About this mod

Overhauled vanilla weathers using only internal assets. Light ESPs. Completely configurable CW/FH/NW individual climate chances via FOMOD.

Requirements
Permissions and credits
Changelogs
Only tested on 1.10.163 version of FO4 (should work on NG too)

A performance friendly subjective overhaul of Fallout 4 vanilla weathers. This mod adds a bunch of new clear/creepy/grim/colorful/bleak/dark weathers without introducing any new script: 100% made in CK and xEdit using only internal assets. All files are light eslified ESPs.
Requires FH and NW.

Main features:
- All weathers and weathers IMSPs are standalone. All the worldspaces have now their own unified imagespace not related to weather type: CW is a little bleaker than vanilla, FH has a very subtle green tint, NW features a very light brown/vintage tint and the GS is a polluted hell
- 54 new weathers: 19 in the CW - 5 in the GS - 15 in FH - 15 in NW
- The Glowing Sea features a Polluted RadStorm + 4 new regional radioactive weathers (check the pics)
- Overall GodRays intensity lowered, very very subtle GodRays at nights
- Depending on the current weather, nights can be quite darker
- Performance is pretty much vanilla-like during days. It's a little more demanding during nights due to godrays, but honestly I didn't see any noticeable difference. Worst case scenario: night performance = day performance
- More noticeable rain (no new textures)
- Fog line removed, the player now is in the fog
- Winds turbulence and power reduced. This may help a bit with performance, but the real reason is to limit/lower the chance of that great demonic effect that happens with tree branches during some weather transitions

FOMOD Options:
- Optional ESP for the infamous vanilla clear days haze removal
- Configurable weathers persistance. Keep in mind that your timescale plays an important role when it comes to weather changes. Vanilla timescale is 20 and the default values for volatility are made to work fine with it. That said you may enjoy a more/less dynamic system
- Modular options for each worldspace climate. Now you can have fog in the CW, terrible weathers in FH and clear skies in NW. A lot of customizations and different combinations are available. The Glowing Sea and Atom's Spring will feature their own bad regional weathers, no matter what
- Optional Zorkaz's Inner City Ambience compatibility patch inside
- Don't worry for the load order, the FOMOD will automatically install all the required light ESPs just right

Warnings:
- First things first! I warmly advice to install this mod via a mod manager
- Safe to install at any time; you'll probably need to wait a bit before the new weathers show up, you can install it while you're inside an interior cell, you can fw weatherID or sw weatherID in console
- If you want to uninstall/update, it won't leave any unattached script to your save, but be sure to wait some time inside an interior cell (not in DIamond City - Goodneighbor - NWMarket - NWAmphitheatre). Always backup your saves
- IMSPs and weathers are standalones. This means that every vanilla IMSPs mod will not change anything related to this mod weathers. All other IMSPs are untouched
- Currently I'm not using ENB or Reshade I've only tested it together with CineDrama LUT (the ACES base version) and Psycho LUT (classic and pure versions) and the result is well balanced. Feel free to test any LUT/ENB/Reshade
 
Thanks for reading! English is not my native language, apologies for mistakes. I swear putting together this description was harder than making the mod itself!