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Robinsage

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Everything posted by Robinsage

  1. I'm agreeing with the weather pattern. In new code I'm testing it changes to pleasant weather when it was rainy before. I see no reason for that on a release override. So far the only override in effect is the no precip version of the previous rainy weather. Then the release override on exit. I know forcing weather only lasts for a short time. That may be a factor. At any rate does anyone have a sample script that would catch the current weather and restore it upon shelter exit? I'm using this with limited success: "Weather Property CurrentWeather Auto" ;assigned to SkyrimDefaultWeather (this may not work as I suspect it wont actually restore the previous weather form, just the sky variables). Then "CurrentWeather.forceactive(true)" ; is used on exit.
  2. Hey Kromey. Yes it is for the same script. I'm looking for an alternative to use besides the release override. Using it works but there is still a transition and I'm getting inconsistent results. Like it will be raining naturally (not forced), and upon releasing any overrides it doesn't always go back to that original rain but clears up to pleasant weather instead. It's as if using release override is resetting the weather instead of restoring it. I'll send you the whole script if you want to take a peek at it, I think you know what I am trying to get done here. I know using force.active is also a temporary measure, so forcing the previous rainy weather back in would transition back to default weather after a short wait allowing for a smoother transition from other weather.
  3. Hey folks, I'm looking to identify a currently active weather and force it back later. Identifying the weather is easy but I'm having trouble referencing it to force active. I can use 'Weather WeatherNow = Weather.GetCurrentWeather()' to get the weather but I can't get it to work later in the script, like using 'WeatherNow.ForceActive(true)' is no good. Am I going about this the wrong way or missing something? Any help would be greatly appreciated! =)
  4. Ok so the answer is no, this can't be done without assigning properties. I guess that was the main question. Thanks for the assistance =)
  5. I'd like to force in a specific weather type if another specific type is present. Simple enough but I'm trying to do it without having to assign any properties. This fragment seems logical but It's not working. If Weather.GetCurrentWeather() == (Game.GetForm(0x000C1234)) (Game.GetForm(0x00004321)). ForceActive(True) EndIf I may be close or way off base. Can anyone assist? Thanks in advance =)
  6. Ok next question, this one is about performance.. Say I have a hundred objects in a room and they all start disabled. They won't enable until the player activates them. Will the unrendered objects still tax the computer? I'm thinking yes because they still have to be loaded into memory even if they aren't enabled in Skyrim's world yet.
  7. Excellent, as always thank you very much.
  8. I need to ask a question about TES/CK preferred file usage: What file(s) would be used by Skyrim/CK if mymod.bsa was present when the loose files were also present? Would the game/CK use the BSA or loose files, and would it cause conflicts? Thanks in advance =)
  9. Thank you for the replies, they are very helpful.
  10. Basically - Is there a script that will stop a timer from running? Specifically - I enter trigger box A, it does something, and when I leave it sets a timer for an event to happen after 60 seconds. I enter trigger box B while the timer from trigger box A is still counting. The event from trigger box A will occur while I'm still standing in trigger box B, which I don't want to happen. So I'm looking for a way to stop the timer in box A from running when I enter box B. I can't find a solution anywhere =\ Thanks for any help! =)
  11. Thanks everyone. When using 'weather.ReleaseOverride()' will the sky revert back to the weather before TB entry or will it reset to a default weather type? I'm thinking it goes back to whatever weather type it was because the stormcloud overrode the current weather and releasing that will put the weather back to normal (i.e. rainy on entering, rainy on leaving; pleasant on entering, pleasant on leaving, etc.).
  12. You are such a great help, again Kromey. I'll try the second example, but I can't get my head around If Weather.GetCurrentWeather() != stormcloud stormcloud.ForceActive(True) EndIf Does that check for stormcloud weather (as defined) and if it is not it forces it active? That one condition would replace all the individual cloudy weather types I propertied out?
  13. I'm working on a script to make an area cloudy when the player enters a trigger box, but only if it's not already cloudy. The TB script works and changes the weather to cloudy upon entry, but my attempts to make it detect current weather and run only if it's not cloudy have failed. I have the weather property names valued to cloudy weather and tied to the TB, and tried using If statements and weather functions with them with no luck. Here is the working script, I just need to add the condition to run only if it detects one of the weather properties listed. ----------------------------------------------------------------------------- Scriptname GetCloudyTBScript extends ObjectReference Actor Property PlayerREF Auto Weather Property stormcloud Auto Weather Property skies1 Auto Weather Property skies2 Auto Weather Property skies3 Auto Weather Property skies4 Auto Weather Property skies5 Auto Event OnTriggerEnter(ObjectReference Somebody) String EnteredArea = "the skies darken" Actor Player = PlayerREF If Somebody == Player Debug.Notification(EnteredArea) EndIf stormcloud.ForceActive(true) EndEvent Event OnTriggerLeave(ObjectReference Somebody) String LeftArea = "the skies return to normal" Actor Player = PlayerREF If Somebody == Player Debug.Notification(LeftArea) weather.ReleaseOverride() EndEvent ----------------------------------------------------------------------------- Any help would be greatly appreciated.
  14. Great, I really appreciate the tips. I'll take efficiency any day. :happy: Now I'm working on getting the script to run only in non-cloudy weather so I don't end up transitioning to cloudy weather during, cloudy weather >.< The weather types to transition from are propertied out but I'm not sure if it would be a Function if/else or something else.
  15. I got it working thank you. I also had to add import game command to get the getplayer value to work. Thank you! This is how it turned out: ------------------------------------------------------- Weather Property stormcloud Auto import game Event OnTriggerEnter(ObjectReference Somebody) String EnteredArea = "You take shelter from the weather" Actor Player = GetPlayer() If Somebody == Player Debug.Notification(EnteredArea) stormcloud.ForceActive(true) EndIf EndEvent Event OnTriggerLeave(ObjectReference Somebody) String LeftArea = "You head back into the weather" Actor Player = GetPlayer() If Somebody == Player Debug.Notification(LeftArea) weather.ReleaseOverride() EndIf EndEvent
  16. Hi all, I'm trying to put a script together that will force a weather type when the player enters a trigger box. Here is the (probably bad) layout of the script I want to attach to the trigger box: --------------------------------------------------------------------------- Event OnTriggerEnter(ObjectReference Somebody) String EnteredArea = "You take shelter from the weather" Actor Player = GetPlayer() If Somebody == Player Debug.Notification(EnteredArea) ** Weather.ForceActive(true) EndIf EndEvent Event OnTriggerLeave(ObjectReference Somebody) String LeftArea = "You head back into the weather" Actor Player = GetPlayer() If Somebody == Player Debug.Notification(LeftArea) Weather.ReleaseOverride() EndIf EndEvent --------------------------------------------------------------------------- ** is where I'm struggling to get the weather I want to force in to work (can I work in a form ID for specific weather types?). Basically I want to change the weather to cloudy (ID 105f40). Maybe I'm going about it all wrong. Any help would be greatly appreciated.
  17. Maybe I'm being unclear but we aren't seeing the same thing. When I click on the 'view forum thread' link (from the mod's comments tab) I get this: "An Error Occurred Sorry, an error occurred. If you are unsure on how to use a feature, or don't know why you got this error message, try looking through the help files for more information. [#10342] We could not determine which forum this topic is in." I don't want to get this topic further off track so I'll happily wait for a resolution on the actual problem thread that Ishara posted. :rolleyes: EDIT: That didn't take long. The link works - thanks for the quick fix =)
  18. Just checked the forum comment link and I get this - http://forums.nexusmods.com/index.php?showtopic=849629 Thandal replied so I'm sure it will be corrected soon. I've seen recent Hot Files with endorsements in the 30's but not sure how long they had been up. Not complaining or competing but trying to regain exposure that may have been lost due to my two-week page development to publishing the mod.
  19. A link to the mod in question would help immensely. Sure, sorry it's B3 in my signature. EDIT: Ok this has been corrected, albeit with TEST at the end lol. I'll take it, thanks again for the quick fix :thumbsup:
  20. Hi there. Dark0ne I also posted on the blog piece you put out today. It's my mod in question here. I assume the publishing process it describes is the culprit to this problem. As I said on your blog I began working on my descriptions page in mid-Dec and did not publish my mod until Jan 1st. I assume it's the timing described above. Can it be fixed?
  21. Hi Dark0ne, I began working on my descriptions page in mid-Dec and did not publish my mod until Jan 1st. Currently my mod comment topic has been lost, here is the thread on it. I assume it's the timing described above. Now I know why my mod didn't make the hot files list because it had more endorsements than other hot files at the time. Not bitter about it, that's just the way it goes sometimes. But I would like the comment topic restored if possible.
  22. Ok folks .98 is out featuring a resting place for the Dragonstone and Elder Scroll. Way overdue imo :whistling: Come see what all the fuss is about!
  23. To help develop mods I'd like to know how many people like to play vanilla Skyrim vs the expansions.
  24. Yes, on this last release I re-did cover edges, updated preferred pathing and finalized. I'm really at a loss as to what causes this behavior, not sure if it's the home, a mod or an AI setting.
  25. I need some help figuring this out - my follower continuously tries to leave my custom home cell, comes back and leaves again over and over in an endless loop. Others using my custom home mod have the same problem. I'm assuming something isn't right with the home. The cell location and zone are set to the default Breezehome settings. Any suggestions?
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