[RELz] Dynamic Weather 2.3

Post » Sat Feb 19, 2011 2:41 am

If anyone's still out there, Dynamic Weather 2.3 is now available. :celebrate:

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

Pertinent info:

Dynamic Weather 2.3, 22/01/2011

Almost immediately as I released 2.2, it seemed to me that certain weather types at night looked washed out, lacked contrast and were over colour-tinted (all blue or all green) - this had to go. 4 months of slow and steady progress later Dynamic Weather 2.3 is born...

* Nights received a major overhaul with a view to reduce the overall tint whilst at the same time allowing more natural colour to come through (when activating your Pipboy Light, for instance). Visibility at near distances has been slightly increased (even on the darkest/overcast nights) whilst far distance visibility has been significantly reduced.

* Climate script tweaks favouring clearer weather types. There is also a significant delay (at least one or two days) between Rain and Sandstorms - so they should never appear with a few hours of each other.

* Dynamic Weather standard now disables Rain related weather types (these will have appeared as fog/mist type weather in previous versions when used without the rain plugin). The optional Dynamic Weather Rain plugin now correctly enables these when Enhanced Weather powered Rain is activated.

* Night Eye Edition (ie, less darker nights), makes a welcome return for some. :) Night Eye Edition nights return a level of brightness that lies somewhere between Dynamic Weather standard and Vanilla Fallout 3.

* Somewhat of a joint effort by myself and ScoobyFO3@nexus, Dynamic Sneak Bonus replaces previous versions of my Night Time Sneak Boost plugin by applying varying amounts to your Sneak Skill, depending on the current weather/cloud cover and time of day. Activating your Pipboy Light negates these bonuses.

* Minor update to the Green Tint Remover. Fogged versions of weather types appearing in DC now have a green tint removing Image Space applied.


~Xeph' :twirl:
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Marlo Stanfield
 
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Post » Sat Feb 19, 2011 8:54 am

This alone would sell me. I had a previous version and uninstalled it after I found it rained constantly.
* Climate script tweaks favouring clearer weather types. There is also a significant delay (at least one or two days) between Rain and Sandstorms - so they should never appear with a few hours of each other.

I use Real World Lighting and by the looks of it, this mod also changes the lighting along with the rain and sandstorms. Is this a true statement? And this would probably make them incompatible?
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Paula Ramos
 
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Post » Sat Feb 19, 2011 6:45 am

This alone would sell me. I had a previous version and uninstalled it after I found it rained constantly.

I use Real World Lighting and by the looks of it, this mod also changes the lighting along with the rain and sandstorms. Is this a true statement? And this would probably make them incompatible?


Yup. It's pretty much incompatible with any other weather mods (except the parts of Enhanced Weather - Rain that it needs to generate rain).

I suppose Dynamic Weather is more of a weather overhaul/weather replacer than a mere slight modification, because all those systems that make weather work in vanilla (regions, climates, worldspaces) have been either disabled or modified to allow for a weather system that is allowed to change. Any vanilla weather that is left in Dynamic Weather is a copy - so even though no overriding is actually taking place, the actual vanilla weather types are essentially disabled because of those changes to the weather system.

This version should be a lot less damp though and should work it's way to a clear sky, given time.

~Xeph'
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Catherine N
 
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Post » Sat Feb 19, 2011 4:02 am

If anyone's still out there, Dynamic Weather 2.3 is now available. :celebrate:

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

Pertinent info:



~Xeph' :twirl:


I have waited eagerly for this update. Thanks!
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Sarah Edmunds
 
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Post » Sat Feb 19, 2011 12:16 am

Loving it, thanks :celebrate:
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Flutterby
 
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Post » Sat Feb 19, 2011 3:13 am

Quick question, Xepha, I downloaded the new 2.3 but then went to download the DLC, Rain and Sandstorm optional files and when I treid to activate them in FOMM it gave me a message saying that an updated version of Dynamic Weather was detected (2.3). It asked if I would like to update, when I click yes it tells me it was updated but the mod is not activated. I click no and it installs fine. Will everything work fine now?
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Mark
 
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Post » Fri Feb 18, 2011 7:44 pm

Any issues updating this in the middle of an active game?
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megan gleeson
 
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Post » Sat Feb 19, 2011 2:16 am

Quick question, Xepha, I downloaded the new 2.3 but then went to download the DLC, Rain and Sandstorm optional files and when I treid to activate them in FOMM it gave me a message saying that an updated version of Dynamic Weather was detected (2.3). It asked if I would like to update, when I click yes it tells me it was updated but the mod is not activated. I click no and it installs fine. Will everything work fine now?


Yeah... :blink: Not sure if that's an issue with FOMM? I've seen that before where I have the latest version and it still tells me there's an update. Maybe it (FOMM) doesn't like you swapping and changing between dropping files in your Data folder and using the Package Manager function? I might be wrong - not really sure to be honest. :shrug: Rest assured, if you've just grabbed everything dated 24th Jan, you have the latest version. :nod:

Um, now I think about it, it could be the Sandstorm plugin setting off FOMM, that's the only thing I haven't updated. Hmmm...

Any issues updating this in the middle of an active game?


No, in fact you'll get a randomized weather type that way. Starting a new game still gives you the sunny clear sky when exiting the vault, though. Best to install after you've saved in an interior cell - things might go "funky" if you're outside... :bonk:

~Xeph'
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Sylvia Luciani
 
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Post » Sat Feb 19, 2011 5:39 am

Yeah... :blink: Not sure if that's an issue with FOMM? I've seen that before where I have the latest version and it still tells me there's an update. Maybe it (FOMM) doesn't like you swapping and changing between dropping files in your Data folder and using the Package Manager function? I might be wrong - not really sure to be honest. :shrug: Rest assured, if you've just grabbed everything dated 24th Jan, you have the latest version. :nod:

Um, now I think about it, it could be the Sandstorm plugin setting off FOMM, that's the only thing I haven't updated. Hmmm...

~Xeph'


Maybe, but the first one that I tried was the DLC one. Everything seems to be running fine, although I don't think I've encountered a sandstorm yet. I'll be sure to post here when I do though.
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Justin Hankins
 
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Post » Fri Feb 18, 2011 9:02 pm

Awesome, thanks Xeph, great mod, always run it!
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Natasha Callaghan
 
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Post » Sat Feb 19, 2011 9:12 am

You know what's really weird? Even though you updated this -- it isn't in the list of updates on the "Recently Updated" page on Nexus...

I wonder how many files that have been updated that I've missed because I rely on that page lol!


PS: I really prefer your weather mod but I also sort of like the saturation effect URWL gives. Everything seems so washed out in comparison after getting used to URWL and I realized that the game really wasn't true to colors... not EVERYTHING in the world is grey lol.

Anything that can be done to get both?
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Emma
 
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Post » Fri Feb 18, 2011 11:59 pm

I run both together all the time and have never noticed any issues with it, I just load URWL first in the list - coloring in the game ends up looking great and I have diverse weather, so as far as I can tell it works.
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Maria Garcia
 
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Post » Sat Feb 19, 2011 2:12 am

...
PS: I really prefer your weather mod but I also sort of like the saturation effect URWL gives. Everything seems so washed out in comparison after getting used to URWL and I realized that the game really wasn't true to colors... not EVERYTHING in the world is grey lol.

Anything that can be done to get both?


I run both together all the time and have never noticed any issues with it, I just load URWL first in the list - coloring in the game ends up looking great and I have diverse weather, so as far as I can tell it works.


It worth noting that it's only the changes to interiors that you're getting from URWL if you're loading it like that. Vanilla weather (modded or not) is essentially disabled when using Dynamic Weather, as I explained in a previous post.

~Xeph'
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lillian luna
 
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Post » Sat Feb 19, 2011 6:59 am

It worth noting that it's only the changes to interiors that you're getting from URWL if you're loading it like that. Vanilla weather (modded or not) is essentially disabled when using Dynamic Weather, as I explained in a previous post.

~Xeph'

Fair enough, either way things seem to blend nicely in my game, so that works by me.
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Setal Vara
 
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Post » Fri Feb 18, 2011 9:09 pm

I'd really *really* like to know why this file didn't show up on the "Updated Recently" file page @ nexus.

Because that's sort of how I've been depending on checking for updates for things, and if it turns out not everything that gets updated shows up -- it becomes half worthless.
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Darren
 
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Post » Fri Feb 18, 2011 9:11 pm

I'd really *really* like to know why this file didn't show up on the "Updated Recently" file page @ nexus.

Because that's sort of how I've been depending on checking for updates for things, and if it turns out not everything that gets updated shows up -- it becomes half worthless.


Me too! :S

The only thing I can think of was that I uploaded files whilst the entry was hidden? But I always do that and it's never not appeared in the updated files section... Wierd... o_O

Just to test, I've updated the description which, I think, should make the file appear on the 27th January's updated files, when they update the database (about 23:55 GMT). I'll check back in a bit and see if it turns up.

:shrug:
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Taylor Thompson
 
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Post » Sat Feb 19, 2011 6:33 am

Huh...

And there it is! http://www.fallout3nexus.com/downloads/recent.php

:shrug:
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Soph
 
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Post » Fri Feb 18, 2011 11:45 pm

Thanks for the update :)
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Rach B
 
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Post » Sat Feb 19, 2011 9:35 am

Thanks, it's very nice
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Captian Caveman
 
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Post » Sat Feb 19, 2011 10:31 am

Interesting to note that earlier I was saying how I missed URWL's saturation effects and it's too bad I couldn't have the best of both worlds... well, turns out I can thanks to the Nvidia Control panel.

Using a setting called "Digital Vibrance" within the desktop color settings group. My monitor really needed it anyway apparently. Things look so much more natural now when I watch a movie on my computer for instance. It's basically saturation in a way, but it's actually *BETTER* than the way URWL did it which was way overboard. So if anyone uses Nvidia drivers I suggest they check it out...

I also suggest that you put this as a TIP on your Nexus page Xepha, because it really works great and brings your mod to life.
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Matthew Warren
 
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Post » Sat Feb 19, 2011 2:03 am

Hmm ... for some reason after updating (with a clean save) I seem to be getting missing resources in game.

Damndest thing too. I'll be in megaton - it all looks fine. I then fast travel elsewhere ... looks fine. Fast travel back to megaton and half the people are dressed in red exclamation points.

Edit reveals nothing related to this mod that would cause that or indications of what mod did. This mod is the only mod I've added/updated.

Not at all convinced this is the issue - just posting in case it is and others are also scratching their head.

More testing needed ... back to it.

[edit]

And yet when I run through the same tests without this installed I get no missing resources, so it is a factor somehow.

Xepha - do you use MasterUpdate?
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Chavala
 
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Post » Sat Feb 19, 2011 8:40 am

Hmm ... for some reason after updating (with a clean save) I seem to be getting missing resources in game.

Damndest thing too. I'll be in megaton - it all looks fine. I then fast travel elsewhere ... looks fine. Fast travel back to megaton and half the people are dressed in red exclamation points.

Edit reveals nothing related to this mod that would cause that or indications of what mod did. This mod is the only mod I've added/updated.

Not at all convinced this is the issue - just posting in case it is and others are also scratching their head.

More testing needed ... back to it.

[edit]

And yet when I run through the same tests without this installed I get no missing resources, so it is a factor somehow.

Xepha - do you use MasterUpdate?


No, no I don't - I never really understood what it was for... :blink:

But if it's only happening in Megaton, it may have something to do with changes to the lighting I made there.

The changes are contained in both the ESM and Main.esp in the Worldspace Sub-Blocks of MegatonWorld (where I removed the Tint on those cells), so you could try moving that esp up a bit (I'm guessing you're using some kind of clothing mod that might be conflicting?) - though that has the potential of breaking the dynamism of the weather.

Another option (if, indeed, this is the problem) would be to remove those Sub-Blocks in FO3Edit, like so:

http://www.fallout3nexus.com/imageshare/images/1161172-1283363844.jpg
http://www.fallout3nexus.com/imageshare/images/1161172-1283363872.jpg

(Luckily I had these images already as someone wanted that Tint back a while ago and needed to know what to change.)

Not really sure what else it might be.

~Xeph'
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Josh Lozier
 
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Post » Fri Feb 18, 2011 8:29 pm

Well in Megaton they had exclamation points and in Big Town there was just floating heads and hands and no exclamation points.

Next time I game I will test around both other areas and move this mod around in the load order some.

Also will test with bash tags active or not.

I've never used MasterUpdate either, but wanted to check if that was something you were using when creating/testing.

Thanks - will get back with the results.
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Matt Bee
 
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Post » Sat Feb 19, 2011 6:40 am

Turns out that a full cell respawn done after uninstalling was what -so far- has fixed the issue. Uninstall, full respawn, update = good to go.

I'm thinking though that this does have conflicts with http://www.fallout3nexus.com/downloads/file.php?id=7875 as some ambient lights are odd and change rapidly while moving about the town.

if I see any more issues I'll let you know.
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Kari Depp
 
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Post » Sat Feb 19, 2011 5:22 am

I'm thinking though that this does have conflicts with http://www.fallout3nexus.com/downloads/file.php?id=7875 as some ambient lights are odd and change rapidly while moving about the town.

If noticed similar myself
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Astargoth Rockin' Design
 
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