High Noon has always existed in the game, it's just that it was very broken, so it transitioned all wrong and was quite strange. JohnnyGuitar fixed the math behind it so it worked normally. Obsidian didn't end up using High Noon, probably because it was broken. This just restores the original imagespaces for it. So while not a strict requirement, things would be all wrong without it.
Also, JohnnyGuitar no longer fixes it, the fix is now in JIP LN NVSE.
At this point it's pretty clear that Todd Howard sneaked into Obsidian's studios and ruined their code to force them to adapt an omnipresent, ugly tint like the green one in Fallout 3. I wouldn't be surprised if every other bug in the game was carefully placed by him tbh.
Nice job anyway. I'll use this in my next playthrough.
Depending on how those mods are done, making a patch is easy enough, or even unnecessary. If you open the mod in xEdit and see that it changes weather records or includes some of its own, you can look through this mod and copy the High Noon entries from it in to that mod's weather edits. Otherwise, if it just changes imagespaces, it's likely you won't need to change anything at all and it will just work.
That's quite a difference. It looks pretty good. The only issue it seems to have is if you look at the white area of the horizon at certain times of day the white balance? will blow out/overbloom or whatever you want to call it. Fix that and it'd be perfect. The white light at noon really fits the harsh desert climate.
I'm not entirely sure if I can fix that. High Noon is simply an imagespace, and I don't think they can differentiate between the horizon or any other part of the image. Meaning, if I wanted to reduce the brightness of the horizon, I'd either need to darken the entire screen, or change the look of the game by altering the fog color, which will affect things outside of High Noon.
Besides, this mod was really just a proof-of-concept to show that High Noon now works; more complete visual changes like that would be better suited to another mod. Although, I have to admit I'm intrigued by the concept of a vanilla-esque lighting mod.
The only mod that I am aware of that incorporated High Noon was Spicy Wasteland Weather and Lighting https://www.nexusmods.com/newvegas/mods/67688 and it has been hidden since January, so I have no idea what is going on with that one.
Fair enough, my bad for not looking to closely at what image spaces do and don't do. That's too bad though. I really like the day lighting that this proof of concept mod creates. Vanilla lighting doesn't do it so there must be a sweet spot in some settings there somewhere to make it work. Maybe some enterprising young modder will suss it out.
Used to work, but after I installed some other mods (none of which affects the weather) it stopped working. After checking in FNVEdit, every value it supposedly changes mirrors those of "FalloutNV.esm". Tried uninstalling the mod and redownloading, didn't help. What should I do?
Depending on how it's done, possibly. If it changes the imagespace directly, then it probably won't conflict per se, but you might not see the effects of this mod. If it changes the weather records to replace the imagespace, then you'll have a conflict. In that case, if those mods are just for removing the tint, you'll have to decide if you want the tint to disappear by noon, which this mod does, or just get rid of it completely with those mods and have nothing different about high noon.
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JohnnyGuitar fixed the math behind it so it worked normally.
Obsidian didn't end up using High Noon, probably because it was broken. This just restores the original imagespaces for it.
So while not a strict requirement, things would be all wrong without it.
Also, JohnnyGuitar no longer fixes it, the fix is now in JIP LN NVSE.
Nice job anyway. I'll use this in my next playthrough.
Are you actually a humourless spanner?
I'll update that.
If you open the mod in xEdit and see that it changes weather records or includes some of its own, you can look through this mod and copy the High Noon entries from it in to that mod's weather edits.
Otherwise, if it just changes imagespaces, it's likely you won't need to change anything at all and it will just work.
High Noon is simply an imagespace, and I don't think they can differentiate between the horizon or any other part of the image.
Meaning, if I wanted to reduce the brightness of the horizon, I'd either need to darken the entire screen, or change the look of the game by altering the fog color, which will affect things outside of High Noon.
Besides, this mod was really just a proof-of-concept to show that High Noon now works; more complete visual changes like that would be better suited to another mod. Although, I have to admit I'm intrigued by the concept of a vanilla-esque lighting mod.
If it changes the weather records to replace the imagespace, then you'll have a conflict.
In that case, if those mods are just for removing the tint, you'll have to decide if you want the tint to disappear by noon, which this mod does, or just get rid of it completely with those mods and have nothing different about high noon.