South8028 Posted May 2, 2022 Author Share Posted May 2, 2022 You may have other issues with a mobile settlement. Reportedly things happen when you cross cell boundaries , like NPC's 'getup' if you are using sit animations to keep them on the platform. Worth testing first.No. The settlement - interior of the submarine. The submarine is a normal animated object. But, I still don't know how to implement the door. Probably, door to the interiors will have to be attached with a ref attach node. I would like to find some kind of mod where this is implemented in order to have an example. Also, I still don't know how to move the door marker along with the boat. When exiting the interiors into the world, the boat is always in the first sequence at frame 0. This probably makes a mobile settlement pointless in principle. Accordingly, need to find a way to bypass the binding of the player's respawn to first frame nif sequence. Link to comment Share on other sites More sharing options...
DieFeM Posted May 2, 2022 Share Posted May 2, 2022 (edited) What PJMail said applies to the door in the same way, but what I experienced is a bit different than just crossing cell boundaries: when the attached object reaches the unload distance from the point where it is attached it will be detached, so you need to reattach it every certain distance. Is almost unoticiable, but at about the minute 1:10 of this video you can observe the attached controls do a small visual glitch, that's the objects reataching to their nodes. Edited May 2, 2022 by DieFeM Link to comment Share on other sites More sharing options...
DieFeM Posted May 2, 2022 Share Posted May 2, 2022 On the other hand, I would use a button that teleports you to the interior and viceversa, you don't have access to the door marker in a script because it doesn't have a reference. Link to comment Share on other sites More sharing options...
South8028 Posted May 3, 2022 Author Share Posted May 3, 2022 What PJMail said applies to the door in the same way, but what I experienced is a bit different than just crossing cell boundaries: when the attached object reaches the unload distance from the point where it is attached it will be detached, so you need to reattach it every certain distance. Is almost unoticiable, but at about the minute 1:10 of this video you can observe the attached controls do a small visual glitch, that's the objects reataching to their nodes. Wow, what a great boat you have. ) Did you come across the mod "glass elevators of the institute"? There are elevators that contain the controls right in the nif itself (5 "buttons" floors for 10 sequences). It is probably worth copying the principle of managing boat sequences from this mod. The nif itself with dozens of animated meshes, if the full lod checkbox is checked, performs animations at any distance properly. On the test map, I swam huge distances and did not notice any bugs. In general, it's probably important that it be a single nif, and not a bunch of related objects. In the worst case, the whole boat itself will become a door. Link to comment Share on other sites More sharing options...
DieFeM Posted May 3, 2022 Share Posted May 3, 2022 Well, you can have many animations in a single nif, but only one activation. So that if you want to allow for different activations you need multiple objects, therefore diferent nif assigned to each object.If there's a method to assign multiple activations, depending on the part of the object which you are looking at, I don't know about it. Link to comment Share on other sites More sharing options...
DieFeM Posted May 3, 2022 Share Posted May 3, 2022 About "glass elevators of the institute", no, I don't know the mod, I've searched for it in google and here and I can't find any matching mods, just this one, but doesn't match your description. Link to comment Share on other sites More sharing options...
South8028 Posted May 3, 2022 Author Share Posted May 3, 2022 (edited) About "glass elevators of the institute", no, I don't know the mod, I've searched for it in google and here and I can't find any matching mods, just this one, but doesn't match your description.Yes. You are right, sorry. I have been watching these nif's for a long time and for some reason I thought that there were buttons with their collision in elevator car. Now looked again. There is also a ref attach node. Maybe havok gives some features that gamebryo does not have? Theoretically, objects with bones can be activators? If, for example, there is a skeleton with a "bone01" with a red weight in boat... The activator also has a "bone01" with a red weight, can they be combined into one structure according to the same principle as clothes? Also, I'm wondering if gamebryo meshes can be animated on object with bones, or should animations always be exported separately to hkx? Edited May 3, 2022 by South8028 Link to comment Share on other sites More sharing options...
DieFeM Posted May 3, 2022 Share Posted May 3, 2022 I'm afraid I don't have an answer for any of those questions. The only thing related I can say is that things attached to actors work better than on other object types.The vertibird, which is an actor, uses weapons, and those are attachments that don't have the detachment problem. I used it to attach lights to a car that I did time ago, maybe you could try to attach activators, I didn't tried it myself.Also, if you use an actor as vehicle you can attach another actor on it, like you can attach the player on the vertibird or any npc, without the characteristic rattle of "platforms".The drawback is that actors don't have the type of collision on which another actor can walk on top of it, so the player needs to be attached, which lacks the freedom of platforms. Link to comment Share on other sites More sharing options...
niston Posted May 4, 2022 Share Posted May 4, 2022 the characteristic rattle of "platforms". Set "Use as Platform" flag on the platform itself, then refattach it to some other object. Use TranslateTo() on that other object. Result: Standing on platform, ride is smooth and no rattling. Ofc using refattach will open up a whole new world of hurt because it's buggy AF. Link to comment Share on other sites More sharing options...
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