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bluegenre

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    skyrim
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  1. This sounds good, but il have to see if it actually teliports the player rather than using fast travel. May be a bit though, pretty busy right now, thanks for all the help :]
  2. I did, i dont now though, however i remember how the engine works pretty well. Right now i'm still trying to think of alternatives to changing the hard coded variables however. player.moveto is used to move the player to an npc, but i think it only works if the npc is currently loaded. Trying to see if it is possible to apply an npc refid to a map marker atm, because from what i can tell it works the same way as coc. I believe i have seen a mod somewhere where the author was able to change static objects into activators, im trying to figure out how. Im also toying with the idea of a menu that keeps track of everywhere you have been, that lets you click on the name of a place and then moves you there. Using a script similar to the one that someone posed on here earlier, but usung coc rather than fast travel. Just a thought right now though.
  3. Alright, I was starting to realize this, I had found a way to link COCmarkers and mapmarkers, and it seemed like it might work, as in when using coc there are no loading screens, just black screens, and i got that to happen, but it still wasnt instant travel. Il take your word that it isn't possible, because i have tried quite a few different things and nothing works. I could probably write some sort of script, but theres no way that i can find to make coc connect to map markers rather than coc markers, so it wouldnt be worth it. As a last hurra, I don't suppose you know of a way to add marker data to objects other than map markers?
  4. I tried doing that in the console and it didnt recognize the variable. How would i go about writing and implementing a script like that? GlobalVariable Property fFastTravelSpeedMult fFastTravelSpeedMult.GetValue() fFastTravelSpeedMult.SetValue(0)Like i said, not to good at scripting Edit: found it under setting in the ck, that didnt help, i need fast travel to not check for that particular variable, im trying to make fast travel work like the coc command. Changing fFastTravelSpeedMult to 0 creates an infinite loadign screen, and making it higher would make travel faster, but not remove the issue that fast travel bogs down the game engine. Thats why im trying to create an alternate way of fast traveling.
  5. map marker and x marker header coc marker and coc marker header When changed to a cocmarker, the map marker loses its marker data as in the tab disapears, i have no idea if its possible to add it back in
  6. They look the same but behave somewhat differently, for instance its possible to use center on cell without a coc marker being present, if you do you'll be moved to an "xmarkerheading". What i mean is the game engine has been altered somewhat, so i'm concerned they are to disimilar.
  7. well you need to disable or remove something called "IsInMenuMode". its a utility that is referenced as: bool Function IsInMenuMode() native and will look something like: if (!Utility.IsInMenuMode()) If you remove it from the book reading menu, time should pass, as the point of this menu is to pause time. I have no idea how to do this, but i don't think its in the swf files, as i looked and couldnt find it, besides i think that the code found there is for controling the menu its self.
  8. Its alright, thanks for the help anyway :] Well i had never noticed then. I suppose i need to full out learn papyrus, if you don't mind, what is fast travel? Is it a script? Or is it hard coded?
  9. Hey this is pretty cool :] It looks like it should be called papyrus++ :D
  10. Also you should really clean those dirt edits man, they can get you into a world of trouble.
  11. That just removes the fast travel markers and replace them with coc markers. Already tried it, wont work. Basically it just makes it so you can coc to those areas but no longer fast travel. I know skyrim's engine may look similar to fallouts but they are quite different under the hood. I learned moding on fallout and oblivion, its not all that applicable with skyrim. This does give me an idea however, if i could make fast travel recognize coc markers as map markers, this might be possible.
  12. So what this does is activate fast travel when clicking on an option in a dialogue box, right? What i mean to do is: A. Replace all map markers with coc markers. (tedious but easy) B. Make the coc markers visible on the over head map. (not so easy, and proving pretty problematic) C. Allow fast travel to those markers (also problematic) D. Replace fast travel all together with the coc command, but make it work and look like fast travel. (not even remotely colse to accomplishing this) I may end up scraping this idea and finding a less convoluted way of doing this... The point of all of this is to make it so fast travel doesn't run the scripts that determine how much time passed in transit, so you arrive without time passing, because i believe that script is responsible for many crashes that happen on cell transition and fast travel. Basically i want to make cell transitions and fast travel more stable for games wit a lot of scripted mods. Also an interesting extension of your signpost mod could be making those silly maps with little flags on them actually do something, just a thought though :]
  13. Because i know next to nothing about papyrus. Ive scripted before but havnt taken the time to learn papyrus' syntax. Although i do know how to apply scripts.
  14. I'm trying to make a mod that substitutes coc markers for map markers, its sort of a long story as to why, but suffice to say i need to make fast travel to coc markers (from the map screen, no coc command) possible. Any ideas?
  15. I second this! Good show MJAB98 :] i love the silver weapons (from some mod i don't remember) i use them on my werewolf hunts >:)
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