Need someone or a few to do simple tests to help me force we

Post » Tue Jul 17, 2012 9:29 am

Hi!

I've been having trouble forcing my weathers for my weather mod, and that's why I'm asking for you to help me figure it out. It's possible there is something wrong my CK (for instance when it comes to saving regions, my CK acts differently than other people's CKs for some reason).
My game tells me that the form IDs for the weathers doesn't exist, even though I can look at the weathers in the CK and look at the form IDs in the CK. This is important for me to figure out because I use the force weather command for my screenshots! If you want to see many screenshots from me for my upcoming weather mod, doing the below steps would help a lot in that :smile:

I have created a very simple .esp which contains two test weathers, all look terrible on purpose. One of the weathers is completely new, the other one is a duplicate of a vanilla weather.

UPDATE: FIXED IT (thanks Chesko!)

What I want you to do is to download the Test1.esp from here http://www.filefactory.com/file/2pn0x5gjj437/n/Test1.esp and...

1)
Spoiler
open up the CK, load Skyrim.esm and my Test1.esp mod. Go to the object window, and under WorldData click on Weather. In the list you will find the two new weathers called "SkyRealClear01TU" and "SkyRealClear02TU". What I want you to do first is to look at the form ID and write it down (it stands right next to the weather ID - the name which you can see in the list in the object window). Then tell me here in this thread what form ID you saw for the two new weathers.

2)
Spoiler
now that you've done that, close the CK (don't save the Test1.esp, just quit the CK), tick the Test1.esp and have it load last. If you have a weather mod (like more snow, more rain, climates of tamriel), then you should disable that .esp temporarly, just for this little test.
Next, start the game and make sure you're in an exterior cell.

Open up the console and type:
"fw 01000D62" without the quotation marks. Close the console and wait a few seconds.
After a few seconds type "fw 01000D63" without quotation marks again. I want you to take notice if you see any change in the weather when you do this.
If 01000D62 and 01000D63 were the same form IDs for the two weathers you saw in step 1 when you looked in the CK, then you don't need to do anything more in this step. If however the form IDs you saw in the CK in step 1 were different than 01000D62 and 01000D63, then I want you to do the same procedure with those two form IDs you saw in the CK. Simply open up the console and type "fw formID" without the quotation mark and of course insert the formID you saw.



3)
Spoiler
the third step is a little different. Here I want you to use a third party program to open up the Test1. esp and do the same thing you did in step 1 (simply look at the form ID of the weather and write it down in this thread). Now, I'm not sure if there is a third party program that can do that yet. I know that TES5Edit will be able to do it, but that's not available yet. That's why this step is a little different. If you know a third party program that can open up .esps and look at them, then please tell!

4)
Spoiler
this step is a little overkill, but it would help A LOT if you decide to do it. What I want you to do is to create your own two test weathers as I did, which is very easy to do. Open up the CK with just Skyrim.esm ticked and nothing else, then go to the Weather list in the object window under WorldData.

First, right click on this list and create a new weather and then press OK (you don't have to edit the weather at all). The weather you just created should become visible at the top part of the Weather list and have no name (have a blank weather ID). To change it to a name, simply right click on the Weather in the object window and then left click on it (then wait a second), and you should be able to change the weather name to whatever you want.

Second, duplicate an existing vanilla weather by right clicking it (I recommend duplicating a vanilla thunderstorm weather, because that's very easy to spot in-game). Change it to a name you want like the first one. Once you've done this, simply look at the form IDs and write them down. Then save the .esp, tick it, and make sure it loads last. After that, go in-game like in step 2 and force your weathers (using the "fw formID" command) just like you did in step 2, but this time you of course use the form IDs for the weathers you just made.

Also, in this thread I want you to write down the form IDs for the weathers you just made. I would also appreciate if you upload the .esp you just made to http://www.filefactory.com/ (it's free, fast, easy safe and you don't have to register) and write down the download link in this thread so I can take a look at it.


I truly appreciate any people taking time and effort to do these simple tests. There is no direct reward for helping me out, other than you'd be credited in my mod when I release it, and you'll be able to see more screenshots of my mod :wink:
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jodie
 
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Post » Tue Jul 17, 2012 11:03 am

The FormIDs in the CK and the FormIDs in-game will be different. The leading 2 nibbles (bits) will change depending on your load order.

So if 01000D62 doesn't work, try 02000D62, 03000D62, and so on, up to 0F000D62 until you find the FormID for your particular load order.

If you're doing this through scripting, you should be resolving the weather objects against properties of type weather, instead of attempting to use the FormIDs directly.

Hope this helps.
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Dawn Porter
 
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Post » Tue Jul 17, 2012 5:43 am

The FormIDs in the CK and the FormIDs in-game will be different. The leading 2 nibbles (bits) will change depending on your load order.

So if 01000D62 doesn't work, try 02000D62, 03000D62, and so on, up to 0F000D62 until you find the FormID for your particular load order.

If you're doing this through scripting, you should be resolving the weather objects against properties of type weather, instead of attempting to use the FormIDs directly.

Hope this helps.
Yes! That was it (kind of)!

I first tried to put 02000d62, etc etc up to like 11 but then gave up. After that I tried as you said 0a000d62 etc... up to f, but also gave up.

Then I opened up NMM and looked at my .esp and saw that under the load order list, it said 2A for my plugin. I inserted that and it worked! So I have to write 2a000d62 to make it work (I don't have to write the first 0 before the first real number or letter). Thanks a lot! :foodndrink:
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nath
 
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Post » Mon Jul 16, 2012 11:30 pm

Ah, I guess it uses both nibbles then (00 through FF). Glad you got it working!
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Wayne Cole
 
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Post » Tue Jul 17, 2012 8:01 am

Oooo excited :goodjob:
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Kat Lehmann
 
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