Jump to content
Midig

Running Vivid weathers with STEP mods

Recommended Posts

Step Extended compilation patch requires Vividan - Extended Weathers.esp to run. I think I know why it was picked for STEP, but I think it is unfortunate since Vivid Weathers is a pretty common mod overall and especially nice for someone like me who can't really run an ENB without performance loss. I just want to know if I will run into issues if I run Vivid Weathers alongside Vivid clouds and fogs while letting it override the textures and meshes in MO or hiding some files in Vivid clouds and fogs. If I am not mistaken Vivid Weathers has all the Vivid clouds and fogs features. If there is any way to remove the Vivid clouds and fogs dependency from the compilation file in tTes5edit that would be the easiest way to do it I think. Sorry if this is a complete shitpost, just though this might be the best place to ask for help. 

 

Have a nice day! 

 

Alex. 

Share this post


Link to post
Share on other sites

Vivid Weathers includes the records in Vividian - Extended Weathers. You can use Wrye Bash to change the master file for the Step Extended patch plugin to use Vivid Weathers. Highlight the STEP Extended patch in Wrye Bash and in the right center window you will see the list of masters. Click on Vividian - Extended Weathers.esp, change the name to Vivid Weathers.esp, and then hit save.

Share this post


Link to post
Share on other sites

I totally understand. I really never wanted (or expected) the Extended Weathers plugin to be a part of the STEP Patch and would have rather resolved what conflicts existed with load order. I might see about getting Ess to drop it out or do it myself...or just exclude the recommendation for the Extended Weathers portion altogether, if it's not possible to do the former.

 

I personally don't like the coloration and saturation of Vivid Weathers (even with adjusting the settings in-game) and think it ridiculous that I have to run an ENB to correct those issues. That's why I would rather run individual mods to get some of the effects, like Vivid Fogs, Real Snow Flakes, and True Storms.

Share this post


Link to post
Share on other sites

There is only one record in the STEP Extended patch affected by Vividian - Extended Weathers.

 

Do the mods you mentioned Tech replace the need for Vivid Weathers?

Share this post


Link to post
Share on other sites

Vivid Weathers includes the records in Vividian - Extended Weathers. You can use Wrye Bash to change the master file for the Step Extended patch plugin to use Vivid Weathers. Highlight the STEP Extended patch in Wrye Bash and in the right center window you will see the list of masters. Click on Vividian - Extended Weathers.esp, change the name to Vivid Weathers.esp, and then hit save.

Sorry, I assume you mean the other way around. Rename Vivid Weathers into Extended weathers.esp?

Share this post


Link to post
Share on other sites

No, I meant what was written. Currently the master file is "Vividian - Extended Weathers.esp". Since Vivid Weathers is going to be the new master file, the name of the master file in the Wrye Bash list of master files is changed from "Vividian - Extended Weathers.esp" to "Vivid Weathers.esp". The name of the plugin itself isn't changed, but the name of the master file is changed. After doing this the STEP Extended patch will use Vivid Weathers as a master file, which will work properly since it includes the necessary record.

Share this post


Link to post
Share on other sites

There is only one record in the STEP Extended patch affected by Vividian - Extended Weathers.

 

Do the mods you mentioned Tech replace the need for Vivid Weathers?

No, they don't. Those mods only contain a portion of the Vivid Weathers total. Clouds and Fogs covers...clouds and fogs, with some added effects from the Extended Weathers plugin like cloud layering and speeds. Real Snow Flakes covers the "dynamic" falling snow which is particularly impressive around lights because the falling snow will be lit, whereas it's not in vanilla. The snow will also twirl in the wind and not be as static as in vanilla. True Storms can be added in the mix to cover the rainy weathers and sounds. From there most of the "vanilla" weathers that aren't just clear weathers will be overhauled. Vivid Weathers has the rest of the weathers covered, plus adds more weathers into the mix, adds color changes to all weathers, and other extra features.

 

NLVA is probably my preferred choice for this type of thing because it "uses only Vanilla weather subrecords ensuring maximum compatibility". Of course it has an ENB component, but it's pretty light-weight.

Share this post


Link to post
Share on other sites

I wasn't familiar with NVLA. It looks quite interesting; I'll start playing with it.

Share this post


Link to post
Share on other sites

Vivid Weathers includes the records in Vividian - Extended Weathers. You can use Wrye Bash to change the master file for the Step Extended patch plugin to use Vivid Weathers. Highlight the STEP Extended patch in Wrye Bash and in the right center window you will see the list of masters. Click on Vividian - Extended Weathers.esp, change the name to Vivid Weathers.esp, and then hit save.

Ok. It seems like I cannot do this for some reason. Maybe I need Admin access or change some WB settings first. 

Share this post


Link to post
Share on other sites

In Wrye Bash in the window that includes the list of master files, click on the master plugin name you want to change several times until the name is highlighted. Then type in the new name.

 

TES5Edit does not have a similar capability to simply change the name of a master file, at least one I am aware of. There is a USLEEP master reference change script, but this is only for USLEEP.

 

If you want to do this in TES5Edit it is much more complicated. You would need to have both the old and new master plugin active. Open TES5Edit selecting only the mod to be edited and the new master file.  The use the "Report Masters" script, selecting only the old master plugin name in the UI box that comes up, to identify all the records in the plugin that include the old master plugin. Then every instance in a record with a reference to the old master would need to be edited to instead use the comparable reference in the new master. When this is all done running "Clean Masters" on the plugin should remove the old master and add the new one.

Share this post


Link to post
Share on other sites

In Wrye Bash in the window that includes the list of master files, click on the master plugin name you want to change several times until the name is highlighted. Then type in the new name.

 

Ok. I will use WB. I did what you said and all it did was change the name of the file itself and send it into my overwrite. Do you have a video of it being done so I can make sure I do it correctly? All I can find is bashed patch guides when I google it. 

Share this post


Link to post
Share on other sites

Make sure both "Vivid Weathers.esp" and "Vividian - Extended Weathers.esp" are in the load order. Open WB and select the "STEP Extended Patch.esp". On the right side of Wrye Bash you should see what is shown in this image WBChangeMaster1.JPG?dl=0 . Note that "Vividian - Extended Weathers.esp" is highlighted; it might be in a different place in the load order on your system. Using the cursor select this name until you can change it and then change it to "Vivid Weathers.esp". The right side of WB will then look like this image WBChangeMaster2.JPG?dl=0 with "Vivid Weathers.esp" now in the list of master files. Then click the save button in the lower right of this image.

Share this post


Link to post
Share on other sites

I did some more testing and it looks like the master names can be changed in TES5Edit. Open TES5Edit selecting only the STEP Extended Patch. Select the File record and change Vividian - Extended Weathers to Vivid Weathers, then exit TES5Edit saving the plugin. It seems to be OK when doing this.

Share this post


Link to post
Share on other sites

The answer I provided was incomplete. "Vivid Weathers" includes even more effects than "Vividian - Extended Weathers", but to switch STEP Extended to use "Vivid Weathers" vs. "Vividian - Extended Weathers" a small edit must be made. After changing the master file name to "Vivid Weathers" open TES5Edit selecting only STEP Extended Patch.esp. In the FormID box in the upper left of TES5Edit enter "000C8221" then enter. STEP Extended will not have the correct "NNAM - Visual Effect" object. Right click this object, select "Edit" and enter "xx000D66" where xx is the plugin ID of "Vivid Weathers". The LOTX object should also be copied from "Vivid Weathers" to the "STEP Extended Patch". Close TES5Edit and save the plugin.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By sheson
      This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation.
      This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already.
      Installation and Setup
      Download
      xLODGen beta 94 - based on 4.1.4b
      Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files.
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.
      Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86.
      Requirements
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition and VRAM is not of concern use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega)
      TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Noise
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      Test-Terrain-Tamriel.7z
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
    • By Lili_Cakez
      In the main YouTube tutorial I think it was said to redo the entire install if your load order changed,  but is that just for graphical mods that might affect LOD? I tend to find new outfits or jewelry I want to install mid playthrough and I was wondering if I can just install those without redoing TexGen and DynDOLOD. From what I can see, the load order for my graphics mods do not change as far as dependency when I run LOOT after installing a non graphical mod, but I wanted to check before I tried anything. Also, can a Bashed Patch be rebuilt without having to regenerate LOD?
    • By rolandito
      Anyone have thoughts/comments on their experience running Realistic AI Detection in STEP LE?
      I see that it's part of the loadout for STEP SE and wondered if there were some specific conflict or other reason it wasn't included in the LE guide?
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.