After much thought, I've decided to make this OpenMW only. Vanilla/MWSE does not let you adjust the water height of interiors that are set to behave like exteriors. This means that every item within a cell would need to be raised if parts of the cell are below height 0.
Moving interiors means breaking quests, breaking scripts, breaking compatability with everything. Permissions are open for anyone who wants to move the cells to make a version that works with Vanilla/MWSE.
I'd still like to create a BCOM version, but it's not looking feasible unless BCOM were to become an ESM. An ESP cannot edit and ESP, and this mod would have to make edits to BCOM in order for everything to work.
I love this! So much more immersive to be able to see out of windows. I remember seeing a very old, very abandoned, project aiming to do just this - glad to see the idea revived.
Very cool mod, thanks! Thing is, many other city mods, that is not BCOM, also edit interior cells. This wouldn't be such a big issue, if not for the water added to the interior cells. When using the Concept Art Gnisis mod, the Gnisis barracks ends up partially under water, and the Madach Tradehouse is completely submerged. Would it be possible to create a variant of this mod without the added water? For now, I "fixed" this issue by removing this mod's cell edits via the Enchanted editor for those two instances.
You cannot have the daylight without the water, just how making a cell behave like an exterior works. Due to the plethora of issues, I'm only going to focus on the Vanilla game for now. Once the Vanilla experience is covered, I'll look into patches.
finally someone has made a mod like this for morrowind really amazing thank you dev i can't not wait for all of the base game, TR & Glow in the Dahrk to be done keep up the great work
Thank you, good to know. Thanfully I wrote things in such a way that it won't be too hard to switch over to using actual interior weather once weather occlusion is fully implemented.
It is fully implemented but will be a development builds only feature, until 0.49 releases (which even 0.48 haven't yet but is close to release once a crash issue is fixed).
I heard that the OpenMW-CS (in omwaddon) apparently allows to create interior cells with Sky and without water, I haven't tried it myself but it could be useful for this mod.
Every edited interior cell is the same weather region. Outside every location is an activator that sets the weather of that interior weather region based on the current weather. If it is overcast, rainy, or very rainy, the activator sets the interior weather region to overcast. If the weather is rainy or very rainy, a global is also set to true.
Within the game files in the meshes folder, there is a mesh for rain, raindrop.nif. I created an activator using that mesh with a script. The script enables the cube of rain if the global is true, makes it fall a set distance, and then moves it back to its initial location with a random z rotation. This gives it the illusion of continual rainfall. I'm still working on a solution for ash storms.
Very cool. But it will need some transparent glass especially for hlaalu windows it seems now like there were only holes and no glass from screenshots.
In the next update, I will provide more window options with different levels of opacity. I'll make a few options for mods like Morrowind Enhanced Textures, too.
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Moving interiors means breaking quests, breaking scripts, breaking compatability with everything. Permissions are open for anyone who wants to move the cells to make a version that works with Vanilla/MWSE.
I'd still like to create a BCOM version, but it's not looking feasible unless BCOM were to become an ESM. An ESP cannot edit and ESP, and this mod would have to make edits to BCOM in order for everything to work.
https://openmw.readthedocs.io/en/latest/reference/modding/settings/shaders.html#weather-particle-occlusion
Within the game files in the meshes folder, there is a mesh for rain, raindrop.nif. I created an activator using that mesh with a script. The script enables the cube of rain if the global is true, makes it fall a set distance, and then moves it back to its initial location with a random z rotation. This gives it the illusion of continual rainfall. I'm still working on a solution for ash storms.