jemiari Posted July 9, 2009 Share Posted July 9, 2009 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. Link to comment Share on other sites More sharing options...
dezdimona Posted July 9, 2009 Share Posted July 9, 2009 its a mod,unfortunately can't remember which one. I had the same problem a while back.remove the mod,see if problem vanishes. Link to comment Share on other sites More sharing options...
alex2avs Posted July 9, 2009 Share Posted July 9, 2009 post your load order please ;) Link to comment Share on other sites More sharing options...
dezdimona Posted July 9, 2009 Share Posted July 9, 2009 post your load order please ;) :thanks: Link to comment Share on other sites More sharing options...
jemiari Posted July 9, 2009 Author Share Posted July 9, 2009 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.esm01 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]02 TNR ALL RACES FINAL.esp** TNR - ShiveringIsles no helms.esp03 Unofficial Oblivion Patch.esp [Version 3.2.0]04 Unofficial Shivering Isles Patch.esp [Version 1.4.0]++ Shivering OOO.esp05 EE-Cosmetic Compilation-MaleBodyReplacer.esp++ Louder Nirnroot Sound.esp06 Book Collection.esp** Book Jackets Oblivion.esp++ Book Jackets DLC.esp07 AFC v2 Combat Moves.esp08 CT-Com's Torch Compendium.esp09 ReneersNotesMod.esp0A Cliff_BetterLetters.esp [Version 1.1]0B Living Economy.esp0C SilverwareWeapons.esp** StockClothingArmor-forExnems.esp0D XiaNewAmuletsV1.esp0E Oscuro's_Oblivion_Overhaul.esp [Version 1.34]0F TamrielTravellers4OOO.esp [Version 1.39c]** Aurix's_Names.esp10 Expanded Hotkeys and Spell Delete V2.esp++ Female Steel Armor.esp11 KDDwemerSpectacles.esp12 Oddbasket Glass Replace.esp13 Shdw_Armor Set_Sotonhorian.esp14 VA_UniqueKatana1.esp15 HGEC Rogue Mage & Scoundrel.esp++ FineWeapons for OOO.esp++ OOO-Armor.esp++ PersuasionOverhaul_OOO.esp [Version 1.2]16 Wyrmfang.esp17 Nightshade_Armor.esp18 DBShadowSet_NE.esp19 SIForcePush.esp1A cyrodiil transportation network wz.esp1B ClocksOfCyrodiil.esp1C Better Benirus Manor - Complete.esp1D EiAmod.esp [Version 1.1]1E FarmersStrikeBack.esp1F SkillAidingItems.esp20 Jagnot- Imperial City Library V1.3.esp21 LetThePeopleDrink.esp [Version 2.5]22 AliveWaters.esp++ Enhanced Water v2.0 HD - SI Addon.esp [Version 0.1]23 Shady Sam Plus.esp24 thievery.esp25 za_bankmod.esp26 AlchemistsCave.esp27 DLCHorseArmor.esp** DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]28 DLCOrrery.esp** DLCOrrery - Unofficial Patch.esp [Version 1.0.3]29 DLCSpellTomes.esp2A DLCfrostcrag.esp2B DLCThievesDen.esp2C 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.esp2F DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]30 Knights.esp** Knights - Unofficial Patch.esp [Version 1.0.9]31 DLCBattlehornCastle.esp32 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]33 SM Plugin Refurbish(Merged).esp [Version 1.21]34 Consequences.esp35 Consequences_Vile.esp36 Mighty Umbra.esp37 MannimarcoRevisited.esp** MannimarcoRevisitedOOO.esp [Version 0.1]38 road+bridges.esp [Version 4.4.2]** NRB4 Standard Road Record.esp39 _burning_kvatch.esp3A JQ-Fighters_Guild_United.esp3B Harvest [Flora].esp [Version 3.0.0]++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]3C DecoratorAssistant with OBSE v1.1.esp3D DecoratorAssistant Unlock for OBSE version.esp** NameReplacer-Clothing.esp3E 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.esp40 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.esp43 SorcerysToll.esp++ Visually Realistic Deadly Lava.esp44 Shining Flame Atronachs.esp45 Dungeon Actors Have Torches 1.6 DT.esp46 Exterior Actors Have Torches 1.3 DT.esp47 XSPipeMod.esp [Version 1.2]48 TRN One of the Gang.esp49 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. Link to comment Share on other sites More sharing options...
dezdimona Posted July 9, 2009 Share Posted July 9, 2009 General Load-Order GuidelinesHere 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.esmUnofficial 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 Guidelinesby dev_akm I would extend this to include: Oblivion.esmUnofficial 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):....Oblivionunoffical patchDeeper realism mods that add sights and soundsadded content like weapons/itemsgameplay changes, like 'must eat and sleep'The OOO typethe 'new begining' type mod................................................................................................... this has helped many! Link to comment Share on other sites More sharing options...
jemiari Posted July 9, 2009 Author Share Posted July 9, 2009 I do stick to dev_akm and BOSS' guidelines as much as possible, Dezdimona, so I was hoping for more than the usual General Load Order Guidelines template from you. Link to comment Share on other sites More sharing options...
jemiari Posted July 9, 2009 Author Share Posted July 9, 2009 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. Link to comment Share on other sites More sharing options...
dezdimona Posted July 9, 2009 Share Posted July 9, 2009 I do stick to dev_akm and BOSS' guidelines as much as possible, Dezdimona, so I was hoping for more than the usual General Load Order Guidelines template from you.it works for me honey, sorry to disappoint you Link to comment Share on other sites More sharing options...
jemiari Posted July 10, 2009 Author Share Posted July 10, 2009 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. Link to comment Share on other sites More sharing options...
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