i love this mod and it doesnt get enough credit, thank you. but will you ever update it again? i find it is hard to get work properly i dont really know why. some nights are darker and its great... then other nights its not
Sorry for the late reply, It shouldn't need an update as the original mod hasn't been. You have to make sure the your load order is correct as described in the description.
If your load order is correct, brightness is still dependent on the weather type and also I made this in mind for ENB users that have cloud shadows enabled.
My nights are still darker compared to the original mod but I still left moonlight on the ground. If you have cloud shadows enabled though, it will be very dark at night during OVERCAST and will only have brief moments of moonlight peeking through the clouds.
So try enabling "Cloud Shadow" and adjusting the "Cloud Shadows Opacity". If you let me know your ENB I can adjust it for you or tell you how to adjust it to be correct.
Yea I just make personal mods, but I looked at it.
The easiest way to make the patch is to let my mod override because my mod makes the most changes and it will be a lot more work. If you right click in the view window and toggle "Hide now conflicts and empty rows" you can drag and drop its record into my patch you will need to do this with the records that make since like "NMAN - Precipitation Type" and all of the sound records from Eternal Winter. For VW No snow under the rood I have no idea what he has done. He changes a lot more record that I am not familiar with
I was able to find out how to get them all to work together. The no snow patch uses rain in as the particle geometry rather than snow type used by vivid weathers. So incase anyone is trying to do the same thing, you must patch/overwrite all of the records from the no snow "Shader Particle Geometry" category to every other mod that conflicts and uses snow as the particle type. From there to get the other aspects of the different mods working together, you need to do what greenleaf said in his response to me and overwrite the records so they are all patched based on his mod's cloud/night changes, while changing the weather types.
Also don't forget to do this to the Nuclear Winter Vivid Weather patch if you are using it too.
I'm probably going to test myself in the morning, but do you suppose this would work fine with both True Storms and Vivid Weather using the merge patch? I plan to prioritize Vivid Weathers in the merge so that may help.
Yes and no. If you run my patch last it will effect the 75 weathers added by vivid weather and 3 of the vanilla weathers, but the 5 added by true storm wont have the tweaks I have made. Definitely prioritize vivid weather.
From what I can tell I think true storms is kind of redundant. TrueStorm has 9 weathers that it effects and 4 of them are vanilla. With the Vivid weather priority patch those 9 turn into 5 weathers of true storm.
5(TruestormWeathers)/79(VividWeathers)=6% of the weathers are TrueStorm only.
In my tweaks I get rid of the "Volumetric Fog" that follows the camera so the "Dynamic fog/wind particle occlusion" of True Storm will not even effect the majority of the weather, and the rain/thunder sound.
I would honestly recommend not using True Storm and keep it simple.
That's a shame, but I'll prob keep true storms since it has a few changes to radiation and such that I do enjoy, and while I was worried about an issue I heard about with vivid weathers (which could already be fixed, it was rain going through roofs) I doubt it would have actually fixed that. I guess I'll just have to see when I'm testing things out. Thanks a ton for the detailed response though!
After a couple days playing all the mods seem to work great together (although with how dangerous vivid weathers' radstorms are I doubt I even need true storms, they were good enough to force me inside before I had a full suit of PA cobbled together)
Foggy nights are fantastic for how dark they are, my first few nights were actually all those and my first non-foggy night I was worried the mod suddenly stopped working, but distant terrain was still visible in your caps so I think it's still working fine.
"distant terrain was still visible in your caps so I think it's still working fine." Can you explain this a bit more and what do you mean by caps?
Also, I designed this with an ENB in mind and the unfortunate part of using an ENB is it makes the sky brighter at night. So during foggy, radstorm, blizzard, and rain the distant terrain should blend in with the sky if you have an ENB.
oh- I meant that I was comparing my game to the screencaps on the mod's page, though I've never used ENB and haven't been in my current game. Though I will say that something must have gone a bit off in my modlist, since while most weathers are appropriately dark at night the radstorms are still very bright (bright green sky and fog, the whole shebang). Uninstalling true storms and the merge patch didn't seem to change anything, so I suppose I'm stuck with it.
Its the God Rays. For the night in radstorm they are really strong. You can type "gr off" as a console command to see what they would look like without godrays. then type "gr on" to turn them back on.
17 comments
If your load order is correct, brightness is still dependent on the weather type and also I made this in mind for ENB users that have cloud shadows enabled.
My nights are still darker compared to the original mod but I still left moonlight on the ground. If you have cloud shadows enabled though, it will be very dark at night during OVERCAST and will only have brief moments of moonlight peeking through the clouds.
So try enabling "Cloud Shadow" and adjusting the "Cloud Shadows Opacity". If you let me know your ENB I can adjust it for you or tell you how to adjust it to be correct.
The easiest way to make the patch is to let my mod override because my mod makes the most changes and it will be a lot more work. If you right click in the view window and toggle "Hide now conflicts and empty rows" you can drag and drop its record into my patch you will need to do this with the records that make since like "NMAN - Precipitation Type" and all of the sound records from Eternal Winter. For VW No snow under the rood I have no idea what he has done. He changes a lot more record that I am not familiar with
I was able to find out how to get them all to work together. The no snow patch uses rain in as the particle geometry rather than snow type used by vivid weathers. So incase anyone is trying to do the same thing, you must patch/overwrite all of the records from the no snow "Shader Particle Geometry" category to every other mod that conflicts and uses snow as the particle type. From there to get the other aspects of the different mods working together, you need to do what greenleaf said in his response to me and overwrite the records so they are all patched based on his mod's cloud/night changes, while changing the weather types.
Also don't forget to do this to the Nuclear Winter Vivid Weather patch if you are using it too.
From what I can tell I think true storms is kind of redundant. TrueStorm has 9 weathers that it effects and 4 of them are vanilla. With the Vivid weather priority patch those 9 turn into 5 weathers of true storm.
5(TruestormWeathers)/79(VividWeathers)=6% of the weathers are TrueStorm only.
In my tweaks I get rid of the "Volumetric Fog" that follows the camera so the "Dynamic fog/wind particle occlusion" of True Storm will not even effect the majority of the weather, and the rain/thunder sound.
I would honestly recommend not using True Storm and keep it simple.
I guess I'll just have to see when I'm testing things out. Thanks a ton for the detailed response though!
Foggy nights are fantastic for how dark they are, my first few nights were actually all those and my first non-foggy night I was worried the mod suddenly stopped working, but distant terrain was still visible in your caps so I think it's still working fine.
Also, I designed this with an ENB in mind and the unfortunate part of using an ENB is it makes the sky brighter at night. So during foggy, radstorm, blizzard, and rain the distant terrain should blend in with the sky if you have an ENB.