Region Compatability?

Post » Mon Nov 29, 2010 7:22 pm

A project I've been using uses regions as a way to determine if the player is in a certain geopolitical entity- the region is invisible to the player but used quite extensively by my scripts, where if it determines the player being in this region, it swaps the crime gold to another gold.

Now, I'm trying to ensure compatibility with as many mods as possible, leading to me to ask a question, since I've only used regions in separate worldspaces and tried to avoid touching TamrielWorld as much as possible.

Do the changes to Tamriel, using regions with no weather, no anything, override changes anybody else would have made in their mods? If so, is there a way to ensure compatibility, or would I be better off finding another way to determine where the player is?

EDIT: Tests I've done indicate that yes, regions are overrwritten by mods later in the load order. Now I have some investigating to do.

I may be able to use original Oblivion regions. It would make sense borders would follow these regions. I hope.
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Silencio
 
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Post » Mon Nov 29, 2010 6:56 pm

OBSE has a http://www.truancyfactory.com/obse_command_doc.html#GetCurrentRegions function that allows you to check what regions the player is in. If you call this function in a script, you shouldn't need to make any changes to any regions.
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Rowena
 
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Post » Mon Nov 29, 2010 2:34 pm

OBSE has a http://www.truancyfactory.com/obse_command_doc.html#GetCurrentRegions function that allows you to check what regions the player is in. If you call this function in a script, you shouldn't need to make any changes to any regions.

Oh, I'm quite aware of that function. I'm already using it. :D

I was trying to define the borders of the nations through regions new regions, but I got it working now through use of old regions. Took me a fair bit of work to clean my mod, though, I'll tell you. Never again am I going two days without making a backup.
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Jordan Moreno
 
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