[size=+1]REMEMBER! High Blizzard snowflakes and storm SNOW cannot be occluded, thats a engine limitation cus i had to use particles for it. Only rain and slow moving light snow gets occluded by buildings and Walls if there is enough FPS - otherwise this effect will also be switched off. I also do not plan to hack any scripted stuff in this mod to change this. Fallout 4 already feks up big time with non scripted mods that are destroying savegames.[/size]
To all Modders: Please notice that the Cloudmesh used in this Mod is a skyrim compatible cloudmesh. So you can adopt your Skyrim mods easily there.
[size=+2] IMPORTANT[/size] - DO NOT use a different Timescale than the vanilla one. Different Timescales always f*** up the weather system. The FO4 engine is way more picky in that case than all of the other engines and you will be stuck with Rain or snow for days!
- BE AWARE that the Fallout4 Engine is also even more fuckery when it comes to savegames. you will certainly destroy your savegame when removing any larger mod and this is a large mod!
Known Compatible ENB's (as stated by the Authors):
Holotape -------------- You can forge now a Vivid Weathers Holotape on any Chemical Workbench! It controlls all weathers in a lore friendly way. It also controls Visual effects like, Saturation, Nightbrightness, Daybrightness, contrast and so on. It comes with Visual Presets for you ready to use wich wil be expanded also later on on demand.
Political Influenced Questmod and Playerhome / Settlement -------------------------------------------------------------- Vivid Weathers now Adds a own Questmod wich also will be expanded over time. It adds a new location north of Sanctuary (north/northwest of the robotics disposal site) - The Global Weahter Control System. Here you can find a Home for you, a Settlement, LOOT and the most important The backstory why you actually can controll the weathers since you are no god afterall. (yes its political influenced and trumpers will have a hard time reading it but since im german i simply dont care) This is a aim to make this Weathermod Lorefriendly and fillign a gap i always felt was odd.
--All typos in there are made intentional to reflect the faultyness of humans writing personal logs and simply not care of correct grammar--
Since the settlement is on the outer border Please ignore the message that you cannot go further, i wanted to choose a spot not being used by many mods.
oh my god, so I've been stumped a few days now on why the Sole Survivors house was untouchable w my cleaning mod, and then I downloaded a sanctuary restoration mod and I finally realized that the house has two layers, as in theres two houses on top of each other, there was a mod conflict. I spent the past few days removing mods just to see why this was happening, imagine my shock that a WEATHER MOD was causing this conflict! I'm genuinely baffled on why this is the case. I didn't download the settlement quest add on so why the hell did this mod touch that house?????
I really like the weathers introduced in this mod, and I like how they go along with seasons change, but is there any way to actually make the weather change for each season? Unless I do it manually, I just get snow. When installing I've tried both options that aren't for picking a specific season and it's the same with either one. Right now my game is in mid-June and I'm getting hit with snow instead of rain. I've used the holotape to manually change it to get more fitting weather, but it would be nice if it could change through the seasons automatically. Is there a setting for that somewhere?
no i always refused todo that cus it just creates downsides like scriptlag and savebloating. The users always have to switch texture and mesh mods anyway if they want a season to change and be represented visually ingame, so its just one more plugin for weather to activate or deactivate in the process.
TL;DR - If you notice things looking a bit washed out / light brown filter, there might have been a file mix up in the current Vivid Weathers version (2.23). The fix is to use the LUT file from the previous version (1.32). The current LUT file is in an archive however, so you can either unpack it and then replace it, or you can also create a new empty mod and place the one file from 1.32 inside, with this structure:
\textures\effects\LUTs\LUT_Vivid_ColorLUT.dds
==========================
Was in the middle of getting a modlist ready for a new run atm based off a previous one from a few years ago, so I decided to grab the newer version here while I was at it, but I noticed things looked washed out right away once in the game and I certainly don't remember it being like that. Looking around, I found a post from a while back concerning a missing LUT file for one of the updates resulting in the same effect, at some point. Although the file was put back afterwards and is in 2.23, there seems to be something wrong with it? In more recent posts I saw others still describing this issue as well. The difference between the old and new file doesn't seem to be a deliberate choice anyways, now that I've compared them.
Either way, here are a few comparison shots using 3 different weathers. The same choices were made in the fomods when comparing with the old version, so the only difference here in 2.23 is replacing the one file:
Pretty big difference in the last one as you can see. I haven't compared every single weather in-game, but it seems most normal weather types use this file so they'd be affected to some degree. A few aren't since they use vanilla image spaces (like your various custom Rad storms, which look awesome btw).
Anywho, thanks for the great mod @Mangaclub. I'm still not even sure I want to use Vivid Weathers since was in the middle of something else last time I played now that I think about it... HAIL ALESSA OUR SAVIOUR! xD
Hey man! Saw your post and I think mines also that brown tint. Kinda new to messing with mods but how would I go about doing that 2nd method you talked about? I downloaded and got the LUT file from the 1.32 version, but idk what to do with it from there. Any help would be amazing <3
Hey, sure I'll detail it all here in case others need it as well.
1) manually download and unzip the 1.32 version first. What you need is just the one LUT .dds file along with the same folder structure it's sitting in mentioned above, but only that one file. If you are using Vortex, you might need a data folder above that. So the whole thing looks like:
Data\textures\effects\LUTs\LUT_Vivid_ColorLUT.dds
2) once you have that:
- if using MO2: simply create a new empty mod for it (name it "Vivid 1.32 LUT File" or whatever you like) open that mod in explorer and drag the textures folder inside that new empty mod. Activate and done. You can drag it below the existing Vivid 2.23 mod if you want, but it shouldn't matter since v2.23 files are in archives now and loose files always win, but it's good to stay organized ;)
- if using Vortex: you'll have to zip this new data folder up so that you can install it like any other mod. So right-click your new data folder, "Add to Archive" (using 7zip or winrar) name it "Vivid 1.32 LUT File" or something recognizable. In Vortex, go to your Mods tab and either drag this zip into where it says "Drop file" or you can also click "Install from File" at the top, then navigate to where your zip file is, select it and "Open". Once that's done it'll be in your mod list, just makes sure it's enabled. You might have to "Deploy" afterwards, but not 100% sure on that one.
I used Gopher's older video for reference since I don't use Vortex, but pretty sure the interface is the same today.
I tried the version 1.32 LUT. The colors are so vivid that it is hard to believe it is the same weather mod. It is the same vivid color as the image the author posted in 2016. However I am puzzled because I have been using the brown LUT for a long time. Is the brown LUT what the author intended or is it the wrong LUT? I want to know the truth.
Your method was working great until on a whim I removed and re-added my ENB files. Do you have any idea why this might be? I've tried removing and reinstalling vivid weathers as well as removing and re-adding the old LUT via your method but no luck.
Also curious how I can try adding the old LUT into the Vivid Weathers 2.23 files themselves. Seems like I need to extract the Vivid Weathers texture BA2 file - I've searched how to extract these but I'm not sure how to repack them back. Any help is greatly appreciated. Thanks!
yea a update would be nice Mangaclub, easier than all unpacking and manual fixing :D anyways nice mod! and seem to work fine on nextgen except above issue :D
been struggle to find error for a few days until i looked here damn xD
Hey! Were you able to archive the old LUT using Archive2? I get an error stating that the file isn't compatible when I attempt to archive it with Archive2. I am able to compress it using CAO...
Those are old archive 2 files.. so if you gave the next gen update you wont be able to pack it.... however, there is really no need to repack the LUT... just leave it loose
So Im editing this mod to make it strickly snow, all the time, constantly
I think I got it mostly to work, I put chance to 0 for all weathers except Fallout, Fallout2, Fallout3, and Fallout Blizzard in climate and region sections
When I load in the save its clear weather until a couple hours pass then it snows. I need to test more if it stays snowing or not.
And I changed the sounds for all snow weathers to remove that Rad sound but it still plays when it snows. Any help?
Did anyone figure out why the holotape isnt in the chem bench?
Edit: https://www.nexusmods.com/fallout4/mods/66001?tab=files&file_id=256647&nmm=1 This is a mod that adds an MCM to vivid weathers hopefully this helps anyone who cant craft holotape, also don't forget to check mods requiring this file incase you need any patches
Thanks for the replay, the thing is, it's like a jeopardy. In my last playthrough it was there when i fast traveled there the first time. i quit, then loaded a save before and approached a different way by going there directly and sometimes it is there or not. the thing is, if i save when it's there, it will be there forever. the only mod i use for landscscapes is Vivid Landscapes. how can i make Vivid Weathers overwrite Vivid Landscapes without breaking something else?
Normally i wouldn't really care about this Place, but last time a build a cosy little settlement (without that tree) and made it my base Home in the beginning. it took me a lot of time and i'd like to transfer it. sigh....
Unfortunatly thats not possible, it's not even a no-reference object. thats why i call it a phantom tree. Maybe it's some broken LOD, but i have no idea how i could handle it. I guess i have to live with it for now and take more care in my next playthrough. thanks for the support.
edit: an update, as you mentioned in another comment would be nice too, sometimes i also have the problem with the stretched clouds.
3760 comments
[size=+1]REMEMBER! High Blizzard snowflakes and storm SNOW cannot be occluded, thats a engine limitation cus i had to use particles for it. Only rain and slow moving light snow gets occluded by buildings and Walls if there is enough FPS - otherwise this effect will also be switched off. I also do not plan to hack any scripted stuff in this mod to change this. Fallout 4 already feks up big time with non scripted mods that are destroying savegames.[/size]
To all Modders:
Please notice that the Cloudmesh used in this Mod is a skyrim compatible cloudmesh. So you can adopt your Skyrim mods easily there.
[size=+2] IMPORTANT[/size]
- DO NOT use a different Timescale than the vanilla one. Different Timescales always f*** up the weather system. The FO4 engine is way more picky in that case than all of the other engines and you will be stuck with Rain or snow for days!
- BE AWARE that the Fallout4 Engine is also even more fuckery when it comes to savegames. you will certainly destroy your savegame when removing any larger mod and this is a large mod!
Known Compatible ENB's (as stated by the Authors):
Dawn ENB
DECENT ENB
Megaton Revival ENB
New Vegas Resurrection - A Vibrant Desert ENB
PHATOS ENB
Pure Atmosphere ENB
Uncanny Eye ENB - For Vivid Weathers
Vogue ENB
Wasteland Menace ENB
DO NOT FORGET
edit fallout4custom.ini:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
--------------
You can forge now a Vivid Weathers Holotape on any Chemical Workbench! It controlls all weathers in a lore friendly way.
It also controls Visual effects like, Saturation, Nightbrightness, Daybrightness, contrast and so on.
It comes with Visual Presets for you ready to use wich wil be expanded also later on on demand.
Political Influenced Questmod and Playerhome / Settlement
--------------------------------------------------------------
Vivid Weathers now Adds a own Questmod wich also will be expanded over time. It adds a new location north of Sanctuary (north/northwest of the robotics disposal site) - The Global Weahter Control System.
Here you can find a Home for you, a Settlement, LOOT and the most important The backstory why you actually can controll the weathers since you are no god afterall. (yes its political influenced and trumpers will have a hard time reading it but since im german i simply dont care)
This is a aim to make this Weathermod Lorefriendly and fillign a gap i always felt was odd.
--All typos in there are made intentional to reflect the faultyness of humans writing personal logs and simply not care of correct grammar--
Since the settlement is on the outer border Please ignore the message that you cannot go further, i wanted to choose a spot not being used by many mods.
\textures\effects\LUTs\LUT_Vivid_ColorLUT.dds
==========================
Was in the middle of getting a modlist ready for a new run atm based off a previous one from a few years ago, so I decided to grab the newer version here while I was at it, but I noticed things looked washed out right away once in the game and I certainly don't remember it being like that. Looking around, I found a post from a while back concerning a missing LUT file for one of the updates resulting in the same effect, at some point. Although the file was put back afterwards and is in 2.23, there seems to be something wrong with it? In more recent posts I saw others still describing this issue as well. The difference between the old and new file doesn't seem to be a deliberate choice anyways, now that I've compared them.
Either way, here are a few comparison shots using 3 different weathers. The same choices were made in the fomods when comparing with the old version, so the only difference here in 2.23 is replacing the one file:
Weather A - Before
Weather A - After
-
Weather B - Before
Weather B - After
-
Weather C - Before
Weather C - After
Pretty big difference in the last one as you can see. I haven't compared every single weather in-game, but it seems most normal weather types use this file so they'd be affected to some degree. A few aren't since they use vanilla image spaces (like your various custom Rad storms, which look awesome btw).
Anywho, thanks for the great mod @Mangaclub. I'm still not even sure I want to use Vivid Weathers since was in the middle of something else last time I played now that I think about it... HAIL ALESSA OUR SAVIOUR! xD
1) manually download and unzip the 1.32 version first. What you need is just the one LUT .dds file along with the same folder structure it's sitting in mentioned above, but only that one file. If you are using Vortex, you might need a data folder above that. So the whole thing looks like:
Data\textures\effects\LUTs\LUT_Vivid_ColorLUT.dds
2) once you have that:
- if using MO2: simply create a new empty mod for it (name it "Vivid 1.32 LUT File" or whatever you like) open that mod in explorer and drag the textures folder inside that new empty mod. Activate and done. You can drag it below the existing Vivid 2.23 mod if you want, but it shouldn't matter since v2.23 files are in archives now and loose files always win, but it's good to stay organized ;)
- if using Vortex: you'll have to zip this new data folder up so that you can install it like any other mod. So right-click your new data folder, "Add to Archive" (using 7zip or winrar) name it "Vivid 1.32 LUT File" or something recognizable. In Vortex, go to your Mods tab and either drag this zip into where it says "Drop file" or you can also click "Install from File" at the top, then navigate to where your zip file is, select it and "Open". Once that's done it'll be in your mod list, just makes sure it's enabled. You might have to "Deploy" afterwards, but not 100% sure on that one.
I used Gopher's older video for reference since I don't use Vortex, but pretty sure the interface is the same today.
And you're good to go!
The colors are so vivid that it is hard to believe it is the same weather mod.
It is the same vivid color as the image the author posted in 2016.
However I am puzzled because I have been using the brown LUT for a long time.
Is the brown LUT what the author intended or is it the wrong LUT? I want to know the truth.
Also curious how I can try adding the old LUT into the Vivid Weathers 2.23 files themselves. Seems like I need to extract the Vivid Weathers texture BA2 file - I've searched how to extract these but I'm not sure how to repack them back. Any help is greatly appreciated. Thanks!
anyways nice mod! and seem to work fine on nextgen except above issue :D
been struggle to find error for a few days until i looked here damn xD
I think I got it mostly to work, I put chance to 0 for all weathers except Fallout, Fallout2, Fallout3, and Fallout Blizzard in climate and region sections
When I load in the save its clear weather until a couple hours pass then it snows. I need to test more if it stays snowing or not.
And I changed the sounds for all snow weathers to remove that Rad sound but it still plays when it snows.
Any help?
Edit: https://www.nexusmods.com/fallout4/mods/66001?tab=files&file_id=256647&nmm=1
This is a mod that adds an MCM to vivid weathers hopefully this helps anyone who cant craft holotape, also don't forget to check mods requiring this file incase you need any patches
the thing is, it's like a jeopardy. In my last playthrough it was there when i fast traveled there the first time. i quit, then loaded a save before and approached a different way by going there directly and sometimes it is there or not. the thing is, if i save when it's there, it will be there forever.
the only mod i use for landscscapes is Vivid Landscapes. how can i make Vivid Weathers overwrite Vivid Landscapes without breaking something else?
Normally i wouldn't really care about this Place, but last time a build a cosy little settlement (without that tree) and made it my base Home in the beginning. it took me a lot of time and i'd like to transfer it. sigh....
Maybe it's some broken LOD, but i have no idea how i could handle it.
I guess i have to live with it for now and take more care in my next playthrough.
thanks for the support.
edit: an update, as you mentioned in another comment would be nice too, sometimes i also have the problem with the stretched clouds.