Yeah Boris i have understood. Okay if a c++ file is capable of getting data out of skyrim like this one:
float Function GetSunPositionX()
float Function GetSunPositionY()
float Function GetSunPositionZ()
the program only have to write that data to a special memory adress, that could be read out by enb?
i am not firm in writing into memory directly, but maybe i can learn it. But we first had to gather together what can be read out of skyrim and what is usefull for enb.
Getting sun position seems to be possible with the above papyrus functions.
Edit: maybe some other usefull functions:
IsPlayerSungazing() - Checks to the see if the player is looking directly at the sun.
SetSunGazeImageSpaceModifier(ImageSpaceModifier apImod) - Will cause the specified ImageSpace Modifier to be triggered when the player begins looking at the sun
int Function GetCameraState() - Returns the character's current camera state.(0 - first person;1 - auto vanity;2 - VATS;3 - free;4 - iron sights;5 - furniture;6 - transition;7 - tweenmenu;8 - third person 1;9 - third person 2;10 - horse;11 - bleedout;12 - dragon)
Weather Functions:
Weather Function FindWeather(int auiType) - Finds a weather from the currently occupied region or climate by the specified type.
Weather Function GetCurrentWeather() - Gets the current weather.
float Function GetCurrentWeatherTransition() - Returns a value from 0.0 to 1.0 describing how far in the current weather has transitioned.
Weather Function GetOutgoingWeather() - Gets the weather which is currently transitioning out.
int Function GetSkyMode() - Gets a code representing the mode the sky is currently in.
Function ReleaseOverride()- Tells the sky to release its overriding weather.
Function ForceActive(bool abOverride) - Forces this to be the active weather immediately, without transition.
int function GetClassification()- Gets the classification code for this weather object.
Function SetActive(bool abOverride, bool abAccelerate) - Sets the active weather on the sky to be this weather.
I think you already read the sun position data directly out of memory right?
TES Skyrim 0.157
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Re: TES Skyrim 0.157
@VadersApp
Thank you for agreeing to help. Kudos for you (via Nexus, since this Forum doesn't have one).
I pretty sure, great things can be done.
And pretty please: take a look at recognising night-eye activation. Should be much simpler, then tracking sun.
Thank you for agreeing to help. Kudos for you (via Nexus, since this Forum doesn't have one).
I pretty sure, great things can be done.
And pretty please: take a look at recognising night-eye activation. Should be much simpler, then tracking sun.
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Re: TES Skyrim 0.157
there is a papyrus command for getting the info i think:
if (Game.GetPlayer().HasMagicEffect(NightEye)) ...
if (Game.GetPlayer().HasMagicEffect(NightEye)) ...
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Re: TES Skyrim 0.157
Boris
The Bannered Mare is the Inn you can stay at. It's at the end of the path from when you first enter Whiterun. (Just past the Well in the market area)
The Bannered Mare is the Inn you can stay at. It's at the end of the path from when you first enter Whiterun. (Just past the Well in the market area)
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Re: TES Skyrim 0.157
VadersApp
First, not all users have skse or scriptdragon, so if possible, i'd like to stay in native game modding and recieve data as new objects rendered with their parameters set by scripts. I don't see any difference between hooking in to game process myself with support of one binary only (of my steam game) and skse (which i can't install on this pc).
Functions like IsPlayerSungazing are useless for me, but if i'll declare standart to access variables, then anyone can do own plugin and control enbseries parameters as they wish (even camera director tool with animation).
DaemonWhite
Found that place, but don't have any issues sitting on chair in there (except someone asked me to drink).
First, not all users have skse or scriptdragon, so if possible, i'd like to stay in native game modding and recieve data as new objects rendered with their parameters set by scripts. I don't see any difference between hooking in to game process myself with support of one binary only (of my steam game) and skse (which i can't install on this pc).
Kind of. Memory mapped files allow to share same data between applications. By doing such thing it will be possible to do anything.the program only have to write that data to a special memory adress, that could be read out by enb?
Functions like IsPlayerSungazing are useless for me, but if i'll declare standart to access variables, then anyone can do own plugin and control enbseries parameters as they wish (even camera director tool with animation).
DaemonWhite
Found that place, but don't have any issues sitting on chair in there (except someone asked me to drink).
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Re: TES Skyrim 0.157
IMHO, if you know what ENB is, you also know and use gameplay mods. And a lot of em use SKSE.ENBSeries wrote:First, not all users have skse or scriptdragon...
We can always run a poll to find if i'm right about this.
ScriptDragon is obsolete because of SKSE i believe.
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Re: TES Skyrim 0.157
Poll will not help, i can't install skse, so if you need something, describe it and i'll write code, but without testing.
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Re: TES Skyrim 0.157
For what it's worth, I would also argue that most ENB users probably are SKSE users as well ... though I would be interested to know if a poll was conducted?
Many mods require SKSE, and those mods remain among the very most popular on the web. For example, the VERY MOST POPULAR mod, SKY UI, requires SKSE.
Boris, if you cannot install SKSE / NVSE and such on your computer... well, not sure what to do about that ^_^
Many mods require SKSE, and those mods remain among the very most popular on the web. For example, the VERY MOST POPULAR mod, SKY UI, requires SKSE.
Boris, if you cannot install SKSE / NVSE and such on your computer... well, not sure what to do about that ^_^
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Re: TES Skyrim 0.157
I don't want to use poll for that, because players and my site visitors are not the same auditory. All i can do is to make available controls of the mod for any application like skse or scriptdragon, but without any dependency from them. For example turning on night eye - no problem, but to get data of the world position for clouds and their shadows - not. If somebody want to see new effects and objects processing, then only native mods with dlc compability too. I don't think it's so hard to create fog meshes and place them in the world for me, without skse.
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Re: TES Skyrim 0.157
I guess it's a hiccup on my end then. Thanks for confirming
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