All Natural 0.9.8 – 01-05-2010 By Chong Li, Arthmoor, Brumbek, & WrinklyNinja Contents I. About II. Installation III.Uninstallation IV.Load Order V.Optional Plugins VI.INI Customization VII.Compatibility VIII.Recommended Mods IX.Adding Natural Interiors Support to Other Mods X. Frequently Asked Questions XI.Contact Info XII.Credits XIII.Legal XIV.Version History I. 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 weather script to keep the weather synced on interior/exterior switching and when fast traveling 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. II. Installation Requirements: 1.Oblivion Script Extender v0018 (latest beta!) (http://obse.silverlock.org/) 2.Wrye Bash (http://www.wryemusings.com/#WryeBash) You must install both the above packages! Please refer to their documentation for instructions on their installation. Make sure you are using the latest OBSE v0018 beta! Installation Using Wrye Bash BAIN Installer: 1.Uninstall any previous version of All Natural or any of the supported mods (Natural Interiors, Real Lights, Natural Weather, Enhanced Weather, AWS) that are installed. 2.Move the archive to your \Oblivion Mods\Bash Installers\ folder. 3.Open up Wrye Bash and click on the Installers tab. Select the All Natural package. 4.Select which sub-folders you wish to install. The “00 Core” subfolder is required. All other folders are optional. Remember to only select one and only one “02” sub-folder. 5.Right click the All Natural archive in the packages list, and click “Install” so that the archive is selected with a plus “+”. 6.Activate the plugins you installed in the Mods tab of Wrye Bash. 7.Place the .esps in the correct load order (see the Load Order section). 8.Rebuild your Bashed Patch, selecting “Import Cells” from “All Natural.esp” & “All Natural - SI.esp.” Also select “Import Cells” from “All Natural - Indoor Weather Filter For Mods.esp” if you are using it. Installation Using Oblivion Mod Manager: 1.Uninstall any previous version of All Natural or any of the supported mods (Natural Interiors, Real Lights, Natural Weather, Enhanced Weather, AWS) that are installed. 2.Create the .omod in OBMM using the provided .omod conversion data. 3.Activate All Natural with OBMM and follow the messages. 4.Place the .esps in the correct load order (see the Load Order section). 5.Rebuild your Bashed Patch, selecting “Import Cells” from “All Natural.esp” & “All Natural - SI.esp.” Also select “Import Cells” from “All Natural - Indoor Weather Filter For Mods.esp” if you are using it. Manual Install: 1.Uninstall any previous version of All Natural or any of the supported mods (Natural Interiors, Real Lights, Natural Weather, Enhanced Weather, AWS) that are installed. 2.Copy all the files from the “00 Core” to your Oblivion\Data directory. 3.Copy any other plugins you want to use from their directories to the Oblivion\Data directory. Make sure that you only use one and only one plugin from the “02” directories. 4.Activate the desired plugins using Wrye Bash. 5.Place the .esps in the correct load order (see the Load Order section). 6.Rebuild your Bashed Patch, selecting “Import Cells” from ““All Natural.esp” & “All Natural - SI.esp.” Also select “Import Cells” from “All Natural - Indoor Weather Filter For Mods.esp” if you are using it. Explaining “All Natural - Indoor Weather Filter For Mods.esp” This is a special .esp that enables other mods to have the interior cell climates that All Natural provides. You MUST use Wrye Bash for this to work. All you need to do is when you rebuild your Bashed Patch, select “Import Cells” from “All Natural - Indoor Weather Filter For Mods.esp” (“All Natural.esp” will also be selected under “Import Cells”). Do not activate the .esp but simply have it import cells into the Bashed Patch as just explained. This .esp should load just before your Bashed Patch or at least close to the end of your load list. Do not worry about the red colored box for the .esp or the claims about missing masters. You can read more about filter .esps in the Wrye Bash documentation if you wish. Install Kvatch Rebuilt Support: You must do three things to fully support Kvatch Rebuilt: 1) You must make sure you install and activate the “Kvatch Rebuilt Weather Patch.esp”; 2) You must make sure you install the meshes folder in the “06 Kvatch Rebuilt Patch” folder (the .omod does this for you); 3) You must use the filter patch and import cells from it into your Bashed Patch. Therefore, you MUST use Wrye Bash in order to get the full All Natural effect in Kvatch Rebuilt. Installing From Another Weather Mod: To safely switch from another weather mod, follow these instructions: 1.Open the console and type in "fw 38EEE" (without quotes). This will change the weather to “Clear”. 2.Enter an interior, wait three days in game and save in a new slot. 3.Uninstall the other weather mod. 4.Load, then save in a second new slot. 5.Install All Natural using the directions above. 6.Load, then save in a third new slot. Real Lights Only Install: If you wish to not use the All Natural weather system or Natural Interiors support, you can use Real Lights as a stand-alone mod to work alongside whatever other weather mod you desire (or no weather mod). To do this you: 1.Copy the All Natural.bsa to your Oblivion\Data directory. 2.Rename All Natural.bsa to “All Natural - Real Lights.bsa”. 3.Copy the All Natural – Real Lights.esp to your Oblivion\Data directory. 4.Activate All Natural – Real Lights.esp and place it in the correct load order. Shivering Isles Install Options: 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! III. Uninstallation To safely uninstall All Natural, follow these instructions: 1.Open the console and type in “fw 38EEE” (without quotes). This will change the weather to “Clear”. 2.Enter an interior, wait three days in game and save in a new slot. 3.Remove all All Natural files (All Natural.bsa, All Natural Base.esm, All Natural.ini, All Natural Readme.doc, and any optional All Natural plugins installed). 4.Load, then save in a second new slot. 5.Optionally, install a new weather mod if you wish and load, then save in a third new slot. IV. Load Order It is highly recommended that you use Better Oblivion Sorting Software (http://www.tesnexus.com/downloads/file.php?id=20516) to order your mods. However, below is a guide on manually adjusting load order when using All Natural: All Natural Base.esm (Can go anywhere in the .esm list) … … All Natural - Real Lights.esp (Load before All Natural.esp) All Natural.esp (Load early after the UOP and with other environmental-type mods) All Natural - SI.esp (If you want Shivering Isles support) (Choose one weather plugin from the “02” folders) Kvatch Rebuilt Weather Patch.esp (If using Kvatch Rebuilt) Gates To Aesgaard 2 Weather Patch.esp (If using Gates To Aesgaard 2) … GTAesgaard.esp Gates To Aesgaard Weather Patch.esp ... Nascosto Isles 3.esp All Natural - Nascosto Isles Weather Patch.esp ... The Ayleid Steps.esp All Natural - Real Lights - The Ayleid Steps Patch.esp ... All Natural - Indoor Weather Filter For Mods.esp (Load just before your Bashed Patch) Bashed Patch.esp (Remember to Import Cells from All Natural.esp & All Natural – Indoor Weather Filter For Mods.esp into this!) V. Optional Plugins All Natural comes with optional plugins that to suit users’ needs. They are: All Natural - Real Lights.esp - Use if you want All Natural's updated version of Real Lights. All Natural - Real Lights - The Ayleid Steps Patch.esp - Use to preserve compatibility between The Ayleid Steps and All Natural - Real Lights. All Natural - SI.esp - Use if you want the All Natural weather system to cover Shivering Isles. You may alternatively use the Enhanced Weather Shivering Isles option instead but most users will want to use All Natural for Shivering Isles. All Natural - Enhanced Weather.esp - Use if you want to see Enhanced Weather's weathers. All Natural - Natural Weather.esp - Use if you want to see Natural Weather's weathers. All Natural - Atmospheric Weather System.esp - Use if you want to see AWS's weathers. All Natural - EW + NW.esp - Use if you want to see Enhanced Weather and Natural Weather weathers together. All Natural - EW + AWS.esp - Use if you want to see Enhanced Weather's and AWS's weathers together. All Natural - NW + AWS.esp - Use if you want to see Natural Weather's and AWS's weathers together. All Natural - EW + NW + AWS.esp - Use if you want to see Enhanced Weather's, Natural Weather's and AWS's weathers together. All Natural - Nascosto Isles Weather Patch.esp - Patches Nascosto Isles' weathers to work alongside All Natural. Gates To Aesgaard 2 Weather Patch.esp - Patches Gates To Aesgaard 2’s weather system as it had some bugs that would break the weather in All Natural. Kvatch Rebuilt Weather Patch.esp - Patches Kvatch Rebuilt’s weather system as it had some bugs that would break the weather in All Natural. VI. INI Customization All Natural comes with a few optional features that will affect all weathers. All optional features can be customized via the “All Natural.ini”, with further instructions found in the .ini file itself. These optional features are: Enhanced Nights enables the user to set custom night luminance levels quickly and easily. Enhanced Transitions allows the user to customize the time each weather takes to transition once it has started to change. Enhanced Colors allows the user to alter the colors of each of the weather mods’ weathers independently from each other to correct for differences in the coloration of different mods' weathers. Weather Volatility changes the chances of longer or shorter weathers. VII. Compatibility Weather/Environment Mods This is not compatible with any weather mod, besides the Shivering Isles only install option for Enhanced Weather (don’t use the Tamriel or Tamriel + Shivering Isles install options for EW). Do NOT use the Shivering Isles Enhanced Weather option while also using the All Natural Shivering Isles plugin. To summarize, you should never have both “EnhancedWeather.esp” and “All Natural - SI.esp” active at the same time! This should not be used with any mod that is already included in All Natural (Real Lights, Natural Interiors, Natural Weather, AWS, and Enhanced Weather (except for the above mentioned Shivering Isles only EW install option). This is not compatible with any interior weather or lightning mod besides Storms and Sound by Deathless Aphrodite (http://www.tesnexus.com/downloads/file.php?id=8711) (Storms and Sound is recommended to compliment All Natural). Streamline Streamline users need to make sure the following changes are made to their SL.ini: “set SLv.WeatherUnsticker to 0” “set SLv.PurgeOnTravel to 0” IC Palace Mods Any mod that alters the Imperial City Palace Elder Council Chambers may conflict with the changes All Natural makes to this location. Three known mods conflict: “DC The Elder Council,” “Throne Room,” and “The Throne of the Emperor.” The two throne mods will work perfectly and allow all the features of the respective mods SO LONG AS you load the throne mods BEFORE “All Natural.esp”. Loading the two Throne Room mods after “All Natural.esp” will not cause any gameplay problems, but this location won't look as it should and won't get all the new windows and sky lights intended by All Natural. DC The Elder Council won't work no matter where you place it due to the very extensive changes it makes. Again, your game won't break but things won't look right when using DC The Elder Council. We suggest you don't use DC The Elder Council. VIII. Recommended Mods Use These Mods: All Natural complete install of course! Animated Window Lighting System and Chimneys (for exterior windows lighting) Storms & Sound (for more interior weather sounds and exterior lightning strikes) Rainbows in Tamriel v3 (because it’s pretty and works perfectly with All Natural) Natural Habitat ONLY from Natural Environments mod Enhanced Vegetation (superior to Natural Vegetation) Any water mod such as Enhanced Water, Natural Water, Phinix Waterfix Your favorite nebula sky texture mod Your favorite star texture mod Your favorite sun/sunglare replacement mod Please note: All Natural DOES NOT INCLUDE any night sky/stars/sun replacement textures. Therefore, you can use your favorite night sky, stars, and sun replacement mods just fine with All Natural. Simply install them in the regular place as their instructions should indicate. Brumbek shamelessly suggests you try his sky texture pack. For more great environmental mods please refer to WrinklyNinja’s list. Do NOT Use These Mods: Natural Weather, Arthur’s Weather, AWS, Enhanced Weather (unless you use EW SI only, and are not using All Natural's SI support) PJ’s Lightning or other older mods like this Original Real Lights by Josef K. Original Natural Interiors by Wormheart IX. Adding Natural Interiors Support to Other Mods Mods that add new buildings, homes, guildhouses, etcetera will NOT have Natural Interior support just because you have All Natural installed. To add Natural Interior support to mods, you can usually simple open up the .esp in the Construction Set or TES4Edit and check the “Behave Like Exterior” box in the Cell details-Lighting tab and then pick the NIWGeneric climate. To repeat: 1.Open All Natural Base.esm and the mod’s .esp in the CS, making sure the mod you are adding Natural Interiors support to is the “active file”. 2.Go to the cell view window and right click on the cell you wish to change and pick Edit. 3.Go to the second tab called “Lighting”. 4.Check “Behave Like Exterior” and pick the NIWGeneric climate. 5.Repeat this process on all cells you need to change (all interiors with windows). 6.Save your .esp file and exit the CS. 7.Add the Bash Tag {{BASH:C.Climate}} to the .esp just to be safe and import cells from the mod and rebuild Bashed Patch. This is all you need to do SO LONG AS the mod in question uses DEFAULT interior house/building meshes and window textures. This will NOT work if the mod uses custom interior building meshes and/or window textures. You can check this by seeing if the mod archive includes any new meshes in \meshes\architecture\ and determining if these are interior meshes or not (possibly labeled “int” or “interior”). You could also open all the new meshes in NifScope to check if they are interior meshes with windows. If a mod does add new interior meshes and/or window textures, the procedure becomes more complicated and might require actual texture/modeling work. 1.You must do the above CS work still. Follow the steps above. 2.Open up the interior .nif in NifScope. 3.Find the window block by clicking on the windows in the 3D view. 4.Change the texture path for the window to a textures\allnatural\architecture path. Make sure you find an allnatural texture that exists and sorta matches the one in the mod. Often you can simply add \allnatural\ after \textures\ if the mod uses vanilla window textures. 5.Then add a NiAlphaProperty node by right clicking on the block and picking Node->Attach Property and finding NiAlphaProperty. 6.Now you will see transparent windows and the sky in-game. However, it’s possible you will also see parts of the interior mesh outside the window which won’t look right. 7.To fix seeing wrong stuff outside the window you actually have to do 3D modeling using 3DSMax or Blender. This is way to complicated to explain here…ask Brumbek for help if you really wish to do this, but just know it often is a LOT of work. X. Frequently Asked Questions What’s the difference between All Natural and Enhanced Weather? There is only one other weather mod still being developed, which is Enhanced Weather, now maintained by WrinklyNinja, who also is the weather system developer for All Natural. Both mods are very high quality but are slightly different. Enhanced Weather's focus is on streamlining and minimalism, dealing with enhancing the vanilla weather system with new weathers and logical weather progression. All Natural has many more total weather types than Enhanced Weather, which results in more variety, and is far more far-reaching. Basically, both are great. If you want Natural Interiors support you must use All Natural, though. What happened to Enhanced Seasons? It hath been purged from All Natural. But don’t fear, Wrinklyninja has decided to make it a whole separate mod that can be used with either All Natural or Enhanced Weather. He’s working on it and it will be done eventually. No Shivering Isles interior windows are transparent! Correct. As of version 0.9.7 Natural Interiors support for Shivering Isles is not included because it hasn’t been done yet! Full Shivering Isles support for Natural Interiors is planned and will be done once version 1.0 is released. This is a lot of work and won’t be done for a while… I want my favorite mod to be included in the Filter patch! Please post on the bethsoft.com forums All Natural thread and tell us what mod you want supported. Is this mod compatible with “Open Cities”? Yes. :) Is this mod compatible with “Animated Window Lighting System and Chimneys”? Yes, and it is HIGHLY recommended you use AWLSaC, as both mods have been designed to complement each other. All Natural deals exclusively with building interiors, AWLS deals exclusively with building exteriors. Is this mod compatible with “Storms and Sound 3” by Deathless Aphrodite? Yes, and it is recommended you use Storms and Sounds if you want more/different interior weather sounds and more robust storm/lightning effects indoors and outdoors. Read the Storms and Sounds readme for a full feature list. Is this mod compatible with Natural Environments? You may download the entire Natural Environments 2.1.3 package, but do NOT use the Natural Weather.esp plugin. Natural Habitat, Natural Water, and Natural Vegetation can all be used with All Natural, although new and debatably better mods covering the water and vegetation aspects are recommended. So many people just use the Natural Habitat.esp part of Natural Environments. Is this mod compatible with Darker Nights? All Natural includes the ability to change night brightness levels from the .ini file, so you don’t need a separate mod to make the nights darker or brighter. Any other mod wouldn't affect all of All Natural's weathers anyway, so you should just use the ini file to change your night brightness levels. Is this mod compatible with FCOM/OOO/Frans/MMM/Warcry? Yes it is, but remember you must use Wrye Bash to import the climate changes into the Bashed Patch.esp. Is this mod compatible with my favorite nebula/stars/sun texture replacement mods? Yes. Install them just as you normally would. All Natural doesn’t touch any of these elements. Do I *really* need Wrye Bash? For most users, yes you really need Wrye Bash. If you only run maybe five mods, then it’s possible you won’t have any problems without Wrye Bash. However, most users run many mods and therefore you should install Wrye Bash. There’s plenty of help out there about how to get Wrye Bash up and running. Wrye Bash also has many very essential functions for all Oblivion users. Get it now. How do I use Wrye Bash to import cells? To Import Cells from All Natural: 1.Run Wrye Bash. 2.Locate the Bashed patch.esp on the Mods tab (it should be at the bottom). 3.Right click on it and select “Rebuild Patch”. 4.Check the box that says Import Cells and left click on the words Import Cells. 5.Check the box next to All Natural.esp. Do I *really* need OBSE? Yes. You should NEVER run All Natural without OBSE installed. Also, make sure you are always running the latest OBSE! Check http://obse.silverlock.org/ and download the latest v18 beta or higher if available! Some interiors are really dark when using Real Lights, I can’t see anything. Interiors will be darker at night because no natural sunlight will shine through the windows. However, if you feel the interiors are still way too dark in some locations it’s possible a light source should be added. You can leave a message on the Bethesda forums with the name of the location you feel is too dark. My game runs real slow, why? The Real Lights segment of All Natural can and will cause lower framerates due to the Oblivion engine having to render more real lights. Deactivating 'All Natural – Real Lights.esp' will fix this, though of course you will lose the Real Lights effects. Most of us find Real Lights too essential for immersion to remove even if it lowers our framerate. My weather changes too quickly, I’m getting the fast switching weather bug! This usually happens if you are using the old OBSE v0017. Please make certain you are using the latest v0018 beta! Otherwise it may just be a coincidence that the weather changed right as you walked through a door. Try walking in and out several times and the weather shouldn’t change again. My weather lasts too long. You can control how long on average weathers will last in the .ini, using the Weather Volatility settings, as well as using Enhanced Transitions, also in the ini, to control the transition time between weathers. All Natural has timescaled weather support built in, and it can be adjusted using the above Weather Volatility settings. Why aren’t Chorrol windows transparent? This is because they are not yet completed as of version 0.9.8. They will be completed for the 1.0 release. All other buildings/cities should be complete. If you find problems, let us know. I can see bright light leaking through corners or edges of interiors, what can I do? Please report this on the Bethesda forums. Be sure to mention the specific location you were at (name of building as displayed when you move your cursor over the exterior door). How will All Natural improve my life? It has been proven that playing Oblivion increases confidence, fortitude, and knowledge of TES lore, all of which are essential for all life endeavors. Furthermore, playing Oblivion with beautiful weathers and lighting provided by All Natural more than doubles the aforementioned benefits, which should easily put you at the head of the crowd. However, which crowd you’re at the head of is something only you can determine, be it a lynch mob, a league of freedom fighters, or a line at a soup kitchen. XI. Contact Info If you find any bugs, or want to get in contact for any other reason, post in this thread: http://www.bethsoft.com/bgsforums/index.php?showtopic=1021852. XII. 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. ..Chong Li for creating the original mod. ..Brumbek for his work on the meshes and textures in 0.9.4 and beyond. ..WrinklyNinja for updating the mod to 0.8 and beyond. ..Arthmoor for updating the mod to 0.8 and beyond. ..Josef K. for Real Lights. ..Wormheart for Natural Interiors. ..Max Tael for Natural Environments. ..HTF, WrinklyNinja, and Halo for Enhanced Weather. ..LprMan for his weather textures. ..The OBSE Team for creating OBSE. XIII. Legal This mod contains the textures, sounds and meshes from the following mods: Atmospheric Weather System by HTF Enhanced Weather by HTF Natural Environments by Max Tael Natural Interiors by Wormheart Real Lights by Josef K. Permission was sought for all of the above, and was given where contact with the original author was possible. In the spirit of the original mods’ licensing, the textures, sounds and meshes contained within this mod may not be re-distributed without consent of their creators. They remain the property of their creators, all rights reserved. XIV. Version History Beta 0.9.8 Patch included for Gates to Aesgaard (episode 1) to adjust the weather properly. OMOD installation script fixed. Fixed the skydome texture that was turning pink for some users. Fixed the floor in Rosethorn Hall (skhouseupperint04.nif) that was messed up due to a faulty mesh. Real Lights work fully completed in all dungeons and other interior cells. Fixed non-transparent windows in the Temple of the One for the post-MQ model. Added visible decorations outside the windows of the Temple of the One interior. Fixed SI weather sticking or changing to the wrong weather type. Fixed scripts preventing weather from changing while waiting/sleeping. Optimized weather scripts for Tamriel and SI. Fixed All Natural changing the weather in new worldspaces and their interiors. Beta 0.9.7 Many improvements and tweaks to Real Lights, too many to list. 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 asthetic 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: skingrad\skhouselowerint04.nif Beta 0.9.6 Removed enhanced seasons option. It will be made into a entirely separate mod. Quite a lot of weathers tweaked to improve lighting. Added groundwork for Shivering Isles support. (Not usable yet) Removed unnecessary NoWindows weathers and updated weather plugins for this. Altered sound file directory structure to match the rest of the BSA. Updated cave bulb script to respond to overcast conditions. Sideways Cave decked out with the new bulbs to replace the sunbeams. (If people like it, more to come, if not, no harm done) Added some more light to inns in each city so they won't be so dark all the time. Indoor ambient lighting has been adjusted for realism and will be darker at night than it is during the day. Updated indoor weather sounds that should be more audible than before. Clear weather ambient light values adjusted to tone down HDR glare. Other miscellaneous issues with night weather tweaked. Compatibility for Elsweyr to allow weather in that region to take over properly. Fixed the following meshes: anvil\anvilhousemcinterior02.nif bravil\bravilfightersguildint2ndfloorb.nif skingrad\skhouseupperint04.nif skingrad\skhouseupperint04b.nif Beta 0.9.5 Implemented fancy Gaussian function generated probability-weighted weather time lengths to replace purely randomly generated time lengths. Tweaked vanilla weather changes to better fit the changes made to the other weathers. Removed unneeded climates and tweaked cells and weather script to reflect this. Updated and optimized optional features and init script, implementing new OBSE arrays and user-defined functions. Swapped y,z co-ordinates hacks for proper region detection in the weather script. Fixed bright horizon banding that occurred in previous versions when using Enhance Nights. Fixed a few bugs in the weather script. Normalized night light values across all the weathers to have standard vanilla brightness’s. Removed unneeded NoSound weathers from mod, and simplified weather script to reflect this. Removed unused resources from BSA. Removed Kvatch Rebuilt compatibility patch since it’s unnecessary now. Tweaked and re-textured AWS Cloudy weathers to stop them from appearing 'soupy'. Overhauled the IC Palace Council Chambers, adding windows to the outside of the chamber wall and skylights to the smaller observation gallery. Updated Anvil, Cathedral, IC, Chorrol, and Skingrad window textures. Added Natural Interiors effects to Skingrad interiors. Updated one Anvil mesh and all the Imperial City house meshes to improve interior window appearance. Ran all architecture meshes through PyFFI again since many have been edited since last release. Added/Updated the following meshes: skingrad\skfightersguildintb.nif skingrad\skfightersguildintt.nif skingrad\skhouselowerint01.nif skingrad\skhouselowerint02.nif skingrad\skhouselowerint03.nif skingrad\skhouselowerint04.nif skingrad\skhousemiddleint01.nif skingrad\skhousemiddleint02.nif skingrad\skhousemiddleint03.nif skingrad\skhousemiddleint04b.nif skingrad\skhousemiddleint04t.nif skingrad\skhousemiddleint05.nif skingrad\skhouseupperint01b.nif skingrad\skhouseupperint01t.nif skingrad\skhouseupperint02b.nif skingrad\skhouseupperint02t.nif skingrad\skhouseupperint03.nif skingrad\skhouseupperint04.nif skingrad\skhouseupperint04b.nif skingrad\skhouseupperint05b.nif skingrad\skhouseupperint05t.nif skingrad\skhouseupperint06.nif skingrad\skmageguildintb.nif skingrad\skmageguildintt.nif cheydinhal\cheydinhalmagesguildinterior.nif imperialcity\interior\ICPalaceCouncilHall01TallNoWindow.nif imperialcity\interior\ICPalaceCouncilHall01TallWithWindow.nif imperialcity\interior\ICPalaceCouncilRoom01NoWindow.NIF imperialcity\interior\ICPalaceCouncilRoom01RemovedWindow.nif imperialcity\interior\ICPalaceCouncilRoomEnt01Tall.NIF imperialcity\interior\ICPalaceCouncilUpper01SkyDome.nif imperialcity\interior\ICPalaceCouncilUpper01SkyDomeNoWindow.nif imperialcity\interior\ICPalaceCouncilUpper02SkyDome.nif imperialcity\interior\ICPalaceHallRampDown01Tall.nif imperialcity\interior\ICPalaceHallRampUp01Tall.nif leyawiin\leyawiinhouseintl01.nif leyawiin\leyawiinhouseintl02.nif leyawiin\leyawiinhouseintl04.nif leyawiin\leyawiinhouseintl07.nif leyawiin\leyawiinhouseintl07b.nif leyawiin\leyawiinhouseintl08.nif leyawiin\leyawiinhouseintl10.nif imperialcity\interior\icgroundfloor01.nif imperialcity\interior\icgroundfloor02.nif imperialcity\interior\icgroundfloor03.nif imperialcity\interior\icgroundfloor04.nif imperialcity\interior\icgroundfloor05.nif imperialcity\interior\icgroundfloor06.nif imperialcity\interior\icgroundfloor07.nif imperialcity\interior\icgroundfloor08.nif imperialcity\interior\icgroundfloor09.nif imperialcity\interior\icgroundfloor10.nif imperialcity\interior\icgroundfloor11.nif imperialcity\interior\icgroundfloor12.nif imperialcity\interior\icgroundfloor13.nif imperialcity\interior\icgroundfloor14.nif imperialcity\interior\icgroundfloor15.nif imperialcity\interior\icgroundfloor16.nif imperialcity\interior\icgroundfloor18.nif imperialcity\interior\icgroundfloor19.nif imperialcity\interior\icgroundfloor20.nif imperialcity\interior\icgroundfloor21.nif imperialcity\interior\icgroundfloor22.nif imperialcity\interior\icgroundfloor23.nif imperialcity\interior\icgroundfloor25.nif imperialcity\interior\icgroundfloor26.nif imperialcity\interior\ichotelgroundfloor01.nif imperialcity\interior\ichotelgroundfloor02.nif imperialcity\interior\ichotelgroundfloor03.nif imperialcity\interior\ichotelgroundfloor04.nif cheydinhalabandonedinterior01.nif cheydinhalhousemiddle01interior.nif CheydinhalHouseMiddle01InteriorA.NIF cheydinhalhousemiddle02interior.nif cheydinhalhousemiddle03interior.nif cheydinhalhousemiddle04interior.nif CheydinhalHouseMiddle05Interior.NIF cheydinhalhousemiddle06interior.nif cheydinhalhouseupper01interior.nif cheydinhalhouseupper02interior.nif cheydinhalhouseupper03interior.nif cheydinhalmagesguildinterior.nif Beta 0.9.4 Swapped old weather selection method for a new one. Massively cleaned up Real Lights, replacing save game bloating scripting, unused references and general optimization. Created Real Lights - The Ayleid Steps patch to ensure compatibility between the two mods. Moved Kvatch Rebuilt, Nascosto Isles and The Ayleid Steps patches into main download. Removed deprecated Real Lights resources from BSA. Removed unused Natural Interiors resources from BSA. Removed debug functionality from weather script. Added mipmaps to all weather textures in BSA. Added Natural Interiors effects to Leyawiin interiors. Added/Updated the window textures for Cheydinhal, Chorrol, and Leyawiin. Added/Updated the following meshes: cheydinhalabandonedinterior01.nif cheydinhalhousemiddle01interiora.nif farmhouseinterior02.nif icpalacecouncilroom01.nif icpalacecouncilrooment01.nif ictempleoneinterior01.nif bloatedfloatcabininterior01.nif bloatedfloatinterior01.nif piratecabininterior01.nif wreckedcabininterior01.nif basiccabininterior01.nif crtwestwingemproom.nif crtwestwinghall.nif leyawiinblackwoodcompany.nif leyawiinblackwoodcompanydinning.nif leyawiinblackwoodcompanyliving.nif leyawiinblackwoodcompanyoffice.nif leyawiinblackwoodcompanyroom01.nif leyawiinblackwoodcompanyroom02.nif leyawiinblackwoodcompanytreeroom.nif leyawiinfginterior.nif leyawiinfginteriordinning.nif leyawiinfginteriorroom.nif leyawiinfginteriorroom01.nif leyawiinfginteriorroom02.nif leyawiinfginteriortraining.nif leyawiinhouseinteriorupper01.nif leyawiinhouseinteriorupper08.nif leyawiinhouseinteriorupper09.nif leyawiinhouseinteriorupper11.nif leyawiinhouseintl01.nif leyawiinhouseintl02.nif leyawiinhouseintl04.nif leyawiinhouseintl07.nif leyawiinhouseintl07b.nif leyawiinhouseintl08.nif leyawiinhouseintl10.nif leyawiinmchouseinterior01.nif leyawiinmchouseinterior02.nif leyawiinmchouseinterior03.nif leyawiinmchouseinterior04.nif leyawiinmginterior.nif leyawiinmginteriordinning.nif leyawiinmginteriorlaboratory.nif leyawiinmginteriorlibrary.nif leyawiinmginteriorquarters.nif leyawiinmginteriorshops.nif leyawiinroominterior01.nif leyawiinroominterior02.nif leyawiinroominterior03.nif leyawiinroominterior04.nif leyawiinroominterior05.nif leyawiinroominterior06.nif leyawiinroominterior18.nif leyawiinroominterior19.nif leyawiinroominterior20.nif leyawiinroominterior21.nif leyawiinroominterior22.nif leyawiinroominterior23.nif leyawiinroominterior24.nif leyawiinroominterior35.nif leyawiinroominterior38.nif leyawiinroominterior39.nif Beta 0.9.3 icgroundfloor21.nif was the wrong mesh and has been corrected. HDR fix for horizon banding issues. Beta 0.9.2 Corrected texture paths on all internal meshes. Removed some override meshes that don't have interior windows on them along with their references in All Natural.esp. Fixed the bug with the missing mesh in Aelwin's house in Weye. It affected all Farmhouse01 interiors. Fixed the "daylightscript" script in AN Real Lights so it doesn't continuously try to enable or disable light sources. Should help some with frame rates. Beta 0.9.1 Redirected resources to prevent overwrite by other mods. Included a few resources missing from 0.9. Removed door mesh edits from All Natural. Removed some unused resources from the BSA. Added in a verbosity toggle in the ini that prints a message whenever the weather transitions if enabled. Reverted the weather classifications changed in 0.9 as they made other mods not work due to bugs in the game code. Removed Natural Environments texture replacements from BSA and plugins containing NW weathers for compatibility with other replacers. Added in basic altitude and latitude detection from EW to prevent snow from appearing in areas south of Skingrad or not as high up as Cheydinhal. Added in HDR tweaks for AWS weathers. Added interior weathers to EN and EC optional features to ensure you see the effects indoors. Beta 0.9 Refactored weathers and optional feature scripts into All Natural.esm. Fixed bugs in optional feature scripts and added in safety checks to prevent buggy values being used. Simplified Enhanced Transitions for end user by changing from exact values to multipliers. Expanded Enhanced Colours to incorporate all weathers from all mods, and differentiated between the different mods. Re-formatted .ini for easier reading. Consolidated resources into one BSA. Dropped Weather Inside support in favour of Storms and Sound by Deathless Aphrodite. Debug Ring removed from mod. Updated plugins for UOP compatibility. Real Lights cleaned up and fixed a bit. Added Atmospheric Weather System as an option for weathers. Updated optional features to use new AWS weathers. Added new plugin for combinations of AWS and other weather mods. Optimized meshes using PYFFI. Swapped EW textures for optimised textures included in EW 1.3. Made archive BAIN and OMOD compliant for install with Wrye Bash and Oblivion Mod Manager. Corrected a few meshes. Corrected several weathers missing sounds and added new sounds in. Added in weather types where they were previously missing. Added the {{BASH:C.Climate}} tag for use with Wrye Bash. Changed the HDR weather lighting values to reduce or eliminate the "nuclear dawn" effect in bright/clear weather. Updated Enhanced Seasons for ScreenEffects 1.0 support. Fixed a few weathers having incorrect script flag adjustments in their scripts. Fixed a large number of weather having been wrongly classified as snowy weather or not at all. Fixed bright horizon banding at night bug in Enhanced Nights. Beta 0.8 Modularised mod. Fixed bugs caused when integrating EW. Updated ES. Updated optional features. Fixed .ini params. Implemented Enhanced Colours. Fixed ES interior bug. Fixed UOP compatibility. Beta 0.7 (Unofficial) Swapped AWS for Enhanced Weather. Implemented EW's optional features to cover all of All Natural's weathers. Requires OBSE. Beta 0.6 Updated Cheydinhal and Mages Guild textures. Updated the following meshes: cheydinhaldoorint01.nif cheydinhaldoorint02.nif cheydinhalhousemiddle01interior.nif CheydinhalHouseMiddle02Interior.NIF cheydinhalhousemiddle03interior.nif cheydinhalhousemiddle04interior.nif cheydinhalhousemiddle05interior.nif cheydinhalhousemiddle06interior.nif cheydinhalhouseupper01interior.nif cheydinhalhouseupper02interior.nif cheydinhalhouseupper03interior.nif cheydinhalmagesguildinterior.nif Beta 0.5 Removed annoying yellow tint from all exterior weather. Updated the debug ring with a new weather select feature. Changed the way the meshes are replaced, hopefully improving compatibility with other mods. Implemented a large number of fixes to cells from Unofficial Oblivion Patch. Removed dependency on Natural Interiors. Beta 0.4 Removed the changes to lighting in a few Anvil buildings (The Count's Arms). Added support for Real Lights (see below for installation). Added a Debug Ring for testing different weather types. Beta 0.3 Fixed the incorrect seasons (Summer ends around September 22, NOT June 21). Fixed (hopefully) the issues with resting not updating the weather. Added all the missing normal maps from Natural Interiors. Created a new version of All Natural - Weather Inside.esp to work with Weather Inside [seasons] 1.2 (see updated installation instructions below). Beta 0.2 Fixed issues with Oblivion, Kvatch wonky weather. Fixed many missing sounds in interiors. Split the mod into separate ESM/ESP. Optimized script, reducing it from 800+ lines to 227. Added countless tiny features/fixes to script. Added support for Weather Inside sounds (Uncheck Weather Inside.esp, see updated installation instructions below). Beta 0.1 Initial Release.