The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Add addon Michiko's Weather Revamp (3.0)
Filename
Michikos_Weather_Revamp_3.0.7z
Category
Effects GFX
Licence
Proprietary
Uploader
Michiko-chan152
Added
Updated
Size
7.43kb (7,608 bytes)
Downloads
8,858 (68 today)
MD5 Hash
fe1bd74fb1f783c21eeadb66fcd178dd
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Description

Modifies every aspect of the default weather presets to improve visual fidelity and variety without any influence on performance. Compatible with 1.5.1

Preview
Michiko's Weather Revamp (3.0)
Comments  (0 - 50 of 89)
TheRenegadist
TheRenegadist

Looking good, nice work!

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Michiko-chan152 Author
Michiko-chan152

Thank you

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TheRenegadist
TheRenegadist

Oh, forgot to ask, do shadows still appear during lightning strikes/lightning?

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Michiko-chan152 Author
Michiko-chan152

Correct, just the sun lighting is off (sun_color set to 0 for the RGB values). Lightning works as intended and I didn't change anything about thunder or lightning either since the weather editor doesn't properly visualize lightning like it plays normally (it's bugged to show every lightning strike for an inordinate amount of time like a nuclear bomb permanently went off lmao)

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TheRenegadist
TheRenegadist

Ah nice, just took a quick look in-game and the improvement was almost instant!

I.imgur.com

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Michiko-chan152 Author
Michiko-chan152

Sweet, glad you like it. There was a lot of changes I had to do and it was very tedious, so anything that just looks odd or off to you you're free to point out, I could have also made mistakes. After all it was 26 time slots multiplied by 13 config files lmao. config file hell

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Thfpjct
Thfpjct

i play with the SUN lights (R2_sun 0) disabled. Do you think i gonna feel any difference in game?

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Michiko-chan152 Author
Michiko-chan152

Oh sun disabled? Well in that case it might look darker overall, but everything else should still effect how your game looks, I just never tested how much without sun lighting. If you want to test it it's easy to uninstall, just delete the config files you installed in gamedata/configs/environment/weathers and it will be back to normal.

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maxi666
maxi666

Тени слишком черные, болезнь сталкера, вы чего в глаза балуетесь? Лето прошло, вы такими тени видите в жизни? Сходите к окулисту, они гораздо светлее и не делают из дня ночь.

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Michiko-chan152 Author
Michiko-chan152

If you're saying you think it's too dark, you can modify the ambient brightness with ambient_color and the shadows in sunny weathers can be modified with hemisphere_color to your liking

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Ekkaia!
Ekkaia!

Very very nice. Thanks!!
Can't wait to play final release with addons like that.

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Michiko-chan152 Author
Michiko-chan152

You're welcome!

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Juanjolox
Juanjolox

Works in DX8?

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Michiko-chan152 Author
Michiko-chan152

It should work, yes, but I can't guarantee how good it will look

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Wookienator
Wookienator

Hey, this looks good. Pretty much what I tried to achieve with my Reshade! I will give this a try eventually and then link this mod on my addon page :) Cheers

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Michiko-chan152 Author
Michiko-chan152

Cheers! That's about exactly what I was trying to accomplish, doing what most people would want through a ReShade but fixing the problem at the source.

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ozomashii
ozomashii

I guess, when the weather is foggy, far away textures are replaced with grayish ones. Removing the fog makes distant landscape look like covered with water texture, which is strange enough . . . at least this is the case with my gameplay when in Zaton.

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Michiko-chan152 Author
Michiko-chan152

The low LOD distant terrain definitely needs to be modified to look more comparable to the rest of the ground textures and such

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french_omelette
french_omelette

I can confirm that in bigger maps like Jupiter and Zaton the distant terrain looks grayish, when you zoom-in the terrain textures loads. Somewhat annoying thing on such cool add-on.

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Michiko-chan152 Author
Michiko-chan152

Yeah ideally the low LOD terrain would be changed tho, all I did was potentially make it a bit more visible because of the lack of distant fog but it's always there. Perhaps there's a way to change the color of the texture to be less noticable.

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french_omelette
french_omelette

I see... I imagine I'm asking too much, so I'm sorry in advance, but a version with normal fog levels for clear, partly and rainy days but still keeping all the lighting and shadows changes would be pretty cool. Anyways, I'll keep using it since it's such an improvement on the look of the game even with weird pop-in in the distance, thanks!

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LostAlphaMODDB
LostAlphaMODDB

THIS IS A HUGE PROBLEM

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Corbaw
Corbaw

Really enjoying the mod so far, was wondering if there are any means to tone down the tree sway during high winds though? Was doing a run through Truck Cemetery yesterday and the way the sway is set the top half of every tree was literally spinning, looked a bit manic and was pretty distracting with all the tree shadows cutting across the ground lol.

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Michiko-chan152 Author
Michiko-chan152

Im the weather preset config files there's tree_amplitude_density which controls the tree swaying. Needs to be a very small decimal, but you can modify it to be less and you can use the weather editor from the debug menu to test what that value looks like. You'd just have to change it for every time slot where you find it too intense

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Griver07
Griver07

Hi, your weather have some bugs with lighting. Check preset "storm". It's looks very bad, and i dunno why.

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Michiko-chan152 Author
Michiko-chan152

Bad how? I never noticed anything with it.

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Griver07
Griver07

It's look like this, i think it's problem with lighting or something.
Imgur.com

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Michiko-chan152 Author
Michiko-chan152

Are you looking at the weather preset using the weather editor? If so that's a bug with the weather editor, lightning strikes for some reason just don't want to flash and instead will stay on for a long time. The weather presets can't effect this and it does this in both RC18 and U4H8 with even untouched default weather presets.

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Griver07
Griver07

Yep, well. I hope when storm coming in game, this is not happening.

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Michiko-chan152 Author
Michiko-chan152

yeah it shouldn't when you encounter the weather naturally

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Guest
Guest

hi Michiko, a must have mod, thanks. One thing I do notice, especially visible during storms in darker conditions is that there is an ugly, unnatural whiteness to distant trees etc. Now this is not what your mod does, rather it's standard Anomaly experience - your mod simply doesn't fix that problem. There is another weather mod here called Weather Edits which solves exactly, precisely that, but lacks all the goodness your own mod otherwise brings. It would be a treat if you could apply to your settings what that mod does to eliminate that ugly white curtain hanging over the horizon.

If you want to see what I mean by it, please go the other mod's page and look at the images, it's precisely that effect I'm describing.

Thanks for a great mod, game looks so much better for it.

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Michiko-chan152 Author
Michiko-chan152

Yeah I know what you're referring to. It's the result of having the fog color too high in respect to the fog density, fog distance, and light level of each hour. I thought I calibrated it to avoid that but I guess I should have tested different environments.

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HawaiianPluto
HawaiianPluto

God

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Gh057yn
Gh057yn

Hi. This mod is fantastic. Idk if i'm having a problem, but i noticed the sky is pretty bright at daytime on clear day. Is it normal or is my game bugged?
Imgur.com

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Michiko-chan152 Author
Michiko-chan152

I'm not sure if it's supposed to look quite so bright but it almost looks like your environment is pretty dark in comparison which would make it look out of place. I'm not sure

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mujo70
mujo70

Why is everything so dark in these screenshots? :(

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Michiko-chan152 Author
Michiko-chan152

I made the cloudy weather a bit darker if that's what you're talking about.

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Schuchart
Schuchart

Would this still be of use on 1.5.1? Or has something changed, e.g. your addon got implemented or the weather files were significantly changed or moved, etc.

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humvee500
humvee500

will this work on 1.5.1?

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mix73
mix73

Yes

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SilverBlack78
SilverBlack78

I don't get it: you are saying "After uninstalling, reset r2_sun_lumscale to 2 in the user.ltx or using the console command." so do we have to set that value after installing or after uninstalling this mod?

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Guest
Guest

I'm pretty positive they mean uninstalling, the script should do that automatically on install

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Arka6a
Arka6a

In this version, the problem with the lightning hanging during a thunderstorm is fixed?

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xaer3d
xaer3d

Определенно версия 3.0 мне нравится! Прежние версии были слишком тёмные. Спасибо! :)

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abraxas19
abraxas19

so do we still need to keep the old version or only this? and here you say ,,Extract this mod's gamedata folder into your game's gamedata folder, merging the contents of both folders in your installation" I am using MO2 and if I look in gamedata i dont have this file there ,,r2_sun_lumscale"

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reter
reter

Can you make a compatibility patch for soundscape with its thunder sounds pls?

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Captain828
Captain828

I did a quick merge with SCO3: Dropbox.com

Haven't tested it yet but should be fine.

EDIT: tested it in stormy weather - all works well.

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sardoz
sardoz

Thanks for this, I just opened to compare in n++ and was having trouble figuring out what to merge, you saved me a headache figuring stuff out.

One thing, I think wind velocity and tree_amplitude_intensity (tree sway in wind) should be from SCOP, to visual match the wind sounds.

Edit: also, rain_density values are different in some places, will run with michiko's values for now, if there's any obvious difference between rain and sound then SCOP values may also be needed there.

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Schuchart
Schuchart

Main changes in Soundscape compared to vanilla-Anomaly weather-files (w_storm1.ltx and w_storm2.ltx) are:

thunderbolt_collection
thunderbolt_period

And there are furthermore some lines added that are not present in the unpacked configs of 1.5.1 and do not seem to pertain to soundscape itself, such as sun_altitude and sun_longitude, and certain fog-, light- and (as you stated) rain- and wind-parameters. Maybe these (excluding rain and wind) are artefacts remaining from soundscape-versions for older Anomaly-releases? Or solarint changed them on purpose for some reason?

So, for compatibility I think leaving the two lines stated above (and maybe rain as well as wind values) as they are and changing all other to Michiko's values should do the trick.

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sardoz
sardoz

Ahahhh OK, tyty! Didn't realise how simple it is to unpack the anomaly db, thanks for the kick to go figure that out!

Spent some time auto-translating old Russian forum posts, I completely misinterpreted wind velocity, it affects rain angle (maybe also multiplies with tree_amplitude_intensity?), not sound.
Makes more sense given the only sound files referenced in w_storm1&2 are thunder sounds from thunderbolt_collections.ltx... ofc no layered, modular wind sounds nor raindrops sounds for rain_density lol, whoops.

It is quite a surprise to see some of the values changed by solarint, I think you're right they must be artifacts, old forgotten visual experiments maybe? I can't find anything in his documentation about it, and don't have old files anymore.

I'm going to try for a while now like you said with all of Michiko's values except thunder stuff, I'm gonna guess dissonance between sounds and visuals will be minimal. Rain looks nice with heavier angle anyway.

Thanks very much for the help! I'd gotten a whole heap wrong.

And Michiko, I'm really enjoying the changes you've made, thanks loads for the great mod!

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Captain828
Captain828

Schuchart yep, that is exactly what I did in that patch.

sardoz as Schuhart mentioned, the thunderbolt_* variables in SCO are the only relevant changes compared to Michiko.

tree_amplitude = for whatever reason, the actual swaying of the trees isn't given by the wind velocity instead it's this var

rain_density = as the name implies, how dense rainfall is

As for the relation of wind sounds to wind speed, unless someone had an anemometer when they recorded the wind sounds, everything is just best guess so don't be too worried about things not matching up with what you see on the screen.

For SCO, those are indeed old things from past versions - I checked on some SCO2 backups I had.

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reter
reter

thx

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