URWL FO3 Conversion

General mod discussion and requests.
drumber
Posts: 24
Joined: Wed Feb 20, 2013 7:22 pm

URWL FO3 Conversion

Post by drumber » Mon Dec 30, 2013 9:32 pm

http://www.moddb.com/mods/weather-for-enb-urwlenb-fo3


Anyone know how well this works after conversion? Am about to give it a go (will be my first conversion) but wanted to see if anyone else has given it a go!



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rickerhk
Posts: 116
Joined: Mon Sep 17, 2012 1:50 pm

The conversion works fine. It

Post by rickerhk » Tue Dec 31, 2013 2:39 am

The conversion works fine. It's just the weather in FO3 is missing high noon and midnight colors that were added to FNV. So at noon it gets dark and you will probably have black clouds. As far as FNV engine is concerned, the weather records are corrupt. 



ArgusMercenary
Posts: 54
Joined: Sun Sep 08, 2013 9:24 pm

^You're thinking of Nskies

Post by ArgusMercenary » Fri Jan 03, 2014 1:43 am

^You're thinking of Nskies URWLified, and thats for New Vegas, this mod is for FO3, never tried it myself. I do use the URWL NV, which is basically the New Vegas version of that mod. I'd say it works but not as one would think, most of URWL NVs weather effects don't function in the CW because its weather isn't scripted. 


I had thought of taking URWL ENB and URWL NV and merging but I've no clue if URWL ENB's stuff will end up affecting New Vegas. Anyway, URWL NV doesn't have the problem that URWLified used to have were things would turn pitch black. 



drumber
Posts: 24
Joined: Wed Feb 20, 2013 7:22 pm

It would effect NV but you

Post by drumber » Fri Jan 03, 2014 11:40 pm

It would effect NV but you could always just say switch the enb files over when going over to New Vegas



ArgusMercenary
Posts: 54
Joined: Sun Sep 08, 2013 9:24 pm

Yes, that'd be an option but

Post by ArgusMercenary » Sat Jan 04, 2014 12:32 am

Yes, that'd be an option but I think my post was a little misleading. I don't actually use the ENB that exists for URWL, what I meant was merging both URWL for FO3 and URWL NV. That way I'd get rid of having two esps, but I don't know if URWL for FO3's weathers are going to start appearing in NV, URWL NV's weathers do show up in the CW, but they don't last more than five seconds in the CW. 



drumber
Posts: 24
Joined: Wed Feb 20, 2013 7:22 pm

Ah right I get you. I have no

Post by drumber » Sat Jan 04, 2014 1:02 am

Ah right I get you. I have no idea how that would turn out though.


I just tried converting URWL for FO3 but for some reason it dropped my fps down to about 3fps outside when I usually get around 50fps with ENB and 2k textures. Have no idea why.



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rickerhk
Posts: 116
Joined: Mon Sep 17, 2012 1:50 pm

drumber wrote:

Post by rickerhk » Sat Jan 04, 2014 4:24 am

[quote=drumber]


 


Ah right I get you. I have no idea how that would turn out though.


I just tried converting URWL for FO3 but for some reason it dropped my fps down to about 3fps outside when I usually get around 50fps with ENB and 2k textures. Have no idea why.


[/quote]


Had that happen to me with a mod that used FOSE functions in the script. Try re-saving the scripts in the Geck with the NVSE loader



ArgusMercenary
Posts: 54
Joined: Sun Sep 08, 2013 9:24 pm

Yes, that can happen, I tried

Post by ArgusMercenary » Sat Jan 04, 2014 6:59 am

Yes, that can happen, I tried a converted version of FOOK2 once to check some stuff out, it dropped my FPS to its lowest point. Mods that use FOSE require more than just a simple conversion, I don't know if recompiling them with NVSE GECK will fix that, if its a very complex mod it might take more than just that. Stuff, like changing scripts from FOSE to NVSE or something, I'd imagine their commands and functions are similar but I'm guessing that there is some difference between them. 


This is why I went with URWL NV over URWL for FO3, because that already works with NVSE, unfortunately FO3 doesn't exactly fit with URWL NV and its weather functions don't work properly in the CW because its weather is not scripted. I'm guessing that the best thing would be to get a weather mod solely for TTW, if there isn't already one or someone working on one. 



drumber
Posts: 24
Joined: Wed Feb 20, 2013 7:22 pm

Tried doing that, just

Post by drumber » Sat Jan 04, 2014 1:50 pm

Tried doing that, just crashes whenever I try to go outside. Hope someone else has more luck.



GhostPilot
Posts: 17
Joined: Wed Jan 09, 2013 8:18 pm

So while I haven't converted

Post by GhostPilot » Sat Jan 11, 2014 8:27 pm

So while I haven't converted this mod itself, I've found a workaround with the URWLNV mod in the form of adding the DC worldspaces to the weather follow script. I haven't done enough testing but it does seem to have taken some effect.



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