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Mod Request: Weather change


joshl77

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Here's the link to console commands if you guys wanna play with it, but as of now Weather Systems are still undocumented area.

 

WeatherSystem - Cyber Engine Tweaks (cybermods.net)

Aye, saw that. Been playing around with it the past couple days. Still no luck as of yet.

 

 

Yeah same, saw it like a few days ago and no such luck either. The funny thing was when I was experimenting with this a few days ago, the game decided to rain (for only the 3rd time outside scripted events in my 120+ hour playthrough lol), so thought I was on to something lol ah well.

 

I'm curious what .ini JubeiDOK was referring to.

Edited by negisensei
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https://github.com/WolvenKit/BraindanceProtocol

 

Need Cyber Engine Tweaks.

 

I haven't found out how to get the toggle rain script to work though. If anyone finds out, let us know!

 

Just tried that out and there were some commands from the lua files that were outdated. Like when I was testing the BD.Cheats.Player.AddMoney(amount) command, it was pushing the old command of Inventory.AddItem("money", quantity), thus not giving me money. Changed what is found in player.lua to the new command of Game.AddToInventory("money", quantity) and then tried BD.Cheats.Player.AddMoney(amount) command again, and it was then working.

 

This lead me to believe the command for the rain toggle may also be outdated...

 

I can't seem to find the rain toggle command either, but I decided to copy over what I found in the visual.lua which has the rain toggle, and pasted in player.lua and under "function Player.AddMoney(quantity)" part of it, since I know the command is BD.Cheats.Player.AddMoney(amount). Plus a few changes to make sure the variables will align, then I got this message in the console:

 

"Failed to find game option "FeatureToggles/RainMap'!"

 

Since it was pushing GameOptions.SetFloat("FeatureToggles", "RainMap", true); This could very well be an outdated command...

Oh soooo close...

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https://github.com/WolvenKit/BraindanceProtocol

 

Need Cyber Engine Tweaks.

 

I haven't found out how to get the toggle rain script to work though. If anyone finds out, let us know!

 

Just tried that out and there were some commands from the lua files that were outdated. Like when I was testing the BD.Cheats.Player.AddMoney(amount) command, it was pushing the old command of Inventory.AddItem("money", quantity), thus not giving me money. Changed what is found in player.lua to the new command of Game.AddToInventory("money", quantity) and then tried BD.Cheats.Player.AddMoney(amount) command again, and it was then working.

 

This lead me to believe the command for the rain toggle may also be outdated...

 

I can't seem to find the rain toggle command either, but I decided to copy over what I found in the visual.lua which has the rain toggle, and pasted in player.lua and under "function Player.AddMoney(quantity)" part of it, since I know the command is BD.Cheats.Player.AddMoney(amount). Plus a few changes to make sure the variables will align, then I got this message in the console:

 

"Failed to find game option "FeatureToggles/RainMap'!"

 

Since it was pushing GameOptions.SetFloat("FeatureToggles", "RainMap", true); This could very well be an outdated command...

Oh soooo close...

 

 

Yeah, no luck on my end either. Been goin' bonkers trying to figure this out.

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I tried using this other command that I stumbled into GameOptions.SetBool("Developer/FeatureToggles", "RainMap", true) in Cyber Engine Tweaks console without the use of braindance protocol


And it was recognized and seemed to have have set the parameter to true, but when I checked the status to make sure, RainMap was still set to false apparently... (see attached photo)


Also tried GameOptions.SetBool("Developer/FeatureToggles", "ScreenSpaceRain", true) and GameOptions.SetBool("Developer/FeatureToggles", "Weather", true) and they were recognized, but when I checked the status they were also still set to false.


There must be some way to force them to stay true, then manual save/quicksave the game, and upon reloading, it should load that command properly. Or at least that is the theory.


I tried setting this command in the main menu, as the save game is loading, or in the pause menu, to no avail lol

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Just want to add some more observations I've made with further testing.

It seems that anything other than "true" will force the toggle to go to false. So when I was checking the status with GameOptions.SetBool("Developer/FeatureToggles", "RainMap", status), it will just set it to false. lol

Now, if we just use these:

 

GameOptions.SetBool("Developer/FeatureToggles", "RainMap", true)

GameOptions.SetBool("Developer/FeatureToggles", "ScreenSpaceRain", true)

GameOptions.SetBool("Developer/FeatureToggles", "Weather", true)

 

 

And forego the "checking the status" to keep them on true, you can see the road/pavement got wet as if there was rain. Not the typical wet road/pavement we see at night.

 

Now, there is only the rain drop filter and the rain sound effects that are missing.

Interestingly enough, when I loaded a save with a scripted rain sequence, and you try to disable it by GameOptions.SetBool("Developer/FeatureToggles", "RainMap", false), then reenabling it, you can actually toggle the rain filter. The sound remains though. For the wet roads, to disable their wet effect, just disable "ScreenSpaceRain" and/or "Weather" - either one will disable it on there on... this is an important observation IMO, which I will get into detail down below.

So this now leads me to believe there is another parameter for the rain sounds and the rain filter that I can't figure out =[

I also believe the rain filter is controlled by the RainMap and something else that I can't find, because you can see the wet road/pavement effects will not work if only one of the ScreenSpaceRain and Weather parameters are set to true - they BOTH need to be true for the effect to work. Thus, RainMap and the mystery parameter needs to be set to true for the filter to show, and disabling RainMap hides the filter during my tests, because both RainMap and that mystery parameter need to be set to true to work.

 

If anyone figures out the rain sound parameter and the mystery rain filter parameter, let me know!

 

That was a mouthful lol

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Just want to add some more observations I've made with further testing.

 

It seems that anything other than "true" will force the toggle to go to false. So when I was checking the status with GameOptions.SetBool("Developer/FeatureToggles", "RainMap", status), it will just set it to false. lol

 

Now, if we just use these:

 

GameOptions.SetBool("Developer/FeatureToggles", "RainMap", true)

GameOptions.SetBool("Developer/FeatureToggles", "ScreenSpaceRain", true)

GameOptions.SetBool("Developer/FeatureToggles", "Weather", true)

 

 

And forego the "checking the status" to keep them on true, you can see the road/pavement got wet as if there was rain. Not the typical wet road/pavement we see at night.

 

Now, there is only the rain drop filter and the rain sound effects that are missing.

 

Interestingly enough, when I loaded a save with a scripted rain sequence, and you try to disable it by GameOptions.SetBool("Developer/FeatureToggles", "RainMap", false), then reenabling it, you can actually toggle the rain filter. The sound remains though. For the wet roads, to disable their wet effect, just disable "ScreenSpaceRain" and/or "Weather" - either one will disable it on there on... this is an important observation IMO, which I will get into detail down below.

 

So this now leads me to believe there is another parameter for the rain sounds and the rain filter that I can't figure out =[

 

I also believe the rain filter is controlled by the RainMap and something else that I can't find, because you can see the wet road/pavement effects will not work if only one of the ScreenSpaceRain and Weather parameters are set to true - they BOTH need to be true for the effect to work. Thus, RainMap and the mystery parameter needs to be set to true for the filter to show, and disabling RainMap hides the filter during my tests, because both RainMap and that mystery parameter need to be set to true to work.

 

If anyone figures out the rain sound parameter and the mystery rain filter parameter, let me know!

 

That was a mouthful lol

 

 

Any updates on your end? I've hit a brick wall.

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