Dragon Quest XI S: Definitive Edition
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DactylicMonster

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DactylicMonster

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14 comments

  1. Dobertee23
    Dobertee23
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    Nice mod, but had some issues with it that I dont know if a fix is possible:
    1. When it rains there is no ambient rain sound (like in the scripted rain parts), so it doesnt sound like its raining, just looks like it
    2. In Zwaardrust it was raining and then when I walked past the gate to the inn it stopped raining and when I leave the gate it starts raining again 
    1. DactylicMonster
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      Thank you for posting!
      1. I haven't experienced this yet, but I'll definitely look into it and see if there's anything I can fix.
      2. This is actually normal. In each area of the game, they are separated into zones. Each zone has its own weather patterns and generated seeds for the weather. Warrior's Rest is one of these, except it appears to be treated as an interior space which removes weather. There's nothing I can do about these areas.
  2. Wolfknight84
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    I think I found a bug.

    Headed out into the Heliodor region for the first time on a new save with this mod, the terrain in the distance turned red and foggy.
    It only seems to appear in the first area with enemies outside of Cobblestone, the caves and the later areas aren't
    affected. (Maybe related to the act 2 defense event?)

    Restarting the game does not remove the fog but disabling this mod fixes the problem, i tried disabling all mods other than Weathers Revamped and the cow patch but the fog remained, so it doesn't seem to be a mod conflict.
    1. DactylicMonster
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      Thank you for posting! I can assure you that this is not a bug; it's how the game is. And I couldn't find an easy way to remove or edit these.

      Each overworld area has either a red or blue atmospheric fog. Different weathers increase or decrease the draw distance of the fog. Some areas may look a bit strange at times, and others will compliment the weathers. The Heliodor Region defeinitely has it the worst, because of how open it is.

      If you look into the far distance on a sunny day in Heliodor you may be able to make out the reddish fog. Also, if Heliodor had a blizzard with heavy fog, everything will be red. It can be quite spooky. Whereas the Manglegrove, for example, will have a blueish fog. (You can see this in one of the pictures I uploaded; and no, you will not see that image in-game — I didn't go that crazy!)

      This was also taken into consideration while deciding how often certain weathers will appear in some areas.
  3. monetamaster
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    I found a possible bug with this mod. When interacting with a Forecast Cow, if the next weather does not correspond to the one(s) that area naturally has to offer, it says: "[ERROR] Impossible weather forecast".
    1. DactylicMonster
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      Thank you for letting me know!
      I completely forgot about the weather cows. I'll see what I can do to fix this!
    2. DactylicMonster
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      I located the errors! Normally in the game, some weathers are reserved for scenes and events, and they cannot exist in a normal capacity in each region. So if the game detects these weathers, it gives these errors.

      I have fixed these errors for the Weather Cows and restored their unused weather text. They should now tell you if it's Clear, Rain, Thunder, Snow, Blizzard, and restored an unused error message if there is no weather.
    3. monetamaster
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      That's great! Thanks for taking the time to look into it. I have a question, though. Since a few enemies only show up during certain weathers, does this mod actually make it more difficult for them to spawn? For example, if a certain slime on a certain region only spawns during rains and the mod changes the weather possibilities from "clear sky/raining" to "clear sky/raining/snowing" for example, does the snow count towards this enemy not spawning?
    4. DactylicMonster
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      This mod does not really make it more difficult for monsters to spawn during certain weather conditions. That is one thing I took care not to dramatically alter. Most of the changes target the constant sunny days. In most cases, it slightly improves the chances because of adding the entire rain/snow selections: light, normal, heavy, storm.

      I believe the Manglegrove took a big hit at -5% rain; but I also removed the forced sunny events, so it's not as much of a problem. Then there's the Snaerfelt, which took the largest hit of -7% snow in favour of adding some cloudy weather (outside of the story events); but, the deeper you go the higher chance of snowstorms.

      And in your example, no, the snow will not count as rain, and vice-versa. They do have their own set of monsters that show up in their corresponding areas.

      On the description page, I have more detailed changes if you want a closer look. Although, I gave an overall average for each area over each zone in that area and the average of all acts of the game. So there is quite a bit of variance everywhere.
    5. monetamaster
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      I see. Thanks for the explanation! I really love this mod. :)
  4. Hgreedy
    Hgreedy
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    Looks nice, I'm getting back to the game and trying this out too now. More variation is always welcome. :)
  5. mike9k1
    mike9k1
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    Nice job here! I made Weather Control quite some time ago (just about 2 years now) for applying specific & seasonal weather patterns, but this one honestly looks like a much more comprehensive weather overhaul. I may just link this mod in the description there.
    1. DactylicMonster
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      Thank you! Your mod inspired me to make this one. I had seen that you made a basic switch all weather to specific season sets. So I wanted to greatly expand on what weathers can do.

  6. Parallel24
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    Awesome work mate, seems to cause no issues so far and who would've guessed some weather variety could make so much of a difference