Tamira Posted January 6, 2015 Posted January 6, 2015 Does anyone know of a mod with a really animated elevator? That is, an elevator that drives up and down in real time. I just want to know how the player behaves on that one.I managed to port over a working animated elevator from an Oblivion mod.Now in Oblivion the player stays still in the elevator when it drives down. In Skyrim the player stays in the air for a moment and then falls/jumps down, every few moments until the elevator arrives at the destination. This looks rather ridiculous and I'd like to know if I have to live with that or if there are possible workarounds.So if anyone knows of such a mod, please tell me how the downward animation looks like for the player.
Hoamaii Posted January 6, 2015 Posted January 6, 2015 Haven't tried this myself but your problem makes me think of the "magic carpet" mod - I think the mod author solved this by creating a Collision plane under the player which moves along as the carpet does. Perhaps the same could be done with a Collision plane moving upwards? Another thing comes to mind: have you taken a look at Dragonborn's "IdleTelvanniTowerFloat" up and down markers?
Tamira Posted January 6, 2015 Author Posted January 6, 2015 (edited) I do not see quite the sense of an additional collision plane as the bottom of the elevator has already collision (from the Anim_Static type) that moves with the elevator. Dragonborn: Isn't the player floating up and down there, not standing on something? The player animation works fine in Oblivion with this elevator, as I mentioned above. So maybe Skyrim player characters cannot use elevators properly? :P Edited January 6, 2015 by Tamira
Hoamaii Posted January 6, 2015 Posted January 6, 2015 I'm not sure, I seem to remember that collision objects don't translate well in Skyrim - the object "TranslateToRef" but for some reason the collision does not. That's if you use "Translate" to move the elevator - I have no idea how the Oblivion elevator works. I think Magic Carpet had the actor translating along with the collision plane through script but these are vague memories - might be worth a shot to take a look at it though. In Dragonborn, yeah, the player appears like he is floating up - may make him look like he is in a Zero-gravity shuttle... :teehee:
Tamira Posted January 6, 2015 Author Posted January 6, 2015 The elevator is moved by controller sequences in the Nif - in Oblivion as well as in Skyrim. The only script involved is the vanilla script on the lever that activates the elevator. To show what I mean, here are two short video sequences: how it looks like in Oblivion:https://www.dropbox.com/s/g7j62o4gsli3b43/Elevator%20Oblivion.mp4?dl=0 how it looks like in Skyrim:https://www.dropbox.com/s/q88j7m4f6bkafc4/Elevator%20Skyrim.mp4?dl=0
fore Posted January 6, 2015 Posted January 6, 2015 In Dragonborn it's all animation. Actually a modified furniture animation. To make player or NPC use an elevator I recommend using a script that attached the actor to the elevator with setvehicle(). Of course it needs some sort of trigger to switch that on or off. Or, in the next FNIS version 5.3 it will be possible to define animation which have motion (e.g. elevation) and rotation. And then it will also be possible to put the elevator under the actors feet as AnimObject.
Tamira Posted January 6, 2015 Author Posted January 6, 2015 Thanks for the tip.But I am not a scripter at all. So for my part Mr. and Mrs. Dragonborn may make their way down jumping. Main thing is they arrive safely on the ground and need not climb down all the way :D
Hoamaii Posted January 6, 2015 Posted January 6, 2015 Oh yeah, I remember the elevator now!.. :smile: Your Skyrim video shows it partly works in Skyrim too though, at least until the elevator's collision plane reaches a certain distance from the player. This is an interesting puzzle - and one hell of a good idea I could already find use for in a mod I'm finishing up!.. :wink: At the moment, I have no idea what goes on except that obviously the elevator's collision plane does not seem to move at the same time the mesh does - or else the player would follow (or maybe it's a havok pb?). I'll keep that in mind and come back to you if I think of something. Have you asked Fore? He may know what goes on here with the player and he's usually very helpful. Edit: interesting, Fore was replying while I was just mentioning him..
Hoamaii Posted January 6, 2015 Posted January 6, 2015 PS. If the elevator's lever is reachable from inside the elevator, perhaps you can just add the "SetVehicle()" function to it?
Tamira Posted January 6, 2015 Author Posted January 6, 2015 The collision of the elevator is moving exactly with the elevator itself, which can be seen in the preview window of the Creation Kit with collision enabled. And as I mentioned already, I am not a scripter. May other modders add scripts if necessary. :)
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