SnowOverSkyrim.esp must be enabled or else you will crash in winter.
powerofthree's Tweaks must be installed or else you will crash. Immediately.
Is it compatible with XYZ weather mod? Yes. Is it compatible with No Grass In Objects? Yes, if you use DynDOLOD 3.0 Is it compatible with XYZ tree mod? IDK, I'm not some nexus encyclopedia. Ask XYZ tree mod authors to add support for Seasons
Been tearing my hair out trying to figure this out.
The mod almost works but for some reason the game doesn't like to remove the previous season's LOD without either:
Rebooting the game Using the "Fix LOD" button from LOD Unloading Bug Fix Fast Traveling a significant distance and fast traveling back. (Haven't tried manually walking though.)
The map screen also NEVER changes seasons without a game reboot.
reproduction steps: Go to Riften in Fall Use "set gamemonth to 0" to change to a winter month. Enter Riften's gate Observe the snow inside of riften. Exit Riften's gate Observe the snow outside of riften. use "tfc" to look at the distant LODs Observe that the LODs are using Fall LODs instead of winter LODs. Save and Restart OR Fast Travel to whiterun and back to Riften. use "tfc" to look at the distant LODs Observe that the LODs are using Winter LODs like they are supposed to.
Okay, so the problem I'm describing occurs specifically in child/parent worldspace transitions. If I change the date and enter & exit an interior space the mod functions correctly, this applies both to Tamriel worldspace and its children (such as the inside of whiterun or riften)
IS ONLY CITY GATES in which the (failure to swap LOD) problem occurs.
Actually Markarth is the only city in which this problem doesn't occur because unlike the other cities Markarth is an entirely seperate worldspace from Tamriel.
I don't exactly know what's happening on a technical level but it seems that the sharing of data between Tamriel and its Child worldspaces is causing a "jamming" effect that prevents LOD swaps from occuring correctly.
Because of this the closest workaround I have managed so far is to install Open Cities because parent to child worldspace transitions (the offending type of transition) no longer exist with that mod installed (as far as I know), but I consider that a bandaid solution.
A possible solution could be making it so parent to child worldspace transitions no longer trigger season swaps. Season swap works correctly if it is triggered by an actual interior (going inside or exiting a building).
EDIT:
I forgot to mention, entering and exiting a building does not "repair" the issue with city gates I have described. IF ENTERING A CITY GATE CHANGES THE SEASON IT WILL ALWAYS BREAK LOD SWAPPING (except markarth)
I creat a new instance and install this mod in it, i can see snow in whiterun city, which is impossible in my old instance. there must be some problem in my mod list. i will find it sooner. --------------------- I THINK the reason is i didn't use XLODEN .
Hey big dog, I noticed you putting in some work on figuring this out. I've been looking up and down on how to find a solid fix. In my discord for my modpack, a member changed some settings in an ini file and disabled the seasons. I would like to do that myself but Im not seeing an ini file that comes with this mod. I tried disabling the mod altogether but I dont like to do that with modpacks since that can break other things. At this point I'm looking for bread crumbs. My particular season is summer from spring. My lods are nonexistant. I tried changing seasons back to spring while being inside but that didn't fix it either. Looking for anything and you're my only hope Obi-wan.
Is water supposed to be frozen or no? Most water sources are still running in my game but the river bed turns white making the water look almost invisible..
I been having issues with the outer parts of Skyrim's map not having any LOD when seasons are enabled. Best example I have here is Red Mountain, currently a rather bare bones list other than a good bit of bug fixes, SoS, Turn of The Season, and Dragonborn Re-cut to give Red Mountain it's visible plume. Sorry if the image isn't too noticeable, but look at the crosshair to see what I mean.
Hoo boy it gets so much worse, I did some testing walking around the open world after using the console to switch the gamemonth to another season.
The season swapped OUTSIDE without any loading screens in the most awkward way. I did NOT enter any doors at all.
Any asset that was not previously loaded before I typed in the command would swap, causing these "partial swaps" to occur.
I could see the borders of where a piece of terrain refused to swap, squares of green grass next to squares of snow.
I have to make the game unload an asset by traveling (either manually or fast travel).
From what I understand from the mod description, seasonal swaps are supposed to occur only during interior-to-exterior transitions.
Qoute: "Seasonal changes will happen during interior-to-exterior transitions."
This is not the case (however using interior-to-exterior transitions does cause the expected behavior so long as you haven't already started seeing the bug occur), seasonal changes happen literally as soon as the month changes and assets start getting swapped as soon as they are unloaded. But because the game only unloads an asset when not in use at all, for any reason, these only swap partially unless I FORCE the game to unload everything by traveling a far distance or using that Fix LOD button in LOD Unloading Bug Fix's MCM.
And to repeat myself once more, I am not missing any assets, the assets are there, the game recognizes and uses them but ONLY if the previous "version" of that asset is completely purged from the game's memory cache will it actually load it.
Here's a new set of instructions to reproduce the bug:
Launch the game.
open console, type: coc whiterun
once loaded in, in the console type: set gamemonth to 11
The month is now a winter month, evening star.
Observe how your current surroundings are still the late summer of the game's starting date in Last Seed.
Now start walking, it doesn't matter which direction so long as you are traveling a distance.
Notice how assets start to become winter assets, but in seemingly nonsensical and inconsistent ways. You will see clear borders between "old season" assets and "current season" assets.
Edit:
To summarize a bit more, if I understand correctly the game is supposed to wait until the player enters a building (or more accurately, leaves as building) before swapping assets for the new season, correct?
My game doesn't wait for me to enter a building, it just does it willy nilly but can't force it upon currently loaded assets.
3) Seasons can't swap out the terrain texture sets when PBR applies to them. It's an incompatibility in the DLLs of Seasons and CS. The original authors likely won't fix it, so unless someone else does it, PBR landscape and seasons are incompatible.
Is there a way to disable the automatic application of the snow shaders which doesn't involve blacklisting every single static/activator/chest of the game? I ask for compatibility reasons
Landscape and tree snow textures seem to reflect the sky colour during the winter. This only affects exterior world spaces from what I've seen so far with object meshes being completely unaffected. Is this normal or some sort of limitation that the mod has?
You've got to be trolling... lol im playing. Are you using seasonal landscapes? Also are you sure your not just mistaking the snow shader as a model swap or texture swap?
I am not! I am pretty much sure it is a swap of meshes as you can see clearly the patches of snow at the bottom of some rock models. I am using a blank modlist (only mods activated are interface mods) without Seasonal Landscapes or Turn.
Tinkering with the settings I was able to disallow swaps for LAND, Trees, flora and all activators and most statics but mountaintrims, some rocks and the roads (using blended roads).
I am trying to disable all swaps so that I can only keep those I want later on as I am using PBR landscapes and there still are incompatibilities in the LAND swaps.
i dont know man you are completely looking at this wrong. Just use complex material landscapes for now. everything still looks good and this is what everyone is doing that is using pbr and seasons. Granted there is a snow feature in a CS dev build that is wonderful. you could just delete seasons and download that build as a workaround.
Olá, alguém poderia me ajudar com esta textura de pedra com musgo invisível durante o tempo de neve? Eu já removi todas as texturas do meu jogo e também criei uma nova instância no MO2 e nada
Sim, eu gerei o LOD, com as opções "DEFAULT,WIN" Mesmo sem o LOD, ele permanece invisível
1854 comments
powerofthree's Tweaks must be installed or else you will crash. Immediately.
Is it compatible with XYZ weather mod? Yes.
Is it compatible with No Grass In Objects? Yes, if you use DynDOLOD 3.0
Is it compatible with XYZ tree mod? IDK, I'm not some nexus encyclopedia. Ask XYZ tree mod authors to add support for Seasons
Want to know how to generate LOD and grass LOD? Problems with LOD? Read this help page.
Report any LOD issues to the official DynDOLOD forums
Can you run this without DynDOLOD? Yes, but it will look ugly af.
The mod almost works but for some reason the game doesn't like to remove the previous season's LOD without either:
Rebooting the game
Using the "Fix LOD" button from LOD Unloading Bug Fix
Fast Traveling a significant distance and fast traveling back. (Haven't tried manually walking though.)
The map screen also NEVER changes seasons without a game reboot.
reproduction steps:
Go to Riften in Fall
Use "set gamemonth to 0" to change to a winter month.
Enter Riften's gate
Observe the snow inside of riften.
Exit Riften's gate
Observe the snow outside of riften.
use "tfc" to look at the distant LODs
Observe that the LODs are using Fall LODs instead of winter LODs.
Save and Restart OR Fast Travel to whiterun and back to Riften.
use "tfc" to look at the distant LODs
Observe that the LODs are using Winter LODs like they are supposed to.
If I change the date and enter & exit an interior space the mod functions correctly, this applies both to Tamriel worldspace and its children (such as the inside of whiterun or riften)
IS ONLY CITY GATES in which the (failure to swap LOD) problem occurs.
Actually Markarth is the only city in which this problem doesn't occur because unlike the other cities Markarth is an entirely seperate worldspace from Tamriel.
I don't exactly know what's happening on a technical level but it seems that the sharing of data between Tamriel and its Child worldspaces is causing a "jamming" effect that prevents LOD swaps from occuring correctly.
Because of this the closest workaround I have managed so far is to install Open Cities because parent to child worldspace transitions (the offending type of transition) no longer exist with that mod installed (as far as I know), but I consider that a bandaid solution.
A possible solution could be making it so parent to child worldspace transitions no longer trigger season swaps.
Season swap works correctly if it is triggered by an actual interior (going inside or exiting a building).
EDIT:
I forgot to mention, entering and exiting a building does not "repair" the issue with city gates I have described.
IF ENTERING A CITY GATE CHANGES THE SEASON IT WILL ALWAYS BREAK LOD SWAPPING (except markarth)
---------------------
I THINK the reason is i didn't use XLODEN .
I noticed you putting in some work on figuring this out. I've been looking up and down on how to find a solid fix. In my discord for my modpack, a member changed some settings in an ini file and disabled the seasons. I would like to do that myself but Im not seeing an ini file that comes with this mod. I tried disabling the mod altogether but I dont like to do that with modpacks since that can break other things. At this point I'm looking for bread crumbs. My particular season is summer from spring. My lods are nonexistant. I tried changing seasons back to spring while being inside but that didn't fix it either. Looking for anything and you're my only hope Obi-wan.
season.
The season swapped OUTSIDE without any loading screens in the most awkward way. I did NOT enter any doors at all.
Any asset that was not previously loaded before I typed in the command would swap, causing these "partial swaps" to occur.
I could see the borders of where a piece of terrain refused to swap, squares of green grass next to squares of snow.
I have to make the game unload an asset by traveling (either manually or fast travel).
From what I understand from the mod description, seasonal swaps are supposed
to occur only during interior-to-exterior transitions.
Qoute: "Seasonal changes will happen during interior-to-exterior transitions."
This is not the case (however using interior-to-exterior transitions does cause the expected behavior so long as you haven't already started seeing the bug occur), seasonal changes happen literally as soon as the month
changes and assets start getting swapped as soon as they are unloaded.
But because the game only unloads an asset when not in use at all, for
any reason, these only swap partially unless I FORCE the game to unload
everything by traveling a far distance or using that Fix LOD button
in LOD Unloading Bug Fix's MCM.
And to repeat myself once more, I am not missing any assets, the assets are there, the game recognizes and uses them but ONLY if the previous "version" of that asset is completely purged from the game's memory cache will it actually load it.
Here's a new set of instructions to reproduce the bug:
Launch the game.
open console, type: coc whiterun
once loaded in, in the console type: set gamemonth to 11
The month is now a winter month, evening star.
Observe how your current surroundings are still the late summer of the game's starting date in Last Seed.
Now start walking, it doesn't matter which direction so long as you are traveling a distance.
Notice how assets start to become winter assets, but in seemingly nonsensical and inconsistent ways.
You will see clear borders between "old season" assets and "current season" assets.
Edit:
To summarize a bit more, if I understand correctly the game is supposed to wait until the player enters a building (or more accurately, leaves as building) before swapping assets for the new season, correct?
My game doesn't wait for me to enter a building, it just does it willy nilly but can't force it upon currently loaded assets.
comment by Faultierfan:
Screenshot Below:
Tinkering with the settings I was able to disallow swaps for LAND, Trees, flora and all activators and most statics but mountaintrims, some rocks and the roads (using blended roads).
I am trying to disable all swaps so that I can only keep those I want later on as I am using PBR landscapes and there still are incompatibilities in the LAND swaps.
Eu já removi todas as texturas do meu jogo e também criei uma nova instância no MO2 e nada
Sim, eu gerei o LOD, com as opções "DEFAULT,WIN"
Mesmo sem o LOD, ele permanece invisível
Veja a imagem Rock Moss Invisível
EDIT: Resolvido com o Patch Estações de Skyrim SMIM Patch
Mesmo que eu não esteja usando SMIM, o patch corrigiu meu problema xD