I use EnhancedLightFX, the darker nights make the game more realistic but this mod made the dark rainy nights light like the day, they should be even darker but they were clear like the normal game without mod
This mod changes the weathers, like darker nights. So one overights the other. My guess is that you need load this mod with xedit and change brightness parameters on image space section. I' not sure about. This one is a complex mod.
I was trying to add a new light rain with no mist on, but I realized I have no clue how to do it.
Please, if anyone knows how to set this mod to work with ENB occlusion I'll be greatful. I tested with vividian and vanilla, with rain occlusion on and didn't work.
Hey, this looks awesome! Best looking rain I've ever seen.
I just ran it on my non-potato computer, and it's like my enb was running its own enb ;)
It looked like a monsoon (very screenshot worthy -- it was glorious), but it wasn't playable for two reasons: 1) it used up a solid 25% of my 1070 to run the effects; and 2) there was a light bloom apocalypse around external light sources (even with enb disabled).
So, I reduced my max particle count from 6000 to 200 in skyrim.ini. It looks great and runs great. Best looking rain ever! But it's still not playable because it's gobbling up my particle count -- spells kinda fizzle. Sooooo... I took a look at your nifs, and I'm no expert on particle emitters, but it LOOKS like the NiPSysEmitterCtlr's aren't being told to limit their rate to something reasonable -- the child NiBlendInterpolator has a value of float_min instead of a float # of particles to emit per second that I expected to see there. I imagine that has something to do with it, anyways. I could be wrong. I never really played with nifs much.
EDIT3: I'm not going to be able to figure it out... I'm not that good with nifs... the only thing I understand in this respect is how particle emitters work when set up to use a floatinterpolator value to limit it, and this uses (or tries to use) other methods which don't seem to work right (for me at least). A mod similar to this one is Real Snowflake, and I checked and it uses a floatinterpolator in a way I would expect.
I also don't know for sure what this script is doing because the source isn't included, and there could be a problem in there too.
UPDATE1: So, I decompiled the scripts, and yeah, that's where the problem is. It keeps adding more and more visual effects over time. I've already got "working" versions of the psc source scripts. I just need to debug it to see precisely what's causing it and how best to fix it. :D I don't think the nifs are part of the problem anymore, which is a good thing. Scripting I can do, so, this is fixable.
The problem specifically was that every time the player moved enough to trigger an event, the scripts re-added the effect. So, if you stayed in one spot, everything seemed to work fine... but if you ran from say, Riverwood to Whiterun during a storm, you'd be running around 10x the intended number of effects. In these cases I just do my best to read the original author's mind, and I have to assume that wasn't intended. UPDATE: Ok, you can experience a sudden burst of rain when the random numbers all line up which can peg your gpu and maybe cause you to lose fps, but that only lasts a moment and is rare enough.
There's more work that could be done to make it more efficient, but I just did the bare minimum to make it playable... and the efficiency really isn't all that bad -- during non-raining weather all it's doing on it's registered onupdate event (1 second interval) is checking to see if it's raining or not. There would be a problem with simply raising the interval to say 3 seconds (I like prime numbers) -- specifically detecting cell transitions from exterior to interior cells in a timely fashion. It's possible to get rid of the onupdate all together but that'd be significantly more work and I'd have to crack open the CK and sink hours into a mod I can't release.
As is, with the above fixed scripts, there is virtually no performance impact during a rain storm (I ran a test and my cpu and gpu usage percentage was unchanged with and without this mod running) so there would be even less when it isn't raining. This was tested in the same situation that was unplayable with the original scripts (running from riverwood to whiterun during a thunderstorm).
If I notice any other bugs in the scripts I'll fix em.I may add some code to make it easier for you guys to modify the effect level on a scale of 1 to 10 (would require editing like one line and recompiling the scripts). This would be level 1, but it pretty much looks like the screenshots the author put up. Oh, and there's no added sound effects in these scripts -- there's other mods for that. But, hey, source is included so you can just uncomment the line for the sound effects and they'll work again as written by the original author (more or less).
TLDR: Fixed scripts with source code in link above.
yo man thanks for this, i agree that this is arguably the best looking rain, others looks unbearable to me. i haven't encountered your problem but i will trust you and download the file anyway lol
thanks so much for the fixed script Daemonjax! it seems to really have helped w/ performance. 1 lil drawback was the aesthetics. the original rain had this red, blue, purple sparkly look to it. like a shimmering mist. i guess we now know it was from too many effects being applied at once by the script. but the look was really cool. very fantasy oriented. now w/ the new script i guess only 1 fx is applied at once, so that fantasy effect it really toned down. still it's there tho, and i'll take the better performance any day. thanks again!
This is definitely one of the nicer-looking rain mods I've tried for Skyrim.
Unfortunately, I seem to be having a few issues right away...
1. It often rains indoors at many locations, in both vanilla interiors as well mod-added locations, like my player-home. Everything is looking a bit damp. It's totally inconsistent... sometimes it's there, other times it's not. Frustrating.
2. I'm noticing what seems to be a pretty notable performance hit, and I think it's coming from this mod / effect.
3. This seems to be related to the above, but when you're losing FPS, it really hurts the look of the rain. A drop in FPS makes the animation of this rain look like it's in slow-motion, in a stuttering kind of sense.
Nothing has been done on this mod for about 4 years, unfortunately, so I'm not expecting fixes.
Just to be clear though, is the version 1.6a patch supposed to fix the raining indoors effect? I'm using vanilla lighting, no other mods on that side. I tried it with the patch, and haven't noticed any change in the results.
It sounds like a cloaking spell is active indoors or needs a reset. Have you checked this using TES5Edit or Merged Plugins to see if there are any errors?
Try putting this very last in your load order. Go in game, load last save outdoors and once it rains move to an indoors location. See if troubleshooting it one by one will help notice when the problem is active versus when it isn't.
I don't know too much about them, but it sounds like a cloaking spell is being overwritten from perhaps another mods cloaking spell or it needs a reset. If you have any active effect mods, or area effect mods, like weather, sound and blood textures like Enhanced Blood Textures - ANY mod that includes a cloaking spell and there are quite a few that use them to render effects in an area - you might need to reset the spell/quest.
If I understand it correctly it is like the player wears a cloak in game (First Person View is easier on the engine than 3rd Person - Better FPS too), on this cloak for lack of a better term is an area that renders special effects from the game engine and mods instead of the entire game world because the effects would be too wide spread and you would need SERIOUS processor power to handle that plus special effects mods rendering the land in 3rd Person View not even including the effect textures would have. Sometimes these are scripted effects, and some included MCM support to reset or shut on/off the effect, especially indoors. You should check if this is an issue. Or it could be a ENB rain issue too, not having the correct priority on a rain retexture mod or possibly a tweaked ENB setting - which is best checked in your local ENB settings.
I would go through your list carefully, and go beginning to last and move EVERY special effect mods to the last place in your load order to troubleshoot the issue. I had a similar issue in January. Hope this helps.
Refuse to give up this mod because it's rightly the best rain mod out there. Despite this, I do seem to be seeing some weirdness going on. Now I don't know if it's this mod, or other mods so I'm not assigning blame whatsoever. Ok, so I have the following mods installed which might be affecting Natural Skyrim Rain:
RealVision ENB fantasy edition Climates Of Tamriel with its relevant patches Enhanced Lights and Effects
Now when I'm not looking straight into a light source, the rain is thick and heavy. Just the way it is in the screenshots. But when the camera is looking into a light source, the rain will be somewhat purple and reddish. This isn't a missing texture problem as in diffuse maps or normal maps taking over. Has anyone encountered this sort of thing?
270 comments
I was trying to add a new light rain with no mist on, but I realized I have no clue how to do it.
thx.
Anyone is having a problem that the rain keeps falling even when the weather clears? I mean the texture stops
but the particles kepp fallin..
EDIT: Ok nvm, the patch fixed that. Best rain mod out there. I wish it had one more rain texture for lighter rain weathers.
I just ran it on my non-potato computer, and it's like my enb was running its own enb ;)
It looked like a monsoon (very screenshot worthy -- it was glorious), but it wasn't playable for two reasons: 1) it used up a solid 25% of my 1070 to run the effects; and 2) there was a light bloom apocalypse around external light sources (even with enb disabled).
So, I reduced my max particle count from 6000 to 200 in skyrim.ini. It looks great and runs great. Best looking rain ever! But it's still not playable because it's gobbling up my particle count -- spells kinda fizzle. Sooooo... I took a look at your nifs, and I'm no expert on particle emitters, but it LOOKS like the NiPSysEmitterCtlr's aren't being told to limit their rate to something reasonable -- the child NiBlendInterpolator has a value of float_min instead of a float # of particles to emit per second that I expected to see there. I imagine that has something to do with it, anyways. I could be wrong. I never really played with nifs much.
EDIT3: I'm not going to be able to figure it out... I'm not that good with nifs... the only thing I understand in this respect is how particle emitters work when set up to use a floatinterpolator value to limit it, and this uses (or tries to use) other methods which don't seem to work right (for me at least). A mod similar to this one is Real Snowflake, and I checked and it uses a floatinterpolator in a way I would expect.
I also don't know for sure what this script is doing because the source isn't included, and there could be a problem in there too.
UPDATE1: So, I decompiled the scripts, and yeah, that's where the problem is. It keeps adding more and more visual effects over time. I've already got "working" versions of the psc source scripts. I just need to debug it to see precisely what's causing it and how best to fix it. :D I don't think the nifs are part of the problem anymore, which is a good thing. Scripting I can do, so, this is fixable.
UPDATE2: Here's the fixed scripts with source:
https://drive.google.com/file/d/16M-K5anGpKNcWhcCsNPqzHiY_Fp7BEU1/view?usp=sharing
The problem specifically was that every time the player moved enough to trigger an event, the scripts re-added the effect. So, if you stayed in one spot, everything seemed to work fine... but if you ran from say, Riverwood to Whiterun during a storm, you'd be running around 10x the intended number of effects. In these cases I just do my best to read the original author's mind, and I have to assume that wasn't intended. UPDATE: Ok, you can experience a sudden burst of rain when the random numbers all line up which can peg your gpu and maybe cause you to lose fps, but that only lasts a moment and is rare enough.
There's more work that could be done to make it more efficient, but I just did the bare minimum to make it playable... and the efficiency really isn't all that bad -- during non-raining weather all it's doing on it's registered onupdate event (1 second interval) is checking to see if it's raining or not. There would be a problem with simply raising the interval to say 3 seconds (I like prime numbers) -- specifically detecting cell transitions from exterior to interior cells in a timely fashion. It's possible to get rid of the onupdate all together but that'd be significantly more work and I'd have to crack open the CK and sink hours into a mod I can't release.
As is, with the above fixed scripts, there is virtually no performance impact during a rain storm (I ran a test and my cpu and gpu usage percentage was unchanged with and without this mod running) so there would be even less when it isn't raining. This was tested in the same situation that was unplayable with the original scripts (running from riverwood to whiterun during a thunderstorm).
If I notice any other bugs in the scripts I'll fix em.I may add some code to make it easier for you guys to modify the effect level on a scale of 1 to 10 (would require editing like one line and recompiling the scripts). This would be level 1, but it pretty much looks like the screenshots the author put up. Oh, and there's no added sound effects in these scripts -- there's other mods for that. But, hey, source is included so you can just uncomment the line for the sound effects and they'll work again as written by the original author (more or less).
TLDR: Fixed scripts with source code in link above.
now w/ the new script i guess only 1 fx is applied at once, so that fantasy effect it really toned down. still it's there tho, and i'll take the better performance any day. thanks again!
Unfortunately, I seem to be having a few issues right away...
1. It often rains indoors at many locations, in both vanilla interiors as well mod-added locations, like my player-home. Everything is looking a bit damp. It's totally inconsistent... sometimes it's there, other times it's not. Frustrating.
2. I'm noticing what seems to be a pretty notable performance hit, and I think it's coming from this mod / effect.
3. This seems to be related to the above, but when you're losing FPS, it really hurts the look of the rain. A drop in FPS makes the animation of this rain look like it's in slow-motion, in a stuttering kind of sense.
Nothing has been done on this mod for about 4 years, unfortunately, so I'm not expecting fixes.
Just to be clear though, is the version 1.6a patch supposed to fix the raining indoors effect? I'm using vanilla lighting, no other mods on that side. I tried it with the patch, and haven't noticed any change in the results.
Try putting this very last in your load order. Go in game, load last save outdoors and once it rains move to an indoors location. See if troubleshooting it one by one will help notice when the problem is active versus when it isn't.
I don't know too much about them, but it sounds like a cloaking spell is being overwritten from perhaps another mods cloaking spell or it needs a reset. If you have any active effect mods, or area effect mods, like weather, sound and blood textures like Enhanced Blood Textures - ANY mod that includes a cloaking spell and there are quite a few that use them to render effects in an area - you might need to reset the spell/quest.
If I understand it correctly it is like the player wears a cloak in game (First Person View is easier on the engine than 3rd Person - Better FPS too), on this cloak for lack of a better term is an area that renders special effects from the game engine and mods instead of the entire game world because the effects would be too wide spread and you would need SERIOUS processor power to handle that plus special effects mods rendering the land in 3rd Person View not even including the effect textures would have. Sometimes these are scripted effects, and some included MCM support to reset or shut on/off the effect, especially indoors. You should check if this is an issue. Or it could be a ENB rain issue too, not having the correct priority on a rain retexture mod or possibly a tweaked ENB setting - which is best checked in your local ENB settings.
I would go through your list carefully, and go beginning to last and move EVERY special effect mods to the last place in your load order to troubleshoot the issue. I had a similar issue in January. Hope this helps.
It's looks like this:
http://sv.tinypic.com/view.php?pic=1zecwaw&s=8#.VgKd0PntlBc
RealVision ENB fantasy edition
Climates Of Tamriel with its relevant patches
Enhanced Lights and Effects
Now when I'm not looking straight into a light source, the rain is thick and heavy. Just the way it is in the screenshots. But when the camera is looking into a light source, the rain will be somewhat purple and reddish. This isn't a missing texture problem as in diffuse maps or normal maps taking over. Has anyone encountered this sort of thing?
Thanks much for this Nopheros, mod is amazing