Anqayas Posted October 3, 2017 Share Posted October 3, 2017 (edited) I have no idea how I can achieve this, but I need the game to know that you're either indoors or outdoors to do something or change a setting. I know that's possible because in Frostfall there's an option so you can't use wait functionality outdoors, only indoors. Also, in vanilla, fast travel is disabled indoors. Thank you! Edited October 3, 2017 by Anqayas Link to comment Share on other sites More sharing options...
Kapteyn Posted October 3, 2017 Share Posted October 3, 2017 You probably want this...https://www.creationkit.com/index.php?title=IsInInterior_-_ObjectReference Note that there is no opposite function; if IsInInterior is false then you're obviously in an exterior. Also, bear in mind that there are some "interiors" which are technically a worldspace - check the talk page on the link. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted October 3, 2017 Share Posted October 3, 2017 (edited) Also, bear in mind that there are some "interiors" which are technically a worldspace - check the talk page on the link. Like Blackreach :cool: That drove me nuts. It's listed in the discussions as is a rather complete looking list. If it was desired to support 3rd party mods who also created worldspaces as fake interiors that becomes difficult without using something like a quest with a script such as described on the discussions. Then using some sort of "updater" to monitor for the 3rd party mod and add forms to the array/formlist depending on implementation. Edited October 3, 2017 by BigAndFlabby Link to comment Share on other sites More sharing options...
Anqayas Posted October 4, 2017 Author Share Posted October 4, 2017 Thank you for the link and the info. I am new to modding and I know only the basic stuff like removing or editing a value. What I have in mind is something new to me, so I really have no idea where to start. What I want is that once the player is indoors, the current default state of the moving becomes walking unless the player starts running, and once not indoors the current default state becomes running until the player reverts back to walking. Now I can get technical and say that it's really just changing the speed value, the values determine the state of movement whether it was running or walking, because those are just consents we created. And by using if statement I can manage that. But as I said, I have no idea how to manage that IN the Creation Kit. I've read somewhere that I can create a quest that never ends. So the script is running in the background. Any tips? Link to comment Share on other sites More sharing options...
Kapteyn Posted October 4, 2017 Share Posted October 4, 2017 There's this kind of trick... Event OnCellLoad() If Self.IsInInterior() Self.ForceActorValue("SpeedMult",50) Else Self.ForceActorValue("SpeedMult",100) EndIf EndEvent However, I guess all that will do is affect forward motion - it may not change your gait in the strictest sense. Unless it's possible to either assign a package to the player character or otherwise force the activation of a hotkey, I'm not sure if it can be done because I can't find any kind of function which might facilitate this. My example will also take effect in all interior locations, so that could be a fort, cave, shop or player home. You'd have to set conditions on the type of location to get it how you want it. Link to comment Share on other sites More sharing options...
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