DDProductions83 Posted March 31, 2015 Share Posted March 31, 2015 http://www.creationkit.com/FastTravel_-_Game Any way around the player staying on the same spot? Will get to testing it later but I wanted a boat activator to help the player travel to their island a ways out into the ocean and so I look up the fast travel command and woo bugger of a problem if that holds true, and no I don't want to just moveto as I want followers to go as well but meh Link to comment Share on other sites More sharing options...
cdcooley Posted March 31, 2015 Share Posted March 31, 2015 I didn't even know there was such a command. I'm not sure I trust the notes on that page because I just looked and the Dawnguard ferry boats use it. Look in FerrySystemScript.psc. It's possible it doesn't work over short distances but does over longer ones. If it doesn't work you can always use the hidden door technique. Check out the boat in the DLC1IcewaterJetty cell and the matching one over at the castle. I just looked more closely at the Wiki page's revision history and the note attached says "after some testing, I concluded it only works if you're moving into an exterior cell." so I'm guessing the main page should say it fails if you're trying to move to an interior cell not an exterior one. If you find it does work you should update the Wiki page. Link to comment Share on other sites More sharing options...
DDProductions83 Posted March 31, 2015 Author Share Posted March 31, 2015 It works, IDK how or have any desire to edit the wiki page lol, got my hands full with other shite! Link to comment Share on other sites More sharing options...
soupdragon1234 Posted March 31, 2015 Share Posted March 31, 2015 (edited) I have a similar question, is there way if one npc has another following (simple AI package) and the 1st NPC can open a door from an interior to an exterior cell or vice versa but the 2nd NPC cannot... specifically dogs. Hearthfire pets cannot pass through doors ordinarily (dogs that are player followers can but others cannot) The HF player homes have a trigger box and script outside the player house door similar to the icwaterjetty example above to warp the pets inside once they enter the box, but its impractical to add a trigger box to every single door in the game... so my question is, is there a way to detect if one NPC is in an interior cell and and following one is not, and if so warp them inside (or outside) so they can carry on following? Because I'm stumped on this one. @cdcooley: thanks for that. now I just have to figure out how to attach a script to an actor lol Edited April 1, 2015 by soupdragon1234 Link to comment Share on other sites More sharing options...
cdcooley Posted March 31, 2015 Share Posted March 31, 2015 If it's a dog you're adding to the game you can create your own version of the dog race without the "Can't open doors" setting checked. Otherwise you'll have to put a script on the lead actor (directly or through an alias) that has an OnLocationChange and/or OnCellAttached event with a MoveTo that brings the dog along. Link to comment Share on other sites More sharing options...
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