Starfield

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JaeDL - Starborn Royalty Knights

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JaeDL

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About this mod

Royal Weathers adds increased weather variety to all locations, along with improved transitions, increased weather change frequency, and many other small tweaks.

Some locations were set by Bethesda to only display 1 or 2 weathers. With this mod, Starfield weather should now feel like proper Bethesda Game weather.

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Royal Weathers

🌎Earth Variety Example Photo Gallery







New Version 1.5: Rare Weather on Icy Moons Add-on

Compatible Mods you should load before Royal Galaxy:
Starfield Community Patch
GrindTerra
Reduced Gas Vents
Concept Art Akila
(These mods might be sensitive to changes in load order, so better to not touch their position once they are already in your mod list.)

Compatible Mods you should load after Royal Galaxy:
Real Titan

Mods that reduce the # of points of interest or human settlements
Survival or Hazard Mods
 
For everything else, it shouldn't matter, so I suggest loading Royal Weathers relatively early on a new playthrough, or late if in the middle of a game in progress.


I wanted to call it "Royal Weathers and Worlds" because that's more beautiful, but I've decided to push the major world-tweaks off to a separate mod based on feedback.

This is (pretty much) JUST a weather mod (as many have demanded requested) with some very subtle improvements and fixes to encounters.

This is a surprisingly simple mod in its implementation and should not have many issues or risks with compatibility regardless of where you load it. As a result, I suggest loading it early so that other mods can win any conflicts that might arise, but that is not actually critical.

I am confident this is bug-free and compatible with everything. 

The textures are completely optional. If you only want one of the bundled textures, not all, they are currently posted as BA3s on the Starborn Royalty Mod List page and one loose file on the Milky Way (Beautified) page. 

There is a vanilla encounters patch if you hate fun. Load that right after Royal Weathers.



Extended Description:
Many planets and locations were set to only display one or two weathers no matter what.

I believe Bethesda was most focused on a great first playthrough, where you would have a very high chance to see the weather that most fit the theme of the location.

Paradiso would pretty much always be sunny. Akila had a 90% chance to be dry. New Atlantis wouldn't have thunderstorms or heavy rain, and unique locales like Londinium were set to 100% chance for their unique weather (in the case of Londinium, that is heavy snow).

But for me, when I land on a planet, I want to stay there for a while and explore. I like variety. One of my favorite parts of Bethesda games has always been weather.

With this mod, there is logical weather variety for all locations. There is a healthy mix of rain, fog, clear, cloudy. Basically, this should make Starfield's worlds behave as you expect from a Bethesda game. Nothing more, nothing less. =)

This should be lore-friendly and immersive. Planets that Bethesda did not give weather will continue to not have weather. Planets that Bethesda gave weather, which include some planets without atmospheres or magnetospheres, will continue to have weather appropriate to that locations.

There are some surprising weathers that are part of the vanilla game once you really get exploring, such as rain and thunderstorms in volcanic regions, even on planets with weak magnetospheres and no atmospheres.

Out of the 1000 worlds, it appears that Bethesda had some of them do some unique and surprising things with weather. This mod will enhance those existing unique interactions.

I did not add weather to the moons that logically should not. There is an optional file that adds rain and snow to Pluto if you want to see what it would be like. If you want more non-lore-friendly weathers, let me know. It's easy and fun to make. :)

Since I am tweaking planets for good experiences and exploration, I have also worked on improving and bug fixing some encounters, like ship landings. Starfield's encounters are too few and far between compared to past games. I bundled slightly increased and bug-fixed encounters, as well as very modest proc gen tweak mods into Royal Weather as I want to improve the entire exploration and overland experience. This will not increase the # of PoI you encounter in the world as some were very afraid of, just the variation of the terrain. The tweaks are probably too subtle to notice, but are the bare minimum I think someone playing on PC should have. 

These should be very lite and performance friendly improvements that will not significantly increase the # of PoI, just make the areas you explore a little more lively. Fully compatible with GrindTerra, the ProcGen config tweak, etc. 

Since tweaking planet data included the option to tweak encounters, it made the most sense to include both here to reduce patching needs.

I can't believe I'm releasing a major weather overhaul for a Bethesda game! I've been installing these since I was a literally teenager. I'm so excited. Thanks to the xEdit team, the astonishing mod makers who made this game fun enough for me to want to keep playing it, and everyone on the Starfield Modding Discord for help learning.


Weather Transitions:
Using my time spent in Skyrim with amazing weather mods as a guide, I tried to tweak settings like weather transitions. The weather will move more slowly between different weathers, letting you spend more time in the beautiful transitions that exist between two very different weathers.

Weather Change Frequency:
The weather changes much more frequently, but since there are now many weathers to choose from, these transitions will often be relatively gentle.

Going from a sunny day to a thunderstorm will be quite dramatic, but with the slower weather transitions, subtly changing weathers like cloudy to clear can be almost invisible.


Suggested (Optional) Config Tweaks:
There is a download available with all of my suggested tweaks, and I generally maintain a high/low StarfieldCustom.ini on the Starborn Royalty - A Starfield Mod List page. When possible, Vanilla value included and bracketed off with ; so you can tweak yourself. Please share any cool findings in the comments! 

These tweaks will improve: nearby terrain textures, rain (not as much as I would like, the view distance is still awful), water reflections, fog, and my personal favorite: Stars are faintly visible in the sky in early mornings and during sunrise/sunset!

The wind improvements are nice as well, with bendier trees and (very modestly) improved hair physics to go along with it. I included the value values so you can remove tweaks you don't like or experiment with them yourself with vanilla as a baseline. Categories are just for organization. You can include them in any group you want (Like [Testing]), and they will still work.

[Particles]
fAutoRespawnDelay=0.1
iMaxEmittersStartedPerFrame=30

[Tesselation]
;fTesselationDistanceThreshold=3.0
;uMaxTesselationLevel=6
;uMinTesselationLevel=2
uMaxTesselationLevel=8
uMinTesselationLevel=2
fTesselationDistanceThreshold=4.0

[Rain And Fog Tweaks]
;fProjectileDefaultWaterSplashSize=0.45          
fProjectileDefaultWaterSplashSize=0.9
;iWaterSplashMaxRequestPerFrame=30
iWaterSplashMaxRequestPerFrame=90
;fRainDistance=500.0
fRainDistance=1000
;fRainScale=30.0
fRainScale=45
;uRainBaseIntensity=3
uRainBaseIntensity=9
;bEnableDepthBasedFog=0
bEnableDepthBasedFog=1
;bFogEnabled=0
bFogEnabled=1

[Water]
;bAutoWaterSilhouetteReflections=0
;bForceHighDetailReflections=0
;bForceLowDetailReflections=0
;bReflectExplosions=0
;bReflectLODObjects=1
;bReflectSky=0
bReflectSky=1
bAutoWaterSilhouetteReflections=1
bForceHighDetailReflections=1

[Vegetation]
;fBendResponseLumberyard=0.25
fBendResponseLumberyard=0.35
;fGlobalHeightInverseLumberyard=0.075
;fMaxBendingLumberyard=2.0
fMaxBendingLumberyard=2.5
;fUnitsAdjustLumberyard=0.3
fUnitsAdjustLumberyard=0.4
;fWaveParallelLumberyard=0.008
fWaveParallelLumberyard=0.016
;fWaveTransverseLumberyard=0.002
fWaveTransverseLumberyard=0.004

[Wind]
;fHavokWindMultiplier=37.5
;fWindAABBScaleMaxWindSpeed=1.0
;fWindAABBScaleMinWindSpeed=0.3
;fWindHighestFrequency=4.0
;fWindInteriorCellSpeed=0.0
;fWindInteriorCellTurbulence=0.0
;fWindLowestFrequency=0.5
;fWindSpeedAABBScaleBoost=7.0
;fWindSpeedHighestHighMultiplier=1.0
;fWindSpeedLowestLowMultiplier=0.0
bWindEnabled=1
fWindAABBScaleMaxWindSpeed=1.0
fWindAABBScaleMinWindSpeed=0.3
fWindHighestFrequency=8.0
fWindInteriorCellSpeed=0.4
fWindInteriorCellTurbulence=0.4
fWindLowestFrequency=0.5
fWindSpeedAABBScaleBoost=7.0
fWindSpeedHighestHighMultiplier=2.0
fWindSpeedLowestLowMultiplier=0.01
;bDisableHairSimulationOptimization=1
bDisableHairSimulationOptimization=0

[Weather]
;fWeatherTransitionSpeedMultiplier=10.0000
[Sky]
;fSunAngleMaxStarVisibility=225.0
;fSunAngleMinStarVisibility=70.0
fSunAngleMaxStarVisibility=150.0
fSunAngleMinStarVisibility=50.0
;uMaxNumShadowCastingCelestialBodies=-1
uMaxNumShadowCastingCelestialBodies=2


Tweaked & Fixed Vanilla Encounters:
Due to popular demand, this mod only gently increases some vanilla encounter rates, and resolves some bugs. I removed the word encounters from the description for that reason.

Royal Extended Encounters

Description of the minor encounter and planet tweaks bundled with Royal Weather:

This mod is my best effort to make the encounters happen at fun and appropriate rates, as well as trying to resolve some weird situations that felt buggy (like constant ship spawning very far away without any enemy patrols). I carefully tested these values to offer a good experience. Spawns might seem a little higher at first for a few grav jumps, but then cooldowns will kick in, and it should be a balanced, gentle increase.

This was initially included because some plans I have for weather involve tweaking the planet data, which also includes some encounter and keyword information. Based on some surprisingly passionate feedback that really wasn't very fun for me to receive, future, more ambitious planet, encounter, and weather tweaks will not be included in Royal Weathers. You win, complainers. =) 

My initial vision was "Royal Weathers and Worlds" which would have fixed up the encounters, spawns, added new encounters and enhanced existing ones… I wanted to offer a complete improvement to open world exploration. That was the vision that made me have passion and excitement about working on this mod. Some people took very great offense to the fact that I wanted to include other things than just weather, and made it very clear to me.

If I finish up something worthy of that vision, I'll post it as a separate mod.

This mod includes a very subtle, tweaked baseline for improved proc gen and encounters.  Check out "more details" on the bottom for some more clarity on this. I highly doubt the average person would notice the changes, but they are better.

Specific vanilla space and overland encounters slightly increased. I wouldn't be surprised if a Bethesda patch does the same in the future.  You will not see the incredibly rare ones (that get annoying if seen too much) more frequently, but to go along with the weather, the world will be slightly more alive with events and activity.

I feel like going into too much detail ruins the magic, but one example is that I increased the chance of ships spawning while you are on a planet-- then I reduced the distance from the player where they will spawn. This reduces the # of places where proc gen can spawn them.

This reduces the frequency of ship landings to near-Vanilla or maybe even slightly reduces how often you'll see it, but makes them less buggy and more fun when they do happen.

This specific tweak reduces the number of times I find a ship landing without NPC patrols to zero and makes ship encounters much more fun and less of a run-across-the-map chore.

Without my tweaks, often the patrols would leave the ship and wander too far away from the player and then appear to despawn completely by the time you reach them, especially for Starborn.

If you don't want tweaked encounters, use the patch provided. Load Royal Weathers before any mods that make your worlds empty and lifeless.

(Just as a brief note for the treatment of other modders in the future: modders have to be having fun in order to keep making free content. Take a moment to think, "Do I really need to tell that modder the thing they're excited about should not be part of the mod they are the one making?")



Proc Gen Tweaks Similar to, but vastly more lite and Vanilla+ than:
More populous space
https://www.nexusmods.com/starfield/mods/3975

Crowded Universe:
https://www.nexusmods.com/starfield/mods/3748

I think the two links above initially gave people the impression that things are massively increased. They are not. I included settings that I think are the bare minimum a person playing on PC would want. If you truly want WILD amounts of encounters or a ton of points of interests, still install those two excellent mods.

I did what I consider to be a tasteful, modest enhancement of the vanilla worlds. You should not see TONS of PoI as I was very subtle with that setting, but the world will be a little bit more varied and look a little nicer.

This is intended to perform and play well with or without the proc gen config tweak.

Again, my goal was to provide an awesome baseline experience that can then be increased or decreased by optional plugins or overwritten by other mods.

Disable those CCR mods if you run them to better experience this mod's values. I resolved a few things that annoyed me with previous implementations, such as WAY too many PoIs, specifically some like grav anomalies that should remain rare.

If you prefer those implementations, leave them on and they will overwrite. CCR mods will load last. This mod will still include a few tweaks not on the CCR, but will remain compatible.

The plugin version is toned down significantly for our post-proc-gen config tweak discovery world where we don't want things quite so close or dense, generally. This density, while increased from Vanilla, has felt quite fun and performed very well with the newer proc gen config tweak.


Recommended LUT: Cine Fidelity 2.0 or LUMA
https://www.nexusmods.com/starfield/mods/3767

I also suggest Royal Encounters from my Works in Progress if you like a lively world.
https://www.nexusmods.com/starfield/mods/7890

As well as my ongoing efforts to improve some empty story caves:

Compatibility/Load Order:
As with all Royal mods, I tried to keep things very compatible and ensured that even when there is an issue, it will not cause crashes.

Load this early, simply because if another mod overwrites this; that's totally okay. Not because it needs to be loaded early to work.

Load before mods that reduce the number of PoIs or human settlements. You won't lose the weather, but will gain that mods changes.

Confirmed not only compatible, but works in partnership with GrindTerra. Since ItsmePaulieB set up all their new biomes carefully using vanilla keywords, the appropriate weathers from this mod will play in the appropriate GrindTerra locations. =)


Compatible with any customized planet. Just load them after to be safe, in case the mod author included custom weather.

I can and will make patches for specific overhauls ASAP or upon request.

Lore-friendly Akila enhancement posted now, though the vanilla weathers work just fine with that mod too.

Coolest Planets to Check Out:
Earth, Nira, Bondar (volcanic planet in Alpha Centauri system)… but really anywhere should be significantly enhanced. 

Lighting Tweaks:
These are very minimal.

Lighting transitions 2x faster than Vanilla when moving between indoor and outdoor locations. I haven't seen a mod tweak this yet, and I can't imagine anyone likes the blinding bloom effect that lasts so long. I'll probably post this tweak as a standalone soon.

If you've already reduced this via config tweaks, this will be a further improvement.

There are a good deal of other lighting, mist, etc. tweaks that I have tried that I did not include in the initial release.

Basically, anything that seemed like it could create a crash on uninstall or that it would come down to a matter of taste, I removed from the initial release.

After I collect some feedback, I can start putting up more optional files with stuff like longer days, more distant mist-- all the stuff I know from previous Bethesda games that some, but not all players, like.

Bundled Mods & Textures:
Credits
xEdit Team and ElminsterAU for amazing xEdit Tool 

Download this amazing tool to confirm your load order is correct or to start making your own mods!!
ljorder66 for amazing mods that kept me playing Starfield (without 2x enemies and leveled enemies, I'd have stopped after 200 hrs)

Additionally, thank you ljorder66 for allowing me to bundle No Empty Star System with this weather overhaul. Don't be alarmed if you are a desolation player. All planets that are flagged "no human presence" in Vanilla are flagged the same in Royal Weathers.

This allowed me to tweak planet data without worrying about having to release a patch for this great mod, which enables Terromorph spawns on many planets which lacked them. This has always been an underrated mod that more people should have installed.

Thank you to DomShadow123 for giving me permission to bundle 8k Milkway (beautified) with this weather mod. If you follow my mod list, you know this has always been my favorite Milky Way, so being allowed to bundle this with the weather was a dream come true. The Milky Way texture you use has a big impact on the lighting at night and how weathers and lighting appear.

Thank you to Clofas1 for the open perms on Enhanced Starfield Clouds. These beautiful, great-performing clouds packed into a BA3 file do so much to improve the quality of Starfield's weather and skies without impacting performance.

Thank you PraedythXVI for all your amazing mods I've used in Skyrim over the years, and your beautiful lava with open permissions that I was able to bundle here.

Other Suggested Retextures:
Starfield HD Overhaul
HDTP Skies
4k Lightning
EXE
MonstrrMagic's Flora 2k

All recommendations covered in the Starborn Royalty modlist.

Little Details:
I think it's more fun to just play the game and be pleasantly surprised, but here are some more detailed notes:

Spoiler:  
Show

This isn't a list of every change I made, but I tried to come back to this file and keep a general log as I worked.

I tweaked every single climate and unique weather location in the game, except for ones that genuinely seemed they shouldn't have weather or should keep their unique weather.

Rain and thunderstorms added in locations where vanilla forced nice weather 24/7.  This affects New Atlantis, Paradiso, many others: the rainforests of the universe now have rain.

Across most climates, reduced chance of "clear" and "partly cloudy" weathers to make room for cooler weathers to play more frequently. 

Added small snow chance to mountains and coniferous forests to let Skyrim vibes play out. The snow particle texture is a little dark and ugly-- could really use someone to make a texture replacer for snow.

Added more diverse clear, rainy, and thunderstorm weather to locations that would only play one variety.

Added unique weathers that would only play in one location to the climates where they made sense and looked pleasant. 

Added chance for frozen locations to have regular clear weather based on my own experiences looking outside lol

Added fog weathers to coasts.

Falling embers added to volcanic biomes.

Note that it is a Bethesda default setting for Volcanic regions to have pretty much all weathers-- which checks out with the effect of volcanoes on primordial worlds.  I think that's actually realistic to primordial planets, as the gas emissions caused by volcanoes would cause all sorts of clouding and precipitation.

Neon:
Multiple varieties of rainy weather will now play, not just one.

Londinium:
Multiple varieties of snowy weather will play, not just one, with a rare chance for clear weather.

Serpentis:
Increased hostile overland encounters due to heavy Va'Ruun presence. 

Kryx:
Increased hostile overland encounters due to heavy Crimson Fleet presence.
In keeping with the lore behind the science research station, increased Terrormorph encounters.

Jaffa
Increased hostile overland encounters due to heavy Ecliptic Presence.

Masada:
Very rare chance of grav anomalies and temple (would be cool to visit this early in a playthrough and see the cool planet, only to return later)
Chance of scientist encounter since its such a unique world.

All Planets:
Chance to encounter Terrormorphs properly added. Thank you, ljorder66. :)

Added a very small chance for heatleeches to be Terrormorphs, way less than the optional file included on Royal Terror. I think everyone should encounter that fun surprise and think it's part of the base game. =) I had one spawn on a space station yesterday, with the large size from Royal Terror, and it still played super well.

Earth:
Human, Terrormorph, and other encounters enabled. 

This was my playground for testing out weathers, and a blank canvas that I tried to turn into something cool.
Had one weather variant. Now it will have 15+


For safest results, uninstall this mod in a completely indoor location or while in space.

In my testing of early versions, I was able to create a crash if I saved while weathers were transitioning, uninstalled the mod, and then tried to reload my save.

I'm pretty sure this crash can no longer occur with the versions I posted on Nexus, but better safe than sorry.


Questions people have had (in my imagination):

Did this mod make the sun brighter? It's hurting my eyes now.

This mod did not touch the sun. 

Is this a dreary weathers mod? Did you make it rain all the time everywhere? 

I think just about every weather mod for Bethesda game has increased the base chances of precipitation over vanilla. This is intended to be a nice, balanced version for everyone. I can make a dreary/rainy/foggy version pretty easily upon request.

Apart from deserts and locations where it shouldn't be the case, Royal Weathers 1.0 does have slightly more rain and precipitation-based weathers than Vanilla.

Base values were just far too low compared to what I've gotten used to from other games. You were going to see a "no weather" weather like "clear" or "partly cloudy" 50% of the time for the locations that did have diverse weather.

Pretty please play this version for a little while before making requests. I'm happy to take them, but give the values I worked on and playtested a shot before assuming you don't like them based on the description.

This is meant to be immersive. The change from 0% rain in some places to now having it might seem jarring at first. I debated lowering rain chances at first and then bumping them up in later versions, but that felt silly. This should be similar to how weather worked in other Bethesda games.

Can you make it closer to vanilla?
Of course. Please try this version first, as I tried to make something that would appeal to anyone.

If I install this and hate a weather I see somewhere that doesn't fit, can you remove it?

Yes, now that I have the hang of things, I can make changes very easily. Please tell me the name of the planet, the biome (rocky, mountainous, desert, forest, etc, whatever the planet map says) and what type of weather it was. These are roughly: clear, rain, heavy rain, thunderstorm, foggy, sandstorm.)

If it doesn't fit, please let me know and I can remove it.

This mod has been out for about a month now, and I'm pretty sure I removed any potentially irritating weathers. Sandstorms in Akila looked silly clipping through the big walls, which is probably why Bethesda did not include them even though they fit thematically. 

Can you put [specific location] back to Vanilla? I prefer that location to always have the same weather, as in vanilla.

Yes, just let me know and I'll put up an optional file. This also applies to specific climates or biomes. If you like everything I did except Earth, or everything I did except mountains, please let me know and I'll put up a patch.

Created because how has somebody not overhauled the weather yet? =)

Also, to go with my main list-making hobby:


💫Starborn Royalty A Starfield Modlist

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Royal Terror - Better Faster Stronger Terrormorphs
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Royal Weapon Balance - Full Auto And Early Game Weapon Buffs

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Royal Space Magic - Player And NPC Starborn Powers Enhanced



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Royal Unique Human NPCs And Factions


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Royal Starborn - Starborn Enemies and Powers Improved Scaled Diversified

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Royal Aliens - Bigger Better Alien Creatures And Configurable Alien-Specific Difficulty


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Royal Works In Progress: Early Access to Upcoming Combat, Encounter, Loot, etc. =)