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  • Submitted: Jul 18 2013 01:21 AM
  • Last Updated: Jul 18 2013 02:00 AM
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Download Real Shelter (non-CoT) .99





Screenshots

*Real Shelter standard version - not for use with Climates of Tamriel*

Real Shelter v.99 - Provides protection from the weather in areas that have overhead cover.

Deutsche-Version -- Versión en español


Posted Image


What this mod does
Real Shelter's primary function is to provide shelter, allowing you to experience Skyrim's weather while staying dry. It goes great with survival mods for a new level of immersion.

They said this couldn't be done. So how does it work? In a nutshell, when a shelter is entered it replaces the falling rain or snow (which is an on-screen filter effect) with a no-precipitation copy of that weather, while preserving the imagespace. Then it activates custom placed weather effects (which are real 'objects' within Skyrim's world) surrounding the shelter. When left the shelter turns off the effects and restores the prior weather.


What it does not do
- It will not crash your game. This mod uses safe scripting, meaning it doesn't have the null calls, OnInits, registers or OnUpdates that can bloat or wreck saves.
- It does not yet provide shelter for portable homes, tents, or modded structures. Patches may be developed after full release.
- Sheltering is a manual process so this will not cover all of Skyrim at once. See below for sheltered locations.
- This is developed in pure unmodded Skyrim. Shelter performance will vary based on local hardware, software, display, game/mod version, used mods and game settings.

Sheltered areas by hold

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- EASTMARCH: Anga's Mill, Ansilvund, Darkwater Crossing, Eastmarch Imperial Military Camp, Kynesgrove, Mixwater Mill, Mzulft, Refugees Rest, Traitor's Post, WINDHELM, Windhelm Imperial Military Camp, Windhelm Stables and Yngol Barrow.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- FALKREATH HOLD: Angi's Camp, Anise's Cabin, Bannermist Tower, FALKREATH, Falkreath Imperial Military Camp, Falkreath Stormcloak Military Camp, Falkreath Watchtower, Half-Moon Mill, Lakeview Manor, North Shriekwind Bastion, Peak's Shade Tower, Pinewatch, Roadside Ruins, South Skybound Watch, South Shriekwind Bastion, and Twilight Sepulcher.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- HAAFINGAR: Dragon Bridge, Haafingar Stormcloak Military Camp, Hag's End, Katla's Farm, Pinefrost Tower, SOLITUDE, Solitude Mill, Solitude Stormcloak Military Camp, Volksygge and Widow's Watch Ruins.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- HJAALMARCH: Crabber's Shanty, Folgunthur, Hjaalmarch Imperial Military Camp, Hjaalmarch Stormcloak Military Camp, Labyrinthian, MORTHAL, Mzinchaleft, Rannveig's Fast, South Cold Wind Pass, Ustengrav and Windstad Manor.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- THE PALE: DAWNSTAR, Frostmere Crypt, Heljarchen Hall, Irkngthand, Korvanjund, Loreius Farm, Raldbthar, Silverdrift Lair, The Pale Imperial MIlitary Camp, The Pale Stormcloak Military Camp, Tower of Mzark, Volunruud, Windward Ruins and Yorgrim Overlook.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- THE REACH: Bard's Leap Summit, Blind Cliff Bastion, Bthardamz, Cradle Stone Tower, Dead Crone Rock, Deepwood Redoubt, Dushnikh Yal, Four Skull Lookout, Hag Rock Redoubt, Karthwasten, Lost Valley Redoubt, MARKARTH, Markarth Stables and Watchtowers, Ragnvald, Reachwind Eyrie, Salvius Farm, Sundered Towers and The Reach Imperial Military Camp, The Reach Stormcloak Military Camp, and Valthume.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- THE RIFT: Alchemist's Shack, Arcwind Point, Autumnshade Clearing, Autumnwatch Tower, Avanchnzel, Forelhost, Giermund's Hall, Heartwood Mill, Ivarstead, Merryfair Farm, Nilheim, RIFTEN, Ruins of Rkund, Sarethi Farm, Shor's Stone, Shor's Watchtower, Shroud Hearth Barrow, Skuldafn, Snow-Shod Farm, Stendarr's Beacon, The Rift Imperial Military Camp, The Rift Stormcloak Military Camp and The Rift Watchtower.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- WHITERUN HOLD: Battle-Born Farm, Bleak Falls Barrow, Chillfurrow Farm, Hamvir's Rest, High Hrothgar, Hillgrund's Tomb, North Skybound Watch, Pelagia Farm, Riverwood, Rorikstead, Silent Moons Camp, Valtheim Towers, Western Watchtower, WHITERUN, Whiterun Hold Stormcloak Military Camp, Whiterun Imperial Military Camp, Whiterun Stables, Whiterun Stormcloak Military Camp and Whitewatch Tower.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

- WINTERHOLD: Alftand and Alftand Blackreach Exit, Journeyman's Nook, Pride of Tel Vos Wreck, Sightless Pit, Skytemple Ruins, Snowpoint Beacon, Snow Veil Sanctum, WINTERHOLD, Winterhold College, Winterhold Imperial Military Camp and Winterhold Stormcloak Military Camp.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Installation
- Initial installation: Manually place the RealShelter.esp, RSReadme.txt and scripts folder in Skyrim's data directory (overwrite/merge).
- Upgrading (this clean save technique is recommended for best results):
(1) Disable Real Shelter via MCM or console (set RealShelter_ShelterSwitch to 0).
(2) Go to an interior location, wait an in-game hour and make a new save.
(3) Exit the game and uninstall the mod.
(4) Load the new save, wait an in game hour and save over it.
(5) Exit the game and reinstall the newest version (overwrite/merge).
- Load order: BOSS knows best but does not know all. Load this after weather/lighting mods for best results.
- Uninstallation:
(1) Disable Real Shelter via MCM or console (set RealShelter_ShelterSwitch to 0).
(2) Go to an interior location, wait an in-game hour and make a new save.
(3) Exit the game and uninstall the mod via NMM (or manually remove the files listed next).
- Files and locations are: (//data) RealShelter.esp, RSReadme.txt, (//data/scripts) GetShelterTBScript.pex, RealShelterConfigScript.pex, (//data/scripts/source) GetShelterTBScript.psc and RealShelterConfigScript.psc.
NOTE: If upgrading from a pre-.95 version remove RealShelter.bsa from your data directory.


Compatibility
There are no known conflicts, but Real Shelter may not support mods that change the position of sheltered buildings or ones that make their own weather unless listed here. It is reported compatible with the following mods:

- Hearthfire home towers (DLC not required)
- CLARALUX
- Climates of Tamriel (use CoT version; doesn't support Winter Edition) * THIS IS NOT THE CoT VERSION OF REAL SHELTER*
- Enhanced Lights and FX (load before Real Shelter)
- Frostfall
- Immersive Skyrim Thunder
- More Rain and More Snow
- Namaof's Watchtower
- Open Cities (load before Real Shelter)
- RCRN
- Realistic Lighting Overhaul (ver 4.0.7 +)
- Supreme and Volumetric Fog
- Supreme Storms
- Tropical Skyrim
- WATER and Pure Waters
- Wet & Cold


Testing
This is a beta release. If you would like to help test please read this page and the sticky note on the posts page, and thank you in advance.

- Testing characters
: The best way to test is with a new character. An easy way to do this is at the game's main menu type 'coc riverwood' in the console. A default character will render there which has no saved data that could corrupt testing.
- Getting rain: Using forced weather commands will not permanently change the weather and can affect script timers so use with caution. A better alternative is to use the games wait or fast travel functions for natural weather cycles.
- Transitioning to and from shelter: Weather transitions are near instant but due to game mechanics the weather effects from leaving shelter may take up to 10 seconds. There are different mechanics between Skyrim's on screen filter-like precipitation and Real Shelter's object-oriented rain effects. As a result there may be noticeable transitions when going to and from some shelters, based on individual gaming setups. Existing weather imagespaces are preserved.
- Restoring weather defaults: Wait 30-60 seconds to give the game a chance to restore normal weather. If it doesn't then type ' fw 15e ' in the console for default weather.
- Disabling Real Shelter: Use the MCM to turn it off or enter the following command in the console: set RealShelter_ShelterSwitch to 0 . A value of 1 re-enables it.
- Memory related bugs: Thanks to Wolfgrimdark for this advice on resetting the game's memory: (Paraphrased) Install the previous RS version inside an Inn, wait 24 hours, save to a new slot, exit the game, uninstall the old RS version, load the new game, wait 24 hours, save a new game again, exit the game, install the newest version, load the save, wait 24 hours, save final new game.


Credits and permissions
Thanks to Elys, kromey, IsharaMeridin, jjc71, MannyGT, Prometheus and Verteiron for their assistance. Thanks to the team at Bethesda for the great experiences and the creation kit to tinker with them.

I hope you enjoy Real Shelter.

What's New in Version .99 (See full changelog)

  • ver .99 initial TESA release


Screenshots

Screenshots Screenshots Screenshots Screenshots Screenshots Screenshots Screenshots Screenshots


For best results install on a save without this mod installed. Please read the description before reporting issues or asking questions (it may already be answered :)


- All cities and towns are sheltered and compatible with Open Cities.
- All bridges, farms, mills, Nordic ruins, Dwemer ruins and military camps have been sheltered.
- The Winterhold College terrace shelters have been removed. The circular nature of the terrace caused unstable behavior and being semi-open to the snows shelter wasn't really practical there anyway.
- The MCM menu options have been stabilized. You should be able to enable/disable debug mode and the mod with no problems.

KNOWN ISSUES
Weather mismatches: 'Sheltered precipitation' refers to the rain & snow effects this mod surrounds a shelter with, either rain or snow bands. Currently, Real Shelter can only provide one type of sheltered precipitation at a time. Since a few areas in Skyrim can receive both snow and rain precipitation, sheltering in those areas could result in outside-weather to sheltered-weather mismatches. Meaning it could be snowy outside that turns to rain when shelter is entered; or rain can turn to snow when under shelter. Please help and report any locations you see these mismatches in for future fixes.
Odd weather behavior: This mod uses conditional timers and the game can force or revert weather. As a result entering and leaving sheltered locations too rapidly can cause strange weather behavior. If odd weather happens wait a minute to see if normal weather resumes. If not the console command ' fw 15e ' can be used to restore weather defaults.
Load game crashes: Occasional crashes have been reported when loading a game that was saved under shelter during rain or snow. To reduce this risk save your game in an interior location or during fair weather if outside.

BUG REPORTING
This mod is nearing full release so be sure to let me know of any problems needing attention (broken shelters, visible rain bands, etc). Be sure to read the description page and this post before reporting.

Check before reporting:
* Use BOSS to sort load order. Loading RS after weather/lighting mods can fix some lighting issues.
* Verify you have the right version needed, CoT or standard.
* Make sure your game is up to date and is a legal copy.
* Consider if anything was changed or added before the problem started.
* Consider if your issues may be related to changes made to your ini files and/or graphics driver game profile.
* Check to see if you are using Skyproc or need to update a patched mod (i.e. Automatic Variants, Dual Sheath Redux, etc.).
* Are you using any other programs that affect the game directly (i.e. NVidia Inspector, Gamebooster, etc)?
* Make sure the bug is repeatable.
* Papyrus logs are not crash logs. Disable logging after troubleshooting, it can be resource-intensive and a drain on game performance.

When reporting:
* Please be specific and polite.
* Note what you were doing when the problem occurred and which exact shelter it occurred in or if it affects all shelters.
* State if you are using SKSE, ENBs or any mods that affect lighting or weather.
* State how you isolated the problem to this mod.

 

This mod will be updated to version 1.0 later this year

    • 0

Just leaving some feedback.

 

I noticed the sound of rain while in shelter is louder then when out of shelter.  This leads to an odd transition when moving in and out of shelter.

 

I think if you kept the in-shelter rain sound to always be lower then the out of shelter rain, the transition wouldn't be as noticeable.

 

 

Also, the lighting that appears above the shelter to illuminate the rain seems to bright.  Is it possible to reduce that?

 

 

Regardless, this feature needed to be done by someone, and I thank you for taking the time to do it.

    • 1

Hi, thanks for that. The sound and visual transitions are due to the nature of the change from Skyrim's rain to Real Shelter's rain. Skyrim's rain is an on-screen filter effect that is not actually in the world. It's the exact same no matter what direction you look around. Real Shelter turns that off and turns on rain bands that actually exist in the world (as opposed to just being on your screen). When you view up a rain band or across two or more behind each other the rain mist effect stacks and causes the brightening effect. The existing imagespaces from the original rain to this mods rain stay in tact though. The sounds are actual rain sound emitters this mod turns on so there is another transition. I think of it as a normal change due to the rain 'hitting' the roof or overhead shelter. I hope all that makes sense :)

    • 0

Yeah, I understand.  Thanks for clarifying.

 

Just curious, do you have a preference rain texture to use along with this, or do you use it with vanilla?  Obviously the vanilla rain screen effect are sparse and barely visible, which make it look weird when in shelter as your rain effect is so filled out.  I found the mod 'Real Rain' to fit with your shelter rain, as they are both quite dense.

    • 0

Real Rain is good as it thickens the default rains. Almost any rain mod is good to use with this for the reason you stated.

 

The rains RS uses are default rain objects without modification. They are about the size of a grown tree & sparsely used in Skyrim (some caves use them like Sunderstone Gorge) but look much better than the filter rain. I wish all Skyrim's rain looked like that but having so many rain objects would probably blow up most machines.

    • 0

I have a quick question.

I'm making a house mod for Dawnstar it uses the shack kit and is an exterior player home I really don't want the snow coming through into the cosy little home is there a way that I could do what this mod does just for my house mod?

    • 0

This was causing my game to freeze up for several seconds after walking through a door when auto save started. I had to remove it. Also, when you moved in and out of the shelter, the transition was too obvious. I think you are on to something with the mod, and I'm glad someone's trying to fix Bethesda's sloppy work so I will keep track of this and see if it goes anywhere beyond where it is now.

    • 0

Hi there, just been playing around with your mod and what can I say it looks GREAT! My only issue is proberby the same as Warburg's. When I'm under shelter your rain looks fantastic, when I leave, the game kicks in a rubbish rain shader, and it's unbarable. I've tried adding differnt rain mods before RS but to no avail. The rain mods only seem to work when RS isn't active.

 

Is there any way for me to replace the rain shader (when outside) with your one (when inside), cause' if there was I would be so happy!

I am using the CoT mod and (of course) the correct version of your mod to go with it. However I think it's the CoT which is affecting this in such a way ( the rain is transparent and kinda too wide)

 

Anyway, I hope i made some kind of sense, if you got back to me It'd be much appreciated :) Thanks for a wonderful mod!

    • 0

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