I know don't post to stickies but for other peoples benefit this should be a sticky. I'll fix grammar another day.
FAQs NO Seriously this is common
1. Q: I found a Mangus Sphere/Orb A: Disable it, I don't know why its there.
2. Q:Real clouds isn't loading? A: Give it time, Real Clouds doesn't work correctly for everyone.
3. Q: Is this compatible with X mod? A: Yes, and if you're going to as about cloud textures then read this sentence again.
4. Q: I noticed clouds are behaving weird and/or not spawning anymore. A: Try the Script eraser thingy. Clean saves don't exist for skyrim. This mod pretty much proves that.
5. Q: Clouds appear to flash or flicker. A: Probably something in the mesh .nif file. I don't know how to fix it. It might be related to Multi GPU (CF, SLI).
6. Q: X version doesn't work. A: Sorry, I can't help you. Try the script thingy
7. Q: Is there a similar mod that does the same thing. A: Yes, http://www.nexusmods.com/skyrim/mods/58471/ I used it... It was okay. I like Soolies clouds better. Maybe a mix will work. Soolies clouds and Xgfs scripts. I dont know, try it, if you know what you are doing.
8. Q: Whats up with the white outline around the trees? A: Its an engine bug, use ENB.
9. Q: I have a question that isn't answered yet? A: Then ctrl - f and search through the previous posts. Most are very valid. If you are sure it doesn't exist then ask in posts.
Script thingy: download this http://www.nexusmods.com/skyrim/mods/52363/? Open it open your save in the script box search for CloudLayerScript delete script go to the plugins box search for realclouds.esp delete mod form save I dont know if this is an essential step but coc somewhere heres one coc whiterunexterior01 walk around for a few
This is not correct. Real Clouds does work fine with Minty's Lighning mod. The dynamic clouds from Real Clouds and the lightning from Minty do not conflict. I've tested this extensively.
Please share a recompiled script file compatible with all languages of the game so that the clouds do not disappear after a few days. If anyone has a fix for this, please share. The mod is magical! But needs fixing.
Another thing good to know: The script is run depending on English world name. So if you're playing another language. Don't forget to translate the script or it will not work properly.
How to stop error messages of this mod pour in your papyrus log: 1. Decompile the CloudLayerScript.pex by using Champollion and get the CloudLayerScript.psc. 2. Comment out or delete the line "Int currentWeatherFormID = math.LogicalAnd(currentWeather.GetFormID(), 16777215)". It's a useless and trouble maker line. 3. Recompile the CloudLayerScript.psc by using Creation Kit. 4. Done and enjoy.
To save everyone time, I converted this mod to SE, ran nif optimizer, and commented line 102, here is the result. If Soolie doesn't want this here they can msg me and I'll remove it. https://mega.nz/#!hhRDAKqZ!AOXeBZBIExHtTuLNGZ5tzcfGwi17SjKQ8BVLEpbIOWE
This use the formIDs to get the worldspaces makes you no longer need translate the script. Certainly don't forget to change the WorldName's var property to Int. And change all the "WorldName = CurrentWorld.GetName()" to "WorldName = CurrentWorld.GetFormID()"
Also, there're many useless lines in the script. You can comment out them like I did:
I did all of this but while trying to compile I recieve the "required <...>+ loop did not match anything at character '\r\' " error. What am I doing wrong?
Please share a recompiled script file compatible with all languages of the game so that the clouds do not disappear after a few days. If anyone has a fix for this, please share. The mod is magical! But needs fixing.
you are using zip with DEFLATE64 compression algorithm. Which is not supported by open source software. can you compress with different user friendly algorithm?
Ok? But why does it matter when mod managers, 7Zip and WinRAR can all open it? Your point is really not making sense of why it is important. Or are you using some dumb obscure file manager for some random reason?
Edit: Ok just reread the link so you are using a obscure file manager for some random reason instead of just using 7Zip or WinRAR
hello i'm a mod author for skyrim on xbox and I was wondering if you'd be okay with me uploading this file to xbox for console players to enjoy! I can't make money off of this because thats not a thing for console. I will also give credit back to both you and the original creator as well. I hope this message finds you well :)
I just can't seem to get this mod to work. Ran it through Nif. Ran it through Cathedral. Even downloaded a conversion someone else did. I've tried it with and without any other weather mods, at the top and the bottom of my load order. The clouds just don't appear. Anyone have any other suggestions? I remember this being one of my favourite visual mods in LE.
A pity that noone take care about this mod. It will be amazing make it compatible with the new weather mods like Vivid Weathers, Cathedral, Nat III... I didn't see any mod like that. :(
I will check the load order. I remember that I tried Nat III with his own weather and after that I didn't see real clouds working well. I have unistalled nat 3 and even with a clean save from the beginning the clouds are not showing. I was thinking that it was a problem with vivid weathers but if you say that is working then it's something that I don't have well configured. I will try the load order. Thanks
2251 comments
**plays saxaphone loudly**
I'll fix grammar another day.
FAQs
NO Seriously this is common
1. Q: I found a Mangus Sphere/Orb
A: Disable it, I don't know why its there.
2. Q:Real clouds isn't loading?
A: Give it time, Real Clouds doesn't work correctly for everyone.
3. Q: Is this compatible with X mod?
A: Yes, and if you're going to as about cloud textures then read this sentence again.
4. Q: I noticed clouds are behaving weird and/or not spawning anymore.
A: Try the Script eraser thingy. Clean saves don't exist for skyrim. This mod pretty much proves that.
5. Q: Clouds appear to flash or flicker.
A: Probably something in the mesh .nif file. I don't know how to fix it. It might be related to Multi GPU (CF, SLI).
6. Q: X version doesn't work.
A: Sorry, I can't help you. Try the script thingy
7. Q: Is there a similar mod that does the same thing.
A: Yes, http://www.nexusmods.com/skyrim/mods/58471/
I used it... It was okay. I like Soolies clouds better. Maybe a mix will work. Soolies clouds and Xgfs scripts. I dont know, try it, if you know what you are doing.
8. Q: Whats up with the white outline around the trees?
A: Its an engine bug, use ENB.
9. Q: I have a question that isn't answered yet?
A: Then ctrl - f and search through the previous posts. Most are very valid. If you are sure it doesn't exist then ask in posts.
Script thingy:
download this
http://www.nexusmods.com/skyrim/mods/52363/?
Open it
open your save
in the script box search for CloudLayerScript
delete script
go to the plugins box search for realclouds.esp
delete mod form
save
I dont know if this is an essential step but coc somewhere heres one
coc whiterunexterior01
walk around for a few
This mod requires SKSE. As it uses SKSE only Weather functions.
https://www.nexusmods.com/skyrim/mods/15506
If you got a crash, check whether you are running this mod as well.
Loving this mod here otherwise.
If anyone has a fix for this, please share. The mod is magical! But needs fixing.
The script is run depending on English world name. So if you're playing another language. Don't forget to translate the script or it will not work properly.
1. Decompile the CloudLayerScript.pex by using Champollion and get the CloudLayerScript.psc.
2. Comment out or delete the line "Int currentWeatherFormID = math.LogicalAnd(currentWeather.GetFormID(), 16777215)". It's a useless and trouble maker line.
3. Recompile the CloudLayerScript.psc by using Creation Kit.
4. Done and enjoy.
https://mega.nz/#!hhRDAKqZ!AOXeBZBIExHtTuLNGZ5tzcfGwi17SjKQ8BVLEpbIOWE
So you can change the get name part of the script like this
if CurrentWorld != game.GetPlayer().GetWorldSpace()
CurrentWorld = game.GetPlayer().GetWorldSpace()
if CurrentWorld
WorldName = CurrentWorld.GetFormID()
;WorldName = CurrentWorld.GetName()
if WorldName == 60 ;"Skyrim"
baseHeight = (-14000 + 17000) as Float
elseIf WorldName == 67110912 ;"Solstheim"
baseHeight = (256 + 17000) as Float
elseIf WorldName == 192065; "Sovngarde"
baseHeight = (-512 + 17000) as Float
elseIf WorldName == 126562;"Blackreach"
baseHeight = -100000 as Float
elseIf WorldName == 134603 ;"Blind Cliff Cave"
baseHeight = -100000 as Float
elseIf WorldName == 129762 ;"Bloated Man's Grotto"
baseHeight = (0 + 17000) as Float
elseIf WorldName == 325688 ;"East Empire Company Warehouse"
baseHeight = -100000 as Float
elseIf WorldName == 240086 ;"Eldergleam Sanctuary"
baseHeight = -100000 as Float
elseIf WorldName == 93553 ;"Markarth"
baseHeight = -14000.0 + 17000 as Float
elseIf WorldName == 93108 ;"Riften"
baseHeight = -14000.0 + 17000 as Float
elseIf WorldName == 229087 ;"Solitude"
baseHeight = -14000.0 + 17000 as Float
elseIf WorldName == 286771 ;"Dragonsreach, Great Porch"
baseHeight = -14000.0 + 17000 as Float
elseIf WorldName == 107119 ;"Whiterun"
baseHeight = -14000.0 + 17000 as Float
elseIf WorldName == 92445 ;"Windhelm"
baseHeight = -14000.0 + 17000 as Float
elseIf WorldName == 67223730 ;"Apocrypha"
baseHeight = -140000.0
elseIf WorldName == 33557429 ;"Forgotten Vale"
baseHeight = (3000 + 17000) as Float
elseIf WorldName == 33559560 ;"Soul Cairn"
baseHeight = (-10000 + 17000) as Float
elseIf WorldName == 33562040 ;"Dayspring Canyon"
baseHeight = (-5000 + 17000) as Float
elseIf WorldName == 33573063 ;"Ancestor Glade"
baseHeight = (-200 + 17000) as Float
elseIf WorldName == 33573866 ;"Darkfall Passage"
baseHeight = -500000 as Float
elseIf WorldName == 33575565 ;"Boneyard"
baseHeight = (-10000 + 17000) as Float
elseIf WorldName == 33583618 ;"Volkihar Courtyard"
baseHeight = (-2048 + 17000) as Float
else
baseHeight = -1000000 as Float
endIf
endif
endIf
This use the formIDs to get the worldspaces makes you no longer need translate the script.
Certainly don't forget to change the WorldName's var property to Int.
And change all the "WorldName = CurrentWorld.GetName()" to "WorldName = CurrentWorld.GetFormID()"
Also, there're many useless lines in the script. You can comment out them like I did:
;Int currentWeatherFormID = math.LogicalAnd(currentWeather.GetFormID(), 16777215)
if currentWeather != weather.GetCurrentWeather()
Int weatherType
currentWeather = weather.GetCurrentWeather()
currentWeatherType = currentWeather.GetClassification()
;weatherTypeArray = new String[6]
;weatherTypeArray[0] = "Clear"
;weatherTypeArray[1] = "Cloudy"
;weatherTypeArray[2] = "Foggy"
;weatherTypeArray[3] = "Raining"
;weatherTypeArray[4] = "Snowy"
;weatherTypeArray[5] = "Stormy"
;currentWeather = weather.GetCurrentWeather() <- Damn! The doubled line.
Only for those can read papyrus.
After optimized your script. Don't forget clean the old script in your saved game by ReSaver.
This mod is easy to port to SSE. All I said above is tested by myself in SSE.
If anyone has a fix for this, please share. The mod is magical! But needs fixing.
you are using zip with DEFLATE64 compression algorithm. Which is not supported by open source software. can you compress with different user friendly algorithm?
Your point is really not making sense of why it is important.
Or are you using some dumb obscure file manager for some random reason?
Edit: Ok just reread the link so you are using a obscure file manager for some random reason instead of just using 7Zip or WinRAR
It will be amazing make it compatible with the new weather mods like Vivid Weathers, Cathedral, Nat III...
I didn't see any mod like that.
:(
I remember that I tried Nat III with his own weather and after that I didn't see real clouds working well.
I have unistalled nat 3 and even with a clean save from the beginning the clouds are not showing.
I was thinking that it was a problem with vivid weathers but if you say that is working then it's something that I don't have well configured.
I will try the load order.
Thanks
You can use it normally.