The initial massive sticky post barf that I could no longer stand to look at !

IF YOU HAVE WHITE OR BLOCKY RAIN, IT'S AN INSTALL AND/OR INI PROBLEM CAUSING THE MATERIALS NOT TO LOAD, PLEASE CLICK HERE FOR SOLUTIONS.
Yes, I know your specific instance is special, but this has been reported about 114 times (not kidding), and every single time it's due to one of the issues outlined in that article.  I don't mean to sound frustrated but people keep reporting this as a bug ten times per day (also not kidding) without reading the solution here.
PLEASE CHECK THIS BEFORE HITTING THAT BUG BUTTON OR ASKING A QUESTION. IF YOU FEEL YOUR ISSUE IS NOT COVERED, LEAVE A COMMENT AND I'LL TRY TO HELP YOU DIRECTLY.  Always feel free to message me, as well!
Also, if you're using a hundred ESP-based mods, your game is walking on ice, and it will be next to impossible to troubleshoot strange issues or unrelated crashes.  There is so much unknown information being copied around in most big mods because much of the new data has not been decoded, so conflicts and behaviors are widely unknown, yes, even with FO4Edit, which is why they clearly state it's an experimental release.  If you want a stable game, use as few mods as possible.

It's a simply time issue, I can't copy/paste the same answer over and over if it's an issue with a known fix.
Please see the CHANGELOG for full details on what was added/fixed in the current version.
WEATHER IDs HAVE CHANGED.  PLEASE SEE THE BOTTOM OF THE STICKY POST FOR ALL NEW IDs IF YOU ARE FORCING WEATHER WITH THE CONSOLE.  Testing old IDs will not function properly.
FIRST AND FOREMOST, MAKE SURE YOUR INI SETTINGS ARE CORRECT (yes, leave sResourceDataDirsFinal= empty!).  This makes the game load ALL folders, both existing, and any new folders added in the future, and the game loads faster as well.  Make sure you have BOTH of the settings below, just like this, or it won't work.
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
FREQUENTLY ADDRESSED PROBLEMS & SOLUTIONS (FAPS):
These are issues that are not bugs, but are due to something happening with install, system, or configs that can be troubleshot (shooted?) on your side.
      - RAIN COMING THROUGH EDGES OF ROOFTOPS / LARGE STRUCTURES - PLEASE SEE "KNOWN ISSUES"
      - RAIN DISAPPEARING LOOKING CERTAIN WAYS - PLEASE SEE "KNOWN ISSUES"
      - AUDIO STUTTERING (should be fixed in v1.3!) - PLEASE SEE THIS ARTICLE
      - WHITE / BLOCKY RAIN - PLEASE SEE THIS ARTICLE
      - SCREEN TURNING WHITE - PLEASE SEE THIS ARTICLE
 - NOT RECEIVING RAD DAMAGE DURING NEW RAD RAIN OR IN GLOWING SEA - PLEASE SEE THIS ARTICLE
      - RAIN SHOWING UP FAR AWAY BUT NOT CLOSE TO PLAYER - PLEASE SEE THIS ARTICLE
      - DETAILS ON THE VANILLA GLOWING SEA BUGS THIS MOD FIXES - PLEASE SEE THIS ARTICLE
      - DETAILS ON THE WEATHER CHANCES - PLEASE SEE THIS ARTICLE
 
KNOWN ISSUES / QUIRKS / ENGINE BUGS & LIMITATIONS / THINGS I CAN'T FIX (YET):
      - Rain coming thru rooftops sometimes -- Firstly, remember that if you have holes in your vanilla kit pieces, rain will come through.  That is flat out vanilla behavior that is just more noticeable with stronger rain.  That side, the rain occlusion in FO4 is glitchy already. If you make massive structures, or use lots of mod kit pieces that are not part of the vanilla set, the behaviour of the rain occlusion can become more erratic and let rain pour through certain parts of the roof.  This is an issue with the engine, and I can't really fix it.  POSSIBLY when the CK is out if Bethesda exposes any of those mechanics.  People are pushing this game to its limits with mods in ways not originally intended, and making their game glitchy.  There's a reason why Beth put build limits on settlements!  Also, the rain occluder will let rain fall through after about 4 "tiles" away in the vanilla game sometimes.  i.e. if you make a really big open room with no walls and stand at the far edge, you'll see rain coming down about 4 workshop tiles away.  Again, can't fix that unfortunately.
 
 - More on rain coming thru rooftops -- Lastly, I just confirmed that when a weather is transitioning, the engine rain occluder will stop blocking rain, and let it just poor freely through structures.  The weather ID will change, but the rain particle takes a minute or two to fade out, and during this time I've noticed that it will start pouring thru settlement rooftops.  Another vanilla bug I can't fix, but I am working on trying to make the precipitation stop before the weather ID changes as a workaround.
      - Sometimes rain disappears looking a certain way while weather is transitioning away from rain. This is a vanilla problem that is simply more obvious now that you can really see strong rain.  Still looking into workarounds, I may have a fix soon (fingers crossed.)
 
 - With some settlement pieces, the rain occluder will let rain fall through after about 4 'tiles' away, that means if you make a huge room and stand at one edge, you may see rain come through about 4 "blocks" away.  This is a vanilla issue with the rain occluder, and doesn't happen with some building pieces.
 
      - Shacks / open interiors will have particle effects (fog/dust) blowing through them. The engine only occludes rain particles, and this cannot be altered currently.  I am hoping the CK will allow me to work around this.
 
 - Along those same lines, a couple of REAL interiors, such as the Prydwen Command Deck, have some kind of flag that lets weather effects persist while inside, and as such the dust storms and such will blow thru there, which does suck, but I can't refine until the CK is out :\
 
      - Sometimes the particle emitter for the fork lightning will grab an imperfect part of the texture, so sometimes you might see some broken up bolts.  Never really noticeable unless you're just watching lightning for a long time.    
 
      - Bethesda did not put sound markers for interior roof rain sounds in every single shack, so sometimes the rain will fade very quiet, but not play the "indoor" trickle sounds. The same goes for crafted settlements, there is no dynamic sound marker placed by the engine.
 
      - Not every "real" (load screen) interior will play the new interior weather sounds, and this is on purpose. Bethesda was inconsistent with their keywords on locations, so I set the sounds to not play in anything flagged as a dungeon, or an underground area where you wouldn't hear rain anyway. Most homes/inns/everything else will play the new heavy interior weather sounds but there will be places, such as the Museum of Freedom where they won't because they're flagged as dungeons. This will be refined over time and all locations will be properly set. I don't want to comb through every interior record and spoil the game for myself until I've completed it :)
 
      - The volume sliders for rain and thunder don't permanently save if your INI files are set to read-only.  To get around this, you have to set your INIs to be writeable (untick read only) make the changes to the sliders in-game, save your game, then set the files back to read-only.  Be careful because the game likes to change other INI values!  You will see new entries under [AudioMenu] that look like:
 
 fVal6=0.7715
 uID6=67110979
 fVal5=0.7715
 uID5=67110977
 
 From there out, you can simply change these values in the INI to adjust volume.  Those ID numbers are generated based on load order, so once you do this, if you move True Storms, the IDs will change and the volume will go back to default.  This is just how the game works, I can't do anything about that.
FREQUENTLY ASKED QUESTIONS (FAQ):
Q: Where is the installer?  I don't see one in the archive.
A: Mods do not use traditional EXE installers, they use what is called a "FOMOD" installer, which is an embedded XML file and requires Nexus Mod Manager (NMM) in order to start the install wizard.  If this is confusing, you need the 101 course on installing and setting up mods, I highly suggest this video, NMM Start to Finish.
Q: Will this effect performance?
A: Despite doing a lot, this mod relies on vanilla systems and mostly re-purposed effects, so you shouldn't notice any performance hit except for the new fogs, and there's an option in the installer to remove them. I have no performance loss but I'm running on a GTX 980 SC but always looking to hear personal experiences.
It's worth noting that some have mistakenly thought this mod uses a lot of memory.  This is likely an inaccurate diagnosis of the audio stuttering some people experience, which is actually an engine issue.  Let's break this down, shall we?
• Every sound used in this mod combined during thunderstorms uses a paltry 7.8MB in the standard version, and a 4.3MB in the LITE version!
• How small is that?  ONE single 4K texture with an alpha channel is 21.8MB or 5x as big as True Storms thunder sound set.  ONE single 2K texture with an alpha channel is 5.4MB.  That doesn't count the normal map or specular map.
• Another comparison would be HD body textures, i.e. CBBE.  One single female NPC with CBBE uses 217MB worth of textures, normal maps, and spec maps.  Not even counting their clothing, and extra face layers for aging, tattoos, etc.
• tl;dr this mod is probably one of the lowest footprint mods you'll ever see for what it does.
Q: Can you make patches for a specific variation of darkness / xyz other night or weather mod / remove or add xyz weather type?
A: This mod isn't too complex, but all of the variations in climates, weathers, and other options are all multiplied by each other, meaning there are a lot of plug-ins to manage, so I can't do every request.  I am in the process of making a video showing you how easy it is to customize your weather with FO4Edit.  Stay tuned.
Q: Dust storms in Boston? How is that even possible?
A: Ah yes, bad droughts can cause severe dust storms, and there was a plague of them in the Eastern U.S. last century.  The post-apocalyptic Commonwealth sure is a dried-up, dusty place, with an undoubtedly damaged upper atmosphere...
https://en.wikipedia.org/wiki/Dust_Bowl
"On November 11, 1933, a very strong dust storm stripped topsoil from desiccated South Dakota farmlands in just one of a series of severe dust storms that year. Beginning on May 9, 1934, a strong, two-day dust storm removed massive amounts of Great Plains topsoil in one of the worst such storms of the Dust Bowl. The dust clouds blew all the way to Chicago, where they deposited 12 million pounds of dust. Two days later, the same storm reached cities to the east, such as Cleveland, Buffalo, Boston, New York City, and Washington, D.C. That winter (1934–1935), red snow fell on New England."
Q: What are the new weather chances? Will it always be rainy?
A: No, I tried to add more variation but still keep clear weather at the highest chance. I wrote an article outlining the vanilla vs. True Storms chances here.  You can always select vanilla chances during the installer.
WEATHER IDs:
IDs have changed.  I was originally hijacking unused vanilla records, but found some issues in doing so, and make completely new records instead.  To force weather in the console (be careful using this is a proper "test" because it can act unexpectedly) type into the console:
fw xx where xx = one of the IDs below.  If you wanted to force clear weather, for example, you would type fw 2B52A.
IDs of effected weathers are as follows:
Vanilla IDs edited by True Storms)
CommonwealthFoggy [WTHR:001C3473]
CommonwealthRain [WTHR:001CA7E4]
CommonwealthMistyRainy [WTHR:001CD096]
CommonwealthDusty [WTHR:001F61A1]
New True Storms IDs (replace the first 2 digits with your load order number for True Storms)
TrueStormsRadStormRainHeavy [WTHR:04000859]
TrueStormsRadStormRainLight [WTHR:0400085A]
TrueStormsRainLight [WTHR:04000862]
TrueStormsMistyRainyLight [WTHR:04000864]
TrueStormsFoggyLight [WTHR:04000865]
Just for reference, here are all of the used vanilla weather IDs in general
CommonwealthClear [WTHR:0002B52A]
CommonwealthClearestSkies [WTHR:001D670E]
CommonwealthDusty [WTHR:001F61A1]
CommonwealthFoggy [WTHR:001C3473]
CommonwealthGSOvercast [WTHR:000F1033]
CommonwealthGSRadstorm [WTHR:001C3D5E]
CommonwealthMisty [WTHR:001CC186]
CommonwealthMistyRainy [WTHR:001CD096]
CommonwealthOvercast [WTHR:001C8556]
CommonwealthRain [WTHR:001CA7E4]
CommonwealthSanctuaryClear [WTHR:0012A18E]
CHEERS!

Article information

Added on

Written by

fadingsignal

0 comments