Hello everyone,
I was wondering if there is a mod that cycles the day and night cyles by time.
It got dark and i camped and it was still dark,so i camped again and it was still dark.
Does anyone know if the day and night cyle is based on time in the OC?
If there is such a mod can you kindly link me to it,please.
qwert
Day and Night Cyle Mod???
Débuté par
qwert_44643
, nov. 04 2011 02:30
#1
Posté 04 novembre 2011 - 02:30
#2
Posté 04 novembre 2011 - 03:17
Most of the day/night cycles are on by default, this makes the day and night cycle automatically on a regular basis. IIRC, the average is that a day to night to day cycle in default takes about 20 minutes. As camping actually only takes about 6 seconds and the day/night cycle ignores this bit of 8 hour rest information, it's still going to be the same time of day when you complete a rest as when you started.
In some modules, you can shut off the day/night cycling, but even so, no amount of resting (as far as I know) is going to affect that to change the day/night conditions. That said, I am sure, as with NWN, You Can Script It! most likely.
Otherwise, you're pretty much stuck with a cycle that, while it looks Mah vuh Lus, has no practicaly utility as regards the resting events as a feedback to changing it.
dno
In some modules, you can shut off the day/night cycling, but even so, no amount of resting (as far as I know) is going to affect that to change the day/night conditions. That said, I am sure, as with NWN, You Can Script It! most likely.
Otherwise, you're pretty much stuck with a cycle that, while it looks Mah vuh Lus, has no practicaly utility as regards the resting events as a feedback to changing it.
dno
#3
Posté 04 novembre 2011 - 03:29
What I think he wants is something that when you rest, the time actually advances by 8-10 hours as if the characters got some sleep.
#4
Posté 04 novembre 2011 - 04:26
kamal_ wrote...
What I think he wants is something that when you rest, the time actually advances by 8-10 hours as if the characters got some sleep.
Didn't The Fred release a pack that gave this as one of the options, taking the MotB rest menu as a starting point?
#5
Posté 05 novembre 2011 - 11:04
I understood that, kamal. I was pointing out that the rest event doesn't advance the cycle. And offered that it's more than likely it can be scripted. I don't recall any modifications or scripts that actually do this. I don't recall if The Fred actually did this already, but won't say that it he didn't, either. Sounds like "Check the Vault" time.
#6
Posté 05 novembre 2011 - 11:24
#7
Posté 05 novembre 2011 - 11:29
It'd be pretty easy to alter any mod to advance time on resting by altering the resting script. However, there are toggles on areas that effect the day/night cycle so that even if time advances the cycle may not. You can script these areas too, but often an area that's designed not to have a day/night cycle may not have any settings set for what day or night is supposed to look like.
Anyway,
DayToNight
NightToDay
SetTime, GetTimeHour+8-10
That's basically the functions you'd want.
Anyway,
DayToNight
NightToDay
SetTime, GetTimeHour+8-10
That's basically the functions you'd want.
#8
Posté 06 novembre 2011 - 12:03
Instead of messing with the rest script, a stand-alone script called from the console would a simpler solution. Either the OP just didn't want to squint about at night, or wanted to wait till morning for role play reasons, not necessarily advance the clock 8 hours everytime they rested.
It really should be up to the module builder, though, how time functions in their module. Sometimes resting should cost time, with a deadline looming, but in other cases maybe you should have to wait a day before resting, as opportunities slip past you. Sometimes time is something you navigate, exploring day and night just like different parts of the map. Sometimes the day-night cycle itself is the enemy you need to defeat, a spinning ouroboros dragon that must be slain and split into eternity.
Sigh. I wish I could Majora's Mask again...
It really should be up to the module builder, though, how time functions in their module. Sometimes resting should cost time, with a deadline looming, but in other cases maybe you should have to wait a day before resting, as opportunities slip past you. Sometimes time is something you navigate, exploring day and night just like different parts of the map. Sometimes the day-night cycle itself is the enemy you need to defeat, a spinning ouroboros dragon that must be slain and split into eternity.
Sigh. I wish I could Majora's Mask again...





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