This would be a major mod though, perhaps beyond the perview of the tweak pack. (In fact it would fit into an idea I posted in the Mod Ideas section of FW some while ago - making weather effects have game effects & be detectable).
I don't think it'd be that major to implement.
Well, I'm still very much a beginner as far as scripting goes, so I'm not sure
At the moment the plan was to replace the game-engine controlled weather effects with a wholey scripted system. One idea I had was to include timers and variables for the future state of the weather, to allow weather predictions spells/skills - probably of limited utility in the game - but it does open up some options for banters/interjections involving nature oriented and/or outdoorsy NPCs
Another idea was to have weather having actual game effects, unfortunately, although we can turn rain on and off with scripts, I'm not sure there is any way to control how heavy the rain is.
My ideas for weather game effects were as follows:
Rain: reduces visual range, maybe gives global low-level fire resistance?
Snow: same as rain - maybe cause exposure damage (1 hp cold per hour)?
Wind: causes global missile penalties depending on severity, high winds could have a chance of causing global wing buffet effects - but that could get a bit silly
Mist/Fog: reduces visual range.
Hot sun: I'm not sure how to visually represent this, but it would cause fatigue.
One reason for doing this would be to make a
Weather Control spell useful.
Anyway, enough rambling about this
Charles