I am loving Cathedral Weathers after some tweaks to RudyENB. Many more to do... I need to figure out how to isolate the sun intensity with the procedural sun, without having to override all of the other sky parameters for Cathedral w/ ENB. Rudy left all of that to the weather mod to handle, so if I tell ENB to ignore the weather, it changes ALL of the sky settings to ENB defaults, completely changing everything about it. Annoying, because seeing the sun from an angle makes it appear round, but the more directly you look, the more it becomes this huge, whited-out amorphous blob. Ends up looking like bad photoshop work on landscape photos, circa early 2000's :/ Will fix. I may dive deep into the weather settings for Rudy and try to make a consistent-looking preset that does Cathedral justice from it. Really customize it to keep all of the cool features of RudyENB, but take full advantage of Cathedral's strengths.
Tedious work. I'll have to look up a few commands. In the console, you can pull up a list of every weather (including ones added by weather mods) and see the id's for them. From there, you can trigger them by those id's. FO4 mods often added a holotape that let you change weathers from a list in your pipboy... just a scripted way of doing it. For some reason Skyrim weather mods don't do this, even though it could be done just as well by hooking into SkyUI. Either way, I will need to load all of the unique weathers and create configs for each and every one. Basically all you're doing is creating exceptions for the global settings, so that they change depending on the weather. Otherwise you wind up with things being too dark/bright, having messed-up colors, wonky adaptation, too much/little bloom, having stupid-looking godray explosions, so-on, depending on which weather loads. It's not enough to have static settings for your ENB and hope it always looks good.
I swear, that's where most of the work in creating ENBs is. I may have to dig into Cathedral via CK. It's supposed to be a combo of Obsidian and Aquinoctum. If the labels for the weathers are the same as for those mods, I can spice the ENB weather configs from Rudy's respective presets for those weather mods and then tweak them to work with whatever tweaks were made for Cathedral. Rudy has presets for both Obsidian and Aquinoctum.
IDK... if I wind up out of work for a while, I will definitely have the time! I think that might have some demand on the Nexus, too.
As-is, it's closer than I first thought, and honestly Cathedral is fucking amazing compared to any other weather mod. It needs the love. I haven't begun to pull screenshots, but from what I've seen, they are so there. It's awesome to me that even in 2020, Skyrim mods continue to improve so drastically.
It's just got such nice colors, but they look natural and not oversaturated. With the right ENB settings for volumetric light, you get something approximating actual distance haze, with a blue cast shifting in the further back things are, and the color of that cast corresponds with sunrise/sunsets so that closer haze may look yellower, while further back it goes from orange to pink. I'll get a screenshot of it at some point, but here's a few for now.
It's just beautiful to me. And I can see how Cathedral allows for a lot of malleability with ENB. You can go for that really soft, vibrant high-fantasy look of yore just as easily as you could get that vivid, but earthen, sort of next-gen realistic look going.
You can see I really need to look into fixing my tree LODs. I spotted a floating tree in the first one - though that's an easy fix. However, I'm not sure if some of them didn't generate right or what, because you can see papery ones next to detailed ones. I think Dyndolod has trouble making 3D LODs for some of Skyrim 3D Trees' models/textures. Mathy does offer resources for making them all 3D, but there are whisperings of it borking saves, so I am wary. Adding dynamic and more detailed LODs really does a lot for you, but they're a bit dicey. Sometimes if they're too hi-res the game will start crashing. Just generating them certain ways causes issues, so I've been sticking to what works. It is nice how it adds a lot of rocks and structures to LODs in addition to upping the detail for trees - you can even add window glow (from the fields of Whiterun I can see High Hrothgar up on the Throat of the World.) Skyrim's LODs are just awful and probably can only be messed with so much. Honestly, the worst thing for me is the grass line. I wish there was a way to ease the transition from thick grass to disgusting ground-texture-vomit.
Well... there is one way, if screenshots are all that matter. Upping uGridsToLoad will extend out how far back before the world stops rendering and LOD's begin, to the point where the grass goes as far as you can see, but it also CRUSHES performance and weighs the engine down so bad it might crash for the hell of it. And even if it doesn't crash, it will start triggering scripts that either shouldn't be running simultaneously or pertain to quests which can be broken if triggered improperly. You wind up with these orphaned scripts and broken quests burned into the save and after a certain point you can't salvage it. Brutally sinister... it doesn't happen immediately. Crap piles up until one day you pretty much can't go anywhere or do anything.
The only other thing I can think of is to make custom LOD's based off of the ground texture's you're using. Maybe add noise, or try to simulate the grass being there in the LOD ground textures... hmmm...