I think they do the same/similar things but this is the recommended mod to use. So use those or this. I'm not sure what will happen if use them all together, you can try it, they might just override and one with the highest priority wins or just a CTD or a big bang and little creatures start to grow inside your PC case starting a new spawn of intelligent life.
find this bug --> with mod and without mod at this location: {"x":2189.7463378906,"z":52.838943481445,"w":1,"yaw":-11.921158790588,"y":-1098.7374267578,"loc_name":"flying trees"}, i try only with this mod, only with two others mods, with three mods and without any mods of course. so far no little creatures ¦¬]
Replying to this for whoever is reading this in the future asking the same thing.
This mod is NOT compatible with null world env fix triggers - proper weather everywhere they edit the same files and do practically the same thing, Notifier Begone is less likely to cause as many issues tho, and is more complete in what is does.
Notifier Bebone IS compatible with dogtown location visuals nulled - a general fix for lighting mods they change the same areas but not really the same things (worldTriggerAreaNode vs. weatherStateNames/weatherStateValues), that mod however edits the streaming sectors at runtime using TweakXL's streaming sectors functionality and doesn't actually alter any files, safe to use both together.
As someone who wrote way too many automation helper scripts for skyrim modding the accidentally erasing all of my files in the deets section really hit close to home and really hurt my heart.
Is anyone else using the latest version and experiencing lots of fog in interiors during weathers that have fog? I don't think I experienced that with 1.2.1a.
i experienced sudden total darkness in certain areas so i rolled back and that solved the issue. I'm on 2.1 so I figured that's the issue. Happened whenever entering watson near Vs starting apartment. Only reason i'm on 2.1 is because there's a mod that makes the time-of-day lighting accurate to southern california and it hasn't been updated lol. so close to ditching it and returning to polish california, although as a california coast native the default day-night cycle is absolutely bonkers and immersion breaking. the climate changed, not our distance from the sun! prayin this is addressed in nova city or a future mod by the mod goat cyanidex
Hi, thanks for the mod I undertanded the basics but is it useful and/or compatible with weather mods like Enhanced Weather V6 ? It would prevent all vanilla and new weathers from overlapping while roaming threw the whole map is that right ?
It would be compatible with weather mods. This mod simply removes the area overrides throughout the map so that the weather and lighting doesn't change when entering new areas.
This mod breaks the quest Gimme Danger. You can't progress on the screen where you must infect the software. I think that the changes made by this mod will also affect other quests.
Having just played through that one myself, I can say that this mod didn't cause issues for me; however, there could be other factors at play or things I may have broken since then. Can you provide more info? Was it just progression? Did you try with the exterior only version? Perhaps you can share you save game before that point and I can test on my end?
I have installed the exterior only version. I tried some saves before I got the shard from Takemura. They leaded all into the same result. After I removed the mod, I could progress. This is a save before I met Takemura on the market: GimmeDanger_SaveGame
WileCoyote68, I just tried with your save (thanks for making me run so far btw) and it's definitely not working. I wonder why it's different for some players. I will look into it.
@cyanide have you noticed in your testing that the weather doesn't change as time passes? i sped up time for 10+ days and was getting the same weather the entire time in the badlands. not 100% sure if it's this mod though
edit: weather changes normally in the city. it will stay the same weather throughout the drive into the badlands. once i'm in the badlands, if i speed up time, eventually the weather settles into "heavy clouds" and stays there forever until i go back into the city
No, that is a weather bug in general, though. It won't be caused by this mod but can be remedied by using Weathermancer's reset feature. The only thing this mod does it remove the overrides so that the weather system persists throughout the open world.
Dope! I can give that a try but keeping in mind some of my stripped-out versions also alter some exterior paths, I may make a note of incompatibility between the two on the mod page. You probably know this but you'd be surprised what the game deems as "interior" and "exterior" lol.
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This is presumably incompatible withInplace Streamingsectors Nulled at Cyberpunk 2077 Nexus - Mods and community (nexusmods.com)?In which case if we use one of Sousine's mods that requires the above but also want to get rid of weather triggers; we should use the above in conjunction withNulled World Env FX Triggers - Proper Weather Everywhere at Cyberpunk 2077 Nexus - Mods and community (nexusmods.com)?Nevermind, finally got RedConflicts to open and both mods touch different areas
Is this mod compatible with dogtown location visuals nulled - a general fix for lighting mods
and nulled world env fix triggers - proper weather everywhere?
I'm not sure what will happen if use them all together, you can try it, they might just override and one with the highest priority wins or just a CTD or a big bang and little creatures start to grow inside your PC case starting a new spawn of intelligent life.
{"x":2189.7463378906,"z":52.838943481445,"w":1,"yaw":-11.921158790588,"y":-1098.7374267578,"loc_name":"flying trees"},
i try only with this mod, only with two others mods, with three mods and without any mods of course.
so far no little creatures ¦¬]
I just did a clean install with a few of my mods. This is with Notifier Begone installed:
This mod is NOT compatible with null world env fix triggers - proper weather everywhere they edit the same files and do practically the same thing, Notifier Begone is less likely to cause as many issues tho, and is more complete in what is does.
Notifier Bebone IS compatible with dogtown location visuals nulled - a general fix for lighting mods they change the same areas but not really the same things (worldTriggerAreaNode vs. weatherStateNames/weatherStateValues), that mod however edits the streaming sectors at runtime using TweakXL's streaming sectors functionality and doesn't actually alter any files, safe to use both together.
edit: weather changes normally in the city. it will stay the same weather throughout the drive into the badlands. once i'm in the badlands, if i speed up time, eventually the weather settles into "heavy clouds" and stays there forever until i go back into the city
Just to make sure for future reference this includes mods that clean apartments via world editing, correct?
But if users give priority to mods that edit the sectors (ie. add a few more #'s before the archive) it should be fine to use alongside this mod.