Last Updated 27-08-2014.

URWLNV Ultimate Edition v2.0 is the successor of Nevada Skies URWLified v7.15. This mod is a mod which attempts to make lighting more realistic then vanilla. The main goal of this mod is to make a weathermod that is like URWLified, but with the scripting capabilities of URWLENB-FO3 and at the same time be compatible with ENB configs. So you can play with this mod without ENB, and with ENB, and also with ENB with nightvision support. The adaptation and day/night detection will behave perfectly the same with each weather due to clever setting of certain colors and their brightness.

There are 38 weathers in the mod, they can be enabled/disabled individually in the Climates. There are 8 special moods, 14 clear/cloudy weathers, 12 cloudy/overcast weathers and 4 rainy/snowy weathers. Rainy/Snowy weather can be enabled/disabled in the climate and can be enabled/disabled to appear scripted. That means that if it is disabled in the climate and enabled in the script, that the script decides when the weather is to be applied, and you can set the frequency in the script to make the weather appear once every 1,3,5,8,11 or 14 days on a random time of the day. You can also disable the rain being applied through script and just let the game engine decide when the weather is going to be applied, alternately, you can combine the two methods.

There are no sand/duststorms in the mod yet, there will be in the future.

Interiors have balanced lighting templates and most ambient lights are set to dark to enhance realism in interior lighting. All weathers have unique clouds, half of them are made from 6000px source photographs out of my Nikon D3200. Clouds have been saved uncompressed at 1024x1024px, this assures that the clouds will have no coloration artifacts whatsoever from being compressed in DXT1 format (tends to make purple and green artifacts in gradients). Simply because it is 32-bit uncompressed DXT.

there are a bunch of OPTIONAL extra's in the installer like better moon textures, sunglare, less glowing dust meshes, a weather forcing plugin, new nightsky and a plugin to enable the weather in Project Brazil.

All DLC's have a plugin to change their weather into URWLNV's weather (Dead Money still has a very dark red ambient and skies and no scripted weather !)

The weather follows you on fast travel and world change.

There is a night/interior brightness adjuster integrated in the mod.

There is a ENB config in the download with Nightvision/ISM support.
I made this config for the .249b ENB wrapper.

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URWL for TTW 1.0 (URWLNV conversion)

URWL for TTW 1.0 (URWLNV conversion)

Full Version 10 comments

URWLTTW is a conversion of URWLNV for use with Tale Of Two Wastelands. This enables URWLNV's weather in FO3 and FNV if you play with TTW. Anchorage is...

URWLNV Ultimate Edition v2.1

URWLNV Ultimate Edition v2.1

Full Version 29 comments

URWLNV Ultimate Edition v2.1 is the successor of Nevada Skies URWLified v7.15. This mod is a mod which attempts to make lighting more realistic then vanilla...

Comments  (0 - 10 of 56)
Guest
Guest

I have long asked for a graphic like your photo.
But I didn't look like your photo.
Did you take a photo using an ENB such as Enhanced Shader?
Or is it Dynavision3?

Let me ask you one more question.
I have a TTW, which file should I put in?
URWL TTW1.0 does not seem to support all DLC.
Sorry for machine translation.

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Jishkah
Jishkah

There's actually an ENB preset bundled in with the mod; it'll be in the main file that you download. Just drag-and-drop the contents into your Fallout: New Vegas game directory. That probably contributes to how the screenshots look - otherwise, you did something wrong.

As an aside, URWL for TTW 1.0 isn't compatible with the current version of Tale of Two Wastelands. I'm not 100% sure how it doesn't work, but the Incompatible Mods page on the TTW forums has this to say about weather mods: "Weather mods that do not have 3.2 conversions - break water heights and image spaces". URWL for TTW 1.0 hasn't been updated since 2014, so... basically, it'll likely break SOMETHING if you try using it, anyway. Marcurios mentioned back in March that he might reinstall TTW and update the TTW version of this mod in a few months, so at this point all you can really do is wait until maybe an updated version is released.

Hope that helps.

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Guest
Guest

Thank you very much Jishkah.
I used URWL ENB FO3 but thanks to you I came to the right answer.
Apparently I used unzipped URWL that was in my backup file, so I didn't notice that there was an ENB.
I'm sorry for asking stupid questions.

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Jishkah
Jishkah

No problem; it's not a stupid question at all, lol. I made the same mistake the first time I discovered this mod. Hope everything works out well!

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Kakroom
Kakroom

Lonesome Road is bright and shiny with pretty clouds unless I block out every weather except 'hellfuck overcast.'

Is there a way to fix this?

Really like the mod in every other respect.

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Fuck_Squirts_On_Self
Fuck_Squirts_On_Self

There seems to be a small(ish) bug where when it begins to snow, there is a terribly bad script delay. (MAINLY for sound, and switching weapons) This is coming from being in jacobstown and experiencing this, only when it snows. As soon as i stepped out of the snowy border i guess you could say, the sounds for walking came back, pulling out weapons/shooting all came back. Love this mod, just thought i'd make u aware. (The disable snow doesnt seam to work for jacobstown, ive tried many times, fast travel, wait 24-48 hours, doesnt seem to work.)

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Marcurios Creator
Marcurios

correct, Jacobstown snow cannot be disabled.

the bug you describe is more or less a ENB bug, with ENB sounds are delayed and sometimes played at once. Script delay as you describe is not possible, since the Jacobstown check is in the same script as the rain meshes being displayed and the wordlspace checks, so if that where the problem, you would constantly have this problem.

I suspect you play with ENB, it renders your PC as a potato PC if you do not have the latest hardware, and this game needs a PC that can handle the most recent games at ultra settings, it's written so bad that Bethesda should be ashamed of itself for such a bad engine. And Boris isn't the best programmer either from ENB, so together it's kinda asking for trouble..I have a i5 8600K with GTX1080 and even i have this problem now and then if i play with ENB, playing around with ENB settings can make this problem be a little less apparent, but not eliminate it totally. Just to illustrate what i'm saying, Without ENB i have 260fps in FNV, with ENB i have 58~90fps, if i disable DOF and AO in ENB it gets better, but never as good as without. It's just something you have to live with if you want ENB visuals.

You could use Reshade, it's much faster then ENB and then you do not have the sound bug. reshade programmers are far better programmers then Boris as well..

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Guest
Guest

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finnenhawke
finnenhawke

This is my favorite weather mod, the whole color palette just fits New Vegas perfectly. I have one problem, though. It's Jacobstown. Whenever I get close to it and the weather changes to snowy one, I get sound problems. Some of them don't play at all, others are extremely delayed.

Is there anything that can be done about it? I'm running NVSR, NVAC, all the recommended INI settings and so on. I'm really focused on stability and performance.

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Marcurios Creator
Marcurios

That's a issue that should not be related to this mod.
Atleast i think so, i ALWAYS had delayed sounds with Fallout NV, even tried new OGG codecs, set audio cache in ini files to 8192 and buffer to 1024, it only helped slightly.

I know the snow and rain taxes the system, but not enough to mess up audio playback. I do know that having log file writing on for any of the NVSE plugins or NVSE itself do a lot of file write operations on the harddisk, and file write operations while you are playing (also from other background programs and Windows 10 itself) will result in audio delays.

Recently i have been experimenting with 16384 audio buffer and 1024 for max sound and it was again a little better, since 16384 is only 16MB, i don't see why you couldn't up it to this value, and it seems i am right.

But i will go and have a look if i can see things in my script or quest delay or whatever that could potentially tax too much, i already draw a lot less meshes then Nevada Skies or some of the other mods.

I'm currently working on my mods again, so i'll try to incorporate Weijiessen's dynamic snow meshes and rain meshes with collision detection, he says they're much lighter on the system cause they're Havok'd meshes.

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Fuck_Squirts_On_Self
Fuck_Squirts_On_Self

sorry, i didnt see this comment when scrolling, my comment further proves that the snow seems to cause this issue. The snow in the Nevada skies on the nexus didnt seem to have an issue with it. Hope u figure it out soon. This mod makes FNV look gorgeous

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Marcurios Creator
Marcurios

i already figured that out, but i never mentioned it again in the comments, it's a ENB issue on my end, if i disable ENB, i have no sound problems.

But i can't play without ENB, so i just take it for granted. Although i never play FNV anymore, i play Fallout 4 now and am waiting for the New vegas remake to be ready in Fallout 4.

I am still finalizing my FNV mods, but not playing the game, only checking them when i worked on the mods, and i don't seem to have the problem as much anymore, what i did notice was that i use Asurah animations, and Asurah anims refer to missing audio files, resulting in disk writes to the error log, and that also triggers audio delays, so errors in mods will trigger filewrites in NVSE, be sure to disable error logging in NVSE ini file in Data/NVSE/ directory.

And make sure you set your Antivirus program to ignore your FNV game directory, and disable unneccesary services and close all other programs when you're gaming to reduce audio stutter, FNV and FO3 are very badly written games..

But disabling ENB will get rid of it alltogether if your PC isn't fast enough for sure, but if you can't live without it like i do, then you can try to optimize all other causes for this..

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