Does anyone have a firm grasp of the hours at which the day/night cycles cycle or where I could find that info? Also, how many times does the "Transtion" cycle fire? I get the feeling it goes just before Sunset and then again just before Moonset, but I am uncertain.
Day/Night Cycle times
Débuté par
Kheflin Truarc
, sept. 22 2011 02:53
#1
Posté 22 septembre 2011 - 02:53
#2
Posté 22 septembre 2011 - 02:56
My apologies. I meant to say the "Transition" cycle fires just before Sunrise and then again just before Moonrise.
#3
Posté 22 septembre 2011 - 05:14
I suspect that the individual cycle times are derived from the module settings (RL minutes per game hour). Assuming that the time in a single day is evenly distributed across all day/night cycles, you could conceivably arrive at a cycle duration if you crunch the numbers. However, the Transition cycle might be unique in its purpose as it doesn't represent a specific time of day. I know that it fires just before sunrise and it would make sense that it should fire before moonrise too - the "transitions" between day and night.
#4
Posté 22 septembre 2011 - 05:26
Good point. I had forgotten about the adjustable Dawn and Dusk hour times. Bringing it up, however, has helped me solve my issue, though...so thanks!
#5
Posté 23 septembre 2011 - 12:56
The adjustable dawn and dusk hour doesn't seem to work, it's always at 6:00.
#6
Posté 23 septembre 2011 - 01:16
Oh, well. I guess it's back to trying to figure the times based on a 6 am dawn and 6 pm dusk. What I am trying to do, without all the fancy scripting, is to match my sun setting and rising with the Lightkeeper NPC using Uncle FB's NPC Control. The Lightkeeper lights between hours 19 and 6 and extinguishes between hours 7 and 18 (all of course depending on what time in those hours you set the script). It looks like I will have to manually adjust the colors in the day/night cycles. Sadly, scripting at all is very difficult for me, as I have no idea what I am doing. So, it's nice to have help like NPC Control to get me through, or all my NPC would just stand around.
#7
Posté 23 septembre 2011 - 04:20
I have not used it but there is a function which allows you to delay the time at which things start for a given NPC.
PJ
PJ
#8
Posté 23 septembre 2011 - 11:22
A built-in function or something I need to download? I would certainly be willing to give it a shot.
#9
Posté 24 septembre 2011 - 01:06
If you dont already have it look for EC's Super Include - it has every include in all expax - so in script assist you get all the hidden function to show up - in black - right-click to get the definition file.





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