jucoking Posted February 17, 2019 Share Posted February 17, 2019 This needs to work for all interior cells in my mod and resume Game Time on moving to an exterior cell. Any help is appreciated. Link to comment Share on other sites More sharing options...
xWilburCobbx Posted February 17, 2019 Share Posted February 17, 2019 (edited) Well, this script doesn't work too well, since a lot of interior cells are technically in the TamrielLocation, but since I made it, you might as well have it. Scriptname MyScriptName extends ReferenceAlias {Pauses time when not in the specified locations. Written by Wilbur Cobb / smashballsx88} Location property LTam auto {Set this to TamrielLocation, you can also define more exterior spaces.} ;Location property nLoc2 auto ;Location property nLoc3 auto GlobalVariable property Hr auto {Set this to GameHour.} bool pInter float pTime Event OnLocationChange(Location akOldLoc, Location akNewLoc) if akNewLoc == LTam ;Makes sure the player is in Tameriel. You can define more exterior locations, do (Ltam || nLoc2 || nLoc3) ... ect UnregisterForUpdate() ;Terminates any registered updates. pInter = false ;Sets a bool to track rather the player is or isnt in tameriel, false if tameriel, true if anywhere else. debug.trace("The player is in " + akNewLoc) else pTime = Hr.GetValue() ;Sets the hour that it curretly is, when the player inters the new location, to a float that wont change till he does it again. pInter = true RegisterForSingleUpdate(10) ;In 10 real-time seconds, it will begin the pause time cycle. debug.trace("The player is NOT in exterior") endIf endEvent Event OnUpdate() ;Starts the loop, and fires everytime an Update happens. if pInter == true Hr.SetValue(pTime) ;Every 10 seconds it will reset the time to the hour the player left tameriel in. RegisterForSingleUpdate(10) debug.trace("Time was reset to " + pTime + " hour(s)") endif endEvent Perhaps you can work with it though, this script attaches to a reference alias through a quest. Just make the specific reference a player, and add it to the Papyrus box. Read more about how OnLocationChange() works here, perhaps you can find a better solution. This also won't account for days, so if the player waits over a day it will just revert it to the hour. To avoid this, it's really simple, just do what I did with the Hr global, to another global assigned to GameDay. Also, watch out for making the script too big, cheers. Edited February 17, 2019 by smashballsx88 Link to comment Share on other sites More sharing options...
jucoking Posted February 17, 2019 Author Share Posted February 17, 2019 (edited) This is ingenious. I appreciate this and will give you front page credit if I use it (including any derivatives of it). None of my interior cells are in the tamriel worldspace, as I have made my own original worldspace, so I hope that won't be a problem. I will give it a shot and get back to you. Edited February 17, 2019 by jucoking Link to comment Share on other sites More sharing options...
xWilburCobbx Posted February 18, 2019 Share Posted February 18, 2019 (edited) Good deal, what might help, is making sure all of your locations don't parent to your exterior world. I don't know if that will have any affect for the script, so do your own testing, but this might have unintended side effects, so read up on Locations and do a bit of research before you decide. Otherwise, if you can think of a good script revision, always go for that instead. Edited February 18, 2019 by smashballsx88 Link to comment Share on other sites More sharing options...
Evangela Posted February 18, 2019 Share Posted February 18, 2019 If you have to change GameDay for any reason, you'll notice that the day of week doesn't reflect the change(sundas will stay sundas for example and change to morndas when the day changes naturally as normal). The day of week is hardcoded in the engine. This mainly is harmless unless there are mods that rely on days to be 100% accurate to the vanilla calendar. Link to comment Share on other sites More sharing options...
jucoking Posted April 30, 2019 Author Share Posted April 30, 2019 (edited) Good deal, what might help, is making sure all of your locations don't parent to your exterior world. I don't know if that will have any affect for the script, so do your own testing, but this might have unintended side effects, so read up on Locations and do a bit of research before you decide. Otherwise, if you can think of a good script revision, always go for that instead.So, the weirdest thing is happening while trying to compile this script...UnregisterForUpdate() and RegisterForSIngleUpdate(10) won't compile. This is bizarre to me because it's a script line I've used a million times and haven't had any issues with it. Any idea on what gives for this script?? UPDATE:My bad...while copying and pasting I accidentally took off the script header. All is well. Edited April 30, 2019 by jucoking Link to comment Share on other sites More sharing options...
jucoking Posted June 10, 2019 Author Share Posted June 10, 2019 Hi Rasikko and Smashballsx88, Thanks to your help I have released my mod (a remake of Castlevania II: Simon's Quest) which can be found here: https://www.nexusmods.com/skyrimspecialedition/mods/25832 I have thanked you both in the "Credits" section, but please let me know if you'd like me to add anything else to give you credit (such as links to mods or pages). I want everyone who contributed to know that I really appreciate the help. Link to comment Share on other sites More sharing options...
Ghaunadaur Posted June 11, 2019 Share Posted June 11, 2019 Thanks to your help I have released my mod (a remake of Castlevania II: Simon's Quest) which can be found here: https://www.nexusmods.com/skyrimspecialedition/mods/25832 I'm confused. Is the mod made by you or by 'TheGhostFollows' ? Link to comment Share on other sites More sharing options...
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