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Silent Hell is indeed Always bright.
That's how Yossarian once intended it to be, i thought i'd keep it like that cause it was a Nevada Skies feature, and i don't ever play with special moods myself so..
I might edit it in the last update, i still have 1 thing to correct, that is the raindrops that get stuck sometimes, i already have a good script for it in the newer version URWLNV.
So expect the SH weather to be normal in the final version.
not here, shortly i will update the ENB version, so that it can be used without ENB too, then this version will be obsolete.
Yes i will update the version, when it no longer says BETA, it will probably be finished.
i have a lot of mods, but i'm not very good in modeling, i can only UV map pretty well. And then i only know Maya and 3DSMax.
Blender was too user unfriendly to learn for me when i tried it.
It only works with HDR.
The mod itself also works with bloom, but the ENB needs HDR.
And that's the way it should be played, i have not tested the mod itself with bloom, nobody plays with bloom anymore.
you're playing with the wrong version for that.
try this one.
you can enable and disable all weather types in the climate there.
you should ask this at the ENBSeries forums, i'm not an expert on ENB errors.
But from what you tell me it sounds like you have Anti Aliasing or Water Displacement enabled in the Fallout Settings app.
Disable those two.
Not in BETA stage.
If i'm ready i will make a merged esm for people who have the New Vegas Ultimate edition.
But doing that now would force me to make a merged esm every time i make a new version, and that is just too much unnecessary work, would cost me to much precious time.
you mean like this ?
there is no formid responsible for generating sandstorms, sandstorms are scripted, but the meshes and weather itself has a formid, it should be easy to find in FNVEdit if you check the mod.
If there is a conflict it should show orange or red.
maybe some other mod, i don't know, it should be working.
every asset is packed in the BSA and the storms are all unique references, so it can't be that you are missing things and the esm should be able to find the storm meshes.
it's mighty strange i must say,it can only go wrong if you have a mod that is conflicting with this one.
just disable 7.15, start the game, fasttravel, save the game, quit the game, and it's clean from old references, then just enable the new version and play..
if you would have read my earlier posts, you would have known it would be an entirely new version, with a new name.
you can find it here.
problems, what makes you think that ?
Color/saturation can be added by installing The Imaginator.
Since the ENB keeps ISM's active all those mods will work.
There will be a version for FO3 but that will take some time, cause i first need to do some stuff for Project Brazil now, otherwise i'll never come round to that, and i promised those guys to retexture the world and do their weather and sound, so i'll have my hands full for the moment.
I don't use the wasteland flora mod cause those meshes don't play well with ENB, i have my own flora mod, so i wouldn't know about that.
i used ENB wrapper .161 with FO3, but the final version will use .216 or higher, that would take care of the SSAO and also the transparency problems.
i enabled #Applygamecolorcorrection in enbeffect.fx, but if you just enable this in for instance Midhrastic the entire ENB gets messed up, so you have to configure and re-tweak the entire ENB to get a desired result.
So it's not a question of simply enabling #Applygamecolorcorrection, and most of the time a "regular" ENB config stops working anyway if you just enable it.
So it needs to build from the ground up for the most part.
that would be the version that i made from Nevada Skies 063 then ?
****, you're a faithfull player then, i even forgot about that.
But the good news is, i'm planning on posting the new version tonight, that version let's you construct your own climate, each weather can be disabled/enabled in the climate, so that let's you effectively make your own climate, just the way you want it.
It can be used without a ENB, but i do reccomend you install the ENB that comes with it, it looks gorgeous and the weathers almost make you think it's real life.
The bad weathers also have a very STALKER like feeling.
I never had cycling of special moods in the climate, the next version is the first version that is going to have that.
You ever had a version that did that from me ?
That would be very special..
well, i'm kind of a perfectionist, and ENB gives his problems cause the ENB dll is not quite error free, and since it took me atleast 600 hours to make URWLified, you can imagine it is atleast going to take me the same amount of time to complete this new version.
That is 150 working days, i'm already working a few months on it and it is nearly done, but it will most definitely still cost me another 50 hours to complete the mod.
So i can't give you a real ETA, the only thing i can tell you is that i have no job at the moment so i can work on it a lot.
i'm currently testing and finetuning the colors and the ENB configs, when that's done, i will post the BETA version.
i dunno, if i use .194 it's like i play without ENB because of the lack of shadows and AO.
Maybe it has to do with my vidcard or drivers, atleast that's what Boris suggests.
I like the ability to set the shadow brightness in .161 too much, so i can't part with it.
day/night detection for ENB works on brightness of fog and horizon colors mostly, so my ENB configs settings are tuned to my weather mod's colors, other ENB configs have set their detection to whatever the ENB configs author is playing with, like Nevada SKies or Project Reality of Vanilla or Fellout etc.
All these weather mods have different fog/horizon colors brightnesses, so the detection works for that particulair weather mod.
If the detection is not set correctly, the ENB can think that it is day while it is actually night or vice versa.
That's why the detection settings are really important.
Yeah i used to play with ENB without nightvision but i have a shooter mod with nightvision and i have a lot of imagespagemodifiers like the night brightness adjuster in NSkies URWLified that i'd liked to be functional still, cause then it would be the Ultimate weather mod, for me anyway.
Well, i'm actually done for the most part, but now i'm playing the game i noticed that i neglected the interiors a bit, so i still need to make the interior plugin perfect, i could actually release it already, but i don't like the idea of the interiors being half done.
so i'm glad you wait patiently..
i use .161 myself, but it can also be used with later versions, although i think that the shadows are less impressive after .161, they blend better, but they are too weak with .194, so i work with .161
if for some reason anyone decides to use my mod with a different ENB and the day/night detection (not adaptation, my error) doesn't work correct, it needs to be changed.
URWLNV is certainly different from URWLENB for FO3,the FO3 version can't be used without ENB, the colors are almost gone in the FO3 version, the URWLNV version can also be used without ENB, when i'm done with URWLNV, i'm going to redo URWLENB for FO3 and post it as URWLFO3.
then the mod will be really finished cause then it can be used with and without and have all kinds of neat goodies like a built in mini Imaginator and Night Brightness Adjuster and so on.
rainsound you mean ?
i know, if the weather get's set with the setweather command this happens.
I'm almost releasing a new version, in this version called "URWLNV Ultimate Edition" you can include the rain into the climate and exclude it from the script if you like, and then it does not happen, but then the rain get's chosen by the gameengine so you can't regulate the frequency anymore in the script.
But the nice thing is that you can switch back to scripted rain anytime.
My own ENB configs, but i'm guessing that the mod will be compatible with almost all other ENB's, probably only need to change a few settings in other ENB's to make it work like Adaptation and skysettings.
I'm almost done with the preliminary version, that will be "URWLNV Ultimate Edition v1.0 BETA" , it will be BETA cause in the first version sandstorms are absent, i will however put sandstorms back in and also dusty weather with slowly rising dust and also foggy weather with fog that comes in slowly from afar, i found some neat tricks to make this happen with scripts.
Ofcourse i will make a Fallout 4 version, that will probably be the Pinnacle of my work, but there is a slight chance that Fallout 4 will be built with the IDTech 5 engine, if that is the case, i will have to wait till they release the editor.
thanks, good that you figured it out.
You might want to change these settings in your enbseries.ini file.
Not really compatible with URWL6.0
but it might work, you only know when you try.
you should be able to play smooth with ENB with a modern graphics card no problem.
So if you bought a new card i reccommend that you try it out.
that's good to hear, wait till you see the next version for ENB.
it's going to be even better.
haha, ok yeah, i still need to play that sucker, but i will definitely include a support plugin for it.
What is LR ?
haha, me too, i don't like the rain and snow, that's why i made it so that you can disable it..
I do like rain in FO3 though.