Climates and the Region weather tab are basically the same thing with one key difference; Climates have to be applied to an entire worldspace. Regions only affect a small part, and can overlap and mix.
So I gather you are changing out the vanilla weathers with your own? So find the various weather regions used in Skyrim (FallForestWeather, etc) and delete those weathers in the Weather Tab, then add your own. The number after it is the chance that weather type appears. I'm not sure what happens if they don't add up to 100. Maybe it just becomes a percentage.
My new worldspace has the climate set to SkyrimClimate, but I use weather regions to cover everything, so the SkyrimClimate actually never shows through. It's only the weathers I've set in the regions.
Thanks a lot! I think I'm starting to understand more now...
So climate chances and region chances for the same weather overlap & mix? Are they multiplied or something? For instance, I have WeatherX1 chance 5 in the climates... and then in WeatherTundra region I have WeatherX1 chance 10. What will happen then?
I'm trying to understand what role and purpose the Climate window have...
I agree. Just keep in mind that altering the Vanilla climates, weathers, regions, or anything will change the entire game - so unless that's what your mod is intended to do (eg: a 'better weather' mod), I'd make custom everything.
By strange weather I mean that when there are ovelapping regions, the probabilties will mix and match (and may outright conflict, causing unpredictable results). What I would do is open the region editor ('world' pulldown, 'regions'), select the worldSpace to edit, select the region you want to edit, then drag the corners of that region's bounds to a new grid location. Then I select the custom region (with the custom weather/climate) and change it... if it doesn't exist yet, r-click and create a new one, assigning the proper data.
When you mouse-over the region bounds' corners (the red lines that form an enclosed 'box'), the icon should change to a hand - that's when you know you can click-drag it to a new position.
Thanks a lot too!
My mod is intended to replace the entire weather used in vanilla. No vanilla weathers will be used. I've created my own really nice ones (and still got a lot more to create before I'm finished), and I'm going to replace all vanilla weathers with those. So I'll have my own weathers (the vanilla ones are untouched, but deactivated), but use vanilla climates and regions and alter those.
I managed to follow your advice and drag the region's bounds to a new grid location (I expanded it), so I understand that. What I don't understand though why I would want to do that; what the purpose of it is... I mean, aren't the vanilla regions well placed so there's no reason to change them??
There's also one thing that bothers me when I look at the region grid map. It's quite hard to know where you are, the map isn't very descriptive. Is there any way I can convert the grid map to something easier to look at, or something similar?