[RELz] Dynamic Weather 2.0

Post » Fri Feb 18, 2011 6:17 pm

Both storms were absolutely spectacular to watch, but I couldn't for the life of me justify why it would rain so soon after a sandstorm. Perhaps a future version could limit certain weather types so they only occur at least a couple of days apart?



Well technically a sandstorm is actually just a lot of wind, don't know why it couldn't rain after that.

And I have to agree, I'm hooked, I just love the landscapes dynamic weather creates. Getting next to no performance hit too, which is nice.
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Umpyre Records
 
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Post » Sat Feb 19, 2011 2:42 am

Well technically a sandstorm is actually just a lot of wind, don't know why it couldn't rain after that.

And I have to agree, I'm hooked, I just love the landscapes dynamic weather creates. Getting next to no performance hit too, which is nice.


Well, I've experienced a few duststorms first-hand (which would more accurately describe what the storm in the mod is, being that there's no sand, but a lot of dust, and the colouring matches the duststorms I've seen perfectly), and they only really happen during droughts when it's really, really dry. Having it rain immediately before or after a duststorm makes no sense whatsoever.
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Eilidh Brian
 
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Post » Sat Feb 19, 2011 8:44 am

Well, I've experienced a few duststorms first-hand (which would more accurately describe what the storm in the mod is, being that there's no sand, but a lot of dust, and the colouring matches the duststorms I've seen perfectly), and they only really happen during droughts when it's really, really dry. Having it rain immediately before or after a duststorm makes no sense whatsoever.


This is exactly the sort of feedback I need - thanks! :)

As the climate script stands at the moment, the only reason rain would follow a sandstorm is due to the possibility of an overcast weather type occuring after it - which in turn presents the possibility of rain occuring. I don't think it would be too difficult to throw in a couple of checks here and there to see how long it has been since they last occured. Makes sense. :nod: Actually, now I think about it, Imp of the Perverse's Ambient Temperature mod could come in handy here. Hmm...

I'm also working on giving you a reason to rush for shelter based on suggestions http://www.gamesas.com/index.php?/topic/1102778-wipz-progressive-climate/.

So far, I have it damaging armour (only by a small amount) and I'm trying to figure out how to apply a Perception penalty, unless you're wearing Biker Goggles or a helmet of some kind. Someone sugggested the duststorm be radioactive if you'd nuked megaton - which seems a reasonable idea. And I'm also wondering if it should damage health if you're armor is kaput.

All this would be entirely optional, but I'm hoping I can balance it so it's not completely annoying. So far, it's in the very early stages - just toying around with ideas (and trying to make it work :P), but it will require FOSE.

~Xeph' :)
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Michael Russ
 
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Post » Fri Feb 18, 2011 11:22 pm

@ALL:

Just uploaded an updated Dynamic Weather - Main file. This should bring you all up to date with what I have here. It fixes a "small" issue where a fogged-version weather type may have appeared outside Megaton... o_O

It also allows me to get on with ripping my scripts apart for another update, without worrying that you have an outdated version in the meantime. :)

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

~Xeph'
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TOYA toys
 
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Post » Sat Feb 19, 2011 3:15 am

Just had a play around with Rain + DoF + Motion Blur in DC Mall/Washington Monument area. FPS was cut in half. (from 60fps to 30fps.. :shocking: )

Made a few changes here and there and got that back up to 60 fps.

First, you're going to have to lose the DoF mod (possibly even the Motion Blur).

Second, download this older version of Enhanced Weather http://www.fallout3nexus.com/downloads/download.php?id=50151

Extract the rain.nif file from Enhanced_Weather\Meshes\Mieimod\Different Weathers\sky\ to your game folder: \Fallout 3\Data\meshes\Mieimod\Different Weathers\sky.

This will reduce the amount of raindrops that appear when it rains, but it should improve performance.

See if that helps. :)

~Xeph'


That's not a solution. Seriously, the DOF mod greatly enhances visuals and removes the rugged appearance of distant objects. I will not trade it for rain ;)
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Ann Church
 
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Post » Sat Feb 19, 2011 7:22 am

That's not a solution. Seriously, the DOF mod greatly enhances visuals and removes the rugged appearance of distant objects. I will not trade it for rain ;)


Well, there's not much else I can do... :shrug:

Other than the optional rain and sandstorm add-ons, there's no part of Dynamic Weather that would be causing any extra performance loss. If anything, the closer "fog" that is used in rain weather types (or any weather that appears in the DC Ruins) will only help performance due to the decreased draw distance.

If you want to squeeze some more performance out of Fallout 3, I would suggest heading over to the http://www.tweakguides.com/Fallout3_1.html.

~Xeph'
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Christina Trayler
 
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Post » Sat Feb 19, 2011 7:02 am

So the darker water plugin ... what happened to that?

is that integrated? I didn't see that in the changelog.

thanks
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Tiffany Castillo
 
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Post » Sat Feb 19, 2011 5:52 am

So the darker water plugin ... what happened to that?

is that integrated? I didn't see that in the changelog.

thanks


Oh yeah.. I completely forgot! Oops! :facepalm:

Yeah, it's fully integrated now.

I've darkened exterior water only - interior's remain as vanilla and untouched. Hopefully, I got everything I wanted and nothing I didn't want - water's a bit of a pain to mod!

Anyway, sorry about that! :hehe:

~Xeph'
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Cayal
 
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Post » Fri Feb 18, 2011 11:13 pm

I feel your pain on the water there, it's been a consistent problem for me.
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stevie trent
 
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Post » Sat Feb 19, 2011 7:22 am

I think this version isn't perfect yet. Until now i've witnessed two sudden changes in the weather conditions and / or clouds. Not sure if the weather itself actually changed, but the cloud texture definately did, leading to a sudden atmosphere change. I didn't experience this after loading a game, i was going from Rivet City to Megaton when the change occured near the Super-Duper Mart, so i guess i was running around for 3-5 minutes already.

Also, did you include this fog near the washington monument, for example? It seems every time i go there this thick DOF effect or whatever it is appears, and it does not vanish when i leave the area. I have to wait for the weather to actually change so it disappears. Since it heavily impacts FPS it would be cool if you could change it, reduce its effect, or whatever might work; and also remove this "carrying over" the weather from this and other similar areas (if there are those) to other areas where it shouldn't occur.
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CHARLODDE
 
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Post » Sat Feb 19, 2011 8:58 am

So is Fellout compatible with your xepha?

Or does it do different stuff and will conflict?
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A Boy called Marilyn
 
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Post » Sat Feb 19, 2011 7:41 am

We're doing the same stuff. I'm afraid it's one or the other.
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Elizabeth Lysons
 
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Post » Fri Feb 18, 2011 10:49 pm

I think this version isn't perfect yet. Until now i've witnessed two sudden changes in the weather conditions and / or clouds. Not sure if the weather itself actually changed, but the cloud texture definately did, leading to a sudden atmosphere change. I didn't experience this after loading a game, i was going from Rivet City to Megaton when the change occured near the Super-Duper Mart, so i guess i was running around for 3-5 minutes already.


Also, did you include this fog near the washington monument, for example? It seems every time i go there this thick DOF effect or whatever it is appears, and it does not vanish when i leave the area. I have to wait for the weather to actually change so it disappears. Since it heavily impacts FPS it would be cool if you could change it, reduce its effect, or whatever might work; and also remove this "carrying over" the weather from this and other similar areas (if there are those) to other areas where it shouldn't occur.


I think you may have stumbled over a bug I discovered recently. Or more precisely, the left over remains of something I was trying, which I forgot to take out... Should be fixed in the next version.

Reduced view distance (or more fog) was present in Vanilla FO3 in all DC Ruins locations and areas around Rivet City all the way up to just south of the Super-Duper Mart. In Dynamic Weather I've tried to reproduce these same fog distances that are found in Vanilla FO3 in areas that aren't directly connected to the Wasteland. It having an impact on FPS is the exact opposite of what I would expect, though, and was the main principle behind mods such as http://www.fallout3nexus.com/downloads/file.php?id=1293 (ie increasing FPS).

Um, which weather shouldn't occur where?


So is Fellout compatible with your xepha?

Or does it do different stuff and will conflict?


What Hattix said. ;)

@Hattix: Yeah, really looking forward to doing it all again for NV... o_O
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Jessie Butterfield
 
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Post » Sat Feb 19, 2011 2:40 am

I think you may have stumbled over a bug I discovered recently. Or more precisely, the left over remains of something I was trying, which I forgot to take out... Should be fixed in the next version.

Reduced view distance (or more fog) was present in Vanilla FO3 in all DC Ruins locations and areas around Rivet City all the way up to just south of the Super-Duper Mart. In Dynamic Weather I've tried to reproduce these same fog distances that are found in Vanilla FO3 in areas that aren't directly connected to the Wasteland. It having an impact on FPS is the exact opposite of what I would expect, though, and was the main principle behind mods such as http://www.fallout3nexus.com/downloads/file.php?id=1293 (ie increasing FPS).

Um, which weather shouldn't occur where?


I meant the weather change that happens as soon as you enter DC - if you leave DC the weather carries over even though it's probably just supposed to be fog that engulfs the city. I find this behavior to be highly un-immersive, so to say.
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Red Bevinz
 
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Post » Fri Feb 18, 2011 9:54 pm

Xeph, I'd hate to do this but I need to say something.

It won't work.

Now, I got the previous version to work before the big update but for some reason 2.11 won't work now. It's my last .esm and my last .esp. I'm not sure how to be exactly sure if it's working or not, but the sky is still a tinted green, but it's not overcasty in the DC outskirts (Anchorage Memorial) so I'm a bit confused. No different weather types other than clear skies. I even deleted every Fellout texture to ensure nothing was going on.
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Dewayne Quattlebaum
 
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Post » Sat Feb 19, 2011 4:49 am

I meant the weather change that happens as soon as you enter DC - if you leave DC the weather carries over even though it's probably just supposed to be fog that engulfs the city. I find this behavior to be highly un-immersive, so to say.



Ah, I see. Yeah, that's part of the same bug that may have been causing the weather changes near the super-duper mart.

It was, actually, intentional. That whole area (which if you imagine an arc that (roughly) goes from the National Guard Depot all the way around to the Nuka Cola Plant) in Vanilla FO3 does actually have a small fog distance and is something I was trying to make work whilst still having changing weather. It didn't work out (due to a lack of scripting functions) and I neglected to remove those changes before I uploaded. Like I say, it'll be fixed in the next version.


Xeph, I'd hate to do this but I need to say something.

It won't work.

Now, I got the previous version to work before the big update but for some reason 2.11 won't work now. It's my last .esm and my last .esp. I'm not sure how to be exactly sure if it's working or not, but the sky is still a tinted green, but it's not overcasty in the DC outskirts (Anchorage Memorial) so I'm a bit confused. No different weather types other than clear skies. I even deleted every Fellout texture to ensure nothing was going on.


If you're not getting the weather that appears in Vanilla (ie, the overcast around Anchorage Memorial and instead have clear skies all around), then you must have done something right! ;) Green tinted skies are part and parcel of DW - I've included many Vanilla weather types, albeit slightly (and sometimes heavily) modified. Try waiting for a few hours, the weather should eventually change.

Have a read over the following - maybe you missed something:

From the ReadMe:

1. If installing fresh (i.e., no previous versions) go to step 4. If updating from previous versions (1.3 and lower) go to Step 2.

2. Deactivate/delete ALL Dynamic Weather esm/esp's and files:

Xepha's Dynamic Weather.esm
ALL Xepha's Dynamic Weather - *.esp's

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

The following (if installed) can be left installed if desired:

Xepha's Dynamic Weather - Experimental Green Tint Remover.esp
Night Time Sneak Boost.esp

3. Start Fallout 3 and (preferably in an interior location) save your game to a new save slot then quit the game.

4. Extract files to your \Fallout 3\Data\ folder

5. Using FOMM, place a check-mark beside the required file(s) and adjust load order:

all other esm's
Xepha's Dynamic Weather.esm (***Required ***)
...
other mods/esp's
...
Xepha's Dynamic Weather - Main.esp (***Required ***)
Xepha's Dynamic Weather - Anchorage.esp (Requires Operation Anchorage DLC)
Xepha's Dynamic Weather - The Pitt.esp (Requires The Pitt DLC)
Xepha's Dynamic Weather - Broken Steel.esp (***Mandatory if using Broken Steel DLC***)
Xepha's Dynamic Weather - Point Lookout.esp (Requires Point Lookout DLC)

Load esm as your last esm. Load esp's very late/last in load order to avoid conflicts.



From a recent post of mine on the Nexus:

You should end up with *something* like the following:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
...
any other ESM's here
....
Enhanced Weather - Rain and Snow.esm (*optional*)
Xepha's Dynamic Weather.esm
...
any other ESP's here
...
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Anchorage.esp
Xepha's Dynamic Weather - The Pitt.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
Xepha's Dynamic Weather - Rain.esp (*optional*)
Xepha's Dynamic Weather - Sandstorm.esp

Obviously, leave out any of the DLC add-ons if you don't have them. If you have Broken Steel however, it is mandatory that you use the Broken Steel add-on (certain areas of the wasteland will *break* the mod if you don't).

The Anchorage add-on adds another weather type to the Dynamic Weather climate. The Pitt and Point Lookout addo-ins simply enable Dynamic Weather weather types in those locations.

The Enhanced Weather - Rain and Snow.esm and Xepha's Dynamic Weather - Rain.esp that I've marked as *optional* can be a bit more of a complicated install, so you might want to leave that one out for now.


~Xeph'
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Ally Chimienti
 
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Post » Sat Feb 19, 2011 2:04 am

I looked at the textures, found one missing and downloaded the archived mod.

Due to my level up CTD I started a new game, hoping that your mod would work. Okay didn't go as planned. So take a look at my load order.


[X] Fallout3.esm
[ ] Project Genesis.esm
[ ] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] Project Beauty HD version.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] StreetLights.esm
[X] FO3 Wanderers Edition - Main File.esm
[ ] RI_Core.esm
[X] Mart's Mutant Mod.esm
[X] Xepha's Dynamic Weather.esm <---Right thar.
[ ] Enhanced Weather - Rain and Snow.esm
[ ] RiPnO CorePatch.esp
[X] bltc.esp
[X] BLTC Immersion Patch.esp
[X] BLTC Less Addictions.esp
[ ] CubeExperimental (EN).esm
[ ] RTS.esm
[X] Project Beauty.esp
[X] StreetLights - Wasteland.esp
[X] CASM.esp
[X] CRAFT - Activation Perk.esp
[X] GalaxyNewsRadio20[M].esp
[X] UPP - Pack 1.esp
[X] UPP - Original Perks.esp
[X] UPP - Experience Perks.esp
[X] UPP - Quest Perks.esp
[X] UPP - Beverage Perks.esp
[ ] NotSoFast.esp
[ ] HeirApparent.esp
[ ] IntoTheDeepWoods.esp
[X] MTC Wasteland Travellers.esp
[X] DCInteriors_ComboEdition.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] FO3 Wanderers Edition - Followers Enhanced.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - Optional Worn Weapons.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - FWE Optional Worn Weapons.esp
[ ] Alternate Start - Roleplayers.esp
[X] RobCo Certified.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[ ] Enhanced Weather - Rain and Snow in Fallout.esp
[X] megalight.esp
[X] FO3 Wanderers Edition - Optional Free Play After MQ.esp
[X] FO3 Wanderers Edition - Project Beauty.esp
[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
[X] Mart's Mutant Mod - Project Beauty + FWE.esp
[X] Realistic Interior Lighting.esp
[X] MissingUniqueWeapons-Enhanced.esp
[X] Realistic Death Physics.esp
[ ] Down Under.esp
[X] BookPerks.esp
[X] ImmersiveHealth.esp
[X] Mart's Mutant Mod.esp
[ ] Mart's Mutant Mod - Zones Respawn.esp
[ ] Mart's Mutant Mod - Reduced Wasteland Spawns.esp
[ ] Mart's Mutant Mod - Natural Selection.esp
[ ] Mart's Mutant Mod - Hunting & Looting.esp
[ ] Mart's Mutant Mod - Mutant Mod Menu.esp
[ ] Arwen_Realism_Core.esp
[ ] Arwen_Hard-Core.esp
[ ] Arwen_MMM_Patch.esp
[ ] Arwen_RiPnO_BLTC_Patch.esp
[X] Arwen_VisionFX.esp
[ ] Arwen_Encumbrance.esp
[ ] RI_PNeeds2S.esp
[ ] RI_Alcohol.esp
[ ] RI_PNMMM.esp
[X] Xepha's Dynamic Weather - Main.esp <------Und right thar.
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luke trodden
 
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Post » Sat Feb 19, 2011 9:57 am




Well, apart from your load order looking a little untidy (You might want to run BOSS over it, or something), Dynamic Weather should be working.

I trust you're using the latest version? Using FOMM to sort and launch? Game patched?

I'm a bit stumped to be honest, mate.

:confused:
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jennie xhx
 
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Post » Sat Feb 19, 2011 7:08 am

Okay now the wasteland is just depressing. It's always grey and overcasty. I swear, I've un-installed and re-installed this at least 3 times.
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GabiiE Liiziiouz
 
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Post » Fri Feb 18, 2011 9:15 pm

Wait - what?

So the weather is changing?

A quick test you can do to check if it is working. Do this in the console:

set gWeatherGroup to 1
set gWeatherVolatility to 0.1

hit enter. (You can use values of 1 to 9 for gWeatherGroup to get different weather types)

The weather should begin to change after a second or two. Do:

getCurrentWeatherPercent

in the console, where any value it returns that is less than 1.00, means the weather is changing.

~Xeph' :)
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tannis
 
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Post » Sat Feb 19, 2011 8:57 am

Wait, you got climates to work?
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ImmaTakeYour
 
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Post » Fri Feb 18, 2011 7:53 pm

The value is 1. Do I need to modify the .esp?

Wait...WAAAAAAAIT....

HALT CITIZEN. I fixed my load order (that boss really messed up, and I totally forgot FWE had to be set up a certain way...Haven't used it in so long.) and I tried the commands again and the percent was 0.3.

Remember kids, keep your load order neat and tidy.
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Alyna
 
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Post » Sat Feb 19, 2011 3:21 am

Xepha,

just to inform you,
i removed the motion blur mod i was using even though i said i didn't wanna.. originally i only installed it because it helped a bit with these odd mini lags that seem to be native to FO3. The game runs much better now which is kind of curious since i'm pretty sure the mod didn't have that much of a performance impact the first time i installed it. It's probably a result of consistently adding new mods which decreased performance in small steps each, however i think the biggest chunk is indeed caused by the combination of Dynamic Weather + Motion Blur, you're right. I still keep the DOF mod around, seems to work fine. Also, now i don't seem to have the consistently foggy weather near the Washington Monument anymore, which is great. It actually runs fine now, although that might also be caused by all the Super Mutants being dead now.
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Ludivine Dupuy
 
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Post » Sat Feb 19, 2011 1:40 am

Gah Bob Saggot....It went back to 1.
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Kate Murrell
 
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Post » Sat Feb 19, 2011 2:50 am

Xepha,

just to inform you,
i removed the motion blur mod i was using even though i said i didn't wanna.. originally i only installed it because it helped a bit with these odd mini lags that seem to be native to FO3. The game runs much better now which is kind of curious since i'm pretty sure the mod didn't have that much of a performance impact the first time i installed it. It's probably a result of consistently adding new mods which decreased performance in small steps each, however i think the biggest chunk is indeed caused by the combination of Dynamic Weather + Motion Blur, you're right. I still keep the DOF mod around, seems to work fine. Also, now i don't seem to have the consistently foggy weather near the Washington Monument anymore, which is great. It actually runs fine now, although that might also be caused by all the Super Mutants being dead now.


Yeah, it does a bit laggy in DC Ruins areas without any extra mods anyway (for me at least). Adding extra mods and playing for a while (bloated saves and all that) does have a tendancy to bog the game down. But, glad you got it working more satisfactorily - maybe you can keep your DoF/Motion Blur around for when you aren't in the DC Ruins? The wasteland has always seemed to perform better for me even though there's a whole lot more to display than when in the DC Ruins. Wierd...


Gah Bob Saggot....It went back to 1.


:lmao: What are you up to there mooguy?

If you want to force another weather type, as in my previous post, choose another value for gWeatherGroup:

1 = Clear skies
2 = Mostly clear skies (my custom cloud texture and/or Anchorage clouds)
3 = Cloudy (like what appears over the NorthEast of the Wasteland in Vanilla)
4 = Light Rain
5 = Cloudy/Light overcast (like what appears over the North West of the Wasteland in Vanilla)
6 = Overcast (like what appears over the DC Ruins in Vanilla)
7 = Heavy Rain
8 = Sandstorm
9 = Fog/Misty

eg:

set gWeatherGroup to 3
set gWeatherVolatility to 0.1

in the console to get cloudy weather types.

If you repeatedly do the getCurrentWeatherPercent command you'll notice it gradually working its way from 0.00 back up to 1.00

These are global variables that we're playing with here, so you don't need to modify the esp or anything. The running scripts will do a little work after you've forced it, so the values you've just used in the console will get set to something else as soon as the weather starts changing - but it will/should change to whatever you've designated first.
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Penny Courture
 
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