Skyrim

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Soolie

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Soolie

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  1. Soolie
    Soolie
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    Sticky
    Version. Two. Is. RELEASED

    **plays saxaphone loudly**
    1. LadyMilla
      LadyMilla
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      Please do not reply to posts stickied by the author. Use the "Add Comment" link instead. Thank you!
    2. hishutup
      hishutup
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      I know don't post to stickies but for other peoples benefit this should be a sticky.
      I'll fix grammar another day.

      FAQs
      NO Seriously this is common

      1. Q: I found a Mangus Sphere/Orb
      A: Disable it, I don't know why its there.

      2. Q:Real clouds isn't loading?
      A: Give it time, Real Clouds doesn't work correctly for everyone.

      3. Q: Is this compatible with X mod?
      A: Yes, and if you're going to as about cloud textures then read this sentence again.

      4. Q: I noticed clouds are behaving weird and/or not spawning anymore.
      A: Try the Script eraser thingy. Clean saves don't exist for skyrim. This mod pretty much proves that.

      5. Q: Clouds appear to flash or flicker.
      A: Probably something in the mesh .nif file. I don't know how to fix it. It might be related to Multi GPU (CF, SLI).

      6. Q: X version doesn't work.
      A: Sorry, I can't help you. Try the script thingy

      7. Q: Is there a similar mod that does the same thing.
      A: Yes, http://www.nexusmods.com/skyrim/mods/58471/
      I used it... It was okay. I like Soolies clouds better. Maybe a mix will work. Soolies clouds and Xgfs scripts. I dont know, try it, if you know what you are doing.

      8. Q: Whats up with the white outline around the trees?
      A: Its an engine bug, use ENB.

      9. Q: I have a question that isn't answered yet?
      A: Then ctrl - f and search through the previous posts. Most are very valid. If you are sure it doesn't exist then ask in posts.


      Script thingy:
      download this
      http://www.nexusmods.com/skyrim/mods/52363/?
      Open it
      open your save
      in the script box search for CloudLayerScript
      delete script
      go to the plugins box search for realclouds.esp
      delete mod form
      save
      I dont know if this is an essential step but coc somewhere heres one
      coc whiterunexterior01
      walk around for a few
    3. Stefijn
      Stefijn
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      .
    4. ThreeTen
      ThreeTen
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      This is also pretty important so everyone should know:

      This mod requires SKSE. As it uses SKSE only Weather functions.
    5. TyChieeE
      TyChieeE
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      i have skse and it still errors and says failed to connect to it.
    6. axetmod
      axetmod
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      deleted
  2. PegasusKoga
    PegasusKoga
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    Can someone confirm that this does not clash with Vivid Weathers?
  3. Newheretoo
    Newheretoo
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    Just want to mention that this - does not work with - Lightning during Thunder Storms mod from Minty911.

    https://www.nexusmods.com/skyrim/mods/15506

    If you got a crash, check whether you are running this mod as well.

    Loving this mod here otherwise.
    1. erikhzzz
      erikhzzz
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      This is not correct.  Real Clouds does work fine with Minty's Lighning mod.  The dynamic clouds from Real Clouds and the lightning from Minty do not conflict.  I've tested this extensively.
  4. Adfardo
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    Please share a recompiled script file compatible with all languages of the game so that the clouds do not disappear after a few days.
    If anyone has a fix for this, please share. The mod is magical! But needs fixing.
  5. elzee
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    Another thing good to know:
    The script is run depending on English world name. So if you're playing another language. Don't forget to translate the script or it will not work properly.
    1. elzee
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      How to stop error messages of this mod pour in your papyrus log:
      1. Decompile the CloudLayerScript.pex by using Champollion and get the CloudLayerScript.psc.
      2. Comment out or delete the line "Int currentWeatherFormID = math.LogicalAnd(currentWeather.GetFormID(), 16777215)". It's a useless and trouble maker line.
      3. Recompile the CloudLayerScript.psc by using Creation Kit.
      4. Done and enjoy.
    2. foghorn leghorn
      foghorn leghorn
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      To save everyone time, I converted this mod to SE, ran nif optimizer, and commented line 102, here is the result. If Soolie doesn't want this here they can msg me and I'll remove it.
      https://mega.nz/#!hhRDAKqZ!AOXeBZBIExHtTuLNGZ5tzcfGwi17SjKQ8BVLEpbIOWE
    3. elzee
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      As I said, using GetName() on world space is not friendly to other languages
      So you can change the get name part of the script like this
      Spoiler:  
      Show

      if CurrentWorld != game.GetPlayer().GetWorldSpace()
      CurrentWorld = game.GetPlayer().GetWorldSpace()
      if CurrentWorld
      WorldName = CurrentWorld.GetFormID()
      ;WorldName = CurrentWorld.GetName()
      if WorldName == 60 ;"Skyrim"
      baseHeight = (-14000 + 17000) as Float
      elseIf WorldName == 67110912 ;"Solstheim"
      baseHeight = (256 + 17000) as Float
      elseIf WorldName == 192065; "Sovngarde"
      baseHeight = (-512 + 17000) as Float
      elseIf WorldName == 126562;"Blackreach"
      baseHeight = -100000 as Float
      elseIf WorldName == 134603 ;"Blind Cliff Cave"
      baseHeight = -100000 as Float
      elseIf WorldName == 129762 ;"Bloated Man's Grotto"
      baseHeight = (0 + 17000) as Float
      elseIf WorldName == 325688 ;"East Empire Company Warehouse"
      baseHeight = -100000 as Float
      elseIf WorldName == 240086 ;"Eldergleam Sanctuary"
      baseHeight = -100000 as Float
      elseIf WorldName == 93553 ;"Markarth"
      baseHeight = -14000.0 + 17000 as Float
      elseIf WorldName == 93108 ;"Riften"
      baseHeight = -14000.0 + 17000 as Float
      elseIf WorldName == 229087 ;"Solitude"
      baseHeight = -14000.0 + 17000 as Float
      elseIf WorldName == 286771 ;"Dragonsreach, Great Porch"
      baseHeight = -14000.0 + 17000 as Float
      elseIf WorldName == 107119 ;"Whiterun"
      baseHeight = -14000.0 + 17000 as Float
      elseIf WorldName == 92445 ;"Windhelm"
      baseHeight = -14000.0 + 17000 as Float
      elseIf WorldName == 67223730 ;"Apocrypha"
      baseHeight = -140000.0
      elseIf WorldName == 33557429 ;"Forgotten Vale"
      baseHeight = (3000 + 17000) as Float
      elseIf WorldName == 33559560 ;"Soul Cairn"
      baseHeight = (-10000 + 17000) as Float
      elseIf WorldName == 33562040 ;"Dayspring Canyon"
      baseHeight = (-5000 + 17000) as Float
      elseIf WorldName == 33573063 ;"Ancestor Glade"
      baseHeight = (-200 + 17000) as Float
      elseIf WorldName == 33573866 ;"Darkfall Passage"
      baseHeight = -500000 as Float
      elseIf WorldName == 33575565 ;"Boneyard"
      baseHeight = (-10000 + 17000) as Float
      elseIf WorldName == 33583618 ;"Volkihar Courtyard"
      baseHeight = (-2048 + 17000) as Float
      else
      baseHeight = -1000000 as Float
      endIf
      endif
      endIf

      This use the formIDs to get the worldspaces makes you no longer need translate the script.
      Certainly don't forget to change the WorldName's var property to Int.
      And change all the "WorldName = CurrentWorld.GetName()" to "WorldName = CurrentWorld.GetFormID()"


      Also, there're many useless lines in the script. You can comment out them like I did:
      Spoiler:  
      Show

      ;Int currentWeatherFormID = math.LogicalAnd(currentWeather.GetFormID(), 16777215)
      if currentWeather != weather.GetCurrentWeather()
      Int weatherType
      currentWeather = weather.GetCurrentWeather()
      currentWeatherType = currentWeather.GetClassification()
      ;weatherTypeArray = new String[6]
      ;weatherTypeArray[0] = "Clear"
      ;weatherTypeArray[1] = "Cloudy"
      ;weatherTypeArray[2] = "Foggy"
      ;weatherTypeArray[3] = "Raining"
      ;weatherTypeArray[4] = "Snowy"
      ;weatherTypeArray[5] = "Stormy"
      ;currentWeather = weather.GetCurrentWeather() <- Damn! The doubled line.

      Only for those can read papyrus.

      After optimized your script. Don't forget clean the old script in your saved game by ReSaver.

      This mod is easy to port to SSE. All I said above is tested by myself in SSE.
    4. FetorMortem
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      I did all of this but while trying to compile I recieve the "required <...>+ loop did not match anything at character '\r\' " error. What am I doing wrong?
    5. emieri00
      emieri00
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      So, foghorn, that is converted to Special Edition? How does it compare to the 3d clouds mod in there?
    6. modmeca
      modmeca
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      @foghorn leghorn. I think you broke the mod cause clouds don't look like they do in screen shots.
    7. Adfardo
      Adfardo
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      Please share a recompiled script file compatible with all languages of the game so that the clouds do not disappear after a few days.
      If anyone has a fix for this, please share. The mod is magical! But needs fixing.
  6. axetmod
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    hello!

    you are using zip with DEFLATE64 compression algorithm. Which is not supported by open source software. can you compress with different user friendly algorithm?

    1. turtlegodking
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      What? It installs fine with a mod manger and for manual 7Zip and WinRAR are fine what do you mean "not supported by open source software"
    2. axetmod
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      https://github.com/thejoshwolfe/yauzl/issues/58#issuecomment-307123548
    3. turtlegodking
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      Ok? But why does it matter when mod managers, 7Zip and WinRAR can all open it?
      Your point is really not making sense of why it is important.
      Or are you using some dumb obscure file manager for some random reason?

      Edit: Ok just reread the link so you are using a obscure file manager for some random reason instead of just using 7Zip or WinRAR
  7. TheLoveKing
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    hello i'm a mod author for skyrim on xbox and I was wondering if you'd be okay with me uploading this file to xbox for console players to enjoy! I can't make money off of this because thats not a thing for console. I will also give credit back to both you and the original creator as well. I hope this message finds you well :)
  8. sdao
    sdao
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    I just can't seem to get this mod to work. Ran it through Nif. Ran it through Cathedral. Even downloaded a conversion someone else did. I've tried it with and without any other weather mods, at the top and the bottom of my load order. The clouds just don't appear. Anyone have any other suggestions? I remember this being one of my favourite visual mods in LE.
  9. henryslim
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    A pity that noone take care about this mod.
    It will be amazing make it compatible with the new weather mods like Vivid Weathers, Cathedral, Nat III...
    I didn't see any mod like that.
    :(
    1. turtlegodking
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      It works fine with Vivid and Obsidian you just have to let it overwrite.
    2. henryslim
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      I will check the load order.
      I remember that I tried Nat III with his own weather and after that I didn't see real clouds working well.
      I have unistalled nat 3 and even with a clean save from the beginning the clouds are not showing.
      I was thinking that it was a problem with vivid weathers but if you say that is working then it's something that I don't have well configured.
      I will  try the load order.
      Thanks
  10. PixelatedAres
    PixelatedAres
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    any thoughts of making it for special edition?
    1. turtlegodking
      turtlegodking
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      Use Cathedral Assets Optimizer
    2. henryslim
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      I'm using this version in VR and is working perfect without port anything. So I supose it's not necessary.
      You can use it normally.
  11. Ygnlight16
    Ygnlight16
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    fps drops
    1. turtlegodking
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      You need to give more infomation