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longpeak

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  1. Yeah, it would seem manually placing markers to delineate water edges / dive spots is the way. I thought about something like token Slaughterfish tracking on-land actors with travel procedures, but the fish lags for up to a few seconds before starting movement and sometimes teleports to the actor. Besides, the sea shoreline turned out to be quite complicated for automated search for access spots anyway. Still, if there are some functionality to find regular-to-underwater navmesh transitions, or at least to find which navmesh nodes lie below location's water level, that would be nice.
  2. I need Horkers to move into deep water in a naturally looking manner when they escape predators, search for food, etc. Are there any neat solutions for dynamically finding the closest spot where an actor can swim?
  3. I want to create a mod that removes names(FULL)/activator text override(RNAM) of common objects but preserves names of unique/important objects (like, I don't need a text line to know that a mountain flower is a mountain flower and harvesting is the only thing i can do to it). To do that, handcrafted lists of the objects are needed, so no mass/type renaming. But the way I see it, the objects need to be accessed by their Editor ID (EDID) because it's the property that remains the same through changing mod order/merging mods. Is there any way in Papyrus to do that or is there any other alternative?
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