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Need modding help/ modding challenge.


NikhilR

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I want to make it so that every cave and mine in cyrodil floods with water during a high tide/ when it rains. Flooding times may be scripted and flexible. Also after the flood there should be indications that the cave was flooded previously, i.e puddles of water.

Also any creatures within the cave should run out when the cave floods over a period of time. Some caves have water passages that become vortexes during a flood and suck you in only to spit you out into the ocean.

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The thing, I think would work, but I'm not sure if there is a command for this, is to copy all interiors, and make the copied ones filled with water. And when it rains, the command (if there is one, not sure) should set the teleport from the normal cave to the flooded one.
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I heard of someone who made a mod with a trap in it where you were stuck in a small room and the room flooded. What they did was lower the whole room into the water with scripting. The water level can't change, so they changed the level of the room. That would not be practical for your purpose with all the hundreds of objects in dozens of caves.

 

You could raise and lower a really cheesy-looking water plane static in one dungeon at a time, but the water would not make splash noises, would not drown anyone, and would be crystal clear underneath and not murky like flowing cave water.

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Alright I found the command.

If you follow my way, then firstly copy all mines/caves you want to use into new cells, and set everything the same apart from the water level.

Then use a script like this:

scn MyScriptName

 

Begin GameMode

 

if IsRaining >= 0

OutsideDoorRef.SetDoorTeleport insideRef X Y Z

endif

end

 

I think this would work. (not sure)

Here is the command: http://cs.elderscrolls.com/constwiki/index.php/SetDoorTeleport

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There is an OBSE command to change the water level - SetCellWaterHeight. Unfortunately, it only goes into effect when the cell is reloaded. If you want to actually see a cell get flooded with water, the only way is by moving everything else in the cell down, like David said.

 

If you only need the first case to work (cell gets flooded when you're not in it) then that should be easy enough to do. I think it would be impossible to get the creatures to run outside when you're not in the cell though.

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So I copy an entire interior cell, flood it and make the player spawn to it when it rains/at a certain time of day?

Seems simple enough I'll give it a try, could you provide me with a example script specific to a cell (affected by rain and time of day?)?

 

I shall try your option as well David though I don't know how to change the level of the room, Is the level of the objects in the room automatically changed as well or do they remain floating in the air?

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So I copy an entire interior cell, flood it and make the player spawn to it when it rains/at a certain time of day?

Seems simple enough I'll give it a try, could you provide me with a example script specific to a cell (affected by rain and time of day?)?

 

I shall try your option as well David though I don't know how to change the level of the room, Is the level of the objects in the room automatically changed as well or do they remain floating in the air?

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The problem is that my laptop is dead at the moment, but I'll try to explain.

Copy everything from that cell into a new cell, that should be called the same, but maybe add ***Flood to the end. Then in the cell editor, edit the water height in the flood cell.

Then change the reference name of the door inside that cell to a custom name and use the script I posted on it, so for example:

scn MyScriptName
Begin GameMode
if IsRaining >= 0
OutsideDoorRef.SetDoorTeleport insideDoorRef X Y Z
else
return
endif
end

To OutSideDoorRef obviously put the reference name of the door outside.

To InsideDoorRef put your custom reference name of the flooded cells name.

For X, Y and Z put an npc into the cave where you'd like to arrive when you're teleported in, and check its coordinates (the left tab when you double-click on it in render window) write down these numbers then delete the npc.

So for X the NPC's X code and so on.

And lastly create a quest, its name doesn't count at all and set this script as its script.

Test it ingame, and if you (and I) did everything fine, it should work.

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