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NWN SCRIPTS

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Title  Daggerfall Seasons Changing
Author  Benjamin John Hartley
Submitted / Updated  11-27-2005 / 11-22-2006
Category  Area
Expansions  Requires All Expansions (SoU & HotU & CEP)
View Code  

Select All Text | View Code in separate window
Format  Module Only
Type  Type - Calendars
Description
Inspired By The Elder Scrolls II: Daggerfall.

This script will change the appearance of an area depending on the season, taking advantage of CEP vegetation.

Files

NameTypeSizeDownloads
DEMO__Seasons.modDEMO__Seasons.mod
Submitted: 11-27-2005 / Last Updated: 03-05-2006
mod310.48Kb465
--
SCORE OUT OF 10
9.83
8 votes
View Stats
Cast Your Vote!

PORTFOLIO
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SCREENS

Spring


Summer


Autumn


Winter





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Comments (33):

  1  2 Next>

Posted by Hawkwintr at 2007-01-30 21:58:38    Voted 10.00 on 05/28/06
Have you moved on to NWN2? Haven't seen a post in quite awhile. Originally you had planned to update this script once CEP 2.0 came out...growable flowers?

Just curious if this script has been abandoned, which would be a shame, it was nicely done.

-Hawk
_________________________
You fell victim to one of the classic blunders! The most common is never get involved in a land war in Asia, but only slightly less well known is this: Never go in against a Sicilian, when death is on the line!

Posted by AnthroPlayer at 2007-01-14 18:10:29    Voted 9.50 on 01/14/07
Thanx alot dude. Hope you can explain ways to effect and alter this script specifically so I can do advanced things with it. I may do scripting myself but I'm not good enough yet.
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Posted by Hawkwintr at 2006-11-05 12:23:13    Voted 10.00 on 05/28/06
Just curious how the update is coming now that CEP 2.0 has been released.

-Hawk
_________________________
You fell victim to one of the classic blunders! The most common is never get involved in a land war in Asia, but only slightly less well known is this: Never go in against a Sicilian, when death is on the line!

Posted by Jamine at 2006-07-07 18:22:59    Voted 10.00 on 11/30/05
Update: The huge update previously mentioned will become available when CEP2 goes final for compatibility sake.


NEW!
- CEP2 Pickable Flowers will grow during the spring, summer, and autumn seasons. These will be seperate from the current shrub items.

Posted by Hawkwintr at 2006-06-11 22:26:42    Voted 10.00 on 05/28/06
Looking forward to your huge update. :)

-Hawk
_________________________
You fell victim to one of the classic blunders! The most common is never get involved in a land war in Asia, but only slightly less well known is this: Never go in against a Sicilian, when death is on the line!

Posted by Jamine at 2006-05-30 05:25:59    Voted 10.00 on 11/30/05
Huge update coming soon. Sorry I have taken so long with this one. I've been working largly on our Erania CH2 module.

Thank you for your comments, feedback, and votes.

Update Includes:
* Script recompiled into a set of functions.
* .erf for the placeables and scripts, including a time machine for testing perposes.
* Weather script. Player can set how often it snows and rains.
* Starting Conditional script for dialogue regarding the season.

Posted by Hawkwintr at 2006-05-28 10:31:53    Voted 10.00 on 05/28/06
We're using the mod for our new PW, and love that it doesn't seem cpu intensive, and only runs "on enter". The naming of the placeables seems a bit*bleep*bersome, but we can work around it. Good work and thanks for sharing it. :)

-Hawk
_________________________
You fell victim to one of the classic blunders! The most common is never get involved in a land war in Asia, but only slightly less well known is this: Never go in against a Sicilian, when death is on the line!

Posted by Testlund at 2006-05-22 13:51:37    
And hats off to anyone who can manage to find the 'Time machine' in the toolset. If you create your own area you might want to use the time machine to test how the different seasons looks like. Now I have to run back to the Four Seasons Inn everytime I want to change the season. :-(

Posted by Testlund at 2006-05-22 12:42:24    
How's it going, Jamie? I just found this and the mod looks absolutely amazing! If you could make it so one can chose how often it will rain and snow independent of seasons it whould be perfect. I don't know if I could do that myself.

Posted by Jamine at 2006-04-03 17:51:15    Voted 10.00 on 11/30/05
erik.

I still work on this script from time to time. Next time I update it I'll be sure to work in a better weather system. It is something I wanted to do from the start.

Posted by Nur_Ab_Sal at 2006-03-25 05:25:58    Voted 10.00 on 03/25/06
I didn't know that someone else remembers Daggerfall!

Posted by Skinpounder at 2006-03-13 08:42:03    Voted 10.00 on 03/13/06
Oh yeah, now that I'm logged in, here's your rate.

Posted by erik ( 69.14.xxx.xxx ) at 2006-03-13 08:35:37    
Love this script, man. Tried to implement seasons myself, but the "sucks at scrpiting" factor definetely came into play. Just wondering, I tried to get the rain during spring and snow during winter to occur only maybe half of the time, instead of all the time. Is there anyway to incorporate multiple weather effects within one season?

Posted by Jamine at 2006-03-13 06:26:39    Voted 10.00 on 11/30/05
JMW. Did you export/import the placeables under custom5?

I'll put an .erf together tonight for you.

Posted by JMW at 2006-03-10 15:16:45    
WHY? I can't get it to work. I imported the way points, sounds, and scripts in my mod, put 'seasons' OnEnter, but none of the way points OR the sounds will work. why?

Posted by E_H_Bonner at 2006-03-05 09:30:17    
Looks good, looks good, looks good! Hope to try it soon, and thanks for contributing!
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Posted by Jamine at 2006-03-05 08:10:38    Voted 10.00 on 11/30/05
I have just uploaded the latest version.
Check out the Demo to see all of the changes.

Posted by Jamine at 2006-03-02 05:41:05    Voted 10.00 on 11/30/05
Update: New version of this script is almost complete.

Posted by Jamine at 2005-12-30 20:39:52    Voted 10.00 on 11/30/05
I'm currently working on a module with this script in it. During the process I shall be altering the script taking into consideration many of the helpful comments given.

One new feature that I want to add is gray fog replacement for the damp seasons; winter & spring. Followed by a reset fog to default for summer and autumn seasons. Recommend that the default fog be a dry and warm color, or a standard blue.

I shall also be making this script into a function.

Please keep those ratings coming. :)

Posted by Jamine at 2005-12-16 18:12:47    Voted 10.00 on 11/30/05
E.Lord.

I just placed the script in each area's OnEnter slot. What exactly is going wrong?

Posted by E.Lord at 2005-12-10 16:59:37    Voted 9.00 on 12/10/05
Yes, this is a great job. Anyway, there is a little pb. This script works only for one of my area. Is there a kind of trick to use to get it works for the whole mod ?

Posted by E.Lord at 2005-12-10 16:57:10    Voted 9.00 on 12/10/05
Incredible, anyway just a little pb. I don't understand why, but it's only works for one area... I have to use a kinf of trick ?

Posted by Jamine at 2005-11-30 08:46:52    Voted 10.00 on 11/30/05
It's a bit of an obvious load when done as I did with a trigger, but when placed OnAreaEnter it all sort of blends into the loading time of areas, which is only like one extra second for each area four times a year and for a single person only. Once one person activates an area the ambient is set so it doesn't need to do it again.

Check the script to see what I mean.

Posted by Jamine at 2005-11-30 08:43:29    Voted 10.00 on 11/30/05
Thanks for all your helpfull comments. :) :) :)

Posted by drake6k ( 24.92.xxx.xxx ) at 2005-11-30 08:43:29    
awesome mod!!

Posted by 'ol FP at 2005-11-29 20:12:55    Voted 10.00 on 11/29/05
Very cool idea and could certainly bring more to an area when a player notices the change in seasons.

Posted by 'ol FP at 2005-11-29 20:11:44    Voted 10.00 on 11/29/05
Area load would be just fine, don't think it would be a considerable hit. Of course, many folks who make PWs tend to go large scale areas, so I can see problems with design and spawning everything in say a 12x12 or 16x16 area. The area might take awhile to load with the status bar during the loadscreen.

Problems will result if the month changes from spring to summer and a PC is already in the area when another PC enters. Then the PC who is in the area already would certainly feel the spike of placeables being destroyed and spawned in again to change the season.

I wouldn't worry yourself over it Jamine.

Posted by Vaei. at 2005-11-28 22:49:57    Voted 9.50
Jamine: As a once-PW-builder, I'd personally be leery of using this to any extent in a PW. The multitude of create objects would drag the performance, unless this is used, e.g., one-off at module load.

Posted by 'ol FP at 2005-11-28 16:10:03    Voted 10.00 on 11/29/05
Great work. I love the idea and wish it was out sooner.


Posted by Remir Arnom at 2005-11-28 09:24:59    
Neat.
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