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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.
???, this mod is for New Vegas, if you use it any other way it will not function correctly.
So do NOT use it with TTW.
Or, you can use it with TTW but then you cannot complain or make statements about it not working correctly in any way, cause it is not ment to be used with something else then plainly New Vegas (optionally with all DLC's) or Project Brazil.
If you are knowledgable enough about mods and you can make it compatible fine, then release a patch for TTW, but don't say it doesn't work correctly if you use it outside of the intended scope.
you could try, but i probably won't let you, unless you're a pretty girl..LOL...
I don't play with TTW,
Reason i did not try it is when it just came out, many people had problems with it, and later i just forgot about it.
Does it work OK these days ?
But there is a slight problem in FO3 having a different ambiance then New Vegas, so i probably would have to write a entirely new mod, and i really don't want to make a entire new mod again.
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.
you can also play the game and at all such locations go into the console and do a getpos x and a getpos y and write them all down in a text document, don't forget to mention in what worldspace it is, that would take you 3 times the length it would take to just play the game, like 300 hours, and then send the document to me, then i can implement a script that disables the weather temporarily at all those points.
I could even probably disable only the rain nifs at those points, so that would solve the problem.
But i myself don't mind this rain at those points, so i'm not going to waste 300 hours on this.
that's not a bug, the game engine has set these locations as outdoor locations.
I can stop the weather when you enter the lucky 38, that's about all i can do.
It is ofcourse possible to script all these tent locations so that the weather stops there too, but that is an incredible amount of work, and i'm not going to do that.
If you want to, be my guest and send me the esp file.
you mean on the ENB config, i'll add a few enbeffect.fx files with different DOF settings for the users convenience.
Aditionally, there will be a few in-game dof settings that you can enable disable at will in the menu.
Next Update will have a fix for the raindrops that are sometimes stuck in mid-air after it stopped raining, also the snow and rain at the same time with 2 weathers will be fixed.
A new version of URWLNV is coming soon, it has only 30 weathers, but each weather can be disabled in the climate so you can construct your own climate.
Further more, the version will be fully compatible with ENB and it comes with a ENB version that supports nightvision and all kinds of mods that use Imagespacemodifiers like the Imaginator from MGE and me. So the night brightness adjuster will also work with this ENB config and the ENB so far is looking damn impressive.
Each weather will have unique high-res photographic clouds.
Look at the possibilities of my URWLENB for FO3 for all the features that are going to be included on top of the NV version, so the NV version will be even more powerful then the Fallout 3 version.
There will also be plugins for all DLC's and a plugin for Project Brazil.
Thanks for reading.
ETA end of August 2013.
it definitely is causing a memory leak, probably because it refers to a non existent formid, or maybe it has some dirty edits, they can in some cases lead to these kind of problems.
anyway, glad you solved it.
no, i was sleeping a bit, i thought i had 711 and 715 in the filename, but i checked and it is just called NSURWLified.esm, my mistake.
I'm working on so many mods now that i tend to forget what the names of al the plugins are.
oh, i suddenly realised what was wrong, the ILO patch is pointing to a non existent master file, that is what is causing you problems.
If you where to edit it with FNVEdit to point to 715 all would be fine again.
Fallout really hates it if it can't find stuff, it gets all weird in such a case.
I also redid most interiors, so it could very well have been a conflict between those two mods.
but if you put ILO behind nskies in the load order i don't see why it needs a compatibility patch, cause all it does is change interior lighting templates and light settings, so if placed behind nskies it would just override settings that are changed by both mods.
That's a bit of a mystery to me why there is a comp patch, i can only imagine that if you want to change scripts and gamesettings that tou need a patch.
anyway, glad it's working out for you.
cool, let me know if it works.
it can be time consuming, so if everything works ok, be sure to make a backup of the corrected mods.
it probably has to do with the amount of mods you have, you any handy in checking for conflicting formids with FNVEdit ?
cause if you know how to check for conflicts, that can give you a hint of what mods are misbehaving and then you can disable those temporarily to see if the problem is gone.
I never use more then 30 mods, and i all check them for conflicts, i never have slowdowns or strange crashes anymore, i used to a lot when i just started out playing and modding this game, but now i know exactly how to solve all my conflicts it runs like butter.
i hate all those patches and masterupdates, it kinda stupid, if your mods are errorfree then you don't need bashed patches and masterupdates.
That stuff does more harm then good.
But any way, if you decide to use it you should make a new one everytime you update a mod or install a new mod, did you do that ?