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Interior weather sounds


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How does SSE reflect the weather outside... inside? Meaning if it is raining outside, you can hear the rain in an interior. Years ago in Oldrim, I made sound markers with various weather sounds and placed them in interior cells. A script would run when player entered an interior cell that 'GOT' the weather outside and played the appropriate sound marker inside. I don't know hoe SSE does this, can somebody enlighten me because as of yet I haven't seen/heard this in my new world mod.

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Skyrim doesn't have such a Script Member : to get the exterior cell's weather sound from within an interior cell to play inside (IN an interior cell), it doesn't exists !.
Now, you can do this but requires at least two scripts to cooperate and communicate with each other, one for the exterior cell that will get the weather before the player enters the interior cell, and one for the interior cell that will find (from a form list) and play the corresponding weather sound FX in their corresponding activators positions, or in your areas of influence.
This won't work by placing a bounch of different sound marker all over the cell, but by playing the sound FX from the invisible activators positions, or in your areas of influence, that will act as a sound Marker for all sound Markers.
I've done this with the current mod that i'm working on (in my case i'm using tree scripts, one for the exterior, one for the interior that acts as the controller, and one for the areas of influence), and all I can say is that, it's waaaaaaaaaay toooooo much work if you're not a detail freak like me !....
If you are interested to try, then start with this:
Weather Function GetCurrentWeather() native global
int function GetClassification() native
Weather Function FindWeather(int auiType) native global
Weather Function GetOutgoingWeather() native global

 

* Skyrim and SSE has no scripts differences, the only difference is that SSE is running in a game engine that can use 64-bit (more than 4 GB ram) and that the engine works (supposedly) better : Art & Effects, Volumetric God Rays, Water Shaders, bigger poly meshes, bigger textures, and that's about it.

Thanks for all the hard working modders and their inventions, now you can mod classic Skyrim to a point that overlaps SSE.

 

* Whatever you did for classic Skyrim (back then) will work exactly the same way for SSE.

Edited by maxarturo
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Wow. Complex stuff. What I did for Oldrim, still have a tutorial on Toob on how to do it - I need to watch that LOL, is simply put a storm/rain sound marker. which is not a problem to make, inside the interior cell and if I remember correctly, a triggerbox in the doorway that turns the sound marker on/off using (think this is the correct condition) GetisRaining == x. I found this the simplest way because really the only weather you would hear in a interior cell (from outside) is rain or thunder... possibly wind but that just adds a 2nd sound marker. No forms to check for specific detailed weather it either is raining or it's not.

Appreciate your insight.

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