bluegenre Posted February 11, 2014 Author Share Posted February 11, 2014 Well what do you propose then? I am admittedly pretty curious. Also I had assumed that fast traveling was simply running a scriptthat moved you from point a to point b and then figured how much time would pass in transit. I take it i was wrong? That would indeedmake this a much more complicated problem XD Link to comment Share on other sites More sharing options...
Purr4me Posted February 11, 2014 Share Posted February 11, 2014 run your ck, select the mods or data you wish to be involved in the trials.choose only 3 locations for this test.find the marker where the fast travel indicator lies in each cell of these 3, use only 3 locations.I do not have skyrim, but I will make arrangements to upload a screen shot for another game.edit the markers ever so slightly, best choice is to raise it up maybe 1 foot of f the ground.save the edit and touch nothing else in the screen or view windows.next stage.click Edit, / search and replace. browse down to coc marker, all you need to know is "coc" select this cell only because all you want are the landing points. click save and go to point (B). repeat. save your file name to test travel. enable it as a new esp. now go into the game and test just those 3 points.you should have what you have been looking for. still, the linked in markers may not work, it may need some more thought. kitty Link to comment Share on other sites More sharing options...
bluegenre Posted February 12, 2014 Author Share Posted February 12, 2014 That just removes the fast travel markers and replace them with coc markers. Already tried it, wont work. Basically it just makes it so you can cocto those areas but no longer fast travel. I know skyrim's engine may look similar to fallouts but they are quite different under the hood. I learned modingon fallout and oblivion, its not all that applicable with skyrim. This does give me an idea however, if i could make fast travel recognize cocmarkers as map markers, this might be possible. Link to comment Share on other sites More sharing options...
Purr4me Posted February 12, 2014 Share Posted February 12, 2014 (edited) Map markers are miniature spheres in Fo3. They contain a invisible ball of a collision net, and the net is very large. the coc markers reside within them too. it was a thought. I would have to be shown in the CK from your end as to the geometry of the selected areas.http://imagizer.imageshack.us/v2/1024x768q90/35/quta.jpg http://imagizer.imageshack.us/v2/1024x768q90/827/4mo2.jpgall I can go by is what i can read. The blue box is the "coc" marker. Just in front of that is a red one, that red one is the map landing marker, how ever the true map marker lies underneath the tarmac and just to the left of it, in the rubble-pile, it is green. the green map marker controls the geometric sphere you see in white. Edited February 12, 2014 by Purr4me Link to comment Share on other sites More sharing options...
bluegenre Posted February 12, 2014 Author Share Posted February 12, 2014 (edited) They look the same but behave somewhat differently, for instance its possible to use center on cell without a coc marker being present,if you do you'll be moved to an "xmarkerheading". What i mean is the game engine has been altered somewhat, so i'm concerned they are to disimilar. Edited February 12, 2014 by bluegenre Link to comment Share on other sites More sharing options...
Purr4me Posted February 12, 2014 Share Posted February 12, 2014 The diferences indicate there won't be any scripting to over come the data involved. I know this, coc;ing all over the place in the older engine breaks the game all up, corrupts scripts and events. the key to getting around the corruption is a needle in a large hay stack. EH hideout in FO3, I take the house key and place it into the safe and the game does not choke on me.I place it into the player inventory ,it works, but now the scripts do not fire anymore and because it is a quest item, this cancels out a lot of data, time related data. But leaving in that safe to obtain, completes the quest stages, and all over the wasteland, the spawned items kick in as if I had gone through all of the hunt.....without doing so. if not changing thing, items time related do not spawn until I create that event VIA script event, again...time. In this case, Quest time. distance, cell changes, and entry into them fire off expected reactions. By by passing the main theme of the mod in a certain and carefully arranged way, I get all that come with the mod so not to break the game. I use that mod as a tool to check other mods. Link to comment Share on other sites More sharing options...
bluegenre Posted February 12, 2014 Author Share Posted February 12, 2014 (edited) map marker and x marker headercoc marker and coc marker header When changed to a cocmarker, the map marker loses its marker dataas in the tab disapears, i have no idea if its possible to add it back in Edited February 12, 2014 by bluegenre Link to comment Share on other sites More sharing options...
Purr4me Posted February 12, 2014 Share Posted February 12, 2014 then it appears to be down in the sub structure of the games engine that controls the devices in the shots. we would have to break down the engine to find the data. and I don't believe we can do that. keep thinking about a workaround Via script extending in Papyrus, not SKE. keep out side influence out of it, papyrus will handle it . kitty Link to comment Share on other sites More sharing options...
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