Modifies the Lighting/Weather to look more similar to pre-release versions of the game.
I've designed a different weather preset for each zone in the game in order to make them feel more unique most of which have been inspired from earlier trailers.
Weather data from the EPD and PD demos were used for most presets to be as accurate as possible to previous versions.
The areas which i've made a lighting/weather preset for are Leide, Duscae, Cleigne, Lestallum, Vesperpool, Ravatogh, Caem, Altissia, and Niflheim. Various story sequnces have also received new weather presets.
Note: This mod is still a work in progress so it's not recommended to use it for a full playthrough yet. The screenshots for the display are using my EPD foliage mod, if you're interested in using that mod with this one the following link will take you to it: https://modworkshop.net/mod/41567
Bugs: There are still many bugs that I have to iron out for this mod to be considered complete. Most of them appear during a story playthrough of the game. Free roam on the other hand is almost entirely bug free, so I would recommend using this mod in chapter 15 at the moment. I truthfully don't know how long it might take me to fix some of these bugs as they can be quite bizzare sometimes. Please have patience !
This mod was created with the Flagrum modding tool/manager that overhauls the entirity of the old modding tools by replacing them as it can do all of their old features more efficiently. I also recommend joing the Exineris discord to see and learn more about XV modding.
https://github.com/Kizari/Flagrum Needs at least version 1.4.2
https://discord.gg/mwUJ39tz
![Thumbnail](https://storage.modworkshop.net/mods/images/124988_1678414497_47c6cee96ac7fb5171afc6be1e0e8a20.webp)
So what are you planning on adding or changing? I noticed you got long shadows in but as a trade off the draw distance is way shorter, it doesn't even render objects with exceptions like the arches in duscae.
I also suggest you turn the night shadows on because right now it's like in the base game where there are no shadows cast by the moon making the night light bleed through everything.
Hey, thanks for commenting!
I've noticed the shadow issues and plan to fix them eventually however, the draw distance claim you have is confusing me. Do you mean shadow draw distance or object draw distance like LODs?
@Gru Yeah I meant shadow draw distance, and I just noticed something really odd, from a fresh boot the game doesn't render the shadows of these arches.
Like this.
But when you enable the mod while being in the main menu they appear?
Oh and I wanted to mention that the shadow draw distance is way, way higher in cutscenes, so would it maybe be possible to get it to render like this in regular gameplay?
@DataPack Really good finds. I'll definitely look into this more. I'm not certain that it would be possible to get the shadow settings to render like in the cutscenes, but it's also worth a look.
@Gru The screenshot is specifically from Titan's summoning cutscene if that matters because I did notice that other summons and some cutscenes don't really affect stuff like long shadows but his does.
@DataPack Interesting, good to know.