[RELz] Dynamic Weather

Post » Tue May 17, 2011 9:39 am

Can I just leave these here for a minute?

http://s830.photobucket.com/albums/zz221/Xepha/dynamic%20weather%20night%20eye/?albumview=slideshow

http://s830.photobucket.com/albums/zz221/Xepha/dynamic%20weather%20point%20lookout/?albumview=slideshow

http://s830.photobucket.com/albums/zz221/Xepha/dynamic%20weather%20spot%20the%20green/?albumview=slideshow :P

-Xeph' B)
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jessica sonny
 
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Post » Tue May 17, 2011 4:41 am

Holy crap those look great! RELEASE THEM!
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Chris Ellis
 
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Post » Tue May 17, 2011 8:17 am

In the third pic from the slideshow, the Moon looks deformed. Other than that, incredible.
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jessica breen
 
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Post » Mon May 16, 2011 11:05 pm

Dynamic Weather 1.2 is up!

http://www.fallout3nexus.com/downloads/file.php?id=10607

Go!
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Killer McCracken
 
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Post » Tue May 17, 2011 2:04 pm

YES!

EDIT: it's beauuutiful! :D

Works great with the awesome colour enhancer too.
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Life long Observer
 
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Post » Tue May 17, 2011 3:14 pm

Cheers! :D

Heh. Got a bit ahead of myself there.

Bit o' text, so you know what you're letting yourself in for:

======================
Description/Details:
======================

Bored of the same old weather where ever you go in the Wasteland? Tired of bright as day "night"? Then this mod is for you!

Essentially a Wasteland Moods spin-off, combined with my previous Darker Nights, Dynamic Weather contains light and heavily modified versions of vanilla weather types, modified DLC weather types and a few creations of my own, all changing randomly as you wander the Capital Wasteland.

Dynamic Weather changes the weather throughout the Capital Wasteland approximately every 3 hours, semi-randomly, from a choice of 14 weather types (15, if using the optional Anchorage esp). Weather types are weighted so that clearer skies are more likely to appear than cloudy ones (60% and 30%, respectively). Fog/Sandstorm weather types have considerably less chance of appearing (10/20%).



======================
***IMPORTANT INFO***
======================

If you are updating from 1.0 , ALL Xepha's Dynamic Weather - xxx.esp's should be removed, as they are now obsolete/incompatible with 1.2



======================
Updates/History:
======================

Dynamic Weather 1.2, 18/02/2010

* Version 1.2 of Dynamic Weather has been considerably overhauled since Version 1.0. To allow easier development of future updates the main file has been split into an ESM and an ESP (containing overrides to be loaded late in your load order).

* All optional DLC Add-ons have been updated due to the ESMification of the main files.

* With 1.2 comes the release of The Pitt optional addon. The original Pitt weathertypes have been overhauled/discarded entirely as they (to me) leaved much to be desired. Out of this comes an entirely new weather type which can also appear in the Wasteland.

* Also with 1.2 comes Point Lookout optional addon. The original Point Lookout weathertypes have been overhauled/discarded entirely. The original Point Lookout fog had a very charicature quality about it which is in stark contrast to the Wasteland weathertypes and would have made for some very ugly transitions.

* Night Darkness has been given an overhaul so that now, how dark night gets depends on cloud cover - clear skies give the brightest nights, whilst overcast skies give the darkest nights.

* Night Eye Edition created to accomodate players that don't like to use full-on darker nights mods.

* Experimental Green Tint Remover for those people that are really sensitive to green. ;) Consider this an Alpha release.



Dynamic Weather 1.1, (not released)

* Main file split and ESMified.
* Optional DLC add-ons updated.
* The Pitt add-on created.



Dynamic Weather 1.0, 12/31/2009

* Initial release



======================
DLC add-ons:
======================

* Operation Anchorage: Adds a new weather type to the Wasteland using the clouds seen in the simulator. Bailey's Crossroads has been given the Dynamic Weather treatment - the simulator remains untouched, however.

* Broken Steel: Applies Dynamic Weather to Broken Steel locations.

* The Pitt: Applies Dynamic Weather to The Pitt locations. Weather types appearing in the Pitt have been Image Space adjusted to keep in line with the polluted atmosphere.

* Point Lookout: Applies Dynamic Weather to Point Lookout locations. Weather types appearing in Point Lookout have been Image Space adjusted to keep in line with the swamp atmosphere.



======================
Miscellaneous Extra's
======================

* Night Eye Edition: An optional add-on for those that either don't like the darker nights, like vanilla nights or simply can't use a mod with darker nights because of lighting conditions at home. Comes in two flavours for compatibility with Operation Anchorage. Use only ONE esp depending on whether you have the Operation Anchorage DLC or not.

* Experimental Green Tint Remover: An experimental optional add-on for those people that are really sensitive to green. ;) Consider this an Alpha release.

* Night Time Sneak Boost: A rather crude add-on than simply adds +25 to your Sneak Skill between the hours of darkness (21:00 - 05:00) whilst outside. This is entirely independant and so can be used without Dynamic Weather. There are better alternatives, but it's there if you want it. :)



More Info in the Readme!

-Xeph' B-)

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Schel[Anne]FTL
 
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Post » Tue May 17, 2011 6:11 am

In the third pic from the slideshow, the Moon looks deformed. Other than that, incredible.


That's either because it's not quite a full moon or it's do with other widescreen shenanigans. :wacko:

Not my moon though. See: http://www.fallout3nexus.com/downloads/file.php?id=538

:)
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Judy Lynch
 
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Post » Mon May 16, 2011 10:57 pm

Ok, I just tried the non green editition and I'm a tad disappointed. Everything seems a bit grey and dull, and the skies still have a slight green hue.

And the water in both versions is a bit wierd. Outside it looks great, but when swimming underwater it's just black and I can't see a thing lol. I just changed it to fellout's water using FO3edit.

Great mod tough, these are only minor niggles. :)
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Susan
 
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Post » Tue May 17, 2011 1:48 pm

Thanks for the release and for the Night Eye Edition. I was just going to ask if it was possible to get a version w/o darker nights but you preemptied that. :)
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Blessed DIVA
 
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Post » Tue May 17, 2011 12:45 pm

Ok, I just tried the non green editition and I'm a tad disappointed. Everything seems a bit grey and dull, and the skies still have a slight green hue.

And the water in both versions is a bit wierd. Outside it looks great, but when swimming underwater it's just black and I can't see a thing lol. I just changed it to fellout's water using FO3edit.

Great mod tough, these are only minor niggles. :)


Yeah, well it is an experimental/alpha modification I only just came up with recently, so it's not gonna be perfect. It's also a relatively cheap and nasty hack, but I was quite surprised at the results myself, so I thought I'd put it out there and see what you guys thought.

Water is also something I need pay some more attention to. It can be a little sensitive to any changes made, which makes things difficult, but I'll get there in the end.

:)


Thanks for the release and for the Night Eye Edition. I was just going to ask if it was possible to get a version w/o darker nights but you preemptied that. :)


Cool. :)

At the minute, the brightest it gets is maybe just a bit darker than the brightest vanilla FO3 nights, but any feedback on this would be great - I was never really sure just how "bright" people wanted this.

-Xeph' B)
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Jessica Raven
 
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Post » Mon May 16, 2011 11:25 pm

Cool. :)

At the minute, the brightest it gets is maybe just a bit darker than the brightest vanilla FO3 nights, but any feedback on this would be great - I was never really sure just how "bright" people wanted this.

-Xeph' B)


OK, this is an odd complaint from me as I don't like darker nights, but I actually think the nights in the Night Eye edition are a bit too bright. Check out these comparison screens, especially the buildings in the background. It's more apparent ingame:

http://i47.tinypic.com/5zi6mh.jpg
http://i50.tinypic.com/sd2rds.jpg
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Josee Leach
 
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Post » Tue May 17, 2011 2:27 am

OK, this is an odd complaint from me as I don't like darker nights, but I actually think the nights in the Night Eye edition are a bit too bright. Check out these comparison screens, especially the buildings in the background. It's more apparent ingame:

http://i47.tinypic.com/5zi6mh.jpg
http://i50.tinypic.com/sd2rds.jpg


Interesting. I'll see if I can do something about that.

Though I think the crux of the problem may be that since weather now appears anywhere, I have to make sure it also works throughout the wasteland as well. Or, more technically speaking, right now I'm only adjusting Ambient and Sunlight values to increase visibility for the Night Eye Edition. I wanted to try and not start adjusting Fog values (which is what is making those buildings darker in that vanilla screenshot) because that opens a whole can of worms where I have to start adjusting Horizon values as well.

Nontheless, I'll look into it and see if I can't make some compromises here and there.

Thanks for the feedback!

:)
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Ellie English
 
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Post » Tue May 17, 2011 8:51 am

Nice, thanks for sharing.

So I assume to use with Enhanced Rain/Snow I should load these esps after it? (sorry have yet to mod the weather in my install so little experience with it).

Looking forward to giving it a go.


Cheers
-kwm
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Suzy Santana
 
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Post » Tue May 17, 2011 1:54 pm

Nice, thanks for sharing.

So I assume to use with Enhanced Rain/Snow I should load these esps after it? (sorry have yet to mod the weather in my install so little experience with it).

Looking forward to giving it a go.


Cheers
-kwm


After should be fine, but it doesn't really matter - the Enhanced Rain/Snow mod uses unique scripted weather (ie. no conflicts) and when it stops raining it reverts back to normal weather.

Adding Rain to Dynamic Weather is actually one of the main things I'll be looking at next. Can't really say when though, because, umm... - it's a secret!

:)

Not really.
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Markie Mark
 
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Post » Tue May 17, 2011 4:37 am

Dynamic Weather 1.3, is now available!

Updated files include:

Dynamic Weather - Main
Dynamic Weather - Rain
Dynamic Weather - Night Eye Edition
and the Climate OverRider

I'll leave the old versions up for the time being in case of any "accidents", but it should all be good to go. :)

Pertinent Info:

======================
Description/Details:
======================

Bored of the same old weather where ever you go in the Wasteland? Tired of bright as day "night"? Then this mod is for you!

Essentially a Wasteland Moods spin-off, combined with my previous Darker Nights, Dynamic Weather contains light and heavily modified versions of vanilla weather types, modified DLC weather types and a few creations of my own, all changing randomly as you wander the Capital Wasteland.

Dynamic Weather changes the weather throughout the Capital Wasteland approximately every 3 hours, semi-randomly, from a choice of over a dozen weather types (more if you use some of the optional add-ons).

Since the Wasteland is essentially a desert, weather types are weighted so that clearer skies are more likely to appear than cloudy ones. Fog/Sandstorm/Rain weather types have less chance of appearing.



======================
***IMPORTANT INFO***
======================

LOAD ORDER: To avoid conflicts with other mods (even if you don't think there will be any), it is important that you adjust your load order like so:

Load Xepha's Dynamic Weather.esm as your *last* esm.
Load all other Xepha's Dynamic Weather - xxx.esp's very late/last in your load order.
For further advice on load order, read the appropriate readme contained within the downloaded .zip file.

Skingrad24's Enhanced Weather - Rain and Snow MUST be installed and its ESM activated for Dynamic Weather - Rain to work ! Pick it up here: http://www.fallout3nexus.com/downloads/file.php?id=6170 then follow the install instructions in Dynamic Weather - Rain.zip

If you are updating from 1.0 , ALL Xepha's Dynamic Weather - xxx.esp's should be removed, as they are now obsolete/incompatible with 1.3



======================
Updates/History:
======================

Dynamic Weather 1.3, 28/05/2010

* Dynamic Weather - Main, Dynamic Weather - Rain, Dynamic Weather - Night Eye Edition and the Climate OverRider have all been updated. Details are outlined below.

* The Sandstorm weather type now includes a dust particle effect which follows the player around, simulating a sandstorm, as well being updated for a more "sandy" feel.

* Two new Rain based weather types have been added. Heavy Rain Only is based on the Heavy Rain weather type but doesn't have any lightning/thunder sounds/effects. Lightning Storm, built from the ground up, features the lightning sounds/effects but no Rain.

* Climate/Weather chance re-evaluated (Rain weather types in particular). Weather Volatility adjusted (weather types now change every 3 hours).

* Climate Overrider updated to reflect changes/additions.

* Various nips and tucks to other weather types and some behind the scenes tidying up.


As always, any Feedback/Comments/Suggestions/Cake are welcome!

Enjoy!

~Xeph' B)
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Ebony Lawson
 
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Post » Tue May 17, 2011 9:36 am

Thank you for an update! I simply can't play fallout without this weather mod lol. I can't wait to see the new sandstorm feature you have added, and the changes to the rain as well :D
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Albert Wesker
 
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Post » Mon May 16, 2011 11:12 pm

Ditto! My new favourite weather mod. :3

Mm, a little thing...
I am not sure if it is exclusive to Enhanced Weather 2 or not, but the "Enhanced Weather - Weather Sounds in Interiors.esp" seems to work perfectly with your mod as long as you remove "Enhanced Weather - Rain and Snow in Fallout.esp", which conflicts, from its list of masters. I just thought you should know, if you didn't already. I feel it adds a lot. ^_^

Edit: *removes the extra question* Nevermind, mystery solved. ^_^;;
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Hussnein Amin
 
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Post » Tue May 17, 2011 2:03 am

I just wish the nights were darker. Not drastically and I do see how cloud cover makes it darker - it just seems that very bright out at night yet then dreary at times during the day.
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Hot
 
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Post » Tue May 17, 2011 5:08 am

May I ask if you are using the Night-Eye Edition (NEE)? Mm, because the nights in my game are so dark that I cannot see without night vision goggles, or playing in pitch darkness, too. *hisses at the sun*
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April D. F
 
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Post » Tue May 17, 2011 3:44 am

I just wish the nights were darker. Not drastically and I do see how cloud cover makes it darker - it just seems that very bright out at night yet then dreary at times during the day.


You aren't using the Dynamic Weather - Night Eye Edition are you? That would make the the nights brighter. I use the same night .esp as you (Xepha's Dynamic Weather - Rain (OA).esp) and it isn't bright at all for me (even with the moon out). Though I didn't get to test the new update with it being night yet to see if that changed.
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Yvonne Gruening
 
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Post » Tue May 17, 2011 1:32 am

May I ask if you are using the Night-Eye Edition (NEE)? Mm, because the nights in my game are so dark that I cannot see without night vision goggles, or playing in pitch darkness, too. *hisses at the sun*



You aren't using the Dynamic Weather - Night Eye Edition are you? That would make the the nights brighter. I use the same night .esp as you (Xepha's Dynamic Weather - Rain (OA).esp) and it isn't bright at all for me (even with the moon out). Though I didn't get to test the new update with it being night yet to see if that changed.

No regular version and even with it being the last esm and the last esp as per recent instructions on nexus comments.

I guess I'm used to playing with Fellout darkness where dark means dark - bring a flashlight have nvg kind of thing.

If I knew which settings in the esp controlled for that I'd port settings over from fellout myself. ... I suppose I can fire up FO3edit and see if I can figure it out myself. It is not that I'm hating it. I like this mod. I like how gloomy it can be in the daytime and yet so far at night it seems bright.

I've never needed glasses though. excellent vision.
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Solina971
 
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Post » Tue May 17, 2011 10:30 am

Uhh... Does anyone think the Night Eye Edition Sandstorm at night looks rubbish?

Well I do. Standby for further updates. :rolleyes:
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ANaIs GRelot
 
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Post » Tue May 17, 2011 12:57 am

Dynamic Weather 1.3 (update!), 28/05/2010

* Dynamic Weather - Main 1_3 and Dynamic Weather - Night Eye Edition have both been updated to a new version after finding odd stuff going on with the Sandstorm weather type at night time. If you've downloaded either of these files you should download them again.

~Xeph'
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Glu Glu
 
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Post » Tue May 17, 2011 1:31 am

Thank you again for the update! Well, you know when a modder is a perfectionist with their own work when they find issues before anyone else does :rofl:
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Rachel Cafferty
 
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Post » Mon May 16, 2011 11:11 pm

...
I am not sure if it is exclusive to Enhanced Weather 2 or not, but the "Enhanced Weather - Weather Sounds in Interiors.esp" seems to work perfectly with your mod
...


Yeah, someone mentioned this on my nexus thread recently. I might have to check it out. Cool. :)
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Charlotte Buckley
 
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