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NWN SCRIPTS

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Title  Global Weather System v1.1
Author  Icey
Submitted / Updated  04-26-2004 / 11-22-2006
Category  Area
Expansions  Requires Both Expansions (SoU & HotU)
Format  Module and Code
Type  Type - Other
Includes  Custom
Description
The purpose is to create a global weather system, which means every area has the same type of weather. This stops strange things happening like snow in one district of the city and then walking into the next and it's completely clear. The system changes the weather sporadically.

The chance to switch between weather patterns has been made realistic. For example, there is more chance to switch from clear to rain than clear to snow.

Also included is a Weather Wand to allow people to fix the weather to a certain type, disable/enable the system and change sykboxes.

This package contains an example module with the system fully working and the wand on the ground for you to try out. The erf file contains the necessary scripts and wand to run the system.

Files

NameTypeSizeDownloads
weather.zipweather.zip
Submitted: 04-26-2004 / Last Updated: 05-04-2005
zip34.36Kb701
--
SCORE OUT OF 10
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2 votes
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Comments (13):

Posted by gert. ( 172.202.xxx.xxx ) at 2004-10-21 04:32:00    
so am i : ) How are things going with the update Icey?

Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-10-10 16:14:00    
I'm eagerly looking forward to the promised update now 1.64 is out :)

Posted by The Overfiend ( ..xxx.xxx ) at 2004-09-23 11:16:00    
You need both expansion packs to import the .erf, so it does not work on NWN.62 =/.

Other than importing the .erf there is no way to view the script, so I can't just copy & paste it in.

Posted by Mercator at 2004-08-26 08:39:00    
Any chance there will be eclipses in the next rollout?

Posted by Bralnar at 2004-08-04 01:36:00    Voted 8.00 on 05/03/04
Ok thats what I meant by a storm front moving around... my world is so large that the weather wouldnt be the same everywhere. The zone idea would be great. In any case, its a great script.


Posted by Gomisan at 2004-07-31 15:15:00    Voted 9.00 on 05/21/04
I notice you've made an update to this file. Can you give us an idea of what haschanged? Is therenew functionality? or just bug fixes?

Posted by aidonor at 2004-05-31 06:56:00    
I'll be testing this system soon also and would like to echo the zone idea. I've used a system for other games that's similar where you choose n area type and it makes the weather patterns match it better. We basically had "normal", arctic, etc. as zones. I'm also working on a large world where the patterns might not be the same all over. I'll be happy to have the same weather throughout a multi area city instead of rain, clear, snow.

Does this system consider seasons at all? It'd be nice if the calendar settings are taken into account.

Just some ideas. Thanks for the hard work!---Aidonor
Dragon's Prophecy PW Admin
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Posted by Gomisan at 2004-05-26 01:02:00    Voted 9.00 on 05/21/04
This system is great, it's working really well on my module at the moment. Can I suggest a couple of things though...

1) An option to choose the weather type that the module stars with, for soem reason my desert world always starts with rain! (yes I know you can add exclusions...)

2) An option for different weather 'zones' my world is large enough that it is unrealistic to expect the weather to be the same in the north as it is in the south, or for the desert regions to have the same weather patterns as the winter ones.

3) A change to the exceptions rule, that could tie in very nicely with the 'zones'. Have a definition file where you can specify x number of zones, and each zoe has it's own set of probability rules, exactly the same as you have done for the whole world. But the areas themselves hold the info about their zone or exclusion status in a local variable. So you could have a variable WEATHER with a value of 0 it would be excluded from your system, but if set to 1 it could be temperate climate, 2 a desert climate and 3 a winter climate.

This would actually make it easier to use. You could just add zone definitions as you needed them, and you wouldn't have to worry about editing an exclusion list all the time and whenever a new area was entered. Instead, you simply put the variable on the area. Other benefit is that teh area could then have it's weather zone changed, simply by changing the variable on the current area.

Even as I type the flexibility and options this system would give keep sprouting ideas in my head. If I knew how to code.. I'd be modifying your scripts already ;)

ohh.. and one last thing. Can you tell us what changed in the latest version.. you dont have any comments about it.


Posted by Gomisan at 2004-05-21 00:55:12    Voted 9.00 on 05/21/04

Posted by Bralnar at 2004-05-03 16:33:11    Voted 8.00 on 05/03/04
Well-documented script, easy to install and configure, and it works good! Includes demo module and a control device.

Posted by ICEY at 2004-05-02 16:32:00    
Having a stormfront would be quite difficult to script, but not impossible. It also destroys the point of the system, to have global weather and not weather that is different in different areas.

Changing skyboxes is a good idea though. I believe Bioware are planning to add new skyboxes and make changes to the skybox system. The 1.63 patch is out soon so I'll see what is modified in that.

Posted by ICEY at 2004-05-02 16:32:00    
Having a stormfront would be quite difficult to script, but not impossible. It also destroys the point of the system, to have global weather and not weather that is different in different areas.

Changing skyboxes is a good idea though. I believe Bioware are planning to add new skyboxes and make changes to the skybox system. The 1.63 patch is out soon so I'll see what is modified in that.

Posted by Bralnar at 2004-04-29 22:38:00    Voted 8.00 on 05/03/04
Nice script. What about skyboxes, can they be changed according to the weather? Is it possible to have rain in several connected areas, and the others clear (like a stormfront that moves around)?

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