Jump to content
⚠ Known Issue: Media on User Profiles ×

HigheverRains

Premium Member
  • Posts

    2
  • Joined

  • Last visited

Nexus Mods Profile

About HigheverRains

Profile Fields

  • Country
    None

HigheverRains's Achievements

Newbie

Newbie (1/14)

0

Reputation

  1. The difficulty is in getting the scripts to properly attach. I've been successful in using the TethertoHorse script using an altered skeleton for the goat (added the horse bone that the wagons script uses to attach to), and the default in game wagon. Attempts to add the correct nodes to the cart from the wagons has made it crash. A basic follow package on the goat to test if it was working can prove the goat with altered skeleton can pull the wagon, but with unexpected results. The settings for the distance from the actor pulling the object, and all similar settings, are defined globally for all wagons in the ini file. Changing this will bork up every instance of wagon and horse, even though we're looking at a cart and a goat. So the best I can do is the wagon off-center, at a weird location, being pulled by a goat, and jerking about looking really bad and not really doing what I wanted it to. Any other methods of trying to "tether" the cart to the goat aren't working either, and the cart gets left behind, or the cart explodes and the havok does it random business as the goat tries to follow. In one case this killed the goat lol. I've tried with ball and socket constraints (requires ragdolling so doesn't work), and also looked into attachtonode or translatetonode, but these only work once, and would need to use onupdate eternally which is bad news for scripting generally and could ruin a game. The reason this hasn't been done yet is because the actual scripts to do it aren't easy to find/work with. Again, the only one I could get remotely working was TethertoHorse, which has game-breaking potential for every other wagon in the game if I mess with the ini. Open to suggestions, as I'm definitely stuck.
×
×
  • Create New...