Okay, okay... I'm gonna go out on a limb here and let this loose to you guys. Fingers crossed everything is present and correct! :hehe:
http://www.gamesas.com/bgsforums/index.php?showtopic=1062919 for those that like to read. :read:
http://s830.photobucket.com/albums/zz221/Xepha/dynamic%20weather/?albumview=slideshow for those that like to just look at the pictures. :liplick:
http://www.fallout3nexus.com/downloads/file.php?id=10607 for those that like to download! :clap:
Wall of text, for those that like to reply "tl;dr".
Name: Dynamic Weather
Version: 1.0
Date: 12/31/2009
Category: Gameplay Effects and Changes
Requirements: Fallout 3 v1.7
Optional Requirements: Operation Anchorage (DLC), Broken Steel (DLC)
Author(s): Xepha
Source: http://www.fallout3nexus.com/downloads/file.php?id=10607
Description
===========
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, what we have here is lightly modified vanilla weather types, heavily modified vanilla weather types, modified DLC weather types and a few creations of my own, all changing randomly as you wander the Capital Wasteland.
Details
=======
Dynamic Weather changes the weather throughout the Capital Wasteland approximately every 4 hours, semi-randomly, from a choice of 13 weather types (14, 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%).
Sunset begins and ends an hour later, so days are a little longer than vanilla - I always felt days were a little too short, even with a smaller timescale setting.
Speaking of timescale - I would highly recommend using a smaller timescale when using this mod, because as well as making the days last longer, it also increases the length of weather transitions. To change timescale, break open the console and type
set timescale to x
where x is a number - default is 30, and I would recommend a setting of 10 (or lower).
I would also highly recommend the use of Night Vision Goggles, as nights will now be *very* dark. Search the nexus and find some you like!
Oh, additionally there is an optional/experimental Night Time Sneak Boost module, which attempts to make up for the lack of visibility at night. It merely adds 25 points to your Sneak skill during hours of darkness (and when outdoors only) and is only effective when crouching.
To-Do List/Planned Updates
==========================
The Pitt and Point Lookout Compatibility
Integration/Compatibility with Skingrad24's Enhanced Weather - Rain
More weather types/cloud textures
Refinement/improvement of current weather types/cloud textures
More control over weather via scripts
Choice of weather types, possibly via different esp's or via a config menu
Install
=======
1. Extract files to (install folder)\Fallout 3\Data\
2. Using FOMM, place a checkmark beside the required .esp file(s):
Xepha's Dynamic Weather - Main (***Required / Load First***)
Xepha's Dynamic Weather - Anchorage (Optional / Requires Operation Anchorage)
Xepha's Dynamic Weather - Broken Steel (Optional / Requires Broken Steel)
3. Load late/last in load order to avoid conflicts/breaking my mod
Uninstall
=========
1. Using FOMM, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.
C:\..\Fallout 3\Data\Xepha's Dynamic Weather - Main
C:\..\Fallout 3\Data\Xepha's Dynamic Weather - Anchorage
C:\..\Fallout 3\Data\Xepha's Dynamic Weather - Broken Steel
C:\..\Fallout 3\Data\Textures\Sky\falloutFogClouds.dds
C:\..\Fallout 3\Data\Textures\Sky\falloutFogHorizon.dds
C:\..\Fallout 3\Data\Textures\Sky\WastelandLightCloudLower.dds
C:\..\Fallout 3\Data\Textures\Sky\WastelandLightCloudUpper.dds
Incompatibility
===============
Will *not* work with other weather modification mods, e.g. Fellout, Wasteland Moods, Wasteland Weather Overhaul, etc.
Note: Enhanced Weather - Rain *will* work.
Known Issues or Bugs
====================
- Bethesda bug: If the weather is in transition (i.e. changing) when moving from exterior to interior cells, the clouds will fail to appear when you go outside again. A workaround script is in place to handle this and although the effect can be a little jarring, it's a lot less immersion breaking than staring at the sky wondering "Where have all the clouds gone?" (clouds suddenly blink into existence) "Oh.. There they are...". If I discover better ways of handling this, I'll be sure to update.
History
=======
1.0, 12/31/2009 - Initial release.
Contact
=======
Xepha @ http://www.gamesas.com/bgsforums/
Xepha537 @ http://www.fallout3nexus.com
Credits
=======
Thanks to TheOutbreak/Yossarian22, whose work forms a foundation for this mod.
Thanks to the Fallout 3 modding community for its wealth of information
Thanks to Bethesda for creating Fallout 3.
Thanks to www.fallout3nexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Honourable Mentions should go to those whose work has provided help/inspiration (whether they know it or not), namely:
Hattix - Fellout
Skingrad24 - Enhanced Weather
Maxwell Adams - Wasteland Weather Overhaul
omgpineapples - View distance decreased
Tools Used
==========
The G.E.C.K. - http://geck.gamesas.com/index.php/Main_Page
GIMP - http://www.gimp.org
7-Zip - http://www.7-zip.org
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod. I would also like
to know what mods are including my work.