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true_predator

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  1. Physics: I can make the handcart calm down somewhat but its not super realistic but it wont zip off into the air: To cheat I made the wagon a door which it will still works as in the horse will pull it behind it and you can activate the wagon to go to a house (I simply linked it to a door outside) Now the return door I'm aware you cant move those door marker references so I tried a script to make the door upon activation send the player to the cart (or even horse) and this is where I'm having trouble. ObjectReference property wgnloc auto Event OnActivate(ObjectReference akActionRef) Game.GetPlayer().moveto(wgnloc) EndEvent I'm not at my workstation atm but using this script (well a good idea of it I cant remember off top of my head what I have set) in a door doesn't seem to activate it using a debug message doesn't pop up. I think I need to use BlockActivation but I don't know how to apply it to the door. Or use an activator im still learning so I appreciate the help
  2. After spending many hours trial and error I have made some difference in how the wagon reacts. I have managed to temper its extreme bounciness it no longer bounces crazy enough to flip on side but still has a hop to it. I will toy with what I learned on the Handcarts that go crazy when touched and see how it does with them. Im also looking for ideas on how to make the cart useable to execute a script for teleporting the player to a house cell and back again. Thats all coming after I get some more basics figured out but just a head start you know. :)
  3. I have been trying to play catchup to the Elder scrolls modding since I last did anything back in Morrowind. The idea I'm working with now is a Carriage/Wagon type of house that is able to be pulled by either a companion that follows the player or a mount the player can use. I have had success looking into scripts and the Wiki and have managed to create this so far. ( really simply to do...honestly ) http://www.youtube.com/watch?v=PGySjlRvF88&feature=youtu.be Course there are a lot of ideas one could do with this such as quest escorts, actually have to ride the entire trip when using a carriage, etc.. So to get a solid foundation I wanted to start basic and fix one little issue first. Thing I'm having some trouble with atm I'd like to get fixed is the rather bounciness of the wagon. Walking it works fine, running it doesn't bounce to bad but it can get rather wild at times and a full sprint on the horse really makes it jam! I have been working with nifscope and searching for how to change the mass of the wagon and I'm not really getting anywhere. I'm not finding any articles or tutorials on the Havok side of modding so far. If anyone might know something or perhaps a way to change its mass in-game or through its .nif ( that is where I believe it lies at) I would greatly appreciate the help.
  4. Here is a link to download my test mod. Download at Box.com a few notes on this: The wagon and horse are right outside of Whiteruns front gate both are player owned. Walk speed is best for cart stability. I'm not sure if editing the mass of the wagon will change it from flipping out if you run over uneven terrain. I am working on figuring out how to do that but not much results, if you sprint on a road that is fairly flat the wagon will behave somewhat reasonably. I haven't had the cart totally flip out and crash the game or any serious error. Normally if you stop the cart will settle back on its wheels. There is a horse model in the game that has the attach points for the cart and looks the best but I used a simple copy of the Whiterun stables horse for simplicity. Yes you can kill things by running them over I suggest finding a clump of mudcrabs that was to much fun when I figured it out. If you ride the horse far out and dismount it will walk back to Whiterun. You "can" get in the cart and let the horse pull you but note sometimes you take damage, or thrown into the air, or outright die I guess from collision checking. If you change the horse not to fight or flee you could stand there and peg stuff with your bow/spells as you go by.
  5. There is a script in the CK to tether a cart to a horse: TetherToHorse I have made a simple mod that will let the player mount a horse outside whiterun and run around while the cart is pulled behind the player. It works surprisingly well all things considering course having the horse run and hitting a rock makes for a rather bumpy ride to whoever is in the cart xD. Here is a video demonstrating it I made real quick so others can see it working in game. In the beginning of the game your pulled by a horse in a wagon using this script or I believe so I created this mod simply by working off the starting area and lots of time on the Wiki and google searches. My goal or to hopefully inspire someone more competent in the CK is to make a wagon the players mount pulls and the wagon is a player house. Such as a traveling house, I made a mod request topic and have seen many similar requests as well.
  6. Going through the wiki I saw something about tethering a horse to the cart. TetherToHorse - ObjectReference It is in reference to the start of the game with the player being pulled in the cart by the horse. Im still trying to bring myself up to date with the creation kit I used Morrowinds TES a lot, didn't do much with oblivion and going from morrowind to this is a big leap.
  7. I have been going over the creation kit working out how to exactly do this. But I thought I would put this on the mod requests forum for someone with more skill in the CK to tackle it. I believe it is very much possible as I have some ideas on how to make it work. The idea is a player mountable cart they can ride as a mount but also either through a dialogue or other means can get into the cart and takes them to a house. The idea is the house is inside the cart like a gypsy's wagon. Very small but has a bed ,some chests and an alchemy/enchanting table the ones that rest on a surface in there as well, with some wall mounts for weapons. It can have varying versions from a Hunter Wagon with minimal things to a full out Mobile home large wagon with a couple of beds perhaps. I understand the inside of the cart might have to be made a tad bigger for various reason including having a spouse live in your house. The cart could be upgradable like the houses, itf te player runs it off the cliff and it "dies" it could be "repaired" either though an NPC or perhaps a spell to bring it back. I think a mod like this would just make the game that much more immerse. Players who like to play traders or hunters can find it extremely useful.
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