Notes: - Make sure to patch the required and missing cells with proper Region and Show Sky flag (see details on main page) - The weather swap/change/sync is adaptive to the weather used in your mod since it default to the current weather per region (NAC X weather for example is totally compatible, such as any other weather mod)
Technical Issues: - The acoustic space muter (-100 db) does not work fully, thats a game limitation or im too stupid to setup an acoustic space able to totally mute the weather, any help is greatly appreciated - The ESL flag and the FormID renumber action caused some of the ASPC to not be handled by the game in past in two of my personal testings out of dozens of other testings, in case acoustic space does not work right, try to remove the ESL flag and test again, in any case report
Developer Notes:
Spoiler:
Show
Make sure to remove the "Show Sky" flag and Region entry of the following cells ... > MaldenCenter01 "Malden Center" [CELL:00038C8C] > OldGulletSinkhole01 "Old Gullet Sinkhole" [CELL:0003A870] > PickmanGallery01 "Pickman Gallery" [CELL:000379C5] > SentinelSite01 "Sentinel Site Prescott" [CELL:0012653A]
Testing: If you want to test the new changes ingame quickly without a new game or current game open the console in the game menu and type ...
Great mod but I've noticed something a little immersion breaking. When I enter some buildings I can hear birds singing sometimes... (probably from weather system?). The thing is outside there is heavy fog and no bird are singing. Only when I enter building (e.g. Mass Fusion Building) I can hear those birds. Its defensively from your mod as this problem disappear when I disable it.
For weather I use NAC X and Seasons Change (currently is November in my game, so its autumn).
EDIT: I've disabled NAC X and Seasons Change and birds sounds are still there so its not connected to those mods. I will try to look for other possible mod conflicts. Or maybe it is a bug in your mod and those bird sounds are taken from vanilla F4?
Now I can't replicate this problem :P I've moved PRP mod to the last position and it resolved this problem and problem with Real Windows. But what is weird is that the problem is no longer there even if I move PRP mod before Real Interiors.. I will test this tomorrow and try to replicate it somehow. For now all seems to be good :)
- If you move PRP after this mod, Real Interiors will not work. - If you use Vortex and use PRP, PRP might be checked as important and will always load last I recommend to check your load order, and test again without other mods. Its YOUR load order.
There is almost no need for a patch since i planned both mods in advance. Load Real Windows after Real Interiors and your good to go. Im comparing both again and will fix some things so thanks to you. Here again;
Endorsed for what it does but has load order issues. It does work with NAC X (True Storms already has this 'mostly' so no need to test) but would be problematic for lighting overhaul mods.
You will need a patch for: I noticed some things on my couple of play tests while heavy testing some of your other mods that are broad stroke changing type mods.
- The issue here is your mod needs to be higher (you are using vanilla values in most places) since UIL resolves the interior lighting issues very nicely. - However, you are adding the Show Sky property and changing the XCCM to a different region. Which means a catch 22. Use one mod or the other unless spending a lot of time dragging left and right to synergize the mods. Might need some nifty xEdit script to synergize. - UIL does more and better so this mod is not worth the work and effort to synergize (in my opinion).
----------------------------------- You added a few acoustic space edits. You should remove those and recommend :: Realistic Reverb and Ambience Overhaul - VR and FP It does everything and more for acoustics in game.
Side Note: - Your RobotReplacer_Q has a lot of these same edits. Not sure why this mod would have weather edits from a 'Robot Replacer'. This mod is higher loader so it ends up not being an issue.
Im not sure if your aware of what this mod does, but actually those CELL header edits are all needed, and the acoustic space boxes aswell. That actuall is what this mod HERE is all about. I do not care about those other mods, this mod here is about the mod here and nothing else. All those mods are great. Decide what you want to do. If you have no idea what should be load before or needs a patch use FO4Edit. Otherwise relay on programs which tell you nothing more than you could by opening xEdit and make a decision.
What a terrible reply. I was giving you a simple FYI about a very popular lighting overhaul. You made a patch for ELFX. If you did not make that patch I maybe would have not mentioned the UIL compatibility issue at all. I enjoy helping where I can.
How do you think I saw your issues? xEdit of course after noticing some things off in game with the interior weather and lighting (in regards to what this mod is supposed to be doing). Looking at xEdit shows why.
I guess I will stop posting on ALL of your mods and many are getting removed today. Nice vision on all your mods but....You have reading comprehension and ego issues. No loss.
Im grateful for all help and feedback but constantly and more intensively asking me to do something like you want, like you also did more complex with your PM is something which ultimately leads to this kind of action. I'm surprised it surprises you..
Confusion and misinterpretation on both sides not excluded. I have busy and stressful days, count this into your calculation of what was said. Not all days are perfectly tensionless candy cake episodes.
I did my own patch to prove it works prior to posting here (synergized not a new patch mod). Not some willy nilly out take like 99% of all Nexus peeps with reading comprehension issues. Some things you do in your mods are very technical and show your skills. Commendable. You did not mention UIL incompatibilities in this case so I gave you the FYI. Your choice to make the effort or not.
That is the fact and in my many posts to help various mods with technical issues is in the same light. I don't know everything but I have been around BGS CK for a very long time now and enjoy modding. I don't do public mods because I learned my lesson with FNV (different account).
Be well and I wish you luck. I did endorse most of the mods I tried. You deserve the effort. Later.
Apologize Sidenote: This mod, the idea, is very based on leaftongue. He was the one who discovered the entire mechanic. Might be by mistake, skill, or copy paste from other mods, i assume skill. There is much more possible like we were talking about not yet shared to the "public" since there are some edges to shape first. But once done FO4 has perfect interior weather fake.
What are the exact settings to enable weather effects for interiors like concord speakeasy and wattz electronics ? I tried many image space edits before in fo4edit, but the external weather changes are not displayed inside these interiors.
I have no idea what it does but as long as the MCM doesnt change the interior cell header im not sure if it would work. Maybe it uses a script extender to keep the weather ... not sure though.
Could also be because of the weather applied to your latest save, try to force a weather change, by time or console command such as: fw 001ca7e4This applies rain whereever you are, if you are in one of the interiors with the new parameters applied it should spawn rainy weahter. In exteriors it should aswell since NAC X uses vanilla weather too. Notice: Currently this mod does not work for all interiors.
Rain and most likely snow can be stopped penetrating certain structures, i assume its the Double Sided flag in the material file and or mesh file. Already did some research with leaftongue on this for lighting penetration with great success. This will be fixed later and its more or less a vanilla issue since most of the structures miss those flags in vanilla its a few hunders to be precise ...
True Storms requires a patch, however it should have lowered sound since the interiors already use proper acoustic space boxes which when entered duck the weather sound. You might ask fadingsignal too since im pretty sure we will have a hard time to finally get rid of weather sound in certain interiors, its unfortunately another vanilla or engine limitation. The acoustic space is not able to totally mute weather sound eventhough setup in way that it should! ...
Hey Qrsr, excellent results thus far, only thing caught so far was rain in Boston library. I'll check to see through xedit to see if it is a load order issue.
I noticed it aswell, i think i can trick the game with some material file edits to make rain not penetrate structures later or leaftongue already did it.
Working on it now. I'm almost done with the interior folder. The rest will come in time when I track down specific offending statics with different file paths. Reports like these will help speed things up. Thanks.
I found a very simple way to remove sound in specific areas in the interior cell :) now all what is left is to find a way to remove the thunder strike lighting which probably is hardcoded.
EDIT: Turned out to be not working consistently, persistent. To bad.
Hi! I also got rain in Museum on last floor. In corridor when you go of the stars (not the next one, leading to room with survivors, its dry) and in room where we find Preston and survivors.
57 comments
- Make sure to patch the required and missing cells with proper Region and Show Sky flag (see details on main page)
- The weather swap/change/sync is adaptive to the weather used in your mod since it default to the current weather per region (NAC X weather for example is totally compatible, such as any other weather mod)
This mod is part of a series:
- Real Interior Weather
- Real Windows - Interior Distant LOD Fixes
Technical Issues:
- The acoustic space muter (-100 db) does not work fully, thats a game limitation or im too stupid to setup an acoustic space able to totally mute the weather, any help is greatly appreciated
- The ESL flag and the FormID renumber action caused some of the ASPC to not be handled by the game in past in two of my personal testings out of dozens of other testings, in case acoustic space does not work right, try to remove the ESL flag and test again, in any case report
Developer Notes:
> MaldenCenter01 "Malden Center" [CELL:00038C8C]
> OldGulletSinkhole01 "Old Gullet Sinkhole" [CELL:0003A870]
> PickmanGallery01 "Pickman Gallery" [CELL:000379C5]
> SentinelSite01 "Sentinel Site Prescott" [CELL:0012653A]
Testing:
If you want to test the new changes ingame quickly without a new game or current game open the console in the game menu and type ...
The problem was/is connected solely to Reverb and Ambiance Overhaul mod. Your mod is amazing! :)
For weather I use NAC X and Seasons Change (currently is November in my game, so its autumn).
EDIT: I've disabled NAC X and Seasons Change and birds sounds are still there so its not connected to those mods. I will try to look for other possible mod conflicts. Or maybe it is a bug in your mod and those bird sounds are taken from vanilla F4?
Edit: Disable all mods and test again. Maybe the engine cannot do what you want to.
- If you use Vortex and use PRP, PRP might be checked as important and will always load last
I recommend to check your load order, and test again without other mods. Its YOUR load order.
almostno need for a patch since i planned both mods in advance. Load Real Windows after Real Interiors and your good to go. Im comparing both again and will fix some things so thanks to you. Here again;You will need a patch for: I noticed some things on my couple of play tests while heavy testing some of your other mods that are broad stroke changing type mods.
-----------------------------------
- Ultra Interior Lighting
- Ultra Interior Lighting :: Darker Ambience Plugin
- The issue here is your mod needs to be higher (you are using vanilla values in most places) since UIL resolves the interior lighting issues very nicely.
- However, you are adding the Show Sky property and changing the XCCM to a different region. Which means a catch 22. Use one mod or the other unless spending a lot of time dragging left and right to synergize the mods. Might need some nifty xEdit script to synergize.
- UIL does more and better so this mod is not worth the work and effort to synergize (in my opinion).
-----------------------------------
You added a few acoustic space edits. You should remove those and recommend :: Realistic Reverb and Ambience Overhaul - VR and FP
It does everything and more for acoustics in game.
Side Note:
- Your RobotReplacer_Q has a lot of these same edits. Not sure why this mod would have weather edits from a 'Robot Replacer'. This mod is higher loader so it ends up not being an issue.
How do you think I saw your issues? xEdit of course after noticing some things off in game with the interior weather and lighting (in regards to what this mod is supposed to be doing). Looking at xEdit shows why.
I guess I will stop posting on ALL of your mods and many are getting removed today. Nice vision on all your mods but....You have reading comprehension and ego issues. No loss.
Confusion and misinterpretation on both sides not excluded. I have busy and stressful days, count this into your calculation of what was said. Not all days are perfectly tensionless candy cake episodes.
That is the fact and in my many posts to help various mods with technical issues is in the same light. I don't know everything but I have been around BGS CK for a very long time now and enjoy modding. I don't do public mods because I learned my lesson with FNV (different account).
Be well and I wish you luck. I did endorse most of the mods I tried. You deserve the effort. Later.
Sidenote: This mod, the idea, is very based on leaftongue. He was the one who discovered the entire mechanic. Might be by mistake, skill, or copy paste from other mods, i assume skill. There is much more possible like we were talking about not yet shared to the "public" since there are some edges to shape first. But once done FO4 has perfect interior weather fake.
I tried many image space edits before in fo4edit, but the external weather changes are not displayed inside these interiors.
fw 001ca7e4
This applies rain whereever you are, if you are in one of the interiors with the new parameters applied it should spawn rainy weahter. In exteriors it should aswell since NAC X uses vanilla weather too. Notice: Currently this mod does not work for all interiors.Also had snow indoors due to those mods
True Storms requires a patch, however it should have lowered sound since the interiors already use proper acoustic space boxes which when entered duck the weather sound. You might ask fadingsignal too since im pretty sure we will have a hard time to finally get rid of weather sound in certain interiors, its unfortunately another vanilla or engine limitation. The acoustic space is not able to totally mute weather sound eventhough setup in way that it should! ...
The rest will come in time when I track down specific offending statics with different file paths.
Reports like these will help speed things up.
Thanks.
I found a very simple way to remove sound in specific areas in the interior cell :)now all what is left is to find a way to remove the thunder strike lighting which probably is hardcoded.EDIT: Turned out to be not working consistently, persistent. To bad.
I also got rain in Museum on last floor. In corridor when you go of the stars (not the next one, leading to room with survivors, its dry) and in room where we find Preston and survivors.