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Day And Night Cyles Mod?


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51 réponses à ce sujet

#1
qwert_44643

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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

#2
qwert_44643

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When i Played D&D years ago when we would camp it would be morning when we woke up unless attacked.So when you sleep in nwn dont you sleep for 8 hours?
qwert

#3
Fester Pot

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No, this must be scripted in NWN. With the OC, you just rest and time remains the same.

FP!

#4
qwert_44643

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thanks fp

#5
jmlzemaggo

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Isn't it a way to work around through console commands? It rings a bell somehow... 
(Console commands in my "Tips" list in my signature...)

#6
werelynx

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There are some modules that forward time while resting. Look for all HCR(hardcore) ones. At the moment I can't recall any particular module.
If you meant "modification", then probably you could alter basic resting scripts in your override, but I honestly do not know the exact specifics.

#7
qwert_44643

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i looked for hcr and didnt find anything i was asking about.
qwert

#8
jmlzemaggo

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 I found this through console debugging: 
dm_settime <h> <m> <s> <ms>
Here.

#9
Elhanan

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Been a while, but I believe the Tales of Arterra series has day/ night cycles:

Tales of Arterra series, by Kevin Chan aka toa_lost

#10
qwert_44643

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I was wanting something that affected the OC...but thanks everyone for your help.
qwert

#11
werelynx

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You should go for changing the resting scripts provided by the Bioware, ask about it in the builders scripting section of these forums.

#12
jmlzemaggo

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Could anyone tell me why the debugging code wouldn't work in the OC? I used it fine in some modules...
Well...

Modifié par jmlzemaggo, 05 novembre 2011 - 12:51 .


#13
beirutnwn

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The following is the onplayerrest script I use  in Age Of Mortals and it gives resting a realistic feeling. Log in to my roleplay server and press rest to test it out.

//::///////////////////////////////////////////////
//:: Custom Module OnPlayerRest Script
//:: Copyright © 2003
//:://////////////////////////////////////////////
//
// Purpose: To limit resting by a configurable amount of time. Provides ability to allow
// unlimited resting for users under a certain level, or allow unlimited resting
// in certain areas.
//
//:://////////////////////////////////////////////
//:: Created By: Diabolist
//:: Created On: June, 2003
//:://////////////////////////////////////////////

void main()
{
object oPC = GetLastPCRested();
// eBad is used to cycle through effects on the user, and remove the blind and deaf effects from resting
// I'm uncertain why I can't just do a RemoveEffect(oPC, EffectBlindness())...
effect eBad = GetFirstEffect(oPC);
// get the hour and day the user last rested
int nLastRestedHour = GetLocalInt(oPC, "LastRestedHour");
int nLastRestedDay = GetLocalInt(oPC, "LastRestedDay");
// Since nLastRestedHour will return 0 if it's NOT set, and 0 is a valid hour, we need another variable to check if the user has ever rested
int nHasRested = GetLocalInt(oPC, "HasRested");
// Time difference between last rest and last rest attempt
int nRestDelta;
// change nRestTimer to increase/decrease the wait time between resting (with default NWN game time, 5 equates to 10 minutes real-time)
int nRestTimer = 5;
int nHour = GetTimeHour();
int nDay = GetCalendarDay();
int bCanRest = FALSE;
// Get the area the PC is in, this can be used to allow unlimited resting in certain areas
string sArea = GetTag(GetAreaFromLocation(GetLocation(oPC)));
// change nPCMinLevel to allow users equal to, or less than, this value to rest without waiting
int nPCMinLevel = 5;
int nPCLevel = GetLevelByPosition(1, oPC) + GetLevelByPosition(2, oPC) + GetLevelByPosition(3, oPC);
// Used in output to change the word "hour" to "hours"
string sPlural = "";
// String to save the location of the player (so they can restart where they left off)
string sLocKey = "lLoc_" + GetPCPlayerName(oPC) + "_" + GetName(oPC);
location lLoc = GetLocation(oPC);

switch (GetLastRestEventType()) {
case REST_EVENTTYPE_REST_STARTED:
// Check if the player has rested this session and that the player is over nPCMinLevel
// If you want unlimited resting in certain areas, add them to this if statement, example:
// if ((!nHasRested && nPCLevel > nPCMinLevel)
// || sArea != "Flen"
// || sArea != "CITY_CORE"
// || sArea != "FOREST_REFUGEE_CAMP") {
// local variables will still be updated, but it will allow players a safe area they can flee to ;)
if ((nHasRested == 1 && nPCLevel > nPCMinLevel)) {
// Some simple calculation here to determine if we can rest, but we need to account for the "wrapping" effect of time
// if nHour is less than the last rest attempt, then we've moved into the next day...
if (nHour < nLastRestedHour) {
nRestDelta = 24 - nLastRestedHour + nHour;
// This check is a little more simple, since the rest attempt is larger than the last rest event, we just need to
// calculate the difference, we'll check later if it's the next day
} else if (nHour > nLastRestedHour) {
nRestDelta = nHour - nLastRestedHour;
// looks like they tried to rest in the same hour (same day or next day)
} else {
nRestDelta = 0;
}
// These next checks which allow the user to rest look a bit conveluted, but it's necessary to catch everything
// 1. Check if rest time is greater than the rest timer
// 2. Check if the last successfull rest day is two days earlier
// 3. Check if the user waited over 23 hours to rest
// 4. Check for day 28 anomoly (special situation of check #3)
if (nRestDelta >= nRestTimer
|| nLastRestedDay < nDay - 1
|| (nHour >= nLastRestedHour && nLastRestedDay < nDay)
|| (nHour >= nLastRestedHour && nLastRestedDay == 28 && nDay == 1)) {
bCanRest = TRUE;
}
// The player hasn't rested yet this session, they're a low level, or they're in a safe area... so set the rest flag to TRUE
} else {
bCanRest = TRUE;
}

if (!bCanRest) {
// can't rest yet, so let's tell the user how long to wait
nRestDelta = 5 - nRestDelta;
// quick trick to change the word "hour" to plural: "hours"
if (nLastRestedHour > 1) { sPlural = "s"; }
FloatingTextStringOnCreature("You must wait " + IntToString(nRestDelta) + " hour" + sPlural + " before resting again (" + IntToString(FloatToInt(HoursToSeconds(nRestDelta)/60)) + " minutes realtime)...", oPC, FALSE);
AssignCommand(oPC,ClearAllActions());
} else {
// user can rest, so set local int, and apply blind/deaf effects
SetLocalInt(oPC, "LastRestedHour", nHour);
SetLocalInt(oPC, "LastRestedDay", nDay);
SetLocalInt(oPC, "HasRested", 1);
PlayVoiceChat(VOICE_CHAT_REST, oPC);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectBlindness(), oPC);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDeaf(), oPC);
SetLocalLocation(GetModule(), sLocKey, lLoc);
}
break;
case REST_EVENTTYPE_REST_CANCELLED:
// rest cancelled, remove effects... again, wish I could just use a simple RemoveEffect(oPC, EffectBlindness())...
while (GetIsEffectValid(eBad)) {
if (GetEffectType(eBad) == EFFECT_TYPE_BLINDNESS ||
GetEffectType(eBad) == EFFECT_TYPE_DEAF) {
RemoveEffect(oPC, eBad);
}
eBad = GetNextEffect(oPC);
}
break;
case REST_EVENTTYPE_REST_FINISHED:
// Status quo...
while (GetIsEffectValid(eBad)) {
if (GetEffectType(eBad) == EFFECT_TYPE_BLINDNESS ||
GetEffectType(eBad) == EFFECT_TYPE_DEAF) {
RemoveEffect(oPC, eBad);
}
eBad = GetNextEffect(oPC);
}
break;
}
}

Modifié par beirutnwn, 05 novembre 2011 - 03:30 .


#14
qwert_44643

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I dont know how to add that into my game.....could you make that into an over ride and email it to me?
Does that affect the visual effects of day and night(u know if you rest at night it will be morning and daylight outside?
qwert

qwert_44643@yahoo.com

thanks everyone for all your helpfull responses

#15
qwert_44643

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why wouldnt bioware have made it so time passes when you rest in the oc........i think that destroys some of the immersiveness of the game.

#16
Elhanan

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Because that may not be true for everyone; never notuced myself.

Most of the occasions when timed Day & Night cycling has been experienced in mods, it has been less immersive because lengthy discusions and dialogues seemed to take days. Tales of Arterra stood out as an exception for me due to the story, and it's rather unique usage of this design. However, I would rather skip it overall, as it falls into the RL simulations that bring tedium to the game.

IMO, of course.

#17
Rolo Kipp

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<drawn in...>

Elhanan wrote...
...
Tales of Arterra stood out as an exception for me due to the story, and it's rather unique usage of this design. However, I would rather skip it overall, as it falls into the RL simulations that bring tedium to the game.
IMO, of course.

Now I'm curious :-) Never looked at Tales of Arterra.
What made it acceptible, if you don't mind extemporizing, oh Ancient One?
I am always looking for ways to improve Amethyst :-)

<...in spite of his good sense>

#18
Elhanan

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Rolo Kipp wrote...
<drawn in...>

Now I'm curious :-) Never looked at Tales of Arterra.
What made it acceptible, if you don't mind extemporizing, oh Ancient One?
I am always looking for ways to improve Amethyst :-)

<...in spite of his good sense>


As I recall, certain quest events like meeting a specific stranger in the dead of night, or seeking a unique merchant that only worked during the day or night shift made the implementation have greater meaning, as it was actually used in the mod; not just for show. But it has been ages since I have played this series.

While I cannot recall where it has been that I have seen it misused, I do remember watching days pass during dialogues, and when On-Line; during conversations. Gradual is better than faster cycling, and none works for me in mods.

#19
Rolo Kipp

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<nods...>

Give it meaning or leave it out? I agree that watching the days pass while haggling for a room at the inn could be less than optimal :-)

TY for the response.

<...thoughtfully>

#20
Elhanan

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I am more for leaving it alone in mods. As for PW's, ask other DM's for their input.

The World of Aenea has it, but it has not been a pain; maybe used to it after these past few years.I just know that I hated watching time pass during conversations on other servers, and having to re-buff all the time got old quickly.

#21
Dallo

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Firestarter's Ravenloft modules had Day/Night cycles. Recommend them.

#22
qwert_44643

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I have played nwn for years now but upon finding that time passing does not effect the day/night cyle.i have decided not to play this game no more(maybe years down the road when im old and dont notice the immersiveness breakage.i cant believe ive never noticed this man im really turned off by this and i loved nwn.
qwert

#23
Lightfoot8

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qwert_44643 wrote...

I have played nwn for years now but upon finding that time passing does not effect the day/night cyle.i have decided not to play this game no more(maybe years down the road when im old and dont notice the immersiveness breakage.i cant believe ive never noticed this man im really turned off by this and i loved nwn.
qwert


I do not see how you can make a call about NWN on this.   NWN does have day/night cycles.  Now not all module builders will incorperate it into there modules,  If you do not like that, it is more a reflection on the builder of the module/PW then a reflection on NWN.

#24
qwert_44643

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Im talking about the original campaign.
qwert

#25
Lightfoot8

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I see, Well I think we are using different deffinitions here. Where NWN is concerned "mod" normaly means module. And since you posted on the "module" board, I assume that everyone assumed that is what you meant. So as far a modules go yes there are some that will have you sleep for 8 hours. When it comes to multi-player though, having a player to sleep for 8 hours causes problems. When there is more then one player in order for the player to get 8 hours rest in game all players would have to rest at the same time or the player resting would have to wait 16 minutes while he was resting while the clocked ticked away in order to keep the clock in sink with other players.

and yes the OC can be played with more then one player. Hence the reason for the weak quick rest type of system.

If you play the OC single player I see no reason you could not throw something into you override folder to Override the base resting system.

So I guess the question is what did you want to happen when you rested?
Sleep 8 hours every time?
Sleep untill DayBreak every time?
Or what?