dominator42 Posted July 20, 2015 Share Posted July 20, 2015 Trying to create a mod that will allow model path change of armoraddon based on location (weather actually appears better reference)...I am a scripting newb and have gotten stuck on properly detecting weather and realize it is likely a very simple oversight on my part but do not see it. This script is attached to objectalias "player" in generic quest... There is also a script attached to the quest (not used at this time, more of placeholder)It is returning false (warm) on every update even if in console I set weather. I have written this several different ways though since none worked any better than the other I guess there is no reason to go into specifics.Scriptname _dm_PlayerRA Extends ObjectReference Import Debug import game import weather import utility Quest Property _dm_RegionalArmors Auto ; snowy region weather Weather Property SkyrimOvercastSnow auto ; 4D7FB Weather Property SkyrimCloudySN auto ; 10A245 Weather Property SkyrimStormSnow auto ; C8221 Weather Property SkyrimClearSN auto ; 10A244 Weather Property SkyrimClearSN_A auto ; 10E1F0 Weather Property SkyrimCloudySN_A auto ; 10E1EF Float property updateint = 20.0 auto hidden ; update time interval Event OnInit() Debug.Notification("RegionalArmors Start") RegisterForSingleUpdate(updateint) EndEvent Event OnUpdate() if isColdRegion() debug.Notification("Update...Cold Location") else debug.Notification("Update...Warm Location") endif RegisterForSingleUpdate(updateint) EndEvent bool Function isColdRegion() bool iscold = false if GetCurrentWeather() == SkyrimOvercastSnow iscold = true elseif GetCurrentWeather() == SkyrimCloudySN iscold = true ElseIf GetCurrentWeather() == SkyrimStormSnow iscold = true ElseIf GetCurrentWeather() == SkyrimClearSN iscold = true ElseIf GetCurrentWeather() == SkyrimClearSN_A iscold = true ElseIf GetCurrentWeather() == SkyrimCloudySN_A iscold = true else iscold = false endif return iscold EndFunctionThe End Goal is that script populated formlists for Snow weather as well as armor and if a Snowy weather from the list is current weather the armors will have there default AA model path changed to have a more winter appropriate path.. and vice versa... This will be a global change on all armors, however, I will be looking to remove player worn armor from formlist at time of update so it is the only one not effected until unequipped as to not effect immersion... and possibly a LOS exclusion to match if it appears needed Any help with my current issue and insight into future work of this mod is greatly appreciated. Link to comment Share on other sites More sharing options...
Mattiewagg Posted July 20, 2015 Share Posted July 20, 2015 Try Debug.Messagebox instead of notification, you could change all those ifs to ORs:If GetCurrentWeather() == SkyrimOvercastSnow || GetCurrentWeather() == SkyrimCloudySN || etc. iscold = true EndIfDo realize that you're currently waiting TWENTY SECONDS for that update. Why? Just change it to 1 second for testing. It won't continue until IsColdRegion has been called. Make sure ALL YOUR PROPERTIES ARE FILLED. Link to comment Share on other sites More sharing options...
dominator42 Posted July 21, 2015 Author Share Posted July 21, 2015 I figured it out... It was not so much how I was writing the script but that after declaring properties I was not associating a value to the property in the CK... missed that part in Cipscis."Once you've declared a property like this, you then need to associate a value with it. In order to do this, navigate to the object with your script attached to it in the Creation Kit, right click on your script, and select "Edit Properties"."Cleaned it up and have it running off a formlist like I was trying to do in the first place. Thx for the help Link to comment Share on other sites More sharing options...
Mattiewagg Posted July 21, 2015 Share Posted July 21, 2015 On 7/21/2015 at 1:58 AM, dominator42 said: I figured it out... It was not so much how I was writing the script but that after declaring properties I was not associating a value to the property in the CK... missed that part in Cipscis."Once you've declared a property like this, you then need to associate a value with it. In order to do this, navigate to the object with your script attached to it in the Creation Kit, right click on your script, and select "Edit Properties"."Cleaned it up and have it running off a formlist like I was trying to do in the first place. Thx for the helpYeah, you needed to fill the properties as I mentioned. ;) Link to comment Share on other sites More sharing options...
dominator42 Posted July 21, 2015 Author Share Posted July 21, 2015 sorry, newb lol I misread that line as "declaring" Link to comment Share on other sites More sharing options...
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