What?
Game forcibly resets external emittance weather colors whenever you enter/ look at different region. This happens even if "new" colors are the same as before - game doesn't store previous weather, which means that new weather starts its color blend from black.
Mod fixes that.
Vanilla
Fixed
Feature Creep
Mod also adds 1 (one) feature as of version 1.3.
By setting "envmap_light_fade" flag on BSShaderNoLightingProperty, "Environment Map Scale" value now assigns current sky color to the mesh, allowing it to get "lighting" that would not look out of place. This is somewhat easier than using vanilla external emittance system, as it doesn't need form edits, and syncs to the current weather!
Colors IDs are same as for GetWeatherRGBColor command. Negative values additionally allow using NiMaterialProperty's emissive multiplier.
To make meshes (like dust storms) not glow, use the ambient color (3).
Source Code:
Instructions
Mod fixes incorrect external emittance handling which leads to particles being black.
Requirements
External Emittance Fix
The mod itself

