial Patch.esp [Version 1.0.9]

31 DLCBattlehornCastle.esp

32 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]

33 SM Plugin Refurbish(Merged).esp [Version 1.21]

34 Consequences.esp

35 Consequences_Vile.esp

36 Mighty Umbra.esp

37 MannimarcoRevisited.esp

** MannimarcoRevisitedOOO.esp [Version 0.1]

38 road+bridges.esp [Version 4.4.2]

** NRB4 Standard Road Record.esp

39 _burning_kvatch.esp

3A JQ-Fighters_Guild_United.esp

3B Harvest [Flora].esp [Version 3.0.0]

++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]

3C DecoratorAssistant with OBSE v1.1.esp

3D DecoratorAssistant Unlock for OBSE version.esp

** NameReplacer-Clothing.esp

3E Ranokoas Undercover Overhaul TRN compatible.esp [Version 1.0]

3F Quest Award Leveller.esp

++ Quest Award Leveller - Battlehorn Castle.esp

++ Quest Award Leveller - Vile Lair.esp

++ Quest Award Leveller - Mehrunes Razor.esp

++ Quest Award Leveller - Knights of the Nine.esp

40 RefScope.esp [Version 1.3.0]

41 SupremeMagicka.esp [Version 0.88]

++ SM_UnlockSpells.esp [Version 0.70]

++ SM_DLCSpellTome.esp [Version 0.80]

++ SM_OOO.esp [Version 0.87]

++ SM_NoPoisonLevitationEffects.esp [Version 0.70]

42 SM_EnchantStaff.esp [Version 0.80]

++ SM_Scrolls.esp [Version 0.84]

++ SM_SigilStone.esp [Version 0.83]

++ Diverse Effect Icons for SM.esp

43 SorcerysToll.esp

++ Visually Realistic Deadly Lava.esp

44 Shining Flame Atronachs.esp

45 Dungeon Actors Have Torches 1.6 DT.esp

46 Exterior Actors Have Torches 1.3 DT.esp

47 XSPipeMod.esp [Version 1.2]

48 TRN One of the Gang.esp

49 Healers.esp

** Dark Dungeons - SI.esp

++ [GFX]_Initial_Glow-all.esp

++ Higher Thieves' Guild Fence Amounts.esp

++ OOOLivingEconomyWornRebalance.esp

++ Diverse Voices.esp

++ EiAmod_ShiveringIsles.esp

** Potion_Sorter-2081.esp

 

++s and **s are incorporated into the Bashed Patch and aren't part of the normal loading chain.

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General Load-Order Guidelines

Here are the guidelines that I adhere to, personally.

 

~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later.

 

~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN)

 

~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through.

 

Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later).

 

So basically, it stacks up like this...

 

Oblivion.esm

Unofficial Oblivion Patch

<Minor Mods / DLC's (Post-Completion)>

<Major Overhaul Mod/Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

 

 

 

Expanded Load-Order Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial Oblivion Patch

<Weather/Environment/Sound Mods>

<Minor Mods/New Items/Houses/DLC's (Post-Completion)>

<Major Overhaul Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

<Quests>

<Compatibility Patches/UOMP/Merged Leveled Lists>

 

And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).

 

That's basically the structure I use and I have 140+ mods working well together.

 

Another way of describing this (posted by DMan77):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

................................................................................

.................

 

this has helped many!

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UPDATE: I just noticed that the clocks from the Clocks of Cyrodiil mod aren't ticking at all, leading me to suspect that this may be some sort of frozen time variable issue.

 

UPDATE 2: Apparently not, since the Arcane University clock is the only one that isn't working.

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I have an idea of what's going on now. Sort of. Upon disabling all my mods and going outdoors, I've realized that despite it being midnight, for some reason the sky is bright and sunny as if it were the middle of the day! Hopefully somebody can help me figure out what's going on here...

 

EDIT: Hmm, I've tracked part of the problem down to - probably all of it - the Natural Environments mod. Hopefully this doesn't mean corrupted savegames.

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