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mikjames
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The Graphical/Aesthetic Choices Interfere With Gameplay/Roleplaying

As much as I'd really like to love this game, there are 2 things that make it nearly impossible, and they aren't even gameplay bugs, or some other objective problem, the overall experience really is just better Morrowind.

Problem 1: The weather systems seems to tend toward "foggy", which kind of makes sense in parts of Morrowind, particularly as I tend to disable distant land for more performance. The fog shader is terrible though, and should never be used, it washes out colors and contrast. It wouldn't be such a problem if it was consistent, then it could be fixed with Oblivion Reloaded. Is there a global way to fix this/disable foggy weather in the CS? 

Problem 2: The night time brightness level. It's so dark that some objects/landscape aren't even rendered anymore if they aren't illuminated by a light source, making the gamma slider basically useless in correcting it. Now I know someone with a blue faced avatar is probably going to jump in and defend this as a subjectively realistic representation of night time...and you'd be right...if this were planet earth and we were talking about humans. Speaking objectively, this is a role playing game set in a magical world. Often times I prefer to just leave the brightness at stock in Oblivion, and role play that my character has natural night eye. Since the darkness has limited/no effect on the ai's ability to detect me, I'd have to assume that everyone in Nirn has permanent night eye ability. Not only that, but it also creates an inconsistency between the Morrowind and Oblivion land mass, it would be much easier for the end user to install a darker nights mod, which would effect both Morroblivion and vanilla Oblivion. So you see what I'm saying? I just want to make it clear that I'm not here to start another subjective argument, I'm here to objectively state that this design choice is unsupported by the AI, and it objectively breaks the role playing experience as a result. If you want to argue with me you need an objective argument, not a subjective statement that humans on earth can only see so well at night. What I'd like to know is whether or not this is fixable for a begginer modder like myself. Can I crack open the CS and reset the night time brightness level globally? 

So much work has gone into this masterpiece, I literally can't enjoy Morrowind without Morroblivion. I'd hate to see the mod left to rot with mere visual problems that negatively effect the roleplaying experience. 

Edited by: mikjames on 11/05/2018 - 02:42
superliuk
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for second problem, if you

for second problem, if you refer to black night try my mod! 

superliuk wrote:

UPDATE: brighten up mwWeatherFog overnight, replaced mwWeatherFogBC with mwWeatherFog to solve the problem of the black night

 https://tesrenewal.com/forums/morroblivion-mod-releases/rel-...

mikjames
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Sounds like fog is the

Sounds like fog is the problem in both cases, so I just cracked open the cs and deleted the weather entries for mwfog :)

mikjames
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Of course is wouldn't be that

Of course is wouldn't be that easy, after deleting the foggy weather entries from Morroblivion.esm the mod just doesn't work at all. There has to be some way to get rid of the infernal washed out fog, any suggestion?

mikjames
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Nevermind, looks like

Nevermind, looks like Morroblivion just isn't working at all for other reasons...fantastic...

mikjames
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So I figured out the issue, I

So I figured out the issue, I didn't have NMM running with admin privileges and it wasn't actually installing files. Now that's out of the way I can focus my efforts on removing this infernal foggyness from both Morroblivion and Oblivion. Maybe I'll release a mod with options for both Morroblivion and Oblivion. The problem with fog in the Oblivion engine is that it isn't layered or volumetric, they literally just reduce the draw distance, and reduce the contrast of everything. This only serves to wash out everything reducing contrast and perceived saturation. Compare this to Morrowind with MSGO overhaul, where there is no fog shader to speak of aside from the draw distance. I'm somewhat of a newb in the cs, learned everything I know from tweaking a mod called "Training Cattle" and it's made even more difficult by the fact that there is both an esm and an esp included with this mod. It looks like I need to either delete the fog weather entry (probably not an ideal solution), or edit the climates to remove the fog in each individual worldspace.

mikjames
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superliuk wrote:

superliuk wrote:

for second problem, if you refer to black night try my mod! 

superliuk wrote:

UPDATE: brighten up mwWeatherFog overnight, replaced mwWeatherFogBC with mwWeatherFog to solve the problem of the black night

 https://tesrenewal.com/forums/morroblivion-mod-releases/rel-...

At this point I'm starting to feel like I'm talking to myself here...

Anywho, the weather tweaks I've implemented seem to be working swimmingly, no more washed out foggyness, all fog entries have been replaced with overcast in the CS. Though it does appear that each weather entry has a "fog distance section", so once I figure out what that does/how it works, maybe I can re implement fog in the distance without washing out the scenery like the default fog. I'm not sure what effect tweaking mwWeatherFog would have on the game, so far as I can tell it's never used, there's no reference to it in the climates section...perhaps I'm missing something?

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Sorry for the late response. 

Sorry for the late response.  I actually responded to your concerns back in July: https://tesrenewal.com/comment/85592#comment-85592, but I guess I was the one talking to myself that time, hehe.

You are not far off the mark.  The missing component is that the weather records are directly referenced by the region records rather than the climate records.  I'm attaching an old work in progress weather/fog/black night fix mod to hopefully help you with your own work and investigations.  I am not in a position to help more than this at the moment.  Good luck and have fun.

Also: if you have not already done so, I highly recommend that you add TES4Edit usage to your toolbox.  This is the best way to analyze records and automatically enumerate all of their references within other mods as well as the Oblivion.esm and other official files.

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