This mod is quite good for clear skies full moon night - it looks realistic as you should be able navigate without flashlight and things should cast shadows, well done. The only thing is that perhaps in far distance the blacks should be deeper and you should not be able to make out details. Things are not so great for other weathers at night - they should be basically pitch black with no moonlight or starlight, especially in rainy stormy weather where the darkness would be interrupted by flashes of light. I’d argue that this would be more atmospheric. Ever been to countryside where there’s very little light pollution? This is my personal taste however. Oh, and what’s up with far harbor clear night, looks too bright almost day like and nuka world is the opposite - pitch black on clear night with very faint stars. Is it a vanilla thing too? If it this then this could be fixed with this mod to make it feel that we’re just in different areas on the same planet and not on a different planet!
When using this mod the FarHarborClimate record doesn't use the DLC03_ClearWeather at all, nor has the author made tweaks to this Weather record. So if you're forcing it on, it's likely by design, not to be used. A patch can be made by someone willing to add the Clear weather back to FarHarbor by comparing it with the base game CommonwealthClear, this mods CommonwealthClear and the DLC03_Clear and making a patch. I have done so and tested and can confirm that the DLC03_Clear looks on par with the other weather records and works into the image space of FarHabour fine
Would love to see a winter weather version of this mod. I’ve tried a couple winter weather mods (Polluted, Calamity), but I just miss the color and lighting from this mod when I do. So now I’m just using this mod with a considerably reduced rain chance, and telling myself that when it’s raining it’s really miserable sleet. It isn’t bad but I’d love to see some snow.
I mean yeah, nac x is bloated and changes/touches things it should not. It also has some bugs and requires manual tweaking and a bunch of extra mods for it to work correctly. But it does look great and is probably the best weather mod on here.
Awesome mod! The difference is hug, and definitely for the better. But I'm having an issue with water puddles on the roads. Their brightness shifts depending on the viewing angle, sometimes getting too dark or extremely bright. The only lighting mods I'm using are this one, along with Spectrum, ENB, Sunlight Alignment Tweak, and True Shadows, nothing else.
Would a mod like Seasons Change work with this? https://www.nexusmods.com/fallout4/mods/76710?tab=posts&BH=2 That mod alters some weather. EDIT: Nvm found the patch but now it's causing a clyclical load error between this, the patch and Nuclear Naughties. No idea how to resolve it, vortex doesn't give me the option.
Now that i think of it, the path for Truestorms also caused the same cyclical load error issues. How the hell do i fix this? It's driving me nuts!
It's been a hot minute since I've used vortex but I believe the key piece you're missing is going into the "group" categorical assignments.
In the background, if it's still the same way, vortex and the individual mod categories assign implicit rules to develop some basic prioritization and framework for the system. It's outside of the LOOT program and auto-sort feature.
This is where you find a lot cyclical errors because here you are creating rules manually and without knowing vortex already has some in there that's fighting you every step of the way. Again, I suggest you verify all this info as I could be misinformed or out-of-the-loop. BTW, to further muddy the moddy waters it's only the *plug-in* that is impacted by its category. NOT the mod order. All of it is very counterintuitive.to add to the lack of transparency.
https://www.youtube.com/watch?v=3SCoyYRotJI&t=96s I wish I saw this video 9 months ago when I entered the modding scene.
This video covers a critical concept for anyone running vortex and want to save themselves time in the future when troubleshooting load orders... That aside
Now, I use mo2 but i'm not a vortex hater. I love the visuospatial representation of the pseudo-nodal network of the load order. Much faster/easier for my brain to quickly digest the complex rules for my 800 mod list. However, they essentially withhold this kinda key contextual info (for whatever reason). Which is both short-sighted and aggravating. [Thinking back to how much time I wasted trying to figure out some issues with FNV this summer)
All-in-all it's too bad as I think vortex does some things exceedingly well. IMO I think it has potential to easily be the best modding platform for the vast majority of users. I'm far from an expert though so I don't know if it's because they are unwilling or unable.
tl;dr google vortex mod groups/categories & ignore my rant I've had loaded in the chamber for 6 months
Edit: I also highly recommend restarting vortex and your computer when vortex is acting drunk. When you reload it will suddenly populate a message that it wasn't' before when it should have been - larger the mod load the more you will need to do so.
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https://www.nexusmods.com/fallout4/mods/46784
I am running the "Next-Gen/Lore-Friendly Collection SE" collection.
That mod alters some weather. EDIT: Nvm found the patch but now it's causing a clyclical load error between this, the patch and Nuclear Naughties. No idea how to resolve it, vortex doesn't give me the option.
Now that i think of it, the path for Truestorms also caused the same cyclical load error issues. How the hell do i fix this? It's driving me nuts!
In the background, if it's still the same way, vortex and the individual mod categories assign implicit rules to develop some basic prioritization and framework for the system. It's outside of the LOOT program and auto-sort feature.
This is where you find a lot cyclical errors because here you are creating rules manually and without knowing vortex already has some in there that's fighting you every step of the way. Again, I suggest you verify all this info as I could be misinformed or out-of-the-loop. BTW, to further muddy the moddy waters it's only the *plug-in* that is impacted by its category. NOT the mod order. All of it is very counterintuitive.to add to the lack of transparency.
https://www.youtube.com/watch?v=3SCoyYRotJI&t=96s
I wish I saw this video 9 months ago when I entered the modding scene.
This video covers a critical concept for anyone running vortex and want to save themselves time in the future when troubleshooting load orders... That aside
Now, I use mo2 but i'm not a vortex hater. I love the visuospatial representation of the pseudo-nodal network of the load order. Much faster/easier for my brain to quickly digest the complex rules for my 800 mod list. However, they essentially withhold this kinda key contextual info (for whatever reason). Which is both short-sighted and aggravating. [Thinking back to how much time I wasted trying to figure out some issues with FNV this summer)
All-in-all it's too bad as I think vortex does some things exceedingly well. IMO I think it has potential to easily be the best modding platform for the vast majority of users. I'm far from an expert though so I don't know if it's because they are unwilling or unable.
tl;dr google vortex mod groups/categories & ignore my rant I've had loaded in the chamber for 6 months
Edit: I also highly recommend restarting vortex and your computer when vortex is acting drunk. When you reload it will suddenly populate a message that it wasn't' before when it should have been - larger the mod load the more you will need to do so.