Weather Editing Guide (wip)

[editing the weather!] 🌧

If you've played the OG SRTT, you may realize the Remaster's graphics are a bit strong.
The sun shines too strongly, the sky too drab, or maybe you just find the some skies too boring.

Biggest timesink yet, but I do want to finish this. It's a bit rough currently though.

Contributions are welcome!


File Overview 📰

default_district.xtbl controls most things about the graphics' default weather (Clear Skies).
default_global.xtbl seems to contain... sky stuff. Haven't looked into it yet.
weather.xtbl contains weather effects like rain, wind (not sure if this exists anymore) and each weather type (stage)'s chances. See shitface's and ReBorN's mods as a reference.

weather_time_of_day.xtbl adds "exceptions" to **default_district.xtbl** for each Time of Day (TOD). For example, you just want to add a rain effect; you do it here.
skybox_effects contain some effects like meteor shower, "heat lightning", and the ... UFO? Does that really exist (especially this version)?

---
SRTTR weather_project Help and Original Ref Files r1.7z contain the contents of this post alongside both versions' original files, for study.
SRTTR Editing the sky WIP - r1 files.7z contain the files I'm messing around with. You could WinMerge it with the original and see how the files differ, for example.

Differences between ⚜ SRTT and SRTTR ⚜


SRTTRSRTT
Skybox and cloud is made up of static images.Skybox is fully colourable, east* and west* is LSL-I based gradient ramps. Clouds are colourable too.
More distinct daytime ambient colourLess distinct daytime ambient colours
Stronger lighting effectsSpread-out lighting effects

The more I dig into this the more I see not only crunch, but also a lot of optimizations.
Example: rain drops are no longer illuminated by car headlights (see: Lighting And Simplifying Saints Row The Third https://www.saintsrowmods.com/forum/threads/useful-reading-and-viewing.21547/).

Some notes on shitface and ReborN's mods
in 3 and above (his mod has multiple versions) shitface pretty much eliminated all of the horizon fog. this is achieved by default_district.xtbl.

ReborN70's mod uses BoJan's xtbl editor, which causes winmerge to highlight the entire document yellow (as it replaces tab characters with three spaces each). he also uses much longer floating points which I'm not even sure the game supports. with my 1366x768 screen res this made comparing it a chore and I just didn't bother.

Tags Glossary 🌎

Not sure where to start in this 258 kilobyte file? Some powerful tags to try messing with:
  • <ambient_color> LSL-I. Default alpha 1 (except night: 0.3). This applies to every object actually, but most noticeable on areas not hit by the sun/moon.
  • <fog_color> Horizon fog color. LSL-I format. If Intensity 0, then black horizon line. Reducing to 0.5 for example places more emphasis on the sea horizon, which IMO is more realistic (although it's kinda inconsistent in how it behaves).
  • <tod_light_color> Changes the sun/moon's colour that bathes onto you. LSL-I format. Default alphas: 1, 30, 40, 27 (that's why they're so bright). This also affects vl_dir.
  • <vl_dir_density> Default 4.73|5.0|1.0|0.1|1.0. The density of god rays from the sun/moon.
  • <vl_amb_density> Controls how dense the fog is. Halving it or more (divide by three) gives pretty agreeable results.
  • <hdr_vignette_amount> Default 0.5. Range: 0 - inf. The higher it is, the more vignette covers the screen and 0 turns it off completely.

XML:
contains all tags within default_district.xtbl. default_district_night.xtbl seems unused since it's lacking the vl tags. no idea what time is special.
2 tabs means it's inside <render_settings> | ICYMI, "That Mod" refers to https://www.saintsrowmods.com/forum/threads/alternate-times-of-day-weather.538/
For all LSL with Intensity (serparate in table_file_editor, together in .xtbl) editing use an actual colour picker like https://outworldz.com/colorpicker/ (REPLACE THE COMMAS WITH A SPACE WHEN PASTING)
    <east0> SRTT leftover. bottom gradient (relative to horizon) of east
    <east1> ~. about 30 degrees up from east0
    <east2> ~. really higher up. about 65? degrees up
    <east3> topmost gradient
    <west0> like the four above but for west side of the skybox (see compass of map mini)
    <west1>
    <west2>
    <west3>
    <zenith> ??? not sure. Changing didn't affect. Maybe if east2/3 transparent.
    <fog_ground> Leftover (Default: 0)
    <fog_atmosphere_scale> Leftover (0)
    <fog_density_new> Leftover (0)
    <fog_density_offset> Leftover (0)
    <fog_color> !!! Horizon fog color. LSL-I format. If alpha 0, then black horizon line. Reducing to 0.3 for example places more emphasis on the sea horizon, which IMO is more realistic (although it's kinda inconsistent). Sorry to anyone living too inland to have ever witnessed the greatness of a sea.
    <ambient_color> LSL-I. Default alpha 1 (except night: 0.3). This applies to every object actually, but most noticeable on areas not hit by the sun/moon. By default the palette is blue for simulating how we perceive shadows to be "blue" because it's a cooler colour. IMO alpha of 1 is too strong, try something around 0.6 or lower (this also makes shadows darker).
    <back_ambient_color> LSL-I format. Ambient colour for the "extra dark" part of shadows, or shadows that aren't caused by lighting like bottom parts of objects. It has a term in games' settings and helps add depth when realtime shadows aren't enabled; but I'm STRUGGLING to remember it. Soft shadows? Spot shadows? Edge shadows? That said, you might want to lower the alpha in cloudy and rainy weather as sunlight is less strong.
    <window_color> SR2 leftover? Or just for breakable windows? LSL-I format
    <tod_light_color> !!! Changes the sun/moon's colour that bathes onto you. LSL-I format. Default alphas: 1, 30, 40, 27 (that's why they're so bright). This also affects vl_dir. Three exclamation mark because this is what makes or break your lighting in the end.
    <particle_ambient_color> LSL-I. Default "0.346704 0.318547 0.234551 1.000000". Leftover, I assume. Probably tints particle colours, but which ones? Shooting a wall, throwing a grenade/molotov seemed unaffected.
    <particle_tod_light_color> LSL-I. Default "0.332452 0.381326 0.332452 1.000000". Leftover? Probably would tint stuff like fountain water droplets.
    <ldr_min> Default 0. Only for night and afternoon. I have NO idea what it is.
    <ldr_max> Default 3. Only for night and afternoon. I have NO idea what it is.
    <bloom_exposure> Undefined (no default key entry), even in SR3 Classic. As such, probably unused.
    <iris_rate> undefined
    <luminance_max> undefined
    <luminance_min> undefined
    <luminance_mask_max> undefined
    <eye_adaption_base> undefined
    <eye_adaption_amount> undefined
    <eye_fade_min> undefined
    <eye_fade_max> undefined
    <brightpass_threshold_new> undefined
    <brightpass_offset_new> undefined
    <bloom_amount> undefined
    <bloom_theta> undefined
    <bloom_slope_A> undefined
    <bloom_slope_B> undefined
    <tonemap_lum_range> undefined
    <tonemap_lum_offset> undefined
    <ground_reflection_gloss> Default 0.1(night), 0. Leftover? Presumably affects the "bump mapping" effect of the roads.
    <ground_reflection_brightness> Default 3(night), 0.5. Leftover? Raising to 300 had no effect. Possibly brightens or darkens the reflections (on roads? mirrors?) to make them more/less visible.
    <ground_reflection_spec_refl_brightness>
    <star_strength> Default 1 (night). Opacity of stars. Affected by hdr_sky_map_intensity (and thus sky_intensity_multiplier). Going above 1 seems no effect.
    <meteor_strength> Opacity of meteor effects (if it's allowed to happen in that weather)
    <clouds_front_light_color>
    <clouds_rear_light_color>
    <clouds_horizon_front_light_color>
    <clouds_horizon_rear_light_color>
    <horizon_mountain_color> SR2 leftover? LSL-I format.
    <horizon_mountain_color_back> SR2 leftover? LSL-I format.
    <horizon_mountain_fog_color>  SR2 leftover? LSL-I format.
    <horizon_mountain_fog_density> Default 1. Setting to super high values (e.g.) 50 seems to clear the horizon fog... for afternoon. Mystery! Imo. I'd set it to 3 for a verrrry slight boost, but I wanted to know what makes afternoon and mornings have clear horizon fog while it doesnt
    <horizon_mountain_normal_map_height>
    <horizon_layer0_strength>
    <horizon_layer1_strength>
    <horizon_layer2_strength>
    <horizon_layer3_strength>
    <horizon_storm_strength>
    <overhead_layer0_strength>
    <overhead_layer1_strength>
    <overhead_layer2_strength>
    <overhead_layer3_strength>
    <overhead_storm_strength>
    <cloud_backlight_strength>
    <cloud_backlight_power> SR2 leftover?
    <cloud_layer01_speed> SR3 Classic leftover? (I checked That Mod, it's different.) IMO: Set 19 to 0 as well so game isn't wasting CPU cycles spinning something invisible.
    <cloud_layer23_speed> SR3 leftover?
    <lut_filename> SR2 Leftover? I have NO idea what a LUT is. But deleting keys do nothing.
    <water_ambient_color> LSL-I. Leftover? No effect...
    <water_diffuse_color1> LSL-I. Leftover?
    <water_diffuse_color2> SR2 leftover? LSL-I format.
    <water_specular_color>
    <water_specular_alpha>
    <water_specular_power>
    <water_falloff_color> LSL-I. Leftover? I've literally set these to 1.0 1.0 1.0 1.0 (white) and didn't see an obvious difference.
    <water_fog_color> LSL-I. Defined only for 42 (sunset). If not a leftover, it probably affects the shallower water.
    <water_crest_color> LSL-I. Leftover? default only defines for night and evening. Presumably the ocean waves as they hit a beach but couldn't see a difference personally.
    <water_crest_threshold>
    <ambient_audio_rtpc> Default 4, 1, 2, 3 (did I edit this...?)  Presumably multiplies existing audio RTPC parameters. If you're a normal human being: Referencing [V] Ellix and searching "rtpc Wwise", it's a RealTime Parameter C... that can control pitch, volume based on distance/another variable, etc. Audio is kinda out of scope though.
    <desired_brightness> Default around 3-4. Leftover? Setting to 1 or 0 as comparison didn't have an effect.
    <exposure_min> Leftover? If worked, presumably adjust "exposure" based on how close/far from a light source.
    <exposure_max> ~ See above
====<render_settings> ================== Not actually a tag. Opens up vl_ shenanigans. (Below is all new tags to SR3R if WinMerge is correct)
    <directional_front_light_intensity> Default 1. INCREASING INTENSITY DOES NOT EXTEND THE RANGE OF LIGHTS (not sure which file - external_light_override.xtbl ?). Affects... the sun & moon?
    <spot_light_intensity> Default 2 (night), 1. Affects streetlamps... Lowering to 1 a bit too dark (realistic), especially on orange lights. I prefer 1.5.
    <point_light_intensity> Default 5 (night), 1. Affects traffic cone, ...
    <tube_light_intensity> Default 2 (night). Needs research - Based on my search engine I'm guessing this affects indoor lighting, yet Friendly Fire was still lit. I dunno.
    <local_ambient_intensity> ???
    <global_ambient_intensity> ??? Boosts ambient light, I guess.
    <negative_lights_intensity> Default 1. Thought this is shadow intensity, but not sure.
    <sky_intensity_multiplier> Multiplies multiple things, including saturation and bloom. By default, this works best to boost up the nighttime (I find 4 a good balance, but you can go up to 8 for a "sunrise" effect). You could also make a more "vivid" Post-Storm by including it in weather_time_of_day.xtbl. Alternatively you could touch up bloom tags...
    <hdr_sky_map_rotation> Rotation of the skybox texture (includes clouds & lighting). Does not rotate the sun/moon though. My example usage is to rotate the night skybox so the sun's position makes it look like sunrise by rotating time 10 to -100 value.
    <hdr_sky_map_intensity> Default 3-4? Colour intensity of the skybox. Does not affect sun/moon/lighting etc.
    <hdr_sky_map_to_gradient_lerp> Default 0. Setting to 1 seems to ruin whatever texture the night skybox has into a gradient. I have no idea why just the night skybox.
    <emissive_intensity> Default 0.63 (night). Affects "bloom" of stuff like windows, lights, For Sale sign, etc (things that light themselves up, even slightly).  Have fun with values like 10 (soft glow) or 20 or even above. It would give a nice bokeh? effect if you raised it during rain etc.| I've been told by someone this simulates their eye condition, which is certainly a fact - whether it is a 'fun' one is up to you
    <tube_light_fade_offset> WHATS A TUBE LIGHT!?
    <tube_light_fade_offset_max> WHATS A TUBE LIGHT!?
    <tube_light_fade_enabled> WHATS A TUBE LIGHT!!?
    <sharpen_enabled> 0 or 1. I assume it enables sharpening processing, but honestly I can't really tell the difference anyway.
    <sharpen_strength> I'll just leave these blank instead of pretending I know what sharpening is. Unless...?
    <sharpen_offset>
    <sharpen_clamp_value>
    <sharpen_use_mask>
    <sharpen_depth_mask>
    <sharpen_depth_mask_contrast>
    <sharpen_coefficient>
    <sharpen_preview>
    <cubemap_roughness_power> I'm assuming the windows' 2d textures moving around when you pan the camera is a cubemap. WIP
    <cubemap_reflection_intensity>
    <cubemap_reflection_intensity_diffuse>
    <cubemap_saturation>
    <cubemap_scale>
    <cubemap_falloff_horizontal>
    <cubemap_falloff_vertical_top>
    <cubemap_falloff_vertical_bottom>
    <cubemap_window_intensity>
    <cubemap_window_intensity_diffuse>
    <cubemap_vehicle_intensity>
    <cubemap_vehicle_intensity_diffuse>
    <cubemap_foliage_intensity>
    <cubemap_foliage_intensity_diffuse>
    <cubemap_glass_reflectivity>
    <cubemap_glass_reflectivity_side>
    <obscurance_intensity>
    <obscurance_intensity_diffuse>
    <obs_amount>
    <obs_normals>
    <obs_power>
    <albedo_adjust_enabled>
    <albedo_adjust_metallness_threshold>
    <global_roughness_multiplier>
    <roughness_tweak>
    <shadow_fade_duration>
    <specular_lerp_tweak>
    <planar_reflections_intensity>
    <planar_reflections_dry_amount>
    <rain_light_multiplier>
    <rain_distortion>
    <i_puddles_level> Default 0.65. ??? Interactive puddles?
    <puddle_ripples_amount> Default 0. Range 0 - inf. Simulates rain droplets hitting puddles, so there's no reason to use this for default_district.xtbl (it's not raining). Maybe overcast though.
    <puddle_ripples_scale> Default 0.5. Untested, but I assume it's how big each rain droplet is. You may want to make it dynamic on the state of rain - e.g. Heavy Rain use a bigger value.
    <puddle_ripples_speed> Default 1 (except morning, where it is 3).
    <puddle_ripples_intensity> Default 0.5 (except evening, where it is -0.5 - I assume this reverses the shine effect rain ripples have).
    <puddles_level> Default 0.5. Leftover?
    <puddles_roughness> Default 0.05. Setting to 1 will disable smaller puddles' reflection ability, and setting to 0 makes the light reflection more pronounced.
    <puddles_metallness> Default 0.4. Increasing assumedly raises the bloom "full white" areas,
    <particle_brightness>
    <particle_self_illumination_multiplier>
    <corona_brightness>
    <ssao_me_noise_filter_tolerance>
    <ssao_me_blur_tolerance>
    <ssao_me_upsample_tolerance>
    <ssao_me_rejection_falloff>
    <ssao_me_accentuation>
    <ssao_me_hierarchy_depth>
    <vl_enable> 0 or above 0 (boolean-like). Disables (likely) ALL vl_ related render settings. CAUSES BLACK BOXES TO APPEAR IF DISABLED ON SOME DRIVERS. DO NOT USE THIS. Not recommended unless you absolutely need the performance boost (if it even boosts it - didn't test).
    <vl_directional> 0 or above (boolean). Toggles volumetric rays AKA "god rays". See vl_dir tags. CAUSES BLACK BOXES TO APPEAR IF DISABLED ON SOME DRIVERS. DO NOT USE THIS.
    <vl_ambient_fog> 0 or above (boolean). Toggles whether fog is enabled. See vl_amb tags.
    <vl_dir_light_scale> Default 0.1 or 0.08. Scales the strength of the circular sun/moon light and its respective god rays. Personally I put them at 0.06 with exception of 42 (sunset) time to 0.07. Note afternoon by default doesn't really exude rays.
    <vl_dir_cut_off_dist> Default 20000. Controls how far the god rays can travel (not sure in what units). This is serparate from the "radial" glow, and by itself does not "extend" the rays.
    <vl_dir_num_samples> Default 32. Assumedly controls the "quality" of the rays. Lowering it to 8 seems the same though. Maybe lower to 8 for a performance boost? Think raising it for the moon to 128 helps give it a more "round" glow, not that it needs it.
    <vl_dir_mie_phase_function> Default 0.7 (0.6 for afternoon). Raising seems to give the rays a more "complete" circular look. IMO this is okay as-is. No idea what mie phase math is so don't ask
    <vl_dir_density> Default 4.73|5.0|1.0|0.1|1.0. Recommend lowering midnight to 0.73 & 2.0 while raising afternoon to
    <vl_amb_density> Controls how dense the fog is. Halving it or more (divide by three) gives a good enough result (something like  0.000625|0.001167|0.000834|0.001000 night to sunset) gives pretty agreeable results.
    <vl_amb_height_start> Default 20|50|0|50  tells where the gradient of decreasing the fog should start. I'm assuming this helps create a "shadow effect" on the lower altitude of buildings but I'm not really buying it. IMO 10 or lower (including negative!). Also affects the faraway horizon fog.
    <vl_amb_height_end> Default ? Should be 1 or higher (lower causes fog cutoff). tells where the gradient of decreasing the fog should end.
    <vl_amb_height_strength> Default 3 (morning) and 4. MUST BE 1 OR ABOVE TO AVOID FOG CUTOFF! (weather_time_of_day.xtbl does this) Controls the "curve" that the fog gradually fades to. Lower gives a more "polluted" feel, while higher numbers show more of the skybox/clouds. Setting night to 9 allows you to see an "almost sunrise" leftover, which I think is really cool. Others are fine.
    <vl_amb_sun_strength> Range: 0 - inf. Should be the strength of the circular light, but I'm not too sure.
    <vl_amb_fog_strength> Range: 0 - inf. Controls how much farther objects get "covered" in the distance fog's colour. Higher than 1 causes a brighter horizon, which can help recreate the "Modern" TOD from good old SRIV. Does not affect the "darkness" of faraway objects. If you're unsure, just leave it at 1. IMO: This is a good thing, it's the bases of believeable distance fog.
    <vl_amb_fog_and_sun_blending_power> Needs testing. Very likely used if the sun is engulfed within fog.
    <vl_amb_clear_dist> Default 20/30(afternoon). The distance between your character and where the fog actually starts. Note: Areas not covered by fog are quite saturated by the game's rendering system.
    <vl_amb_height_lowering> Needs testing, not sure. Probably vertical fog.
    <ssdo_pass>
    <ssdo_max_radius>
    <ssdo_strength>
    <sss_level> Subsurface scattering. Whatever that is...
    <sss_correction>
    <sss_translucency_mode>
    <sss_translucency_light_angle_border>
    <sss_translucency_mask_intensity>
    <hdr_key_value> P/S: I have no "HDR Display" that is capable of "HDR Mode". I may be talking out of my [bass boosted noise bleep] on how these tags work.
    <hdr_adapt_time>The time the camera's "eyes" (exposure) take to adjust from dark to bright place or vice versa.
    <hdr_EV_min>
    <hdr_EV_max>
    <hdr_adapt_EV_min> Default -8.5. I'm assuming this is how low the exposure can go when in a dark area. Thus same notes as below.
    <hdr_adapt_EV_max> Default 8.0. Change in small increments (ex: 8.2, 7.5 etc)! Higher values cause the game's camera exposure (brightness) to be lower in a well-lit area.
    <hdr_scurve_toe>
    <hdr_scurve_shoulder>
    <hdr_scurve_steep>
    <hdr_scurve_bias>
    <hdr_bloom_sigma> Default 2.5. Lower values (NOT 0) boost the overall strength and radius, like a lens blur/bokeh. | I'll be honest, I looked at mathsisfun https://www.mathsisfun.com/algebra/sigma-notation.html (what a throwback) and still barely understand it.
    <hdr_bloom_threshold> Default 0.95. Keyword "threshold": if a light level is above threshold bloom is applied. So lower values  like 0.1 or 0.3 apply to a lot more surface. Great for light rain & Post Storm especially, where the sun would hit more (use hdr_bloom_boost alongside it).
    <hdr_bloom_amount>Default 0. Setting to 1 sets to black?? Setting to a low value like below 3 causes a "solar eclipse" effect. I don't understand.
    <hdr_bloom_boost> Default 0.5 (0.75 for night). Boosts the brightness of bloom shine effect when a surface reaches hdr_bloom_threshold
    <hdr_dithering_amount>
    <hdr_barrel_factor>
    <hdr_vignette_amount> Default 0.5. Range: 0 - inf. The higher it is, the more vignette covers the screen and 0 turns it off completely. Up to player's preference, although personally I set it 0.5 0.1 0.2 0.3 for a very slight feel of the brightness changing.
    <hdr_noise_level>
    <hdr_chromatic_abberation> Default 0.02. Leftover? Didn't sem to affect anything in testing. That said IIRC this is an effect that would simulate a concave camera lens effect alongside its 3D lens deficiencies, and I'd set it to 0 anyway.
    <dof_bokeh_threshold>
    <dof_bokeh_strength>
    <dof_bokeh_scale>
    <dof_override_enable>
    <dof_multiply_enable>
    <dof_focus_start_a>
    <dof_focus_start_b>
    <dof_focus_end_a>
    <dof_focus_end_b>
    <dof_blur_radius_bg>
    <dof_blur_radius_fg>
    <dof_override_focus>
    <dof_override_bokeh>
    <dof_multiply_aperture>
    <dof_focus_near>
    <dof_focus_far>
    <dof_aperture_bg>
    <dof_aperture_fg>
    <water_transparency> Default 1. Probably controls shallow waters' transparency (near fountains and such), didn't see a difference for the sea
    <water_shadow_intensity>
    <water_shadow_scale>
    <water_normal_map_amount_1>
    <water_normal_map_amount_2>
    <ground_fix_exponent>
    <ground_fix_fade_depth>
    <ground_fix_fade_depth_falloff>
    <ground_fix_roughness_power>
    <ground_fix_non_roughness_power>
    <ground_fix_width_close>
    <ground_fix_width_far>
    <fog_intensity_multiplier>
    <particle_light_multiplier>
    <gi_pass> Default 0, raising didn't make a difference. Seems to be an important Computer Graphics concept tho. | "What's GI Pass?": Credits to https://www.danthree.studio/en/glossary/global-illumination: "GI distinguishes direct light from indirect light; the latter is created by multiple reflections in the room. Without GI, renderings look flat; with GI, interior scenes, fabrics, wood and paint look credible."

Tips for Editing 🐱

  • It's easiest to start with weather and weather_time_of_day.xtbl, since those are supported by the table file editor.
  • If you have a specific style you want to achieve (e.g. making a Spring season-themed mod), start with default_district.xtbl first. This file is the "default" setting of every weather. Other files modify or build upon it as a base. This is why Clear Skies has no entry here by default.
  • Do a lot of comparing. a [cow] load of comparing. WinMerge (if looking through shitface's files) and looking between default_district.xtbl once you have a good base is paramount.

According to ReborN70, For default_district.xtbl:
10 is night 🌉
19 is sunrise/morning 🌄
29 is afternoon 🌇
42 is sunset/evening. 🌆

Thank you ReborN, this is very useful info.

Editing Colours Within .xtbl 🌈

A lot of colours are in LSL format, can be said as LSL-I(ntensity) in .xtbl itself. Here is a LSL colour editor:
Unfortunately I don't know Javascript or jQuery, so I don't know how to make an offline version of this.
It does exist on webarchive.org: https://web.archive.org/web/20190824220313/https://www.outworldz.com/colorpicker/
(REMOVE THE COMMAS IT GENERATES WHEN PASTING)

Say it with me:
Thank you outworldz! Thank you Internet Archive staff! Thank you Internet Archive donors!

Tips to test things FASTER 🐱💻

  • - Spawnpoint: I recommend saving near the Airport as it has blazing quick access to planes, the view of Downtown, towned roads and the ocean. "Ocean, right?" Alternatively the Saints HQ is decent if you want to focus on high altitude horizon. You can also use the save editor to set your spawn point even if you haven't purchased it.
  • - install Sandbox++ for the LBracket + Sprint ( [ + Shift ) shortcut to teleport to the Joe Magarac Statue.
  • - delete logo videos (startup_logos.bik, according to PCGW). while we're at it you may as well save space and delete menu_bg.bik, so there's less storage space burden as the game loads. yay, free 283 MB!
  • - understand the most important regular expression (atleast in Notepad++): .*? - a total wildcard.
    • ex: if you wanted to Ctrl + H search for tags containing _color and beginning with / (so you don't get duplicate results), tick regex box and /.*?_color in Find What

How I made tags glossary​

  1. Mark > [tab character]<.*?>. some tags are within 2 tabs. then Copy Marked Text, ctrl + N, paste into this new blanky canvas
  2. regex replace with nothing: \n.*?<time> (and other common terms like value, key, etc)
  3. Line Operations > Remove Blank Lines
  4. finally .*?</.*?> to remove closing versions of tags (redundant) and
  5. Line Operations > Remove Blank Lines
  6. do again for the ones with 2 tabs
  7. then it is changing default values in the .xtbl and launching the game many many times. thankfully I like staring at my character



To add:
other blank entries I probably update in the future and try things out.
finish tags glossary!!

patch the weather and weather_time_of_day files to something table file editor can edit (most volumetric stuff dont exist), and preferably add descriptions as well.
default_district.xtbl cannot be edited through table_file_editor because it lacks proper <TableDescription> indexing. If you understand the format you could add everything that the table_file_editor can recognize, but don't think it will be easy. it will probably be far more trouble than it's worth, if the game will even accept the change of format to something closer to weather_time_of_day.xtbl.


[and now, pictures]​

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9.jpg
And of course, the sun is nerfed! (Could be better, of course)
10.jpg


These are how my files (SRTTR Editing the sky - r1) currently look. I hope it inspires you on how the game can be coloured your own way.

[the reina credits] ✨✨

Everyone at Voliton, for making the series so moddable and releasing table_file_editor (alongside all Ask Voliton! info) and Sperasoft for making such a wonderful, optimized remaster in spite of multiplatform crunch
shitface and ReborN for making weather mods I could study from (extra props to ReborN for explaining more stuff)
IdolNinja, for not only making some of the best mods but also putting a smile on my face when I inevitably come across another one of his posts. The warmth is still there.
The little bundles of joy located throughout life. I'd put names but that's poor opsec
@RollingVoxel for making possibly the best tutorial I've ever seen, making me get excited and mod SRTT as bit of a break
@Unapologetic Miscreant, for always believing and caring. 💜

And you, for reading. I may not be able to see you, but I always hope the things I do help you.
 

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