Pnubs Posted July 31, 2022 Share Posted July 31, 2022 As per the title, I was wondering if it's possible to change an interior cell's lighting, specifically the "Show Sky" and "Use Sky Lighting" parameters, on an activation event? I haven't seen any functions/properties related to this, does anyone know any? Edit: It looks like there's an out of box solution here (first page, last post): https://forums.nexusmods.com/index.php?/topic/8170278-enable-sky-lightning-dynamically/ however, I'm still unsure what functions to use to change the weather type, I assume it isn't the enable/disable functions? Link to comment Share on other sites More sharing options...
Chronepsys Posted July 31, 2022 Share Posted July 31, 2022 Hi, Can you tell if you are looking about a way to set up the ighting in CK when you are creating your cell or if you are looking on a way to change this in game with a script ? Link to comment Share on other sites More sharing options...
Pnubs Posted July 31, 2022 Author Share Posted July 31, 2022 Hey there, I'm trying to change the cell's lighting in-game via a script through an activator. I currently have a script that enables/disables static objects by pressing a button. I just need to figure out how to add the weather changes to that script as specified in the link I shared. Link to comment Share on other sites More sharing options...
Chronepsys Posted August 1, 2022 Share Posted August 1, 2022 I did not use it at the moment but you can create a trigger bow with "DLC1WeatherChangeTrigger" script.Did you tried it ? It seem to change the weather when you are in the triggerbox. With it you will not be able to do the trick wherever you are like with a spell, but you can place a weather cube in you mod to do the transition like you say. Again, i never try tu use it. Link to comment Share on other sites More sharing options...
maxarturo Posted August 1, 2022 Share Posted August 1, 2022 (edited) The Skyrim engine does not support weather system for interior cells, so the functions 'getweather', 'setweather()', 'forceweather()', etc... do not work on interior cells, and I don't think that an SKSE functions exists, but I'm not 100% sure since I don't know them all by heart. Now there are ways to change the 'Sky Region' assigned to an interior cell, but things become a little bit complicated and they all need good scripting knowledge to either create your own SKSE plugin or / and use the 'Sky Cell Mesh' used on extercells to create and use and change your interior cell's sky and to even add real weather system to the interior cell, but without wind force. But as i said, this isn't as simple as to add a script here and press a button there and you are done, even if you are an experienced modder is way easier to construct your interior cell on an exterior cell (worldspace) and be done with it, you save a world of headaches and you are done 90% faster, so unless there is a very... VERY GOOD reason to get in this huge trouble, it's just not worth it, trust me... it's not worth the trouble mainly because NOBODY will understand what you did and much more NO ONE will appreciate the hard work you did, it will pass unnoticed... Edited August 1, 2022 by maxarturo Link to comment Share on other sites More sharing options...
Sphered Posted August 1, 2022 Share Posted August 1, 2022 "Pass unnoticed" Brings back memories of back when I bothered. That situation you push a big release, then watch a 20minutes-to-make large breasted follower released around the same time, hit hotfiles, thus concluding mod visibilty after 24 hours, and relaying the wake up call "Why did I even bother" But thats its own fun topic. And maybe I read too much into your sentiment which I relate to only so well Link to comment Share on other sites More sharing options...
maxarturo Posted August 1, 2022 Share Posted August 1, 2022 @ SpheredThe time that pushing the game engine beyond its limits are far gone now, it's a thing of the past. From the time that modding become easy and accessible to everyone all what modding started to be as, it all died. Now inovation is a rare thing and is not noticable because users see mods as just one more 'free' product which they can obtain without the need to educate themselves like it was before all this modding tools become available. Back in my days there weren't any modding tools and everything was than by the author, the user on the other hand needed to educate himself in order to able to use those mods, it wasn't just download and press button to play like it's today. Here you have a good example of how automation disrupts evolution and today's youth gets dummer and dummer. Link to comment Share on other sites More sharing options...
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