Getting the current Hold

Post » Thu Jul 17, 2014 12:29 pm

Anyone have any ideas for how to get the hold an object is located in? The method I came up with was to figure out which Location the ObjectReference was in and then pass it as an argument to IsSameLocation with the LocTypeHold keyword and each of the nine hold locations, in turn.

Unfortunately, it seems that most/many wilderness cells aren't associated with any location, so this method doesn't work. Unless you are in a town.

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Kim Kay
 
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Post » Thu Jul 17, 2014 12:25 pm

Well, i saw locations named as "Eastmarch", "Pale", "Hjaalmarch" and going on. Have you tried the function http://www.creationkit.com/IsInLocation_-_ObjectReference?

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Lady Shocka
 
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Post » Thu Jul 17, 2014 7:03 pm

I just tried your suggestion now. It's certainly much cleaner than what I was doing, but it still doesn't solve the problem.

I suspect the issue is that uninteresting cells are simply not associated with any location. Surely there must be a way of knowing which hold an object resides in without manually tagging every. single. cell. in the creationkit.

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courtnay
 
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Post » Thu Jul 17, 2014 10:20 pm

The condition function IsPlayerInRegion works, however some regions appear in several holds. Which hold in particular do you need to detect?
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Alada Vaginah
 
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Post » Thu Jul 17, 2014 10:17 am

All of them. What exactly is a 'region' if it can appear in several holds?

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Shaylee Shaw
 
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Post » Thu Jul 17, 2014 7:38 pm

A region feature in CK can be used in several ways:

- border region

- landscape terrain texture generation

- objects generation

- sound generation

- weathers

If I recall, the hold of Hjaalmarch contains a region for snowy terrain and another for greeny terrain.

Region is not necessary "linked" with location. Another example: a region can be use only for light emittance effects without marking any worldspace cells.

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Matthew Warren
 
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Post » Thu Jul 17, 2014 8:15 am

The only way I know how is by using the method Chesko uses for Frostfall. A spell is cast with multiple effects, and the winning effect (all conditioned based on region) sets a script property somewhere that you can access to know the region.
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Fluffer
 
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