Tasheni Posted July 17, 2022 Author Share Posted July 17, 2022 Problem solved, yay!!! :dance: There was a problem with my followers and I made an awkward mistake in the scripts. Now followers can move onboard while ship is docked, can move to interiors, can move outside, if ship is docked (if not, there is no navmesh onboard, so they can't spawn near the player. They follow outside again, if ship is docked. The interior doors allow the decision if player goes onbord in Teia or in Skyrim. Docks in Skyrim are in front of Dawnstar at the coast, in Solitude at the docks and I will create one at Castle Volkihar, so you can sail along the coast to the castle. I did it with Jenassa and AFT installed, and all worked flawless. In Teia there is only one dock, yet, I will place others for the main isles. I'm so happy to get that to work, thank you for your help. Hope to get that online, soon - it will still be WIP, because it's part of my isles mod. And there are some caveeats - Skyrim was not made for sailing around with big ships :tongue:. But it's working without any CTDs. Link to comment Share on other sites More sharing options...
maxarturo Posted July 17, 2022 Share Posted July 17, 2022 (edited) Ok, glad you got it working! :thumbsup: But I feel i've to post the following: 1) Since the swap of worldspaces is done by the anterior you don't need to modify the 'Ship's Wheel' script, as a matter of fact you can revert to its previous state (before adding the global and any other changes). Due to the nature of your ship's set up the 'Ship's Wheel' didn't need to be touch at all to begin with. 2) You should know that there are 2 circumstances that this 'teleport followers / npcs following player' thingy will not work, meaning that the npc will not fast travel with the player, this is a engine issue, well... not exactly an issue but mainly something that was not included in the engine's code. a - If the npc following the player does not have the 'following package' directly assign to its actor record (in the AI Package section), but instead the package is added and handled by a 'Quest' / by a 'Quest Alias', that npc will not fast travel no matter what. b - The same issue above can also occur by a specific arrangement / creation of a custom made 'Npc Following Player' ai package, which to be more detailed I'll have to come back to this some other time because I can't remember exactly and i have to fire Ck and load the specific mod which at the moment I have no time for. Anyway, the thing is that under certain circumstances one of my 'droid follower' does not fast travel, and this is due to its custom made AI packages and in general its set up, which it does not rely on the vanilla follower framework or any other. So, if you ever get an unpleased user complaining about his awesome bombshell follower not following him, to and from your ship, the issue is one of the above. Sorry that I didn't actually help you and that my "help" was very limited. Have a nice summer! Edited July 17, 2022 by maxarturo Link to comment Share on other sites More sharing options...
Tasheni Posted July 18, 2022 Author Share Posted July 18, 2022 1) I modified the script, because the xmarkerheading needs to be moved to the ship, if player stops sailing. 2 a) Can't confirm that. My followers use a custom follow package in their alias and I never had problems that they won't follow, or not fast travel, that works fine to other worldspaces like Shumer, too. Sorry that I didn't actually help you and that my "help" was very limited.But you helped me a lot! Thank you for that. Have a nice summer, too. Link to comment Share on other sites More sharing options...
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