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Truman-Wired1up-Clofas

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TrumanAE

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217 comments

  1. BigCatZam
    BigCatZam
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    My khajiit, once again completely lacking any braincells, upon downloading this on top of that previous mod

  2. BlueGunk
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    I've regularly updated this mod for ages and finally got hail! Love the sound of the hail, and the comments. Excellent.
    I have no idea if this is possible, but it would be nice to see hail bounce on the ground, and some smash on a hard surface.  And big splashes in water.  The indoor sounds are excellent.
    Do you plan an MCM?
    Thanks for a great mod.
    Next up: shelf clouds, green hail cores and tornadoes?? 
    1. TrumanAE
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      Thx for your comment ! If you download the mod splashes of Skyrim, hail will splash in the water. Im working on adding hail bouncing off / accumulating on on the ground.  I like the ini file over the mcm because that way you can remove and install the mod mid playthrough as you please. And for next up you never know you'll just have to wait and see ; ) 
  3. dubenfire
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    I really like where this mod is going.
    That being said, I noticed that during hail storms, "destructible" items (when using mods such as Destructible Skyrim or Object Impact Framework) would be impacted by the hail.  It results in weird situations where a small rain with some hail destroys every chair around a fire.
    If the "impact" sound could be also improved (a bit lower and a bit more "clean") that would be great.
    1. TrumanAE
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      I cant account for that lmao but I did see that mod and might download someday so ill ask of the author to see if excluding hail is possible. 
    2. TrumanAE
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      For now if u delete this  in the json config file for destructable items hail will stop breaking things. Otherwise the next update for hail will make it compatible with this mod out of the box.

      {    "comment": "Explosions Break wooden Furniture",    "event": ["Hit"],    "filter": {      "formLists": [{"FormID": "SIMP.esp:042"}, {"FormID": "SIMP.esp:057"}],      "weaponsTypes": ["Explosion"],      "interactions": 1    },    "effect": [      {        "type": "spawnExplosion",        "items": [{"FormID": "SIMP.esp:01A"}]      },      {        "type": "playSound",        "items": [{"FormID": "SIMP.esp:B0A"}]      },      {       "type": "SwapItem",       "items": [{"formID": "SIMP.esp:055", "count": 1, "nonDeletable": 1, "spawnType": 1, "fade": 0}]      }    ]  },
  4. Arkayjiya
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    How does this interacts with a survival mod like Frostfall which supposedly track the weather? Since this is a new weather it would be unrecognised? Or is there a tag system for weather that marks some weather as "cold"?
    1. TrumanAE
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      Its not a "weather type" so you dont have to worry about incompatibilities with frostfall. It only hails during thunderstorms so Frost fall will consider hail to be whatever wamth rating stormy weather is. ( usually hails during summer apparently so not guranteed to be cold when hailing irl if that helps : ) .
       
    2. Arkayjiya
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      Thank you for the answer, that was very informative. Yes if it's like in my country, we often get hail in early summer, late spring so this makes sense. I will add this to my list as it sounds really cool.
  5. 13coins
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    Gods help us! (AI version was better imo) :D  
    1. TrumanAE
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      Working on the final version that add new features and improve old ones : ) 
    2. 13coins
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      Ok, why were the AI voice lines removed? Too bad quality? I couldn't hear it at actually, but then again I wasn't wearing my headphones :P
    3. TrumanAE
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      There was some reports of lower quality some must have got lost during export. I also understand that some people dont like AI voices which is fair so I decided to remove them. that left only 2 lines to be said which i understand get old pretty quick so Im planning to add alot more vanilla reaction lines in the next update. Cheers !
    4. 13coins
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      Hmmm... I think people that hate AI voices, are similar to the people of the past that hated radio, television, or the internet. You can hate it all you want, but you can't stop it, and you probably won't get around it either :P
    5. Faythe03
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      I think the problem was with the quality, because the voice lines were robot-sounding, maybe due to issues with the export
  6. Avengersrule2002
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    A Suggestion for future update - in my first look with run and go in and dialogue - I run with followers and they spam the sayings like God Help Us etc... not really spam. . but too often, too quickly . . now this may be how others see it and for others it may be fine as is in their situation, to each their own, but if others saw it so to slow down on how often npcs say the lines :) - - that's just from my perspective - - but I guess from the normal perspective npcs need be able to to say the things they need to say before going indoors - - as a lot of people travel with followers perhaps there can be a way to dis-include followers.....
    1. TrumanAE
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      Followers are supposed to be excluded. Ill fix in next update. 2nd people saying the lines too often in general I've noticed and its planned to be reduced quite a bit. 3 more vanilla spliced lines are going to be added to the pool to increase variety. 
    2. Avengersrule2002
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      is it possible that follower frameworks get in the way of that . . (i have nff for example)
    3. TrumanAE
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      I also use it dont worry ill fix : ) 
  7. ItzyTheSlime
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    Epic mod aye.


    I have a little question: Sometime i talk to NPC, a dialogue option is just "...". When i choose that option, they shouted the hail dialogue like "Stone from the sky?". Is that intentional or not?
    (I also noticed some dialogue have bad audio quality)
    1. TrumanAE
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      Thanks slime that's defiantly not intended were you using newest version ? If so ill fix right away and thx for the heads up about the quality ill work on that : ) 
    2. ItzyTheSlime
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      Aye thanks for da quick respond.
      Yep, I was using the newest version, after update it from version 3.9.1
      And I wonder if that version make npc running more instead of walking, I thought it just incompatibility with other mods but it worth if you can check it :D
    3. TrumanAE
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      I fixed the ... bug also I removed any AI added voicelines. you will still hear npcs react to hail but only from vanilla audio ensuring you dont hear a difference in quality. thanx for the headsup : )  also npcs do run its not a bug. I thought it makes more sense to run from hail as it does damage.
    4. ItzyTheSlime
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      Nice, thanks for the quick fix Truman :DD
      Oh ehm, yep i know that, but npc seem like to run anytime despite hail was not happening at that time.!
    5. TrumanAE
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      Oh yikes ill take a look ! 
    6. TrumanAE
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      Hey boss I just finished testing and I dont notice NPCs taking shelter when its not hailing, (mabye its been fixed ?)  if you notice it again shoot me a message or open a bug report and I can try to find out why : ) 
    7. ItzyTheSlime
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      Okay man! Will check the game again to make sure everything worked!
    8. ItzyTheSlime
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      After checking it again it seem like the bug i encounter before is tied to the "..." dialogue bug. So yeah, your mod is function as intended! :D
  8. SKYKLF
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    latest update comes with a trojan warning.

    Trojan:Win32/Wacatac.F!ml
    1. TrumanAE
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      Thats strange, Nexus has the verified files you can see the check by the mod? 
    2. SKYKLF
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      it was windows itself, which i usually ignore but it quarantined and threw a warning after downloading


      Spoiler:  
      Show






      it actually failed quarantine and is recommended to use a full system scan.

      probs nothing but you never know 
    3. TrumanAE
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      You can look in the files yourself
       No where is there a win 32 Wactac file 

      there is sound files mesh files a esp and a skse plugin.dll none of those can harm you or your computer idk why windows is giving you that error. Regardless i will look into it thx for reporting.
    4. SKYKLF
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      i believe you just wanted to give a heads up, been using the mod for a while now

      posted screenshot in other comment
    5. TrumanAE
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      That says the skse plugin "hail.dll" is a Trojan which is impossible its a false positive.  Windows only flagged it because it doesent know what it is and has no digital signature because its a mod I just uploaded. I do appreciate any reports of any nature so ty. 
    6. SKYKLF
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      yeah, no worries, normally windows will say something to the effect of this file isn't normally downloaded yada yada so when it went straight to warning I got worried. I still can't download I tried again because I figured it was false, like I said I normally ignore windows lol but it won't let me grab this one. 

      btw was this mod the one causing all the npcs to say something about stones in the sky? been looking for the culprit lol
    7. TrumanAE
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      Yes its one of many lines certain npcs can  say when it starts to hail. If you experienced npcs saying it outside of hailstorms or repeating 1 line it  (should) have been fixed in the newest update. A condition has been added to the lines that's only true during hail in additon to a random chance for each line to be said (there's a few). This version has many more fixes you can view in the changelog. Im sorry you can't download the mod(I liked your exterior whiterun OH looking forward to your next work) 
    8. SKYKLF
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      ok cool..yes i was experiencing it at all times from all npcs and sometimes it would sound VERY strange lol and worse most of the NPC's would stay inside and never be at their shops

      I had recently installed run for your lives also so I wasn't sure which one may be causing it.

      I'm glad you enjoy the outskirts mod it gone mostly under the radar like a lot of my mods, but I put effort into it lol.

      My PC finally let me download also so looking forward to some of those fixes you got going.

      Thanks for the awesome mod and quick response!!
  9. Avengersrule2002
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    Hi Trueman - - I have been crashing as well, when moving into interior while hail is active (even with the new update) - - I sat down with AI for about an hour going over the crash log - - 591 references to master vampire with the projectile references from hail going into broken fang cave - - i use obody / 3ba so it seems he was initializing and taking a hit from hail at the same time (so it seems quite likely the hail hits npcs inside interiors when moving into them) . . skeleton references etc..... if you want the log ill figure out how to send it to you without the entire paste . . or i can send it to you in a private - - - i have lots of oar animation and stuff going on, so could be a combo of things. . . but one things consistent on the crashes is hail - - i'm only testing things so no big deal
    1. TrumanAE
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      Hmm I extensively tested going inside and outside while its hailing with no issues. Hail has a stopgap measure in place for cell changes and should safely shutdown however I will test again tomorrow. A crash log would certainly help. Posting in the bug section is msot appropriate. Cheers : ) 
    2. TrumanAE
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      Hey boss I just finished tested more going in and out of interiors , towns , caves all while hailing with no issues. everything seems to be working as intended. if you send me a crash report I can investigate further : ) 
    3. Avengersrule2002
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      https://privatebin.net/?ebe9b0a0612dda45#HbfBYA5Eaf5aJNfAcMsaYxm8NWnwbqU7s2YNjSVhu1Sn
    4. Avengersrule2002
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      if i get anymore i will investigate and send . . so far almost all my crashes(6 or 7, just working on followers and outfits mainly, strolling the land a little) have come with hail on the outside moving into interior, but this was the first time I dug into the log deeper
    5. TrumanAE
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      So the cause of your crash was "mov eax, [rcx+0x10]". That could be hail but  that could also be anything. I recommend you use trainwreck a different crash logger that's better at revealing the cause in my opnion.  I recommend it over any other crash logger. 
    6. Avengersrule2002
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      Thanks and done. trainwreck in, logger out - - I tried trainwreck before but it wasnt shooting out the logs. . . but that was when I was first getting into crash logs and learned more since - - -  If it seems warranted I will reach out to you in bug report with a trainwreck crash
  10. CyniclyPink
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    Hi Trueman. Just letting you know, I've had to roll back to version 3.9, as the next two updates crashed my game. I'm on SE 1.5.97. I'm not sure if it's an incompatibility with something else, but just wanted to report in case not. Cheers
    1. TrumanAE
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      Thank you for reporting. Your right 3.9.1 and 3.9.2 did have Issues that the newest version 3.9.3 should have fixed. 

      Were you using the newest version? ? 
      Also for future reference using a mod like train wrecker and sending your crash log is helpful g ! : ) 
  11. cencal
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    The game suddenly crashed and when I looked at the crash log, it must have been caused by your mod.

    Spoiler:  
    Show

    PROBABLE CALL STACK:
    [ 0] 0x7FF6BC6C2450 SkyrimSE.exe+02D2450 -> 19415+0xA0cmp [rax+0x30], rsi
    [ 1] 0x7FF6BC6C1F8D SkyrimSE.exe+02D1F8D -> 19413+0xD0Dmov rcx, rsi
    [ 2] 0x7FF6BC590AF7 SkyrimSE.exe+01A0AF7 -> 13355+0x1D7mov rcx, rdi
    [ 3] 0x7FF6BC57E920 SkyrimSE.exe+018E920 -> 13023+0x1B0mov rcx, [rbx+0x60]
    [ 4] 0x7FF6BD1F15CF SkyrimSE.exe+0E015CF -> 75705+0xEFjmp 0x00007FF6BD1F15FA
    [ 5] 0x7FF6BCA36B8E SkyrimSE.exe+0646B8E -> 36565+0x7Emov rax, [0x00007FF6BE4E8928]
    [ 6] 0x7FF6BCAC310F SkyrimSE.exe+06D310F -> 39084+0xAFnop
    [ 7] 0x7FF6BD0E7888 SkyrimSE.exe+0CF7888 -> 69378+0xD8mov ecx, [rbx+0x0C]
    [ 8] 0x7FF6BD0E7E51 SkyrimSE.exe+0CF7E51 -> 69380+0x361mov r15d, eax
    [ 9] 0x7FF6BD0E61DA SkyrimSE.exe+0CF61DA -> 69344+0x8Amovzx eax, byte ptr [rbx+0xA74]
    [10] 0x7FF6BD0C0DBD SkyrimSE.exe+0CD0DBD -> 68445+0x3Dmov rcx, [0x00007FF6BF5BC318]
    [11] 0x7FFFC2A6E8D7 KERNEL32.DLL+002E8D7
    [12] 0x7FFFC4CDC34C ntdll.dll+003C34C
    REGISTERS:
    RAX 0x0 (size_t) [0]
    RCX 0x204F5C3E980(TESObjectREFR*)
    Object Reference: 
    File: "Hail.esp"
    Flags: 0x04000008 kInitialized
    Name: "Hail Dummy Activator"
    FormID: 0xFE2E3D77
    FormType: Activator (24)
    ParentCell: ---
    File: "Riverwood Has Charm - eFPS patch.esp"
    Modified by: Skyrim.esm -> Update.esm -> ccBGSSSE001-Fish.esm -> unofficial skyrim special edition patch.esp -> Landscape and Water Fixes.esp -> Occ_Skyrim_Tamriel.esp -> EVE - Barrels with Physics.esp -> JKs Skyrim.esp -> Landscape Fixes For Grass Mods.esp -> Landscape and Water Fixes - LFfGM - GotT patch.esp -> AI Overhaul.esp -> MINPCS.esp -> Riverwood Has Charm.esp -> Riverwood Has Charm - JKs Skyrim.esp -> Riverwood Has Walls.esp -> Riverwood Has Walls - JKs Skyrim.esp -> Pinecones.esp -> Landscape For Grass Mods JK'S Skyrim.esp -> Riverwood Has Charm + Walls.esp -> Riverwood Has Charm + Walls - JKs Skyrim Patch.esp -> Riverwood Has Charm - AI Overhaul Patch.esp -> Riverwood Has Walls - eFPS patch.esp -> Riverwood Has Charm - eFPS patch.esp
    Flags: 0x0004000B 
    EditorID: "Riverwood01"
    FormID: 0x00009713
    FormType: Cell (60)
    Flags: 0x0000040A kAltered | kInitialized
    FormID: 0xFF009090
    FormType: Reference (61)
    RDX 0x5F8  (size_t) [1528]
    RBX 0x6A(size_t) [106]
    RSP 0xF937FF730  (char*) "j"
    RBP 0xF937FF799  (void*)
    RSI 0x20480342340(NiNode*)
    RTTIName: "NiNode"
    Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
    Checking Parent: 3
    RTTIName: "BSMultiBoundNode"
    Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
    Checking Parent: 24
    Name: "ObjectLODRoot"
    RTTIName: "NiNode"
    Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
    Checking Parent: 3
    Name: "shadow scene node"
    RTTIName: "ShadowSceneNode"
    Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
    Checking Parent: 1
    Name: "WorldRoot Node"
    RTTIName: "SceneGraph"
    Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
    RDI 0x0 (size_t) [0]
    R8  0xF937FF688  (void*)
    R9  0x0 (size_t) [0]
    R10 0x0 (size_t) [0]
    R11 0x246  (size_t) [582]
    R12 0x202286DE8D0(void*)
    R13 0x768  (size_t) [1896]
    R14 0x20480342340(NiNode*)
    RTTIName: "NiNode"
    Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
    Checking Parent: 3
    RTTIName: "BSMultiBoundNode"
    Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
    Checking Parent: 24
    Name: "ObjectLODRoot"
    RTTIName: "NiNode"
    Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
    Checking Parent: 3
    Name: "shadow scene node"
    RTTIName: "ShadowSceneNode"
    Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
    Checking Parent: 1
    Name: "WorldRoot Node"
    RTTIName: "SceneGraph"
    Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
    R15 0x202286DE8D0(void*)
    1. Wired1up
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      Please put crash logs in “
      Spoiler:  
      Show
      ” format so the thread doesn’t take up so much space.
    2. cencal
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      Thank you for your warning.
    3. TrumanAE
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      Hey boss, thx for the crash report. 

      Should have been fixed as of 3.9.2 (just uploaded) : ) 
    4. cencal
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      You're welcome. Thank you for your great workmanship and your mod that adds color to the game. I would also like to thank you for your quick response and update. Have a nice day.