im havin an issue when its lightning outside and the mod is working normally but when i go indoors the rain sound is playing but i go back outside no rain is visible and no rain sound. i also have true storms installed with the compatibly patch and lux and and elfx installed. im on the 1.6.1170 was having the same issue on the previous version of skyrim. any advice would be much appreciate.
Ive used your mod in past playthrough, an extensive list and had no problems - - i am building and testing a list now & I have encountered something for the first time with your mod
I just started implementing Dyndolod for this testing (used it in the past no problems) & all of a sudden i am getting script errors galore in a lightning storm referencing this mod warning: (FE1879BA): Ref is in an unloaded cell, so it cannot cast spells..stack:<empty stack>[05/27/2024 - 10:19:16AM] warning: (FE1879BC): Ref is in an unloaded cell, so it cannot cast spells..stack:<empty stack>[05/27/2024 - 10:19:16AM] warning: (FE1879BE): Ref is in an unloaded cell, so it cannot cast spells..stack:<empty stack>[05/27/2024 - 10:19:16AM] warning: (FE187A65): Ref is in an unloaded cell, so it cannot cast spells..
I have been watching script logs like a hawk while I figure out what I can and cannot use, or maybe fix . . . it is in stormlightningholdingworld - - i see in the header it says persistent full Lod That Is why I am assuming the error has something to do with me running Dyndolod
The overall latency is pretty high
If you know, gimmie a holla !! Thank you
EDIT - I Switched From Ultra To Realistic & the Error Went Away, Latency was better
That's not related to Dyndolod. Dyndolod is not a mod that added lods to this game. Lods already existed in vanilla skyrim.
You can ignore those warnings. And that world is to hold activators when game is started, they are moved to player's world automatically.
You shouldn't have papyrus logs enabled while normal gaming. They are for mod author usage for debugging and they do not give useful information to users. It only causes performance issues for you if they are enabled. This mod doesn't even use any papyrus scripts. Those are from SKSE native cast calls.
I've been trying to figure out if and how this mod would we compatible with KreatE. If only one of these mods is active in my LO, mod works as expected without the issue described bellow, with save game and starting with COC location. I realize that the behaviour is as much result of using KreatE as of this mod so I don't consider this as bug.
The issue that I'm experiencing with my LO is lightning frequency value. Even with this mod in Compatibility Mode, KreatE loads the frequency to highest value as per GUI information, even when KreatE preset file has another value saved. Naturally, this makes stormy weathers fairly "flashy". If value is changed and saved from KreatE GUI, it remains such during loaded game, even when the same weather occures again. After game restart, issue occures again when storm weather occures.
According to StormLightningPlugin.log, there is some kind of initialization to frequency at the start: "Min Lightning Frequency is 1". I assume this conflicts with KreatE and how the frequency value is interpreted?
You can check Compatibility section in the description page for detailed information on how it works. Min and Max lightning frequency is calculated when the mod first opens. If you have compatibility mode enabled in that save, it's set to a specific value. so if you set compatibility mode to enabled and then save a game and then load that save, min lightning frequency found from your weather mods are not used any more.
So, I don't see any reason why KreatE would be incompatible with this mod, any more than any weather mod that disables lightning in their records. In compatibility mode, real frequency value of weathers are NOT used in any way. So it's not possible for changes in KreatE to affect this mod.
If you think KreatE is affecting lightning frequency values of weathers (I don't understand why it would do that), simply enable Compatibility mode and save your game, and load that save again and only use the mod in compatibility mode after that.
Note that changing to compatibility mode wouldn't work for the weather you are currently in. It would only work after the next weather change.
With compatibility mode, you don't lose anything except different frequencies for different types of rain weathers. Only the frequency value you set in MCM of this mode is used.
Thank you for the response. This actually rised more questions that I need to investigate further in my LO.
Fact is I've been running compatibility mode now for two days with several restarts per day and the issue remains. As before, adjusting the lightning frequency value for specific weather from KreatE GUI has visual and audible affect for current storm weather and for next occasion of the same weather within the same gameplay.
That is normal. The game uses the same values for its own lightning flashes and thunders. But you shouldn't see any difference in this mod's lightning and thunder. Maybe you were confusing vanilla stuff with this mod?
This is very likely. That leaves the question why I'm getting maxed out lightning frequency values only when this and KreatE are active in the same LO. I've sent the original info to KreatE support channel, we'll see if they find something.
Can you explain what you mean with this? Which lightning frequency values? This mod doesn't affect any records, and cannot be affected by others except game's weather lightning frequency record values as explained in compatibility section.
The value I'm refering to is KreatE GUI value, between "low" 0.000 to 1.000 "high" , single value titled as Frequency. This part also included fade in and fade out values that seem unaffected. As you explained earlier, I would agree that this only affects the vanilla lightning.
Edit: the issue has been recognized with KreatE and should be resolved with next update. Thank you for your time!
Why is it saying that a .dll failed to load and to make sure I have the correct version? I'm using the one for 6.1130. I don't have VR though. Was I supposed to download the prequisites even though?
That means you probably have 1.6.1170. You can check your game version by right clicking the exe and checking details tab for "Product version". Also checking your skse64.log from "My Documents\my games\Skyrim Special Edition\SKSE" folder would tell you the skse version you are using which would tell the game version as well.
Yes, it works with all weather mods and their addons etc. In the case that the weather mod author decided to turn off lightning for their rain weathers, there is a compatibility mode setting in the MCM. Detailed info in the description page compatibility section.
So, tried with the halo option enabled, and it seems to conflict with the skill menu. All of the "stars" in the skill menu are invisible, with a random square semi-transparent area over top of them. It shows normally if I disable the halo effect when installing this mod.
Those are completely unrelated stuff. This mod's lightning halo's cannot in any way affect your skill menu stars. They are completely different meshes.
That's odd, Ill have to do some more digging then and see what might be causing it. Because it went away when I disabled this mod, and went away when I reinstalled the mod with halos disabled.
So, as an update, I dunno what was going on. I managed to get it to do it once more with a full re-install, then tried enabling/disabling the individual halos one at a time to see if I could narrow something down, and nothing broke. Did a full reinstall a few times after that to see if I could break it again, and it worked fine every time. Only thing I was changing was this mod, so not sure if something was getting cached somewhere that finally cleared itself out, or what. Gotta love Skyrim...
Hey, so during the heaviest lighting storms I'm getting the sounds cutting each other off and it sounds awkward? I'm using NAT III. I'm gonna try different sounds instead but wondering if there's an easy solution.
You can adjust sound volumes and probability from MCM->Advanced page under Thunder Volume and Thunder Chances. It's recommended to use low thunder chances if you are using high lightning frequencies. Presets are adjusted for that, but you can adjust them further from that page.
1161 comments
I suggest patching them using xEdit to a whiter color like in the image like (219, 220, 219).
How about TWISTERS ?
Ive used your mod in past playthrough, an extensive list and had no problems - - i am building and testing a list now & I have encountered something for the first time with your mod
I just started implementing Dyndolod for this testing (used it in the past no problems) & all of a sudden i am getting script errors galore in a lightning storm referencing this mod
warning: (FE1879BA): Ref is in an unloaded cell, so it cannot cast spells..stack:<empty stack>[05/27/2024 - 10:19:16AM] warning: (FE1879BC): Ref is in an unloaded cell, so it cannot cast spells..stack:<empty stack>[05/27/2024 - 10:19:16AM] warning: (FE1879BE): Ref is in an unloaded cell, so it cannot cast spells..stack:<empty stack>[05/27/2024 - 10:19:16AM] warning: (FE187A65): Ref is in an unloaded cell, so it cannot cast spells..
I have been watching script logs like a hawk while I figure out what I can and cannot use, or maybe fix . . .
it is in stormlightningholdingworld - - i see in the header it says persistent full Lod
That Is why I am assuming the error has something to do with me running Dyndolod
The overall latency is pretty high
If you know, gimmie a holla !!
Thank you
EDIT - I Switched From Ultra To Realistic & the Error Went Away, Latency was better
You can ignore those warnings. And that world is to hold activators when game is started, they are moved to player's world automatically.
You shouldn't have papyrus logs enabled while normal gaming. They are for mod author usage for debugging and they do not give useful information to users. It only causes performance issues for you if they are enabled. This mod doesn't even use any papyrus scripts. Those are from SKSE native cast calls.
Thank you for the answer !!
If only one of these mods is active in my LO, mod works as expected without the issue described bellow, with save game and starting with COC location.
I realize that the behaviour is as much result of using KreatE as of this mod so I don't consider this as bug.
The issue that I'm experiencing with my LO is lightning frequency value.
Even with this mod in Compatibility Mode, KreatE loads the frequency to highest value as per GUI information, even when KreatE preset file has another value saved. Naturally, this makes stormy weathers fairly "flashy". If value is changed and saved from KreatE GUI, it remains such during loaded game, even when the same weather occures again. After game restart, issue occures again when storm weather occures.
According to StormLightningPlugin.log, there is some kind of initialization to frequency at the start: "Min Lightning Frequency is 1". I assume this conflicts with KreatE and how the frequency value is interpreted?
Min and Max lightning frequency is calculated when the mod first opens. If you have compatibility mode enabled in that save, it's set to a specific value. so if you set compatibility mode to enabled and then save a game and then load that save, min lightning frequency found from your weather mods are not used any more.
So, I don't see any reason why KreatE would be incompatible with this mod, any more than any weather mod that disables lightning in their records.
In compatibility mode, real frequency value of weathers are NOT used in any way. So it's not possible for changes in KreatE to affect this mod.
If you think KreatE is affecting lightning frequency values of weathers (I don't understand why it would do that), simply enable Compatibility mode and save your game, and load that save again and only use the mod in compatibility mode after that.
Note that changing to compatibility mode wouldn't work for the weather you are currently in. It would only work after the next weather change.
With compatibility mode, you don't lose anything except different frequencies for different types of rain weathers. Only the frequency value you set in MCM of this mode is used.
This actually rised more questions that I need to investigate further in my LO.
Fact is I've been running compatibility mode now for two days with several restarts per day and the issue remains.
As before, adjusting the lightning frequency value for specific weather from KreatE GUI has visual and audible affect for current storm weather and for next occasion of the same weather within the same gameplay.
Maybe you were confusing vanilla stuff with this mod?
That leaves the question why I'm getting maxed out lightning frequency values only when this and KreatE are active in the same LO.
I've sent the original info to KreatE support channel, we'll see if they find something.
This mod doesn't affect any records, and cannot be affected by others except game's weather lightning frequency record values as explained in compatibility section.
Edit: the issue has been recognized with KreatE and should be resolved with next update.
Thank you for your time!