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acidzebra

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Posts posted by acidzebra

  1. If worse comes to worse, you'll need to do a few sums and set each variable separately.

     

    Yeah, so it's a magic boat and travel doesn't take time :)

     

    (I suck at simple math)

     

    Cheers for the suggestions - at least I have an idea of what _will_ work - read the current date variables (time, day, month, year), do some arcane conversion, add my desired travel time, make sure values don't go out of bounds, convert the whole thing back, then write the variables. Which really is beyond the scope of what I'd hoped it would be: SetTheDamnDateForMe()

     

    Probably easier to just script a couple of really long fast travel jumps. People love long load times, right?

    ;)

  2. 365 in a year, yup, according to this one, with a short 2nd month and the rest either 30 or 31 days.

    http://www.uesp.net/...Skyrim_Calendar

     

     

    This latest iteration DOES adjust the gameyear value, but the rest (hour, day, week, month) as reflected by the pause menu or wait (t-key) function - you know, Mornsday, 17th of Last Seed 8:01 or something - are unaffected. Looks like they're separate variables tracked separately. Joy. And gamedayspassed refuses to be changed, looks like that is some kind of read-only variable.

  3. @slainia: interesting suggestion. I've played the quest but not sure if it moves time forward. Did find this line in the MS10 quest though:

    SetStage(42) ;insert some joke about the meaning of life here

     

    lol

     

    @Steve, I tried something like that after Janus set me on the right track, but it doesn't seem to do anything. Even stranger, if you go to the console and change the global variable gamedayspassed (say "set gamedayspassed to 20"), close the console, reopen it, then read back the variable "show gamedayspassed", it won't have changed from the previous value (except by what time the game thinks has passed), ignoring whatever you set it to. If you do it from script, no dice either.

  4. I just had a look at the mod in question and it DOES have an esp file, and an esm file, and a bunch of subfolders - inside a RAR archive. The whole thing should be extracted and end up in whatever is your data folder. You will still have to add the esm and esp file to the plugin.txt file as Janus outlined.

     

    it downloads as one file with no esp

     

    It's a rar archive. If you can't see folders and files inside, your download may be corrupted and you should try downloading again. Alternatively, I have no idea how macs handle .rar archives but I'm sure there is some software to be found somewhere.

     

    Something like this, I suppose.

    http://www.unrarx.com/

  5. Re; updates, keep an eye on the Bethesda blog. They'll post when they go into beta and when they release.

     

    As for SD, haven't had an issue with any of the 1.7 releases. Which, I think weren't that many.

     

    Back to your main topic, I understand what you're getting at, but since you asked for viewpoints - I never leave 1st person view. It's ME I'm projecting onto the avatar. Whether I play Khajit, Argonian, or Nord, I don't want to have some alien face breaking the spell/suspension that it's me doing all this stuff. That's just me though.

  6. Ah, okay. I've kept my steam offline and my skyrim not updated for quite some time now. It's not broken, and I didn't care for an update which only stated "general fixes" (marketing speak for "we didn't do much") so yeah. Also see the number of people very upset with their CK not working anymore after the 1.8 update - all the more reason to not let your games auto-update/

     

    ...also, the 1.8 update has just been released - 1st of November so script dragon can't really be that out of date.

     

    Something like this feels so essential.

     

    A personal feeling, perhaps?

  7. That puts me on the right track Janus, cheers. I see variables gameday, gamedayspassed, gamehour, gamemonth, and gameyear.

     

    Of course, it couldn't be as easy as just adding 14+random int to gameday, because that makes the game think it's the 54th of Last Seed. Joy. Looks like I will have to get the current date (month, day, year), do some kind of conversion, add my desired travel time, convert back, and update each variable.

     

    ...you know what, I may just say F* it, you are now magically on the island and the boat travel was instant. Unless someone has a great idea on how to do this painlessly. It's amazing how the most complex operations can sometimes be just a single line of Papyrus away, and the most simple ones can take hours of wrestling with scripts.

  8. I'm building a mod in which the player undertakes a sea journey. The journey takes about 2 weeks, give or take. I don't want to have the player spent two weeks on a boat on the open ocean which would be boring, so I would like to move the player (and his party) to a new location and "move the clock forward" by 2 weeks + random number of days. MoveTo and FastTravel take care of moving the player and friend(s), I have that working. I'm not seeing any way to force the ingame clock to move forward.

     

    Is this at all possible?

  9. I'm building a mod in which the player undertakes a sea journey. The journey takes about 2 weeks, give or take. I don't want to have the player spent two weeks on a boat on the open ocean which would be boring, so I would like to move the player (and his party) to a new location and "move the clock forward" by 2 weeks + random number of days. MoveTo and FastTravel take care of moving the player and friend(s), I have that working. I'm not seeing any way to force the ingame clock to move forward.

     

    Is this at all possible?

  10. Good point. Um...

     

    Do this before you go into the wait mode, from the console:

    "set timescale to 50000" in the small cell - then after a few minutes "set timescale to 20".

     

     

    Hey, it's already messed up, a little timescale messing won't make things worse...

    :thumbsup:

    (or follow the instructions in the link Steve provided, probably better)

     

    For the record, I wasn't hoping for cell reset, I was hoping for any active effects to time out - who knows what state this was saved in before he pulled the mod)

  11. I fear Steve may be right, but you could try making a clean save and then removing it.

     

    With the mod active, load up your savegame and then enter the console (use the tilde [~] key)

    Type "coc qasmoke" Don't open, use or pick up any of the stuff in this cell. In fact, don't do anything at all.

    Enter waitmode (t key)and wait for 24 hours (game-time, not real-time). If you want to make sure and are the patient type, just walk away from the keyboard at this point and go make a sandwich, surf the web for a bit, and come back in an hour or so.

    create a new savegame.

    Enter the console again and type "qqq" to quit out of the game.

    Remove the mod.

    Relaunch Skyrim

    Cross your fingers.

    If all is well

    load your new savegame.

    Create a new savegame.

    Quit Skyrim again

    Start Skyrim, open the console, "coc whiterun" or some other location and, save one last time, resume play.

     

    Don't get your hopes up though.

     

    And, and make sure you don't have any mods dependent on MM of course.

  12. @Steve, but it's a bit of a 2-way street innit?

     

    Badly written scripts and/or player yanking out mods but leaving stuff and/or otherwise doing weird things causes saves to bloat or get corrupted (or unsafe upgrades of mods with scripts running registerforupdate instead of RegisterForSingleUpdate, or any number of other causes), which in turn leads to other things including scripts breaking.

     

    Or am I seeing it wrong?

     

    I have had some success with reducing bloated save by going to a small cell (like QAsmoke, or a player home), and just walk away leaving the game running. A few hours later I saved, exited, and found a 60MB bloatzilla reduced to 15 MB.

  13. Well the basic quest would have stages - each stage (which gets set when you complete an objective) would have a script fragment enabling/disabling an xmarker which in turn has a bunch of objects (say, impaled corpses) linked to it, either as an enable parent or opposite of enable parent. Open one of the player homes in the CK to see the basic idea - when you buy house furnishings from a steward, stuff like alchemy tables get enabled (but it's already present in the home, just disabled) and cobwebs etc. get disabled.

     

    If you look at it in the CK, you should see a bunch of xmarkers somewhere outside of the home, each linking to one or more objects in the home itself.

     

    I'm really a novice at scripting, I know just enough to tell me when I'm trying to bite off more than I can chew, and if I was going to attempt to do this I would get more comfortable with the quest system first.

  14. I've never borked my game to that point, but for the mod, having a backup copy on a local hard drive is always a good idea (and prefixing your scripts with some easy to find name helps, as does keeping your textures in a subfolder - just a bit of housekeeping)

     

    Yes, I suppose you could pack your mod (file > create archive).

     

    And give tesvgecko a whirl - you may be able to fix your records without having to reinstall.

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