- Posts: 71
- Joined: Mon Feb 25, 2013 8:33 am
I think it is an issue with FO3 weather info not matching up one to one with FNV weather. Let me convert it and try to see if I can create a script to fix it.
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
I created a script, its attached. Unfortunately, FNVEdit doesn't seem to read ALL the weather info appropriately. You will still have to go through and manually fix it in the GECK. Specifically set the type to "Cloud Layer" and cycle through the textures. If the text box above "Edit" shows as anything EXCEPT "Sky\Alpha.dds" then you need to copy/paste the day/night values into noon/midnight. Also make sure that the day/night Imagespace Modifier is the same as the noon/midnight one.
With the script, open your already converted mod, click on the Weather section, run the script and then Save and Close FNVEdit. The script makes a copy of the weather and then removes the original in order to rebuild the weather record. Removing a record can cause issues in FNVEdit, so like I said, apply the script, save and close, then do the rest in the GECK.
Note: Download the attached .txt file and change its extension to .pas and put it in your FNVEdit Edit Scripts folder.
- Posts: 534
- Joined: Sun Jan 20, 2013 2:35 am
Similar things happen with similar weather mods. One of them being Nevada Skies. There is a way to fix it using FNVEdit if you haven't yet. But Jax uploaded a fix so I don't know why you would need to.