Useful Commands for Testing (Require JIP LN NVSE)

  • "getcurrentweather" -- Displays the current weather ID
  • "fw [weather]" -- Forces the game to display a weather of your choosing. Frequently used weathers are nvwastelandclear, nvwastelandgs, nvwastelandborders, nvthestripweather, nvurbanclear, nvwastelandcleareast. Example use: fw nvwastelandclear
  • "coc [cell ID]" -- Centers the game on target cell; useful for quickly getting to areas for testing and can be used from the main menu. Here is a list of cell IDs. Example uses: coc goodsprings, coc novac, coc stripfsgate, coc thefort, coc cottonwoodcove
  • "set gamehour to [hour]" -- Changes the in-game time (24 hour clock). Example use: set gamehour to 19
  • "set timescale to [timescale]" -- Makes the time pass more quickly or slowly. Default is 30. Example use: set timescale to 300

Using the GECK

  • If you don't already have the GECK set up, follow this guide. 
  • Open up Vanilla Weather Tweaks in the GECK.
  • In the cell view window, navigate to the WastelandNV world space and double-click a cell to open it in the render window for testing. I usually use Goodsprings. 
  • Use mouse wheel to zoom in. Middle mouse pans the camera. Holding shift and moving the mouse rotates the camera. Navigate to a view where you can see both the sky and ground. 
  • Click the button labeled "sky" at the top of the GECK (under Gameplay and Help) to enable weathers. Now you should be able to see the default weather in the render window.
  • There are two primary menus for editing weather visuals, both under the "World" drop-down menu at the very top of the screen (fourth from the left). These are "Weather" and "ImageSpace Modifiers." Weathers control things like fog colors and distance, ambient lighting, sky colors, etc., while imagespace modifiers control things like tints, saturation, contrast, brightness, and so on. 

Editing Weathers

  • Click on "Weather" to open the weather editor. The menu on the left shows a list of weather IDs. Click on the one you want to edit. For this tutorial, scroll down to NVWastelandGS and click on it. You can resize the editor ID divider at the top to make the names legible. 
  • Check the box which says "Show in Render Window" (under Choose Color) to display the selected weather.
  • Now you can edit the values to your heart's content. This wiki page has useful information for what the values do. The ones I use the most are ambient, fog, horizon, sky lower, and sky upper. 
  • Ambient lowers or decreases the overall brightness of the scene without affecting other light sources. Decreasing it can help add depth to the scene by highlighting the effect of sunlight, but having it too low can render sight almost impossible. Increasing it can make it easier to see, but can unbalance values like fog (especially if used at night) and reduce depth. The fog color is more like distant mountain color than actual fog, making it useful for changing how the distance looks. Horizon color is the lower part of the sky, sky lower is the middle, and sky upper is the top. All of the sky values affect each other, so it takes a fair amount of testing to get them right. 
  • The "select color" menu is especially useful for brightening, darkening, saturating, or desaturating colors. 
  • The bar on the right can be used to adjust brightness and darkness. Color can be saturated or desaturated by clicking above or below in the square color display, or by editing the "sat" value at the bottom. 
  • 
  • The above horrible image shows the effects of different color types. Ambient lighting is red, horizon is black (appears negligible but affects brightness of lower sky), sky lower is green, and sky upper is purple. 
  • You may have noticed that selecting different times of day doesn't change the time of day in the render window. To do this, right-click on the render window and select "Render Window Properties." 
  • The sliding bar can be used to change the time. Sunrise peaks at about 6.75, day at 12, sunset at 19. 
  • You can use the GECK to edit midnight and high noon values, but these generally aren't used in game, so I don't usually worry about them. 
  • Editing weathers is a balancing act. Say you wanted the nights to be brighter. If you care about visual consistency, you not only need to edit the ambient color (making it lighter), but also the fog (so the mountains don't look too dark in comparison) and the sky values (for the same  reason) as well. Similarly, to add more color to the whole scene, you need to change the ambient lighting, sunlight, and sky values. 
  • Some values can only be changed by editing imagespace modifiers. Each weather and time of day is associated with a particular imagespace modifier. To find what it is for the weather you want to edit, open the weather editing window, select the relevant time of day, and look to the bottom of the window to see which imagespace modifier is selected. 

Editing ImageSpace Modifiers

  • Imagespace modifiers are an easy way to change values which affect multiple weathers. Click on "ImageSpace Modifiers" under the "World" drop-down menu and you will notice that the render window automatically applies the selected modifier. 
  • The NVWastelandGS weather, like other wasteland weathers, uses NVWastelandIS. Select it in the menu on the left.
  • The window can look a bit overwhelming, but it's not too complicated. Reference the wiki for more information about what each value does. 
  • Let's say you want to make the sky brighter, get rid of the yellow tint, and decrease the overall brightness. The brightness field can be lowered to 1 to decrease overall brightness (be careful using this modifier as it applies to the whole scene, meaning a low value will drown out actual lights), the tint can be removed by changing the alpha value ("A") to 0 and the sky can be made brighter by increasing the value "LUM Ramp No Tex." The result:
  • There is a learning curve to editing IS modifiers, but with a little experience, you can increase your ability to make your weathers pop.

Article information

Added on

Edited on

Written by

Catakysm

0 comments