Thor.
Aug 25 2008, 07:03 AM
Helo, this is a special request for you modders out there, i was wondering if anyone can make a mod that will detect and stop rain when your under a brick bridge, or a tunnel, (outside).
Just to add that realism to the game. Also when it rains can you modders add a script to the beggars to seek shelter, for instants the ic market district, the tunnels provide shelter.
happy modding
inspiration
i was playing timeshift for a for awhile, thats what gave me the idea, also my moding skillz suck.

thats why i didn't make it myself.
shandrill
Aug 25 2008, 07:14 AM
I really like that Idea, I am also a crappy modder (still trying to make my first house lol) but I would also like to put my vote to such a mod. I would shudder to think of what it would entail but I would certainly love to see such an idea come to pass.
Tess.
tyreil829
Aug 25 2008, 08:09 AM
yeah i think its build into the game i think i really don't know if anything can be done for it but i do agree it would a lot more realism into the game
Col John Sheppard
hoots7
Aug 25 2008, 02:59 PM
QUOTE(tyreil829 @ Aug 25 2008, 03:09 AM)

yeah i think its build into the game i think i really don't know if anything can be done for it but i do agree it would a lot more realism into the game
Col John Sheppard
2nd that, the rain problem does suck & it has been discussed in length before.
The beggars clearing the streets when it rains is a good idea.
How about that plus have fewer people on the streets & the ones that are going from place to place have them running like you would normally see people in the rain.
The solders & guards should not be affected though (should stand stoic in the rain).
tyreil829
Aug 25 2008, 03:21 PM
new question raised how do the beggars know its raining?
Col John Sheppard
Gibraltar
Aug 25 2008, 03:26 PM
you could add a script so that when the script that causes the rain to fall, or whatever makes it happen happens, the will run. an Ai package might do it.
Gibraltar
Aug 25 2008, 03:28 PM
sorry posted twice.
InfiniteRealm
Aug 25 2008, 04:05 PM
Im not an expert, but I think there is a command do detect what type of weather is currrently in the cell, and then when that is detected the package would be triggered.
But where would they go? Into the sewers?
tyreil829
Aug 25 2008, 04:09 PM
there a lot of cells for rain everyone would be inside if someone added a scrpit
and another point raised where would they go?
Col John Sheppard
InfiniteRealm
Aug 25 2008, 04:20 PM
The script should be able to check on the npcs current cell, rather thasn a set one. It would be quite dull adding it to pretty much every npc though.
I guess beggars could be moved into sewers, or just under what would in real ife be cover, and the townsfolk would move into a tavern.
tyreil829
Aug 25 2008, 04:24 PM
if you put the script for them just to indoors they just walk into someone elses for ages and how would they know when its stop raining?
Col John Sheppard
InfiniteRealm
Aug 25 2008, 04:31 PM
I noticd another flaw - just booted up the CS and packages can't have a decent script put on them, only activation clauses (getdistance, getdead etc), and a different type of clause would be required for this.
There is an alternative, which may work, but only in seperate worldspaces (like cities), for NPCs with packages that define the cells they walk through. The script would activate during a set time (the time the normal package in that worldpace is active), and check the current worldspaces weather, then if it returns as raining, the new package is activated. As soon as the rain stops and the script returns 0 for not raining, the old package is activated
Its a very complicated script for such a simple problem though, may not be worth it.
tyreil829
Aug 25 2008, 04:33 PM
in a way the rain is quite real as it is if you take cover under a sticking out part of building some bits might get though bravil mostly
Col John Sheppard
Thor.
Aug 25 2008, 08:07 PM
Cool, nice to see people interested, ive always found the rain to very unrealistic compared to many games like timeshift and (crysis thanks to dx10), they had the right idea. Anyway now we need someone to pull it off.
tyreil829
Aug 25 2008, 08:21 PM
there is a bit of a problem its a large script for such a very simple problem i am not saying it cant be done but its unlikely my Asgard friend
Col John Sheppard
Gibraltar
Aug 25 2008, 09:46 PM
im just saying, there could be a script so they take out an umbrella, or increase their speed
tyreil829
Aug 25 2008, 09:50 PM
hmm not really lore friendly the Umbrella is it? + a script might be a bit hard having to add them to every NPC and change all there Scripts that are quest related
Col John Sheppard
Gibraltar
Aug 25 2008, 09:54 PM
i dunno then
tyreil829
Aug 25 2008, 10:11 PM
QUOTE(Gibraltar @ Aug 25 2008, 10:54 PM)

i dunno then
your idea was quite a good one i am sorry if i did shot it down all ideas as very welcome in the nexus its how great mods is made ( get the feeling i sound like willy wonka..)
Col John Sheppard
Gibraltar
Aug 25 2008, 10:23 PM
no, no offence taken i just wrote that cuz i couldnt think of anthing else, i agree with what you have said in response to what i have said.
Thor.
Aug 26 2008, 12:18 AM
nice to see more stargete fans out there, i really hope this mod gets off the ground. Maybe the moderator could pin this for future references so this idea doesn't die out.
like one of my previous ideas like (mirrors) or (face and body reflection on water) no one seemed to have any interest or have any patients for epic mods like that.
hopefully someone could make it some day.
tyreil829
Aug 26 2008, 06:30 AM
it would be nice but we need to figure out one thing... what will the NPCs do when it rains?
Col John Sheppard
InfiniteRealm
Aug 26 2008, 07:36 AM
Ok, I got round to having a browse through the CS Wiki and looking at the script functions listed there.
Fortunatly, there is a function to check the weather, 'Getiscurrentweather "X"' so if we put thunderstorm, rain or watever weather we want npcs to shelter from, then when it returns one from either clause, the script will do what I mentioned earlier.
However, the function to add a package via script to an NPC will overwrite any other script package they have on them, which measn that any NPC with this already can't be changed, or it could create some broken quests or worse problems.
Arion12
Aug 26 2008, 11:20 AM
The wiki says that beggars already have the function to take cover, but that rain going through solid objects prevents it from happening.
Food for thought.
InfiniteRealm
Aug 26 2008, 11:59 AM
Arion just embarresed me completely for having not already remembering the IsRaining command when I've already used it myself once...
AS for the beggars all being packaged to take cover in rain, it is only the beggars in Anvil with that package. All that needs to be done is a slightly edited package added to all the other beggars., and another added to the required NPCs.
tyreil829
Aug 26 2008, 05:21 PM
well its only the beggers we need to work on they are out 90% of the time so its good to see them off the streets
Col John Sheppard
Thor.
Aug 27 2008, 02:02 AM
great, who ever is interested put your name down bellow and comment, im really looking forword to this mod.
keep the ideas coming, this bug needs to be resolved.
Arion12
Aug 27 2008, 06:45 AM
For the upper class, perhaps it would entail a complete change of schedule, where they stay inside and comment on the horrible weather. Just a little suggestion.
InfiniteRealm
Aug 27 2008, 07:56 AM
Beggars and the lower class will be moved to take shelter under what would in real life be cover. Upper class I'll have a look at a script like I mentioned earlier to move them into a suitabel interior cell (it will have to be more complicated that simply moving them under cover in the exterior, since they will haev no way to tell if it is still raining in the interior, and keep moving in and out of the building.
tyreil829
Aug 27 2008, 10:32 AM
beggars could run to could move under a sticking out part of a building? some with the lower class perhaps?
Col John Sheppard
InfiniteRealm
Aug 27 2008, 11:48 AM
Yes, thats what I've done.
myrmaad
Aug 27 2008, 11:52 AM
QUOTE(InfiniteRealm @ Aug 27 2008, 07:48 AM)

Yes, thats what I've done.
I think that in any market district area convenient, you would see "homeless people"
ie beggars going into stores, churches, and cafes -- you know like in real life.
InfiniteRealm
Aug 27 2008, 01:34 PM
I've already looked at all the options for where to move them, and the best case is under overhanging parts of buildings or tunnels, because that can be done with a simple AI package, whereas moving them into interiors will require a complex script, if its even possible.
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