stevie70 Posted May 5, 2011 Share Posted May 5, 2011 is there a way to turn an interior cell's fog on/off by script?a command that changes lighting templates on the fly would do as well, but i could find neitherthx Link to comment Share on other sites More sharing options...
stevie70 Posted May 6, 2011 Author Share Posted May 6, 2011 really nobody...?or is the question just so dumb everyone's too embarrassed to answer...? :-)anyway, i still can't find _anything_ about script affecting lighting/fog in the geck-wiki or here in the forums, but i really find it hard to believe there shouldn't be any way to do this, i mean you can force an image space change, so... and you'd think, if you can store lighting templates already, they'd be easy to call from a script (if you knew how), well that's what i'd think at least... Link to comment Share on other sites More sharing options...
rickerhk Posted May 6, 2011 Share Posted May 6, 2011 light's and fog are objects in the Geck just like anything else and you can give them persistent refs to enable/disable through script. Though if you are wanting to do this in a general sense and not with specific lights/fog, then that would be more complicated. There isn't a script function to 'turn off the lights or fog' in the current cell, if that's what you want to do. You would probably need to use NVSE to ref-walk for lights and movable statics (fog)But then on the movable statics, FXSmokeWisps01 for example, don't have names so you couldn't use the NVSE CompareNames function to find them to narrow them down further. Though you could give them all names of your own. Link to comment Share on other sites More sharing options...
stevie70 Posted May 6, 2011 Author Share Posted May 6, 2011 light's and fog are objects in the Geck just like anything else and you can give them persistent refs to enable/disable through script. Though if you are wanting to do this in a general sense and not with specific lights/fog, then that would be more complicated. There isn't a script function to 'turn off the lights or fog' in the current cell, if that's what you want to do.yes, that's what i want to do, affect an interior cell's lighting and/or fog via script, sorry if i haven't got that across clear enough.strange that there isn't an easy way. but this is where searching for workarounds got me so far: i just came across weather. lighting and fog can obviously be set there, and there definitely is a script command to force weather. no idea yet if that works in an interior and overrides it's own settings (if any) though. one thing that definitely can be done in interiors is make it behave like exterior and assign a climate to it. so i'm pretty sure there should be a way to piece something together with weathers and climates, just to turn my bloody fog off :-), but since i've done nothing with neither climate nor weather so far, i'm currently still figuring out the basics of how this all works & piecing together some test scenarios, hoping one of them's gonna do what it should, i'll let you know :-) Link to comment Share on other sites More sharing options...
MrDeathKill Posted July 22, 2011 Share Posted July 22, 2011 (edited) ... Edited July 22, 2011 by MrDeathKill Link to comment Share on other sites More sharing options...
stevie70 Posted July 22, 2011 Author Share Posted July 22, 2011 ...man, who'd have thought this thread would ever come back from the groove... :-)i can tell you what i found out meanwhile though...short version: nothing. :-)long version: i found that since one of the patches there actually is a setfog-function, but obviously, this only works globally (for _all_ cells and worldspaces) and can't any way be undone unless you quit and restart the game, which isn't quite exactly what i was aiming for... :-)but apart from that, nothing... Link to comment Share on other sites More sharing options...
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