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  1. fadingsignal
    fadingsignal
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    Join my Discord community to chat, ask questions, share images - I'm usually around!

    https://discord.gg/qM3SfzJUp3

    
  2. fadingsignal
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    FREQUENTLY ASKED QUESTIONS:

    Q: Does this mod work with the 2024 / NG update?
    A: Yep!  This mod works universally with all versions of Fallout 4, new and old.

    Q: I have both Far Harbor and Nuka World DLC, can I install the Far Harbor option file in the main file and then install the Nuka World Plus Far Harbor add-on? Or should I install Nuka World Plus Far Harbor add-on without the Far Harbor option file in the main file?
    A: Install the main file, select Far Harbor, then the Nuka World Plus Far Harbor add-on. It's basically a patch that makes them all compatible. I'm working on resolving this confusion in an update.

    Q: Will this affect performance?
    A: Despite doing a lot, this mod relies on vanilla systems and the effects are made in-line with vanilla, so you shouldn't notice any performance hit except for the new fogs, and there's an option in the installer to remove them. I had no performance loss on a GTX 980 SC when this mod was developed. Is is designed to be vanilla+.

    Q: How do I uninstall True Storms?
    A: This is safe to add/remove, but a couple of steps are required to avoid any crashes when loading. It's recommended to not remove mods mid-game, but if you must, here is an article outlining the process.

    Q: DUST STORMS CAN'T HAPPEN IN BOSTON!
    A: Firstly, history disagrees with you! Secondly, radiation storms are also not a thing and are completely fake. Thirdly, the climate in Fallout is clearly pretty messed up as a result from being nuked, leaving the Boston area susceptible to all manor of climate weirdness.

    That said, I know it's not for everyone, and is easy to remove. Just set the chance to 0 in FO4Edit in the Region and Climate records (or remove it from said records.)
  3. Seallv
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    i love True Storms in Skyrim and in Fallout 4. Amazing mod, in Fallout 4 its even better because of the heavy fog and rad storms. Those things are really impressive. Of course, visuals are amazing, but what i love even more about it are the sounds. Sounds of soft rain, heavy rain, wind, thunder. Its like im in my grandmothers house in the country again, when i was a child and theres a storm outside.

    Works great on NG.
    1. fadingsignal
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      Thanks for the kind words! Very glad you enjoy the mod. Sounds make me feel very immersed so it feels good to hear others have this kind of experience.  Cheers 😊
  4. middaydecay
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    I'm not sure if I'm misreading or not but, are the earlier sunsets consistent throughout the entire year or only in the later months? Like, would the days be longer in July compared to October or is it just either long days or long nights no in between?
    Also, is there a way to change which weathers are seen based on the in-game time of year too? I'm coming from NAC X (hated how dark the interiors always were) and loved that detail of it so much
    1. fadingsignal
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      Hi!  The earlier sunsets don't dynamically change, that isn't possible without some heavy DLL-based mods that don't exist for Fallout 4 currently. So it would be year-round.

      Having the weathers be seasonal is pretty cool, but that would require building an entire system the way NAC X does.  This mod is kind of intended to be "vanilla+" and most people (including me) don't play the game long enough to get through an entire in-game year (which is roughly 500 real-life hours at timescale 20.)

      However, I have planned updates for this mod that include being able to customize weather chances, and a seasonal option could piggyback on top of that. But no timeline for when that might happen.
  5. trynamodyo69420
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    EDIT: Few more minutes of reading and I saw another poster mentioning they were running them with patches.

    Bit of a goofy question but I hadn't seen info confirming either way, is NAC X compatible with this either through patch or just installing and changing load order? I just wanted to be safe before I go ahead and try running both.
    1. fadingsignal
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      H!  They need a patch. NAC X completely overhauls the entire weather/lighting system.
  6. Jason9894
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    I have a small question(bug or conflict maybe?) I got the bright idea to build a giant powered trap in my settlement using the rad storms provided by this mod. I had wanted to produce the storms on demand with the mortar shell for rad storms but it only summons the normal vanilla rad storms I think, when I go into the mcm, true storms tells me its current weather is "unknown". 

    Is such a system even possible using this mod short of just using the mortar + storm hotkey + my imagination?
  7. maleficscholar
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    Should I infer from the lack of darker nights patch in the installer its no longer compatible?
    1. fadingsignal
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      This has never had a patch for Darker Nights as part of the installer. But the Darker Nights mod itself has a patch for this. It's linked in the description.  It's still compatible.

      There's also "True Nights" which was made for this

      https://www.nexusmods.com/fallout4/mods/9253
  8. Firuu
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    While making a patch for myself to change the chances for Dust and Radstorm weather, following the Guide in your Article Tab, I noticed that some Regions total up to 105 when you add up all the weather chances.
    I wonder if that would cause any issues.

    The regions in question are:
    NorthernFoothills_Main01
    DowntownRegion

    I think you just forgot to set CommonwealthClear to 30 for both (Judging by what the Fallback in Climate is set to).

    Either way, just thought I'll let you know. 
    1. fadingsignal
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      Thanks, yeah looks like I fudged some of the numbers.  All it will do is jumble the internal math the engine uses to calculate which weather to use and make it favor certain ones slightly more, so I'll make sure and fix that.
    2. Firuu
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      While I have you - would setting a weather type to 0 cause any issues? 
    3. fadingsignal
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      I don't think so, it'll likely just never roll.
    4. Firuu
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      I'm just worried they might trigger and then immediately stop - causing some weird 1-second weather change flicker or so.
      Guess I'll find out :D
    5. Qrsr
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      Maybe worth to check, afaik:
      - Climate weather must not include all Region weather
      - Region will win if set to override
      - Region weather if set to override may not work when the weather is part of the Climate

      you can force fast weather overrides if you only leave the weather of inerest in the region and remove it from the climate.

      If you use the console command "fw" force weather and force one weather not part of the climate ingame you can see a very fast weather swap/transition once you called the fw command since the game will directly prompt to weather used in the region. I never tested it, but having a blanked climate and region tab concerning weather
  9. seitamagenos
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    Hi ! I've been using the mod for a while without issues but suddenly my config holotapes are gone from both my inventory and the crafting menu ( the mod itself is still working without issues, I just can't configure it)!
    Is there a console command I can use to add it in my inventory ?

    (Btw, my version is 1.3.1 because I also have the "Nuclear Weather" mod which has been abandoned and will not work with any other TS version) 
    1. fadingsignal
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      Type this in the console and look for the "True Storms - Config" holotape. 

      help true 0
      Then use

      player.additem xxx

      where xxx = the numeric ID you see next to the holotape
    2. seitamagenos
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      Thank you, but sadly it doesn't seem to work. I only get these lines on Console (see images) Image 1 Image 2 Image 3

      None of them seem to be holotape related. Should I reinstall ?
    3. fadingsignal
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      That's strange. Are you using any patches that might remove it?

      Try typing

      help true 0 note
      That will narrow the search down (holotapes are technically "notes")
    4. seitamagenos
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      Hi ! I only have the Nuclear Weather patch (wich was the first I disabled before contacting you) and loading the game without it did nothing.

      I also went ahead and disabled FO4 Seasons (all mods), along with any weightless mods and water fx mods (just in case there was something wrong with the water particles). Again, loading the game without these mods and running the commands did not return any results.

      Is there a way to modify the weather through an .ini file ?
    5. fadingsignal
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      That's really bizarre, unless those were removed from the plugin there's no reason they wouldn't show up in the console. I'm stumped.
    6. seitamagenos
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      Thank you so much for your time ! I actually fiddled around and found the problem : It was the mod version.

      Apparently, by mistake, the configuration holotape was not added in 1.3.1 (wich was the version I was using due to Nuclear Weathers). As soon as I updated to 1.4 the holotape immediately showed up in my inventory. I just wish I could keep the holotape and the NW together (they make a super cool combo)
    7. seitamagenos
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      Thank you so much for your time ! I actually fiddled around and found the problem : It was the mod version.

      Apparently, by mistake, the configuration holotape was not added in 1.3.1 (wich was the version I was using due to Nuclear Weathers). As soon as I updated to 1.4 the holotape immediately showed up in my inventory. I just wish I could keep the holotape and the NW together (they make a super cool combo)
  10. imprezza86
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    Not sure why but when I installed the lasted version 1.4.3 for dlcs, the version number in vortex showed 1.4.2. I updated the version number but I was just wondering if something was missed in the update.
    1. fadingsignal
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      Vortex doesn't handle versioning very well.  I made everything 1.4.3 across the board to avoid confusion about the patches but there was nothing that changed in the DLC add-ons.
  11. using this (with the glowing sea rads raiser) and any glowing creatures in the glowing sea mod makes the glowing sea actually scary to trek through
    1. fadingsignal
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      Glad you're enjoying it! Yeah considering some of the insanely irradiated areas in Fallout 3 I was a little bit disappointed with the lack of heavy rad zones in Fallout 4, so making the Glowing Sea as scary as I could was a goal ☢
  12. computerguy12
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    Thank you for making this mod.  Is the current version backwards compatable with downgraded versions of FO4 (V.163) or do I need to download an older version of the mod?
    1. fadingsignal
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      It's functional for all versions 👍
    2. computerguy12
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      You're amazing, don't let anyone tell your different.