the00phoenix Posted December 3, 2003 Share Posted December 3, 2003 I went through GhanBuriGhans scripting tut and noticed that you can get the cell the player is currently in, but not the region. A similar command to the GetPCCellID for regions would be great, is there any?If not, does anyone know of a workaround that does not imply hardcoding every single region into the script (which would need constant updating if new regions are available)? Greetz, the__phoenix Link to comment Share on other sites More sharing options...
Marxist ßastard Posted December 3, 2003 Share Posted December 3, 2003 Nope, you'll have to use GetPCCell for that sort of thing... If this is only a momentary script and you can have a convenient NPC around, though, I believe that there is a Region function for dialogue work. Link to comment Share on other sites More sharing options...
the00phoenix Posted December 4, 2003 Author Share Posted December 4, 2003 I'd need it for weather changing, but if you do not have a GetRegionID function you can't make good scripts, since some regions require special handling like the Red Mountain Region after the Blight has gone or Mournhold during the ash storm, to name a few. Pluged in regions cause other problems, because you can't know them in advance. <_< Link to comment Share on other sites More sharing options...
german_man Posted December 7, 2003 Share Posted December 7, 2003 I believe this happens when you execute a script from dialogue or something, for instance, after defeating Dagoth Ur you have to talk to Azura, in her script it may change the weather. Check her script, i didnt fully understand the question so if this has nothing to do with it then just dont worry about. Link to comment Share on other sites More sharing options...
hundinman Posted December 7, 2003 Share Posted December 7, 2003 german_man you know where to be Link to comment Share on other sites More sharing options...
Marxist ßastard Posted December 7, 2003 Share Posted December 7, 2003 Er... AzuraEnd doesn't open a dialogue window. For just chinging the weather, ModRegion will work -- in the EndGame script, the command used to make the Blight stop is... ModRegion "Red Mountain Region" 50, 50, 0, 0, 0, 0, 0, 0 Similarly, for making the ashstorms in Mournhold... ModRegion "Mournhold Region" 0, 0, 0, 0, 0, 0, 100, 0, Link to comment Share on other sites More sharing options...
the00phoenix Posted December 7, 2003 Author Share Posted December 7, 2003 I know, I know, I just want to change the weather temporarily, when I equip an item. Therefor I would need the current region ID during runtime for either the ModRegion or the ChangeWeather command and a variable to store the old weather enum.Since it can occure, that the PC changes region during the changed weather period I would again need the current region ID to change the weather there (and switch it back in the previous region). This way I could store the current weather enum of every single region and change it back, without messing with the original weather settings.But that's not possible and I have to hardcode every single region into the script, which causes unresolveable problems (as mentioned above).I think this idea of mine is not worth further tracking, since it is simply not possible to implement. Greetz, the__phoenix Link to comment Share on other sites More sharing options...
Marxist ßastard Posted December 7, 2003 Share Posted December 7, 2003 Well, the arguments for ChangeWeather are, it seems, optional. Therefore, it would be possible to just issue a "ChangeWeather #" command whenever the PC equips the weapon and a simple "ChangeWeather" when the weapon is unequipped. What effect this has, I don't really know. Link to comment Share on other sites More sharing options...
the00phoenix Posted December 8, 2003 Author Share Posted December 8, 2003 Hm, that sounds plausible. I'll give it a try and report back if it works. ^_^ #EDIT: The Region ID isn't optional unfortunatly. Link to comment Share on other sites More sharing options...
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