Changing the time of day and detection radius

Post » Sun Nov 18, 2012 7:56 pm

Hello and thanks for taking a moment to read this!

I am currently working on a mod for a school project, and some of the Papyrus scripting is throwing me for a loop. Before I keep doing my research (thanks for the wiki!), I thought I'd check in here and see if anyone has expirimented with the following:

Changing Time of Day:
Here is what I want to happen:
  • The player excepts a quest and is whisked away to my custom exterior space.
  • He/she arrives at night.
I have combed through the functions on the wiki, and have yet to find a way to achieve setting the clock to a certain time. Is this even possible? I know how to get the time, but that's helpful only for advancing the clock to the next day if needed.

Changing the detection radius of enemies:

I have noticed that, even in a dark, custom space, the aggro radius of enemies on my sneaking character is very high. I turned down their warn/aggro radius info in the AI Data tab. The problem is, they still flag as detecting the player even though they are neither warning nor aggroing. Any thoughts on this?

I appreciate the information, and I plan to pay it forward by answering the question (that I can) that crop up here.

Have a great day!
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Rhi Edwards
 
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Post » Mon Nov 19, 2012 2:55 am

Changing Time of Day:

I assume you already have a script to move the player as you specified. To set the time, you need to manipulate a GlobalVariable named GameHour. So in your script, you will need to declare GameHour as a GlobalVariable property, and then you will need to set it to some value.

;at the top of your script - make sure to resolve this property to the actual object in the CK using the "fill" functionGlobalVariable property GameHour auto;somewhere where code will executeGameHour.SetValue(20.0)    ;sets the in-game hour to 8PM. Note that this may interfere with NPC AI behavior.

Changing the detection radius of enemies:
I don't know much about this. Good luck!
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Connor Wing
 
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Post » Sun Nov 18, 2012 9:13 pm

I don't know exactly how you might change the detection radius of enemies, but for global tweaks like this it's often a good idea to take a look through the list of http://www.creationkit.com/Category:Settings, each of which can be edited in the Creation Kit.

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Amy Siebenhaar
 
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Post » Mon Nov 19, 2012 10:31 am

Thank you both for the info! I'm firing up the editor now to use this new information.
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David John Hunter
 
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Post » Sun Nov 18, 2012 8:12 pm

Ducey has been doing quite a lot of stuff on detection (or remaining undetected).

Lots and lots of things effect when the player is detected. But I think Ducey finally decided that a set of muffled boots/armor and complete darkness were two of the things that effected it the most.

Aggro-Radius is - as far as I could tell, and I never saw Ducey post anything to say otherwise - nothing to do with detection. aggro-radius is just the distance at which the npc will begin to react to a potential threat it has detected. It does not effect how far away, or why, the threat was detected in the first place.

And detection appears to be something that all npc/actors/creatures have in the same amount. Everything detects everything in the same way - and by a methodology modders cannot effect - so it is hiding the thing you do not want to be detected, that works; not trying to nerf the detection abilities of those npcs who are "listening"





Changing gametime: Not really advised - from the testing I did - as it messes with a lot of packages/routines (it appeared as though the timechange did not register ... so any timed packages ignored the fact that their time had expired and kept running until they encountered their stop-time using normal game methods)
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LijLuva
 
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