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Is there a problem with snow? (Area weather)

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Out of curiosity I added snow to a BG2 area. I used DLTCEP to change the area's weather to 100 Snow, started a new game and used the console to move to the area... It was raining. About 10 minutes of fiddling with the editor achieved nothing so I deleted the area from Override. I used the area's script to set the weather to Snow, which actually did work. The trouble with that is that it seems temporary as after resting the snow stops.

 

Anyway, does anyone know if there a problem with snow in general or could it be the way DLTCEP saves an area's weather settings? I checked to be sure I set Snow to 100 several times.

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How long did you set the effect to last ? And how often.

As in, it might have just been removed after the first go around, if you just set it with a help of a global you check.

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He set it in the area file. I don't think bg2 supports snow though.

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I set it in the area file first, which caused Rain rather than Snow.

 

For the second attempt I added;

 

IF
OnCreation()
THEN
RESPONSE #100
Weather(SNOW)
END

 

to the area's script. That way DOES result in snow, but I don't know how to set a duration on it. The snow stops as soon as I rest, I haven't checked how long the snow will last if I leave the game unpaused and just let it run.

 

I'm not sure how to set a duration using that Action. If anyone knows how please post an example.

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He set it in the area file. I don't think bg2 supports snow though.

Don't know where to find it, but I am pretty sure there has been a lot of literature posted on that subject and that snow settings don't work in BG2 classic.

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Snow was never really implemented in the engine, from what (little) I recall.

 

Maybe hurricanes and earthquakes would be more realistic, but I don't know how we'd implement those.

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Snow was never really implemented in the engine, from what (little) I recall.

 

Maybe hurricanes and earthquakes would be more realistic, but I don't know how we'd implement those.

IF

Global("ShakeYourBody","GLOBAL",0)

THEN

ScreenShake(10,7200)

SetGlobal("ShakeYourBody","GLOBAL",1)

END

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Hmm, i thought snow works. IWD is full of snow, no rain. What didn't work in the original engine is fog.

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I set it in the area file first, which caused Rain rather than Snow.

 

For the second attempt I added;

 

IF

OnCreation()

THEN

RESPONSE #100

Weather(SNOW)

END

 

to the area's script. That way DOES result in snow, but I don't know how to set a duration on it. The snow stops as soon as I rest, I haven't checked how long the snow will last if I leave the game unpaused and just let it run.

 

I'm not sure how to set a duration using that Action. If anyone knows how please post an example.

 

Well... why not just loop that script block once per round or so... should get the job done, right?

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Just to clarify:

Snow works in the classic BG2. So does rain and lightning storm. However, setting the probability to 100% in the area file or using the Weather() action with 100 weight doesn't mean the effect will kick in instantly. The engine runs a weather check sporadically after entering an area or resting and only then accounts for the probability/weight. This usually means you'll have to wait 1-3 minutes before the area slowly starts darkening and first drops or flakes fall.

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Why not just use effect 320 to start your snowfall? It certainly works in Enhanced Editions, though I can't speak for old stuff. Weather is a little difficult, though, in that no matter how you start precipitation, it only continues for so long before naturally petering out, and if you apply the effect or script action again, it will clear the sky before starting over instead of continuing smoothly.

Now here is a fun thing to try: use scripts to change area type to WEATHER, start rain or snow, then disable the area type.

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