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Make COC markers recognized as map markers by fast travel?


bluegenre

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I'm trying to make a mod that substitutes coc markers for map markers, its sort of a long story as to why,

but suffice to say i need to make fast travel to coc markers (from the map screen, no coc command) possible.

Any ideas?

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Hmm okay...

 

Here is an example script where I use FastTravel. The mod has not been uploaded as I only just made it yesterday. Granted I do fast travel to map markers, but you could apply it and try it with other types of ObjectReferences. It was designed for use with a message box, however.

 

It is a script I used on trigger box activators placed on the road signs so that road signs could have some use other than sitting there and looking "pretty".

 

 

Scriptname abimTravelAndSaveScript extends ObjectReference  

Import Game

Message Property TravelSaveBox Auto
ObjectReference Property DestinationREF Auto

ImageSpaceModifier Property FadeToBlackImod  Auto  
ImageSpaceModifier Property FadeToBlackHoldImod  Auto  
ImageSpaceModifier Property FadeToBlackBackImod  Auto  

String Property CityTown Auto
GlobalVariable Property SaveNum Auto

Event OnActivate(ObjectReference akActionRef)
	If akActionRef == GetPlayer()
		Int Button = TravelSaveBox.Show()
		Int Num = SaveNum.GetValueInt() + 1
		SaveNum.SetValueInt(Num)
		If Button == 0
			Utility.Wait(0.1)
			SaveGame(CityTown+ " Road Sign Save " +SaveNum.GetValueInt())
			Debug.Notification("Game Saved")
		ElseIf Button == 1
			TravelMethod()
		ElseIf Button == 2
			Utility.Wait(0.1)
			SaveGame(CityTown+ " Road Sign Save " +SaveNum.GetValueInt())
			Debug.Notification("Game Saved")
			TravelMethod()
		ElseIf Button >= 3
			;Do Nothing
		EndIf
	EndIf
EndEvent

Function TravelMethod()
	DisablePlayerControls()
	utility.wait(2)
	FadeToBlackImod.Apply()
	utility.wait(2)
	FadeToBlackImod.PopTo(FadeToBlackHoldImod)
	utility.wait(2)
	FastTravel(DestinationREF)
	utility.wait(2)
	FadeToBlackHoldImod.PopTo(FadeToBlackBackImod)
	FadeToBlackHoldImod.Remove()
	EnablePlayerControls()	
EndFunction

 

 

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So what this does is activate fast travel when clicking on an option in a dialogue box, right? What i mean to do is:

A. Replace all map markers with coc markers. (tedious but easy)

B. Make the coc markers visible on the over head map. (not so easy, and proving pretty problematic)

C. Allow fast travel to those markers (also problematic)

D. Replace fast travel all together with the coc command, but make it work and look like fast travel. (not even remotely colse to accomplishing this)

I may end up scraping this idea and finding a less convoluted way of doing this...

 

The point of all of this is to make it so fast travel doesn't run the scripts that determine how much time passed in transit, so you arrive without time passing,

because i believe that script is responsible for many crashes that happen on cell transition and fast travel. Basically i want to make cell transitions and fast

travel more stable for games wit a lot of scripted mods.

 

Also an interesting extension of your signpost mod could be making those silly maps with little flags on them actually do something, just a thought though :]

Edited by bluegenre
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I tried doing that in the console and it didnt recognize the variable. How would i go about writing and implementing a script like that?

GlobalVariable Property fFastTravelSpeedMult  fFastTravelSpeedMult.GetValue()  fFastTravelSpeedMult.SetValue(0)

Like i said, not to good at scripting

 

Edit: found it under setting in the ck, that didnt help, i need fast travel to not check for that particular variable, im trying to

make fast travel work like the coc command.

Changing fFastTravelSpeedMult to 0 creates an infinite loadign screen, and making it higher would make travel faster, but not

remove the issue that fast travel bogs down the game engine. Thats why im trying to create an alternate way of fast traveling.

Edited by bluegenre
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Fast travel and COC are hard coded to the game and are different systems. CoC is for developers to enter cells they are working on without having to create a door, it is more related to using a door than it is to fast travel. the setting i pointed out is what sets the amount of time that passes with fast travel and is hard coded for the game to check it. Fast travel is closer in relation to sleeping and waiting.

 

What you want is a door not fast travel.

 

*edit and either way it will have the same "bog down" issue for you and worse if you use a script. Scripts take more time to work and use more resources than a hard coded time calculation.

Edited by jet4571
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