Jump to content

How do you mod the weather?


LegoManIAm94

Recommended Posts

I was wondring if anyone knows if they know how to change the weather for the regions. I know for morrowind it is under regions and to do it in a script I would have to

 

ModRegion, "RegionID", clearvar, cloudyvar, foggyvar, overcastvar, rainvar, thundervar, ashvar, blightvar, snowvar, blizzardvar

Link to comment
Share on other sites

Climates are assigned to Worldspaces, or to interior cells if you tell them to behave like exterior.

 

Other than the assigned climate, to change the weather use one of two commands: SetWeather will be a gradual change, ForceWeather brings an immediate change.

 

http://cs.elderscrolls.com/constwiki/index.php/SetWeather

 

That contains a link to the related article on ForceWeather.

Link to comment
Share on other sites

The short answer is, you don't. Climates are attached to worldspaces, not regions within. I do not know how the game understands to make it snow in Bruma but not Leyawiin, but it probably has to do with elevation, or is hard-coded.

 

You will have to find ways around to make it rain, or whatever. Like, using trigger zones on the most likely routes into the region, which is the only way I have ever seen anybody try to control the weather.

 

There may be some way to get more information in game on where the player is by using Oblivion Script Extender. http://www.tesnexus.com/downloads/file.php?id=10533

 

I would definitely try looking there. Maybe you can find a way to script the weather when players near certain coordinates.

Link to comment
Share on other sites

I know that Morrowind expansions packs such as Tribunal add script functions and even if you don't use the Morrowind esm. file for a plug-in you made but you do have Tribunal installed it will still require Tribunal to run. So can I still use OBSE and not all my mods will require it.
Link to comment
Share on other sites

Not sure I followed that. This is Oblivion, not Morrowind.

 

OBSE does not use a .esm, but if you use a function from it, then yes, the mod will require it to function properly.

 

But, not required in the classic sense that Oblivion won't run without it. It is possible to play mods that require OBSE without it; they just don't work properly.

 

So, if you were using a function for the weather, but somebody didn't have it, then they wouldn't get the weather but could play the rest of the mod, no harm done.

Link to comment
Share on other sites

Show you how to do what? I've been trying to tell you all along that you can't.

 

You can only find ways around, like placing trigger zones that use either SetWeather or ForceWeather to make it rain. You could disable fast travel so that the player can't bop all over the place, (and in so doing reset the weather).

 

When entering a worldspace, or when traveling a distance using fast travel, Oblivion resets the weather. Therefore, under certain conditions it is possible to have it raining, go inside, then come outside and have it clear. That actually kind of tries to simulate real weather (like when it stops raining after a while).

 

With Fast Travel Disabled, you could make it start raining by using a trigger, set a quest to a certain stage, then use the test GetInWorldspace Tamriel to make it start raining. That way, you could KIND OF control the weather.

 

You can't use GetInCell in Exterior cells, so you cannot tell exactly whre in the world the player is--unless OBSE has some function to do that (I have not gotten around to using OBSE yet because I haven't needed to for what I have been doing).

 

I have already given you the link to OBSE. What else are you looking for?

Link to comment
Share on other sites

Weather patterns in Oblivion are set to change somewhat randomly. This flag keeps the climate from changing naturally.

 

Since the default time of day moves pretty rapidly in Oblivion, one would only expect that the weather would change, too. This flag is typically used when forcing Oblivion weather around an Oblivion Gate. If the player dawdled outside for ten or fifteen minutes without going inside (like if he is busy fighting Daedra), then this is used to keep the weather from clearing up, or starting to rain, etc.

 

There is a very big BUT involved here, however. This is not what you are looking for. This will NOT keep the weather from changing when entering a worldspace, or when fast traveling.

 

This basically keeps it raining as long as the player does not go inside or fast travel. Sorry :(

 

 

To really do what I think you are trying to do, you will need to create your own worldspace. Like Kvatch from the main quest; this is how they designed it so that it is Always raining. It sits in a couple of different world spaces with different climates.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...