wind stting is using HDT SMP configs.xml ( SKSE\Plugins\hdtSkinnedMeshConfigs\configs.xml )
(i recommend notepad++)
i will only explain "wind stuff".
Others can be found on other sites or mod pages.
also about syntax, i recommend see the example xml and open - copy paste.
cause syntax error is common error and wind's tag is a lot.
also this is basic, The parts that need math stuff or uptated function are available in the article. (also i linked description)
<wind> tag have special tag
<weather-wind-enable>
<weather-classification-wind-enable>
<weather-check-interval>
these 3 tag is only show up in <wind></wind> tag, others same.
i will explain these 3 tag first.
<weather-wind-enable> (bool)
If you want to apply different winds in any weather should On(1) and you must do additional task.
i will explain blow
<weather-classification-wind-enable> (bool)
If you want to apply different winds in any weather-class should On(1) and you must do additional task.
i will explain blow
<weather-check-interval> (2^N)
Interval to check weather conditions.
it must be 2^N number ( <weather-check-interval> 256 </weather-check-interval> )
The tags described blow are the same as entering anything else.
also updated additional tag is same.
THE BASIC WIND ┐
<wind-enable> (bool)
wind enable flag, should be On(1), if want wind
<wind-dir-force x="0" y="0" z="0" /> (vector)
this is unchange fixed wind direction and force, force amount is how much number is large.
generally 2~3 is strong wind. i guess
<wind-apply-time> (int)
wind force apply time, generally if this value large, smooth option use or wind force should be small.
after apply time, wind chagned to residual state.
in this state Calculated wind force will be treated as a residue.
<cycle> (int)
the amount of cycle mean is how much long residue time.
if you want skip the residue time, just set to 0.
<wind-acceleration> (float)
after some function Calculation, wind acceleration value will multiplication wind force.
<residual-denominator> (float)
in residue state calculated wind force use this value as denominator.
the common misunderstood is "Denominator" mean.
if you set to 0, float value is INF, this mean it will break your game.
because computer cant division by 0.
<wind-smooth-amount> (int)
this value mean is how much amount smoothing.
THE RANDOM WIND┐
<random-enable> (bool)
if you want random wind, should be On(1)
<random-wind-smooth-enable> (bool)
if you want random wind smooth change, should be On(1)
<random-duration> (2^N)
random wind unchange till 2^N
i fotgot to change this function behave, maybe next uptate will change to not 2^N
<random-wind-smooth-amount> (int)
random wind change smooth amount
<wind-random-max x="0" y="0" z="0" /> (vector)
random wind direction and force MAX
<wind-random-min x="0" y="0" z="0" /> (vector)
random wind direction and force MIN
you should careful of MAX, MIN
i didnt put on code about you miss setting this.
it must be MAX_x >= MIN_x .... if not i am not sure correctly work.
* if you want only random wind, just setting fixed base wind 0,0,0
THE FORCE ON OFF┐
<force-on-off-enable> (bool)
if you want using force on-off switch, should be On(1)
<force-on-off-smooth-enable> (bool)
if you want use force-on-off smooth, should be On(1)
<force-on> (int)
when forced wind on time.
<force-off> (int)
when forced wind off time.
<force-on-off-smooth-amount> (int)
smooth option will apply On/Off ticked
<force-on-smooth-padding> (int)
<force-off-smooth-padding> (int)
smooth padding, maybe no one use guess ....
so dont care about this
*force on/off is forced wind On/Off switch, i make this for someone maybe needed.
guess no one care about this function, but i will explain.
thinking about timeline, its INF horizon.
and you will divide this horizon to On/Off.
sometime off -> off again, sometime on->on again maybe.
but if you setup this perfectly some number eventually dramatic wind action start.
this was why i made this and look like delusion.
-------------------------------------weather system
now we can talk about weather system.
if know how setting wind, it's easy piece
basically, it use other start tag.
<weather-class>
<class target="">
put wind setting
</class>
<class target="">
put wind setting
</class>
....
</weather-class>
<weather-wind>
<form id="">
put wind setting
</form>
<form id="">
put wind setting
</form>
.....
</weather-wind>
this is how to setting weather wind.
maybe you notice formID and Class
FormID is weather's FormID.
if you want apply weather wind to mod weather.
you should know your mod load order and formid.
if want apply skyrim basic weather, see this wiki page (https://elderscrolls.fandom.com/wiki/Console_Commands_(Skyrim)/Weather)
weather class is simple version of weather things.
each weather have some weather classification.

if want apply wind Pleasant, target="1"
if want apply wind Snow, target="8"
if your stuck how to setting, i said at first line.
see the option file - example-xml
also you if you On both weather-class, weather-wind
first check weather-wind.
second check weather-class.
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