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How do you mod the weather?


LegoManIAm94

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If you do not add the optional weatherOverride parameter, the weather will change natually the next time Oblivion decides it's time.

 

If you DO include the override flag, the weather will remain in force until the player does something that causes a reset, like fast travelling, being moved by a script, entering an Oblivion Gate, etc. In the last case, as the player approaches the gate, the gate's script will override your override in favor of making an Oblivion Storm.

 

However, if you then issue ForceWeather again, you override their override. Basically, and this is true throughout Oblivion, the last action, or the last mod loaded wins.

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No. Any X, Y, Z position are coordinates within a given cell, NOT the worldspace. Like I have been saying, unless OBSE has some function, which would be really cool, you cannot tell where the character is within a worldspace. You can tell -IF- the player is within any Interior cell, or -IF- within the exterior of any given Worldspace, but not WHERE within that worldspace the player is.

 

Oblivion Gates use distance from them to trigger their weather, but distance, and activators, only work within the same cell. Each Oblivion Gate takes care of itself and sets it's own weather when the player is near; there is no master script that takes care of them all (technically it is one script, but it attached to each of the gates individually).

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