KriticalGuy Posted August 19, 2024 Share Posted August 19, 2024 So I'm trying to create a lift that takes you from the castle to spectacle island using platform helpers, I already made plenty of elevators using this method just like vanilla game. The problem is distance; Now I know you can scale the platform helpers to increase their length, but it the max scale in CK is 10 and it just doesn't reach the island. I tried opening the helper's mesh in nifscope but have no idea what to do with it, it's not just a simple mesh you can scale, it's got animation nodes and stuff I know nothing about ( I'm pretty sure someone with enough 3ds Max knowledge can make this work but not me). So I'm stuck now, is this even possible even if I get a platform helper to scale? can I chain 2 platform helpers together? I'd appreciate the help thanks! Link to comment Share on other sites More sharing options...
SKKmods Posted August 19, 2024 Share Posted August 19, 2024 The issue you will have is that the castle and spectacle are more than 5 Ugrids apart so one end is loaded and ther other end is unloaded. If you try and use a moving platform helper it will randomly disappear after the start point unloads, yes even with FULL LOD enabled. The only way it works consistently is to set uGridsToLoad to 11 so both ends are loaded, not many players are willing to run with that. This is from a boat activator the player can board, start engine and travel between spectacle and castle. Abandoned due to that unloading issue plus attachref behavioural nonsense. Link to comment Share on other sites More sharing options...
KriticalGuy Posted August 19, 2024 Author Share Posted August 19, 2024 1 hour ago, SKKmods said: The issue you will have is that the castle and spectacle are more than 5 Ugrids apart so one end is loaded and ther other end is unloaded. If you try and use a moving platform helper it will randomly disappear after the start point unloads, yes even with FULL LOD enabled. The only way it works consistently is to set uGridsToLoad to 11 so both ends are loaded, not many players are willing to run with that. This is from a boat activator the player can board, start engine and travel between spectacle and castle. Abandoned due to that unloading issue plus attachref behavioural nonsense. That's an issue I thought of and feared the most honestly, I guess the only way to truly do it is to pre-animate the lift/boat in 3ds max, then rig it using scripts and quests, the same way far harbor boat and nuka world transit train are set up. But thanks for saving me unnecessary work man! Link to comment Share on other sites More sharing options...
KriticalGuy Posted August 19, 2024 Author Share Posted August 19, 2024 3 hours ago, SKKmods said: The issue you will have is that the castle and spectacle are more than 5 Ugrids apart so one end is loaded and ther other end is unloaded. If you try and use a moving platform helper it will randomly disappear after the start point unloads, yes even with FULL LOD enabled. The only way it works consistently is to set uGridsToLoad to 11 so both ends are loaded, not many players are willing to run with that. This is from a boat activator the player can board, start engine and travel between spectacle and castle. Abandoned due to that unloading issue plus attachref behavioural nonsense. Update: I managed to get something working! somewhat... I chained 2 max scale platform helpers with 2 elevator masters linked to each one while linking both elevator masters to the same button. I also set EVERYTHING as full LOD. I got it working! going from the castle into spectacle island (stops on the broken mansion/house near the docks) it turns out it just adds the two distances together with this setup even though the castle unloads (I'm on uGridsToLoad set to 5). The only question left is: is it worth it to have a lift loaded at all times wherever you are in the commonwealth? I mean the game already has a texture lod system which decreases object texture based on distance but not with meshes. Personally, I think a small simple lift shouldn't make a difference with most hardwares. Don't know if it's worth the trouble. Link to comment Share on other sites More sharing options...
Sars99 Posted September 6, 2024 Share Posted September 6, 2024 I've been having similar issues with this type of behaviour. Looking to add aircraft strikes to my standalone call in fire support mod that's in development. What I found which may or may not be of use to people is that an objectreference placed in the CK has its 3D last longer if its placed in a worldspace persistent cell rather than an interior cell as a persistent object. Might not apply to your endeavours and you may have already explored this. Link to comment Share on other sites More sharing options...
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