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Make COC markers recognized as map markers by fast travel?


bluegenre

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Alright, I was starting to realize this, I had found a way to link COCmarkers and mapmarkers, and it seemed like it might work,

as in when using coc there are no loading screens, just black screens, and i got that to happen, but it still wasnt instant travel.

 

Il take your word that it isn't possible, because i have tried quite a few different things and nothing works. I could probably write some sort

of script, but theres no way that i can find to make coc connect to map markers rather than coc markers, so it wouldnt be worth it.

 

As a last hurra, I don't suppose you know of a way to add marker data to objects other than map markers?

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map markers are associated with an x-marker. it's the x-marker assigned to the map marker you need to address. that x marker is just a landing spot, a locator for the cell. the coc marker are not the same yet all cells have them. the trick here is to dump the extra data accompanying the fast travel indicators with out touching the source.

 

"but there is no way that i can find to make coc connect to map markers rather than coc markers", it is the association there of.

 

you have to think as a developer would think. a door is a good example but, a door in the game calls up all the other things too.

 

you don't want other things being called up.

 

so make an esp and load it up with nothing but coc markers from the 3 example cells. save the file, reload it again in the CK and create your own map markers that show up in the menu. use a flag like the other person suggested.

 

your flags set in the geck / CK must be as near as possible to the map markers, not the coc markers. the coc markers wil take on a resemblance of fast travel with out the bloat. but, fast travel markers are just locators with a linked x-marker.

 

you are missing your links. make them.

 

kitty.

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Refresh the instant of landing/arrival at location. use fast travel back and forth between 2 locations. Note where you land ok?

 

Now coc back and forth to these same 2 cells and notice you're not in the same spot.

 

KB

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If you own Fallout3, In 6 hours, My system will be back up online, I am transferring data across the planet to recompile lost data.

With that game, I can make you an example you can follow. Study of the data and string information on another website exclusive to Skyrim, it tells me that the data is residing in an extended format of the master files "esm", it is also hard coded.

 

I can over ride hard coded data in any game, if done right, you can have the needed quick travel your after. But, with this, your going to have to make it from an example on another game. it is only a road map for you. you can not port it.

 

the story behind the issues of crashing during fast travel between two points lies in the fact that the large "white sphere" you see as the geometric shaped collision barrier encompasses other objects have collision attached, so if you fast travel to that spot and decide to reverse the travel points backwards, the game will just crash.

 

you can transport in to an environment of this type, but must not be inside that sphere to transport back out on return trip.

I was challenged to deal with that aspect of the game, I fixed it or rather found the solution to the bug.

 

I simply moved the map marker away from the touch down spot but relatively near the original location. The x-marker clearly shows a string attached to that map marker. when testing now, after I moved the item, I could fast travel back and forth all day long between these two poionts with out any wear or tear on the game.

 

this bug is Bethesda built in the main maser file, hard coded, and I over rode it. I have not offered it up because all mods are made from the mistakes built in. the override must always remain very last. and if there is any other mod touching the over ridden area, the over ride gets canceled out.

 

you are attempting to create an override. so, you now know it won't be easy, you can make it happen but things , other things are to take place that will get in the way. 2 seconds in console and problem solved. you still need to verify if the activity breaks any quest stages in that game.

 

some time tonight I will make it if you tell me you own Fo3.

kitty

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I did, i dont now though, however i remember how the engine works pretty well. Right now i'm still trying to think of

alternatives to changing the hard coded variables however.

player.moveto

is used to move the player to an npc, but i think it only works if the npc is currently loaded. Trying to see if it is

possible to apply an npc refid to a map marker atm, because from what i can tell it works the same way as coc.

I believe i have seen a mod somewhere where the author was able to change static objects into activators, im trying to

figure out how.

 

Im also toying with the idea of a menu that keeps track of everywhere you have been, that lets you click on the name of a place

and then moves you there. Using a script similar to the one that someone posed on here earlier, but usung coc rather than fast travel.

Just a thought right now though.

Edited by bluegenre
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find a mod that has a teleport secret home domain in the skyrim line up, somebody some where made one, I remember it too. Only the term was Spell?

I don't recall , "Dungeons and dragons is all I know it is." it's not a fallout thing. the terms used are different but the items use are not.

 

it is what makes it hard for me to help you, i don't own the game. So, this is like two blind mice looking for that cheese. all we have to go on is the smell ........sort of?.

 

there was a home mod on the sky-rim Void. somewhere that had a travel pod? or something.... do a search.

 

see if the data that controls that teleporting is what your looking for.

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MoveTo is the command used in papyrus to teleport the player or other actor from one location to another. I had once played with the idea of teleporting the player and one follower to the "storage area" of a "bag of holding". I had the teleport working great and I used a coc marker in the destination cell and a placed xmarker to return to the point of origin.

 

I'm on my phone, however, and do not have access to those scripts. I can see if I have them still somewhere and share when possible.

 

But if you do not care about including the follower then check out Haven Bag. It is the mod that I looked at when figuring out how to teleport the player.

 

This may be what you want. An inventory item that when "equipped" has silent dialog with the player allowing the player to select where to MoveTo. You could require that the existing map markers be discovered before an option is given but actually travel to placed xmarkers near or ontop of the map markers.

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This sounds good, but il have to see if it actually teliports the player rather than using fast travel.

May be a bit though, pretty busy right now, thanks for all the help :]

Edited by bluegenre
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