SaulieSaul Posted October 2, 2017 Share Posted October 2, 2017 (edited) Hello people! I am editing "Breti's New World Mod" populating the barren land with towns, villages and cities , There is a script running on an activator located on a ship at "Hardrock Landing", that takes you to and from New World and Solitude, what I am trying to do.. Is attach another script to the activator that passes several game hours, simulating a long boat trip. What i'm trying to find out is.. "how do I make this script?" "Would I need to edit the teleport script and add the new lines in, or just place the new script alongside the teleport one, in the activator?"Any help would be awesome! As I'm so stuck with this, and so many other things also, I just want to finish the mod and play the game lol Edited October 2, 2017 by SaulieSaul Link to comment Share on other sites More sharing options...
JonathanOstrus Posted October 2, 2017 Share Posted October 2, 2017 If your current method uses MoveTo, you could try using FastTravel read the notes section on the wiki. Link to comment Share on other sites More sharing options...
SaulieSaul Posted October 2, 2017 Author Share Posted October 2, 2017 (edited) I'm not sure how, but from what I read, it is problematic, but thank you, I will take a peek :smile:Also how would I advance time, by say, 6 hours using this method? Edited October 2, 2017 by SaulieSaul Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 3, 2017 Share Posted October 3, 2017 FastTravel calculates the time and adjusts the clock automatically based on various factors. If you want to use MoveTo and be assured of time passing for a specific amount, you can assign the global that the game time is stored in to a property and use Mod to advance it by your designated amount. Link to comment Share on other sites More sharing options...
foamyesque Posted October 3, 2017 Share Posted October 3, 2017 FastTravel calculates the time and adjusts the clock automatically based on various factors. If you want to use MoveTo and be assured of time passing for a specific amount, you can assign the global that the game time is stored in to a property and use Mod to advance it by your designated amount. Which global is that, anyway? There's at least two candidates (GameHour and GameDaysPassed), along with a few ones that look like they may be tied to it (GameDay, GameMonth, GameYear). Also, do changes echo through? F'rex if you mod GameHour up by 24, does GameDaysPassed increase? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 3, 2017 Share Posted October 3, 2017 GameDaysPassed should be the same global that GetCurrentGameTime calls upon.Honestly, I do not know if changing GameDaysPassed affects the others or not. Link to comment Share on other sites More sharing options...
SaulieSaul Posted October 3, 2017 Author Share Posted October 3, 2017 GameDaysPassed should be the same global that GetCurrentGameTime calls upon.Honestly, I do not know if changing GameDaysPassed affects the others or not.Thank you for the reply! (I love your mods btw ;) ) I'm still in the dark with what all this means, what I do know is, I have a mod that slows the advancement of time passing in a single day, I think the stock value is 20? and I changed it to 8, so the game day advances much slower. If you would be so kind as to help me make this script, in a little more detail, I would be very grateful :D (I make lovely sandwiches?) Link to comment Share on other sites More sharing options...
SaulieSaul Posted October 3, 2017 Author Share Posted October 3, 2017 (edited) Iv'e been looking at the script attached to the boat activator, there is no source file for it, so I can't edit it at all, I will have to find a way to make a new travel script.. ffsEdit: I have contacted the author of "Hardrock Landing" (The mod in question) maybe this chap can help? Edited October 3, 2017 by SaulieSaul Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 4, 2017 Share Posted October 4, 2017 Look up Champollion (original command line & an optional GUI to go along with it). It can create a readable and usable PSC from a PEX. Structure and formatting may be a bit different than what you would normally type up, but the CK should be able to re-compile it just the same. Link to comment Share on other sites More sharing options...
SaulieSaul Posted October 4, 2017 Author Share Posted October 4, 2017 (edited) Thank you very much @IsharaMeradin! This sounds like a great tool! I have spoken to the mod author, he already gave me a text of the script, we are still working out how to apply time passing though, so making a little progress here :smile: Edited October 4, 2017 by SaulieSaul Link to comment Share on other sites More sharing options...
Recommended Posts