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Tasheni

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Everything posted by Tasheni

  1. Dear fellows, real life takes it's toll and I have no time for modding anymore. My last gift for you is just out on nexus, The Pride of Teia: https://www.nexusmods.com/skyrim/mods/112708 I hope to get back to it in one or two years, but who knows what life brings. I will frequently be around if my time allows that, but not often. Tasheni Followers will stay an unfinished mod, and also The Isles of Teia. Despite that, it's really worth to play them, just try them out if you haven't already. Thank you all for your kind support over the years. If you feel generous, support me on seeyouinskyrim.net. I'm always happy to hear from you. Greetings and best wishes, Tasheni
  2. 1) I modified the script, because the xmarkerheading needs to be moved to the ship, if player stops sailing. 2 a) Can't confirm that. My followers use a custom follow package in their alias and I never had problems that they won't follow, or not fast travel, that works fine to other worldspaces like Shumer, too. But you helped me a lot! Thank you for that. Have a nice summer, too.
  3. Problem solved, yay!!! :dance: There was a problem with my followers and I made an awkward mistake in the scripts. Now followers can move onboard while ship is docked, can move to interiors, can move outside, if ship is docked (if not, there is no navmesh onboard, so they can't spawn near the player. They follow outside again, if ship is docked. The interior doors allow the decision if player goes onbord in Teia or in Skyrim. Docks in Skyrim are in front of Dawnstar at the coast, in Solitude at the docks and I will create one at Castle Volkihar, so you can sail along the coast to the castle. I did it with Jenassa and AFT installed, and all worked flawless. In Teia there is only one dock, yet, I will place others for the main isles. I'm so happy to get that to work, thank you for your help. Hope to get that online, soon - it will still be WIP, because it's part of my isles mod. And there are some caveeats - Skyrim was not made for sailing around with big ships :tongue:. But it's working without any CTDs.
  4. Yes, that's it. If you are in the interior, you can click on the door activators and go either to Skyrim or to Teia. This is not handled by the shipswheel and the ship is not teleported from one world to the other. Max, thank you so much for your help, I hope you have fantastic holidays now and if you like, we can talk later again. :smile:
  5. Yay, holidays! May they be fantastic :smile: I attached the scripts you posted above to the doors and activators of my ship and ship interiors, like you told me. I deleted the if choice for checking if the ship is traveling, because it's not needed. Followers follow me inside, but not outside. The script I posted is the shipswheel activator script. Surley it can be optimized, but this is nothing I am able to do. I'm a scripting noob. I can modify scripts, and then it is all trial and error :turned: . The script works flawless, this is all I have achieved, and I'm proud of it. But any help for making that better is welcome :yes:. I apologize, I wrote in my first post that I have a big sailable ship. I thought, this was clear enough. Player can sail that ship and is translated with the ship. Basically, there are two ships, one with furled sails in a dummy cell and one with unfurled sails. Player can activate the shipswheel. If he drops the anchor, the static ship from the dummy cell moves to the exact location of the ship player is on, the movable ship is moved to the dummy cell. If player want to sail, he must unfurl the sails and lift the anchor first. Then the movable ship spawns and the static ship is moved to dummy cell. The doors and xmarkers of the ship are moved to dummy cell if player starts sailing, and moved back if player stops sailing with the E key. That works pretty good. It was the concept of SuLpHiDe and I had hard times to understand, how he did this and modify it for my purpose. Yes, and that ship in Teia is duplicated in Skyrim, so you can sail also there without the need to have an activator or spell to move that ship and all the markers to Skyrim. Only the interiors (cabin and basement) are the same. The interior doors have now two activators: One for teleporting onto the Skyrim ship and one for teleporting onto the Teia ship. Maybe the concept is not the best, but this is what I was able to do. :smile: EDIT: I tried with another follower and she was following outside. Need to test with my others, too. Thank you again for your kind support. Update: If I have only one follower with me he doesn't teleport outside. IfI have two or more followers with me, only one teleports. I tested with a new game as always. Don't understand that.
  6. What I have now: - ship exterior Skyrim - ship exterior Teia - ship interior base - ship interior cabin - door with script attached, that moves player and followers from exteriors to interiors - works perfect. - two activators at the interior doors to move player and followers back onboard in Skyrim or Teia - that doesn't work! Player is teleported outside, but not followers. Creation kit wiki discussion states: FastTravel-Game: My interior cells are not flagged as "Can't travel from here. Is there another way to achieve this? This is my ship activation script, in case somebody is interested in how I get ships to be sailed by player. Credit goes to SuLpHiDe, who created the base of the script. Use freely, but credit SuLpHiDe and me: Scriptname _Tash_ShipRedguardActivatorScript extends ObjectReference ;-- Properties -------------------------------------- actor property FrontActor auto ;invisible actor for collision actor property BackActor auto ;invisible actor for collision actor property PlayerRef auto ;player GlobalVariable Property ShipTravelGL Auto idle property SitAnim auto idle Property Stop auto ImageSpaceModifier Property FadeToBlack auto ImageSpaceModifier Property FadeFromBlack auto ImageSpaceModifier Property HoldBlack auto message property LongBoatMenu auto ;choice menu sail/drop anchor/exit sound property WaterChurn auto ;sounds for the ship when moving sound property CollisionSound auto sound property BoatSound auto ObjectReference property SeatVehicle auto ;xmarker at movable ship ObjectReference property MovableShip auto ;ship with sails unfurled ObjectReference property SpawnedStaticShip auto ;ship with sails furled ObjectReference property StaticShipMarker auto ;xmarker for static ship in testcell ObjectReference property ShipDoorCabin Auto ;doors in testcell ObjectReference property ShipDoorBase Auto ObjectReference Property TeleportActivator Auto ;triggerbox ObjectReference Property TeleportMarker Auto ;xmarker player landing after teleport from water static property StaticShip auto ;static ship with furled sails ObjectReference Property XMarkerTeiaBase Auto ObjectReference Property XMarkerTeiaCabin Auto ;-- Variables --------------------------------------- Bool ToggleAnchor ;lift or drop anchor Bool ToggleDrive ;move or stop moving Bool Activated Float CurrentSpeed ;the given speed Float MaxSpeed Float MaxReverseSpeed Float BoatAngleSpeed Float DefaultAngleSpeed Float MovDirection ;movement direction Float XBoatPosition Float YBoatPosition Float ZBoatPosition Float BoatAngle Float BoatTiltAngle Float DefaultTiltAngle Float FrontOffset Float MenDepthOffset Float FrontBackMenOffset float afX float afY float afZ Int DefLef = 30 ;left movement key Int DefBac = 31 ;back movement key Int DefRig = 32 ;right movement key Int DefFor = 17 ;forward movement key Int WaterChurnInstanceID Int BoatCreakSoundID ;-- Functions --------------------------------------- function OnUpdate() XBoatPosition = MovableShip.GetPositionX() YBoatPosition = MovableShip.GetPositionY() ZBoatPosition = MovableShip.GetPositionZ() BoatAngleSpeed = DefaultAngleSpeed if input.IsKeyPressed(DefFor) || input.IsKeyPressed(DefBac) if input.IsKeyPressed(DefFor) && FrontActor.IsSwimming() if CurrentSpeed > 0 as Float && MovDirection == -1 as Float CurrentSpeed -= 10 as Float MovDirection = -1 as Float elseIf CurrentSpeed < MaxSpeed CurrentSpeed += 10 as Float MovDirection = 1 as Float endIf elseIf input.IsKeyPressed(DefBac) && BackActor.IsSwimming() if CurrentSpeed > 0 as Float && MovDirection == 1 as Float CurrentSpeed -= 10 as Float MovDirection = 1 as Float elseIf CurrentSpeed < MaxReverseSpeed CurrentSpeed += 10 as Float MovDirection = -1 as Float endIf elseIf !FrontActor.IsSwimming() || !BackActor.IsSwimming() CollisionSound.play(PlayerRef as ObjectReference) CurrentSpeed = 0 as Float endIf elseIf CurrentSpeed > 0 as Float CurrentSpeed -= 5 as Float else MovableShip.StopTranslation() game.GetPlayer().StopTranslation() if !ToggleDrive self.UnregisterForUpdate() endIf endIf if CurrentSpeed > 0 as Float if input.IsKeyPressed(DefLef) BoatAngle += -BoatAngleSpeed if BoatAngle <= -360 as Float BoatAngle = 0 as Float endIf BoatTiltAngle = 2 as Float endIf if input.IsKeyPressed(DefRig) BoatAngle += BoatAngleSpeed if BoatAngle >= 360 as Float BoatAngle = 0 as Float endIf BoatTiltAngle = -2 as Float endIf endIf sound.SetInstanceVolume(WaterChurnInstanceID, CurrentSpeed / MaxSpeed) YBoatPosition += MovDirection * -CurrentSpeed * math.Sin(BoatAngle) XBoatPosition += MovDirection * CurrentSpeed * math.Cos(BoatAngle) Float YPlayerPos = YBoatPosition - (750 as Float * math.Sin(BoatAngle)) Float XPlayerPos = XBoatPosition - (-750 as Float * math.Cos(BoatAngle)) MovableShip.TranslateTo(XBoatPosition, YBoatPosition, ZBoatPosition, BoatTiltAngle, 0 as Float, BoatAngle + FrontOffset, CurrentSpeed, 0 as Float) game.GetPlayer().TranslateTo(XPlayerPos, YPlayerPos, ZBoatPosition + 590 as Float, 0 as Float, 0 as Float, BoatAngle, CurrentSpeed, 0 as Float) FrontActor.MoveTo(MovableShip, FrontBackMenOffset * math.Sin(MovableShip.GetAngleZ()), FrontBackMenOffset * math.Cos(MovableShip.GetAngleZ()), -MenDepthOffset, true) BackActor.MoveTo(MovableShip, -FrontBackMenOffset * math.Sin(MovableShip.GetAngleZ()), -FrontBackMenOffset * math.Cos(MovableShip.GetAngleZ()), -MenDepthOffset, true) if ToggleDrive self.RegisterForSingleUpdate(0 as Float) endIf endFunction function RebindKeys(Int KeySel, Int Code) if KeySel == 0 DefFor = Code debug.Notification("Forward key has been rebound") elseIf KeySel == 1 DefBac = Code debug.Notification("Back key has been rebound") elseIf KeySel == 2 DefRig = Code debug.Notification("Right key has been rebound") elseIf KeySel == 3 debug.Notification("Left key has been rebound") DefLef = Code else debug.Notification("Keys reset to default arrow keys") DefFor = 17 DefBac = 31 DefLef = 30 DefRig = 32 endIf endFunction function MenuActivated() Int MenuValue = LongBoatMenu.Show(0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000) if MenuValue == 0 ToggleDrive = !ToggleDrive If ( ShipTravelGL.GetValue() == 0 ) ShipTravelGL.SetValue( 1 ) EndIf if ToggleDrive as Bool && !ToggleAnchor FadeOut() ShipDoorCabin.Disable() ShipDoorBase.Disable() Utility.Wait(0.2) ShipDoorBase.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) ShipDoorCabin.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) TeleportActivator.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) TeleportMarker.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) XMarkerTeiaBase.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) XMarkerTeiaCabin.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) Utility.Wait(0.2) game.ForceFirstPerson() game.DisablePlayerControls(true, false, true, false, false, false, true, false, 0) PlayerRef.SetVehicle(SeatVehicle) WaterChurnInstanceID = WaterChurn.play(PlayerRef as ObjectReference) BoatCreakSoundID = BoatSound.play(PlayerRef as ObjectReference) sound.SetInstanceVolume(BoatCreakSoundID, 2.00000) self.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) Utility.Wait(0.2) PlayerRef.PlayIdle(SitAnim) ShipTravelGL.SetValueInt(1) FadeIn() self.UnregisterForUpdate() self.RegisterForKey(DefFor) self.RegisterForKey(DefLef) self.RegisterForKey(DefRig) self.RegisterForKey(DefBac) self.RegisterForKey(18) self.RegisterForSingleUpdate(0 as Float) elseIf !ToggleDrive && !ToggleAnchor FadeOut() game.EnablePlayerControls(true, true, true, true, true, true, true, true, 0) self.UnregisterForAllKeys() self.UnregisterForUpdate() PlayerRef.StopTranslation() PlayerRef.SetVehicle(none) sound.StopInstance(WaterChurnInstanceID) sound.StopInstance(BoatCreakSoundID) CurrentSpeed = 0 as Float ShipDoorCabin.Enable() ShipDoorBase.Enable() Utility.Wait(0.2) self.MoveTo(MovableShip, 690 as Float * math.Sin(MovableShip.GetAngleZ()), 690 as Float * math.Cos(MovableShip.GetAngleZ()), 590 as Float, true) ShipDoorCabin.MoveTo(SpawnedStaticShip, 640 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 640 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true) ShipDoorBase.MoveTo(SpawnedStaticShip, 0 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 0 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true) TeleportActivator.MoveTo(SpawnedStaticShip, -160 as Float * math.Sin(SpawnedStaticShip.GetAngleZ() + 90), 0 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 100 as Float, true) TeleportMarker.MoveTo(SpawnedStaticShip, 300 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 300 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true) XMarkerTeiaBase.MoveTo(SpawnedStaticShip, 80 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 80 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true) XMarkerTeiaCabin.MoveTo(SpawnedStaticShip, 570 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 570 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true) ShipTravelGL.SetValueInt(0) FadeIn() else debug.MessageBox("You must raise the anchor before sailing") ToggleDrive = !ToggleDrive endIf elseIf MenuValue == 1 if !ToggleDrive self.DropAnchor() else debug.MessageBox("You must stop sailing before dropping anchor") endIf endIf endFunction function OnKeyUp(Int keyCode, Float holdTime) if keyCode == 18 self.MenuActivated() endIf endFunction function DropAnchor() ToggleAnchor = !ToggleAnchor if ToggleAnchor FadeOut() SpawnedStaticShip = MovableShip.PlaceAtMe(StaticShip as form, 1, false, false) MovableShip.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) self.MoveTo(SpawnedStaticShip, 700 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 700 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 580 as Float, true) ShipDoorCabin.MoveTo(SpawnedStaticShip, 640 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 640 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true) ShipDoorBase.MoveTo(SpawnedStaticShip, 0 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 0 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true) TeleportActivator.MoveTo(SpawnedStaticShip, -100 as Float * math.Sin(SpawnedStaticShip.GetAngleZ() + 90), 0 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 100 as Float, true) TeleportMarker.MoveTo(SpawnedStaticShip, 300 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 300 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true) XMarkerTeiaBase.MoveTo(SpawnedStaticShip, 50 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 50 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true) XMarkerTeiaCabin.MoveTo(SpawnedStaticShip, 590 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 590 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true) ShipTravelGL.SetValueInt(0) FadeIn() debug.MessageBox("You have dropped the anchor.") else FadeOut() Utility.Wait(0.3) ShipDoorBase.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) ShipDoorCabin.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) TeleportActivator.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) TeleportMarker.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) XMarkerTeiaBase.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) XMarkerTeiaCabin.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) MovableShip.MoveTo(SpawnedStaticShip, 0.000000, 0.000000, 0.000000, true) SpawnedStaticShip.DisableNoWait(false) SpawnedStaticShip.Delete() ShipTravelGL.SetValueInt(1) FadeIn() debug.MessageBox("You have lifted the anchor.") endIf endFunction function OnActivate(ObjectReference akActionRef) self.MenuActivated() endFunction function OnInit() MaxSpeed = 290 as Float MaxReverseSpeed = 290 as Float DefaultAngleSpeed = 2 as Float DefaultTiltAngle = 2 as Float FrontOffset = 90 as Float ;sets the angle of the ship's translation, don't change! FrontBackMenOffset = 1300 as Float MovDirection = 1 as Float MenDepthOffset = -50 as Float DefFor = 17 DefBac = 31 DefLef = 30 DefRig = 32 endFunction Function FadeOut() FadeToBlack.Apply() Utility.Wait(0.5) FadeToBlack.PopTo(HoldBlack) EndFunction Function FadeIn() HoldBlack.PopTo(FadeFromBlack) Utility.Wait(0.5) FadeFromBlack.Remove() EndFunction
  7. Hi maxarturo, good to have you back! Thank you so much for your scripts and suggestions. I need to go to work now and nexus was eating up my post now twice :mad: I will check that out after work and explain more, what I have done. Have a nice week :thumbsup:
  8. I got stuck with my sailable Redguard ship and maybe someone can help me with this complicated matter. What I want to do: Teleport player and any follower from an interior cell to two different exterior cells. One is in Skyrim, one in Teia. I have a big sailable ship in my custom worldspace and one in Skyrim with two interior cells, a cabin and a basement. As long as the ship is docked, there is navmesh, so followers can move with the player onboard. There are two doors and the corresponding door markers that move player and followers inside. Works pretty good. When player sails away with the ship, navmesh stays at the dock, because navmesh is attached to cells and not to objects. The ship doors are moved to a dummy cell while player is sailing, when he stops and drops the anchor, the doors move back to the exact position of the ship and everybody can go inside. This is handled by a script. But when player moves outside again, he falls into the water at the docks and followers, too, because the ship is not there. My conclusion is, the yellow door markers are not attached to the door (only linked) but to the navmesh and can't be moved by script, only the doors can. Makes sense, because of the green rectangle under the door markers. So my efforts to use door markers are senseless. I tried to teleport the player through an activator with a script, but then followers do not teleport with the player. Now my question: How should a script look like, if the player and any follower is teleported from interior to exterior and vice versa? As far as I know Teleport.Enable() does not work from interior to exterior, even if the interior cell is marked as "can teleport from here". Any suggestion is much appreciated. Please be patient with me, if I'm not responding timely, I have a new full time job and not much time anymore. But be sure I will respond. :yes:
  9. Solved!!! :laugh: @Sphered: Thank you for your reply. I used custom objects that are no doors as doors and any of them works, so I was really surprised that just this door should not? I compared the farmhousedoorl01 with my door in nifskope and everything was the same. @Hanaisse: Thank you, Hanaisse, this was the right hint, I guess. I'm not completely sure. I tried farmhousedoorl01 and noticed, that the activation was behind the door. I used tcl to go through the door and suddenly the activation appeared. Behind the door. ??? I pulled the door more inside the room and that worked. That worked also with my shipdoor. This is weird, because there is no visible obstacle in the way, if I push the door fitting into the doorframe. Alright, I guess the reason is the interior model of the ship. It has other obstacles which make it very tricky for npcs to move around. Navmeshing was pain. There are outstanding planks and the gratings on the floor are raised a bit above the floor, so I had to put the navmesh slightly above those obstacles to prevent npcs for getting stuck. Like on a ship - there's not much space for moving around :confused: Thank you both, I can live with it as it is now. And I got a new idea. Maybe I will duplicate the ship for using in Skyrim. Then you can go through the interior and after some time you will arrive in Teia. So you could sail the same vessel in Skyrim and in Teia. No additional scripting is needed to get that running. Hey, what a nice idea???!!! :laugh:
  10. The simple solution is to look at vanilla quests and see how they setup the quest objectives and markers.
  11. My big ship interior is nearly finished, but I run into an issue with the load door I can't resolve. In fact I'm completely lost. I'm really experienced in creating doors to link interior and exterior cells together. But this damn door refused to get activated ingame. In ck all works fine. The doors are properly linked. Ingame I can activate the door in the exterior that teleports me into the interior cell. But I can't get out, because there is no activation visible. What I tried: Deleted the doors, saved the plugin, cleaned with XEdit and created the doors again. Same result. Used other loaddoors - same result. Placed the exterior door inside the same custom worldspace, where my ship is - same result. :wallbash: Made sure I did not checked any boxes like hidden. I navmeshed the areas and finalized the cells and the green triangles are correctly placed. I shifted the yellow doormarker farther away, narrowed it, same result. Nothing works. I coced into the interior cell, I started a new game to get into the cell - same result. I'm out of ideas. Maybe you know something about loaddoors I don't, your help is much appreciated.
  12. No, run on target does not work. For find use an acquire package and choose your target with the target selector. And even here not any object type or any object id will work. Unfortunately. This is very annoying if you want to let your follower loot special things.
  13. Progress Update The Isles of Teia: Some good news and fresh stuff here, so read on, if you like. You know that I designed my mod The Isles of Teia as the stage for the mainquest of my followers mod. Problem is, how do I move the followers from island to island? Of course they can swim. Or you can gave them boots of waterwalking. I have some teleport doors on some isles, but this is merely an emergency solution. The boats are too small to take all six followers with you, that makes no sense to create interiors for them. So I added a big Redguard ship somewhere out in the ocean. It's really big (model from DeviantKaled that is also used in the mod Ocean Sabre). Deviant sent me all his stuff I'm allowed to use - hey Deviant, thank you so much, your stuff is awesome! When player swims near the ship's hull he is teleported automatically on deck. Like my other boats, player can furl the sails and drop the anchor or raise the anchor and unfurl the sails and sail that big vessel! I totally reworked that script and it works like a charm and is fun! That ship also works as a playerhome. Now you can anchor everywhere and enjoy your stay :) I'm currently working on the interior. I posted screenshots of the cabin in the images section, just take a look. It's WIP, oh well, that cabin has no straight walls or floors, everything is curved and it's totally difficult to add fitting stuff that keeps the style I wanted to achieve. I focused on storage and rope design and on the lights. There are a lot of animated drawers where player can store his stuff. Under the ceiling are fishingnets with deco: some birds and animated windy things from Tamira and Stroti. Baskets attached to ropes hang from the ceiling, every single one is a container. The desk contains five animated drawers. I created a board with six animated drawers and two boxes below the board, all for storage. I carefully attached the lights: The candles are red and the candleflames have my own texture and I added a much warmer tone to them. I created unique paintings for the walls. And there is a trapdoor to link the cabin to the basement without needing to go outside. In the basement are six hammocks for the followers, but nothing else, yet. I will start to work on this when the cabin is finished. Now I need a script to teleport followers with the player from water on board and through the doors. Load doors don't work with a movable static, so I use activators for the doors. I need now to figure out, how the script must look like, when I want to teleport any follower with the player. I look especially at the setup when player travels to Solstheim the first time. Beth stowed every follower away and moved them back to the player when he has reached Solstheim and the ship is docked. This setup is the only one who allows npcs to move around on board. When player rides back to Skyrim, the navmesh is cut off and npcs are stowed away again. I will try to make a similar setup, but I know this will be very tricky. The ship must dock in an exact position where the navmesh is put. But step by step. First I must figure out how to transport followers on deck or into the cabin, when player is moved there. If you have any ideas about that, your suggestions are much appreciated. If all goes well and my time allows that, there will be an update out with this ship, as soon as it's finished. Happy modding and greetings from Tasheni :)
  14. My mod Tasheni's Ethnic Winterclothes SE is online again: https://seeyouinskyrim.net/downloads/skyrim-special-edition/tashenis-ethnic-winterclothes-se/ You can download it there without registration. Greetings from Tasheni
  15. My Mod The Isles of Teia LE is online again: https://seeyouinskyrim.net/downloads/skyrim-legacy-edition/tashenis-the-isles-of-teia-le/ I added an awesome labyrinth to Teia Silaselis and improved the ruins. The cocoon houses in the Crystal Cave and the igloos on Angalayond are now furnished. Enough room for followers. And real good shelter to get out of the storm on Angalayond. The boats can be activated either with a button on the mast or on the shipswheel. Use WSAD to navigate. Navigate carefully to not get stuck :pirate: It's worth the journey! :yes:
  16. Tasheni Followers - One for All and All For One Part 1 is now online, yay! :dance: :dance: :dance: No beta anymore. You can download it from my website without being registered: https://seeyouinskyrim.net/downloads/skyrim-legacy-edition/tasheni-followers-one-for-all-and-all-for-one-part-1/ Or download from AFK mods: https://www.afkmods.com/index.php?/files/file/2481-tasheni-followers-one-for-all-and-all-for-one-part-1/ If you want to comment on my website you need to register. Comments are also welcome here at nexus. 46 banter scenes, tunes, songs and poems, 3300 lines of dialogue, quest awareness and acting together in combat are some of their features. I'm happy. :yes:
  17. Another showcase: https://www.youtube.com/watch?v=6Ufn5iUufl4 :laugh:
  18. A simple test for the navmesh: Take a follower with you and go through all doors. If the follower is not following you, navmesh is broken. Use only one package and try if this works. Then add another one. You can also put the packages into a formlist and add the formlist to the actor or to his alias in a quest. Please notice: If you wait ingame more than six hours, the schedule of your packages will mostly go out of order.
  19. Finally good news! I'm nearly done. With the help of ReDragon2013 I reworked every script. I finished the ambush and the scenes dependend on this and I can say, all works really nice. I have a deadline now. Tasheni Followers One for All and All for One part 1 will be out next weekend. I tested everything until I fell out of my chair :laugh:. I'm proud of what I have achieved and I'm proud to present it soon to you. Tasheni Followers are a group of adventurers with their own stories. They grow together over time. They care for each other and the player. They have fun and quarrels with each other. While the player walks his own paths, the story develops slowly. The scenes can be triggered by the palyer and reveal a lot of important information for the questline. At the end of part one there will be open questions. The stage is set for the bigger adventure in part two. The storyline is absolutely imbedded into Tamriel lore, many dialogue lines reflect that. I reworked the appearance, added more dialogue, the story structure with log and objectives and trimmed the behavior. I hope you will have fun with my followers, so stay tuned, if the mod goes online next weekend, I will announce it here. :dance:
  20. Dear friends, I have to say something. And I apologize, I'm affected daily by this, so I can't get back to normal work right now. Everything is delayed. I am terrified by the latest events. Another war in europe, a one with announcement but completely without sense, without any respect for human lives. A narcissistic personality is able to make us, who live in democratic societies, all slaves. I will never accept to draw a line. My friends are of every nation in the world. They are good people. At the moment, some of them are fighting, while otherones can't believe what's happening, so we must come together and discuss. To share informations. With respect. We all know that everybody has his or hers own reality of life and experience and that needs to be respected. We all will lose these days and the days to come. We all are forced into a war that we mostly think is not ours. But it is. Dear friends, in these sad days my thoughts are with the ukrainian people. And with the many russians, who do not know what's happening. And I know there are many of them who want to stand up against this paranoid agressor, but they will be tortured and captivated then. I can't go on with modding, even playing right now, but I hope there will be progress again. I apologize. Everytime I try to get back to work my thoughts drift away to the victims - the mothers, the children, the men, who fight the devil. I wish I could do something to stop that madness. Please stay tuned, if you like. And keep love and peace in your heart. Our world is in need of that. Your friend Tasheni
  21. I never get sandbox destinations with xmarkers to work. What my experience is: If you have a package that won't work, try not to fix it. Mostly it will not work. You will lose a lot of time. Delete it and make a new one. You can try to set up a sandbox multilocation package and use idle markers to set the destinations. You can try to use conditions instead of setting the time inside the tab. Use GetCurrentTime <= and GetCurrentTime >= (game hour). May work or work not. I tried both a lot of times and I really can't explain why it sometimes doesn't work. Look at the package stack of some workers (miners or similar) and see how beth has done this. AI will mostly not update correctly if you use an existing save. For your maiden to get to sleep: Is she allowed to unlock doors? Normally it's not necessary to assign a bed to npcs to get them to sleep. If the bed is set to no one, she should find and use it. Try to advance the destination radius. Good luck :smile:
  22. You know, if you work on such a huge project, it's naturally that the progress is slow. Real Life comes first and there are often enough things, you can't foresee. Obstacles, that get in the way. I assure you, because I know: anbeegod is working on this mod with all of his heart. Please be patient. And the most important thing for a tireless working mod author is his audience, who supports him.
  23. Welcome back, Adipose. No, that's not entirely true. AE affects only those mods that use SKSE. But there was an update for SKSE. Best you ask in the SE forums. LE has nothing to do with it.
  24. What keyword has your cat assigned? Some behavior is controlled by keywords.
  25. Create this script in one of your horse actors window: Scriptname yourScript extends ObjectReference ActorBaseProperty myActorBase Auto Event OnInit() self.SetActorOwner(myActorBase) EndEvent Attach it to every horse actor. Klick on the Properties button and set myActorBase to player for each actor.
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