this makes the game crash in Mournhold when you have to create an ash storm for Almalexia. when returning to the chapel (either normally or by console), it crashes the game and makes the quest impossible to complete.
I really love this (and didn't realise how much it would add until actually trying it). But - it really needs to have some logic built in that prevents any ash buildup happening in any interior cell.
And I think it could definitely disappear faster - especially if my character goes for a swim!
Just experienced an ash storm in Seyda Neen (certainly a new experience, probably related to a weather mod) I see that the interior side of doors and windows also have the covering of ash, which is a bit immersion breaking.
The ash effect doesn't seem to go away from my character p/s: after some testing around, I've found out the ash effect eventually washed off, but I think the duration is way too long.
edit: I looked at the code (I know how to code now) and it turns out implementing a duration is actually super convoluted. I understand now why the mod is written the way it is (it simply checks for when the player changes region). The code necessary to make it by number-of-cell-changes or a timer is actually intense. I don't think we should expect anyone will put in that amount of work for it.
will there be a patch for No frills closed Molag Mar? Or patches in general, during an ash storm the insides of buildings are covered with ash and the people as well
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And I think it could definitely disappear faster - especially if my character goes for a swim!
I wonder if something like this could be done for snow effects on static and actors - with a different shader of course.
Fix or any help?
p/s: after some testing around, I've found out the ash effect eventually washed off, but I think the duration is way too long.
edit: I looked at the code (I know how to code now) and it turns out implementing a duration is actually super convoluted. I understand now why the mod is written the way it is (it simply checks for when the player changes region). The code necessary to make it by number-of-cell-changes or a timer is actually intense. I don't think we should expect anyone will put in that amount of work for it.
Has anyone come across something similar for snow?
Cheers,
Straub666