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Native Weather engine (cfgweather.xml) seems to skew towards the extremes

BugEnvironment
2

State

Assigned
Issue key
DZG-202
Access
Public
Space
DayZ
Project
Stable Feedback
Creator
jyrno42
Created
Aug 2, 2026
Views
128
Platform
PC Steam
What happened?

Original issue in the old bug tracker - https://feedback.bistudio.com/T162322 details the extremes case. I just did some debugging in mod level to figure out if the recent weather issues many servers were having with Deer Isle come from the native weather missing scripted controls over it.

When cfgweather is enabled script control of weather is bypassed by the engine and then the native weather "black box" controls weather. And the black box is missing all the extra niceness scripted in chernarus plus world data (preventing rain when no clouds, cloud levels tied to conditions, odds on everything and reducing repeating weather patterns etc). Observed in the world the cfgweather based one tends to skew towards the extrems and stay there unless a "reset" is forced by a server owner. Verified that the scripted weather gets disabled with a simple mod probe that logs 2 things:

- WorldData.WeatherOnBeforeChange override that logs before and after super call

- MissionServer based timer every 60 seconds logging current weather state

Weather probe capture - cfgweather.xml enable="0" (script-driven weather)
Mission: dayzOffline.chernarusplus   World data: ChernarusPlusData
EWeatherPhenomenon: 0=OVERCAST 1=FOG 2=RAIN 3=SNOWFALL 4=WIND_DIRECTION 5=WIND_MAGNITUDE

SCRIPT       : [WX] OnBeforeChange type=0 actual=0.552818 change=0 time=0.938078
SCRIPT       : [WX] OnBeforeChange type=0 -> 1
SCRIPT       : [WX] snow=0 rain=0 overcast=0.536355 wind=7.05381 fog=0
SCRIPT       : [WX] snow=0 rain=0 overcast=0.518408 wind=6.55165 fog=0
SCRIPT       : [WX] snow=0 rain=0 overcast=0.500473 wind=6.55165 fog=0

and with cfgweather enabled:


Weather probe capture - cfgweather.xml reset="1" enable="1" (XML-driven weather)
Mission: dayzOffline.chernarusplus   World data: ChernarusPlusData
EWeatherPhenomenon: 0=OVERCAST 1=FOG 2=RAIN 3=SNOWFALL 4=WIND_DIRECTION 5=WIND_MAGNITUDE
XML targets: overcast=0.45 fog=0.05 (limits 0.02-0.08) rain=0 wind=8.0 snow=0

SCRIPT       : [WX] snow=0 rain=0 overcast=0.4648 wind=9.02485 fog=0.0250063
SCRIPT       : [WX] snow=0 rain=0 overcast=0.45 wind=8.05093 fog=0.05
Reproduction steps

Enable cfgweather and use reset flag, wait for server to be alive for a bit and you will more then likely see extreme weather conditions. Super storms / rain while its sunny / nice sunny weather but max wind so trees sway like in a storm etc. And also rapid changes in conditions

Exact build version (optional)
—
Where did it happen?
Local / Offline
Is it modded?
Yes
Expected result

Native weather is less "random towards extremes" and respects your custom configuration too. Or just allow a separate hook that modders can use to have control over native weather too (new hook so existing mods dont need any changes).

Section
Mod list

Just a custom mod for logging and VPPAdmintools. Other servers that have observed similar things are running deer isle for example with their own modlists, but I also checked with just chernarus.

Load order / launch params

VPP then custom mod

Reactions

Activity

    about 2 months ago
  • jyrno42
    created issueabout 2 months ago
  • jyrno42
    changedabout 2 months ago
  • about 2 months ago
  • l909
    changed state to
    ASSIGNED
    about 2 months ago

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State

Assigned
Issue key
DZG-202
Access
Public
Space
DayZ
Project
Stable Feedback
Creator
jyrno42
Created
Aug 2, 2026
Views
128