antstubell Posted June 9, 2020 Share Posted June 9, 2020 Tried the obvious with an OnTriggerEnter script - SetWeather, ForceWeather. Never changes. Link to comment Share on other sites More sharing options...
antstubell Posted July 8, 2020 Author Share Posted July 8, 2020 (edited) Only way I've found to change weather is using an OnActivate event on an activator. Tried putting the change weather script on a XMarkerActivator and a TrapLinker and having it activated by a pull chain. lever, valve, etc and it doesn't work. Tried a OnTrigEnt event which uses MyACTI.Activate(Self) and still doesn't work.Can anybody explain why this is? EDIT: Does anybody know what the letters at the end of a weather stand for?Examples -SkyrimCloudy_ASkyrimCloudy_COSkyrimCloudy_CO_ASkyrimCloudy_FF and so on. Edited July 8, 2020 by antstubell Link to comment Share on other sites More sharing options...
maxarturo Posted July 12, 2020 Share Posted July 12, 2020 If i'm not mistaken the letters in the end represent the region. Here is a script that i'm using and it's fully functional & always fires.* I'm only posting the part that interest you, i don't think posting the whole script will help you. It changes the weather the instant that the player enters the 'Trigger Box', well in fact it does needs a few seconds for the transition to take place. Weather Property MyWeather01 auto EVENT onTriggerEnter(objectReference actronaut) If ( actronaut == game.getPlayer() ) If ( MyWeather01 ) MyWeather01.ForceActive(True) ; Set immediately this weather EndIf EndIf EndEvent EVENT onTriggerLeave(objectReference actronaut) If ( actronaut == game.getPlayer() ) If ( MyWeather01 ) Weather.ReleaseOverride() ; Release / Stop / Revert to cell's original weather EndIf EndIf EndEvent I hope it helps. Link to comment Share on other sites More sharing options...
antstubell Posted July 14, 2020 Author Share Posted July 14, 2020 Would SetActive not force such an abrupt transition?Thanks for the script. Link to comment Share on other sites More sharing options...
maxarturo Posted July 14, 2020 Share Posted July 14, 2020 (edited) It all comes down to what and how you want to do it. - The "ForceActive(True)" sets immediately the desirable weather, but it needs a few seconds, and by "Force" don't expect a blink between the 2 weathers, there is a smooth transition between them. - The "SetActive()" will make the transition based on, as the 'creation.com' writes: accelerate any existing transition when the call is made by a factor determined by game setting value fWeatherTransAccel. So this can be different according to the "fWeatherTransAccel". (timing) Edited July 14, 2020 by maxarturo Link to comment Share on other sites More sharing options...
antstubell Posted July 15, 2020 Author Share Posted July 15, 2020 "don't expect a blink between the 2 weathers, there is a smooth transition between them."I blinked, weather changed - it's super NOW. SetActive(True) is a smooth transition but on leaving the trigger box the change back to 'World Weather' is abrupt. Link to comment Share on other sites More sharing options...
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