[RELz] Dynamic Weather 2.0

Post » Fri Feb 18, 2011 5:47 pm

Okay now I feel dumb. I misread "Volatility" as "Group."

I should really get some sleep when I'm tired. :blush:

Thanks Xeph!
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Louise Andrew
 
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Post » Sat Feb 19, 2011 3:13 am

Any ETA on the new version?
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Eve Booker
 
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Post » Sat Feb 19, 2011 1:24 am

Any ETA on the new version?


Fixes, weather edits and readme's are done. Just need to test the new scripts I've just put in actually work... Well, it's not actually new. It's the same script, but a bit more modular - and hopefully a bit more efficient, since I've removed some duplication of code. The Geck didn't seem to complain when I pasted them in....

So, barring any problems, ETA should be, oh... let's say within the next few days/a week?

~Xeph' :)
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Amysaurusrex
 
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Post » Sat Feb 19, 2011 12:21 am


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

Dynamic Weather 2.2, 24/08/2010

* As originally intended, and in a return to my Darker Nights light levels, nights are now significantly darker (you really do need those NVGoggles now! ;)

* Various weather types at night have also received further refinement.

* In the process of developing 2.0 I tried a few things that didn't quite work out. Unfortunately, I neglected to remove all these things upon release. Increased fog effects would have become apparent when leaving Megaton (fixed in 2.11) and entering the Wasteland having been in DC. This should now be fixed. :)

* When starting a new game with the mod already installed, the weather greeting you when exiting Vault 101 for the first time will be the same as in Vanilla FO3 - retaining that never-seen-the-sun-before-its-so-bright-its-hurting-my-eyes moment. Installing the mod mid-game, however, will generate a random weather type to be displayed (no rain/fog/sandstorms though).

* There is now a significant delay between rain and sandstorm (at least 12 hours) so they will no longer appear within a few hours of each other.

* The climate scripts have recieved something of an overhaul and are now more modular, making for easier reading/updates.


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

~Xeph'
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tegan fiamengo
 
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Post » Sat Feb 19, 2011 3:41 am

Does this require a clean save when updating from 2.0?
thanks
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Amy Smith
 
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Post » Sat Feb 19, 2011 6:43 am

Does this require a clean save when updating from 2.0?
thanks


There's been quite a few script changes, so yes, it does. I guess I should've made more of a point of that somewhere. Sorry about that. :facepalm:

~Xeph'
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Abi Emily
 
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Post » Fri Feb 18, 2011 8:27 pm

So i guess with clean save you mean to 1) remove the mod, 2) load & save the game, 3) install the new mod, 4) have fun? Or did i miss a step?
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Sammygirl
 
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Post » Sat Feb 19, 2011 1:30 am

So i guess with clean save you mean to 1) remove the mod, 2) load & save the game, 3) install the new mod, 4) have fun? Or did i miss a step?


Pretty much. More specifically:

Save in interior cell; quit; delete esm/esps; load; save; quit; install; load.

:)

~Xeph'
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Laura Hicks
 
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Post » Sat Feb 19, 2011 8:53 am

Btw, i'm wondering if you did this on purpose or if it's just a side-effect: The weather seems overly random sometimes.

Screenshot:
http://i86.photobucket.com/albums/k120/scratch8o/unsorted/Fallout3exe002-56-07.jpg?t=1282846393

You might think this screenshot was taken in early evening, however it was 7:30 AM. I understand that the atmosphere in the game underwent severe changes due to the nuclear war, but i still found it odd. A more blueish tint instead of the definiately-evening-setting would probably be more appropriate.
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Marine x
 
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Post » Fri Feb 18, 2011 9:12 pm

Btw, i'm wondering if you did this on purpose or if it's just a side-effect: The weather seems overly random sometimes.

Screenshot:
http://i86.photobucket.com/albums/k120/scratch8o/unsorted/Fallout3exe002-56-07.jpg?t=1282846393

You might think this screenshot was taken in early evening, however it was 7:30 AM. I understand that the atmosphere in the game underwent severe changes due to the nuclear war, but i still found it odd. A more blueish tint instead of the definiately-evening-setting would probably be more appropriate.


It's actually based on The Pitt weather types, so it was quite intentional. I guess I could cool it down a little though.

What do you mean by "overly random"?

~Xeph' :)
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Dan Stevens
 
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Post » Sat Feb 19, 2011 3:28 am

Well, that was just the way i used to describe the somewhat inappropriate setting. No idea if it's actually random.

Btw, i don't really like the extremely dark nights, now that i've experienced it a couple of times. It's kinda nice, but NPC's still see you like in daylight it appears, while i have a pitch-black screen here.
If i recall correctly I tried the not-so-dark-nights addon for the previous version, but then it wasn't dark enough, again. All in all it's a pity, encountering those zombie hordes (FWE / MMM) is mimimized by this behaviour. So, is there an ETA on a *somewhat* brighter night addon?
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saxon
 
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Post » Sat Feb 19, 2011 6:19 am

I found a way to make lights extra bright at night, that I use on my own personal weather mod.

I passed it on to the guy who made the Ultra Realistic Wasteland Light mod, and I can pass it along here too.

Basically, what I did was I made the brightness add modifier in the ImageSpace modifier have a 2.0 value instead of 1.x. Counterbalancing, I made most of the nighttime colors either pitch black or nearly black.

Here are my settings for WastelandClear at night. Color values are R G B.

Ambient 18 23 29
Cloud Layer 5 8 7 (Layer 2 only, others unused)
Fog 6 6 6
Horizon 2 5 4
Sky 0 0 0
High Sky 0 0 0
Stars 255 255 255
Sun 0 0 0
Sunlight 27 47 56

Here's an image of its corresponding Imagespace Modifier: http://a.imageshack.us/img203/7649/imagespacemod.png

http://a.imageshack.us/img541/9885/nighttimesample.jpg

http://a.imageshack.us/img836/3376/plasmashot.jpg
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Amber Ably
 
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Post » Sat Feb 19, 2011 9:24 am

I wanted to double check something with you, if you don't mind :)

Since you have the Sandstorms that cause damage :thumbsup: , I was wondering if it was safe to use the Enhanced Weather radioactive rain and snow safely with Dynamic weather. I read on the comment page that it is ok to use both your rain and his rain, but strange things could happen, and you will get a higher chance of rain. So instead of risking this, would it be ok to use only the radioactive rain and snow?


[Edit] Nvm to the above post. Enhanced weather got too complicated since I don't know if I can safely delete the Enhanced Weather - Rain and Snow in Fallout.esp and only use the Enhanced Weather - Radioactive Rain Plugin.esp one :facepalm: I will stick to the Dynamic weather rain version :laugh:

While I am on this question, any plans to make an option to make your rain ...something to be scared of :whistling: ?
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Oceavision
 
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Post » Sat Feb 19, 2011 8:00 am

...
Here's an image of its corresponding Imagespace Modifier: http://a.imageshack.us/img203/7649/imagespacemod.png

http://a.imageshack.us/img541/9885/nighttimesample.jpg

http://a.imageshack.us/img836/3376/plasmashot.jpg


Interesting, my only worry there is its effect on sunrise and sunset. I'll have a play around with it anyway, since I'm tweaking my nights again after playing a modded Stalker Clear Sky game the other night - that was dark! :ahhh:



I wanted to double check something with you, if you don't mind :)

Since you have the Sandstorms that cause damage :thumbsup: , I was wondering if it was safe to use the Enhanced Weather radioactive rain and snow safely with Dynamic weather. I read on the comment page that it is ok to use both your rain and his rain, but strange things could happen, and you will get a higher chance of rain. So instead of risking this, would it be ok to use only the radioactive rain and snow?


[Edit] Nvm to the above post. Enhanced weather got too complicated since I don't know if I can safely delete the Enhanced Weather - Rain and Snow in Fallout.esp and only use the Enhanced Weather - Radioactive Rain Plugin.esp one :facepalm: I will stick to the Dynamic weather rain version :laugh:

While I am on this question, any plans to make an option to make your rain ...something to be scared of :whistling: ?


The Radioactive Rain Snow Plugin.esp would actually work as intended, as all it requires is that the ESM be loaded, which if you're using my Rain plugin would already be loaded - you can safely disable the Enhanced Weather Rain & Snow ESP (in fact I recommend that you do so).

Try a load order, like so:

Enhanced Weather - Rain and Snow.esm
Xepha's Dynamic Weather.esm
...
other mods/esp's
...
Enhanced Weather - Radioactive Rain and Snow Plugin.esp
Xepha's Dynamic Weather - Main.esp
...
other Dynamic Weather esps
...
Xepha's Dynamic Weather - Rain.esp


Don't really have plans for rain but I'll be updating the DW Sneak Boost plugin to included sneak bonuses during rain/storms.

~Xeph' :)
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Richard Thompson
 
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Post » Sat Feb 19, 2011 5:48 am

I'm greatly enjoying this mod, the periodic sandstorms or foggy days are interesting.

The install process is... complicated. Especially the direction to download a 3rd party mod, with it being unclear as to what that gains me. Hopefully you can clean up the "files" page on the FO3Nexus soon so that I don't have to play the "download A, patch with B, add in C" game.
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Sam Parker
 
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Post » Fri Feb 18, 2011 10:06 pm

The Radioactive Rain Snow Plugin.esp would actually work as intended, as all it requires is that the ESM be loaded, which if you're using my Rain plugin would already be loaded - you can safely disable the Enhanced Weather Rain & Snow ESP (in fact I recommend that you do so).

Try a load order, like so:

Enhanced Weather - Rain and Snow.esm
Xepha's Dynamic Weather.esm
...
other mods/esp's
...
Enhanced Weather - Radioactive Rain and Snow Plugin.esp
Xepha's Dynamic Weather - Main.esp
...
other Dynamic Weather esps
...
Xepha's Dynamic Weather - Rain.esp


Don't really have plans for rain but I'll be updating the DW Sneak Boost plugin to included sneak bonuses during rain/storms.

~Xeph' :)


Thank you very much for such a thorough reply :D In that case, I will try out the Enhanced Weather - Radioactive Rain and Snow Plugin.esp (first time ever) and see what happens.

I can't wait to see the changes you have done with the latest version :hubbahubba:

[edit] Set it up like this:
Enhanced Weather - Radioactive Rain and Snow Plugin.esp
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
Xepha's Dynamic Weather - Sandstorm.esp
Xepha's Dynamic Weather - Sandstorms Damage Armor.esp
Enhanced Weather - Weather Sounds in Interiors.esp
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Mackenzie
 
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Post » Sat Feb 19, 2011 5:13 am

I'm greatly enjoying this mod, the periodic sandstorms or foggy days are interesting.

The install process is... complicated. Especially the direction to download a 3rd party mod, with it being unclear as to what that gains me. Hopefully you can clean up the "files" page on the FO3Nexus soon so that I don't have to play the "download A, patch with B, add in C" game.


Yeah...

Sorry about that.

As is usually the case, a new version quite quickly brings to light problems/bugs that I didn't notice until it was already uploaded - so that's why it's a bit of a mess at the moment. I'm nowhere near ready to upload a new version at the moment, as it's a bit broken :brokencomputer: - I'm in the middle of trying a new approach to the darker nights. I'll see if I can tidy it up a bit in the mean time though!

As for installing a 3rd party mod - namely Enhanced Weather - Rain, what this gives you is the raindrop/sound effects of that mod, but with my own weather type (ie, cloud and lighting colours). But I wouldn't have thought that this any more complicated than having to, say, install CALIBR for a weapons mod.

There are two approaches: install the Enhanced weather mod in its entirety, or follow the install instructions and extract only those files that Dynamic Weather actually needs. Either way, once you have the meshes/textures/sounds installed, the only extra thing you need is the Enhanced Weather ESM for it to work as intended.

~Xeph'
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neil slattery
 
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Post » Sat Feb 19, 2011 5:47 am

Would it be cheeky of me to ask for some more colourful and bright weather types? Kinda like some of the blue skies in Wasteland Moods. I mean, I LOVE it the way it is, but sometimes I feel a block headed when a lot of the weathers look too similar and greyish. Sorry if I'm missing the point of this mod completely, and I still prefer this mod to ALL other weather mods out there, it's just one little thing. :D
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Blessed DIVA
 
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Post » Sat Feb 19, 2011 3:27 am

There are two approaches: install the Enhanced weather mod in its entirety, or follow the install instructions and extract only those files that Dynamic Weather actually needs. Either way, once you have the meshes/textures/sounds installed, the only extra thing you need is the Enhanced Weather ESM for it to work as intended.

I'm surprised that you haven't outright asked for permission to fully integrate Enhanced Weather - like was done with Oblivion's All Natural which integrates 4 weather overhauls (well the visuals and textures) under a better scripting system.3

I look forward to newer darker nights and after loading up the latest version and heading out of megaton I gotta admit my first reaction was 'ohhh - I wish there was less green" and that is with the green tint remover plugin too.
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Guinevere Wood
 
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Post » Fri Feb 18, 2011 5:32 pm

Even though I like the rain with the Enhanced Weather rain mod I've never used it since I discovered frozen rain drops in springvale. Does this still happen, I'm using Dynamic weather on its own at the moment but I'd use the Enhanced Weather if it were not for this problem.
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SamanthaLove
 
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Post » Fri Feb 18, 2011 8:21 pm

I had the frozen raindrops happen 2-3 times tonight, seems to be slightly aggravated by VATS usage. Moving away from the area finally made it fade away.

(I installed the Enhanced Weather dependency tonight to get actual rain. I haven't seen snow yet. It definitely takes a chunk of FPS performance away compared to just Xepha's by itself though. If I didn't have a brand new GTX 460 and was still using my old 8800GT, I'd have to turn it back off.)
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Chris Jones
 
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Post » Sat Feb 19, 2011 7:13 am

I had the frozen raindrops happen 2-3 times tonight, seems to be slightly aggravated by VATS usage. Moving away from the area finally made it fade away.

(I installed the Enhanced Weather dependency tonight to get actual rain. I haven't seen snow yet. It definitely takes a chunk of FPS performance away compared to just Xepha's by itself though. If I didn't have a brand new GTX 460 and was still using my old 8800GT, I'd have to turn it back off.)


Ok well it didn't seem to fade at all in my game so perhaps I didn't wait long enough, still its a bit of an immersion killer I was hoping it was just a one off thing. I think I'll stay with Xepha's on its own. Thanks :)
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Gemma Woods Illustration
 
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Post » Fri Feb 18, 2011 8:25 pm

I really like this mod, it's making the F3-experience "deeper"
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Maya Maya
 
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Post » Sat Feb 19, 2011 9:17 am

Looking forward to the next update :)
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Victor Oropeza
 
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Post » Fri Feb 18, 2011 11:28 pm

I have a question.

I downloaded the Enhanced Weather - Rain and Snow mod the RECOMMENDED DO NOT DOWNLOAD ANYTHING ELSE one as it was needed to make the Rain/Sandstorm work if I'm not mistaken.
And FO3Edit is giving me an error that I'm missing the Enhanced Weather - Rain and Snow.esm... so should I uninstall it and install the v2 Full and then patch it?

SOLVED.
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herrade
 
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