chakaru11 Posted January 10, 2011 Share Posted January 10, 2011 Hi there ^^ Is there any way to prevent the game from resizing a mount to match the size of the PC when the mount is activated? Usually you can change the size of creatures in the cell view, I know that. But the game ignores that when it comes to mounts and autimatically resizes them on activation. I know it has been done in the mod "Benjamin the donkey pimped version SMALLER". The donkeys in this mod stay small, no matter how tall the PC is. The size has not been altered in the cell view and the only reference in the donkey script I could find was " Ref self short mounted". And that's it, no parameter or anything. I have to admit that I don't know the least bit about scripting, so is this really all that is necessary to do this? Link to comment Share on other sites More sharing options...
Maigrets Posted January 11, 2011 Share Posted January 11, 2011 Hi there ^^ Is there any way to prevent the game from resizing a mount to match the size of the PC when the mount is activated? Usually you can change the size of creatures in the cell view, I know that. But the game ignores that when it comes to mounts and autimatically resizes them on activation. I know it has been done in the mod "Benjamin the donkey pimped version SMALLER". The donkeys in this mod stay small, no matter how tall the PC is. The size has not been altered in the cell view and the only reference in the donkey script I could find was " Ref self short mounted". And that's it, no parameter or anything. I have to admit that I don't know the least bit about scripting, so is this really all that is necessary to do this? All mounts, no matter what they are, even dogs and lions and probably motor bikes, are set up as horses due to the necessary skeleton and attached animations. As far as I'm aware this is also what controls the size of the mount, so that the animations and riding controls work properly. I've seen a couple of older mount mods that are sized too big in the CS, and the player sinks into the creature or the riding position is messed up. The "short" in the script is a scripting variable that declares an action. In this case it's telling the script that the player is or isn't mounted. It doesn't have anything to do with size of the creature. The "ref Self" is so the script references the creature, NPC or item it's attached to. ..ie the donkey as Self and which actions it's to perform, if any, like adding spells to the player in this instance.http://cs.elderscrolls.com/constwiki/index.php/Declaring_variables I also imagine that Mondstein's smaller donkeys are reduced meshes and not re-scaled in the CS, but they will still show as 1.00 in the stats form. Or, they have been created to a specific size in the CS as a separate creature so they remain small or whichever size they are meant to be. Might be an idea to contact Mondstein if you wish to clarify it. This might also be of interest:The Oblivion Mount Projecthttp://www.tesnexus.com/downloads/file.php?id=5246 It has a good Readme in the archive and explains how, for different size creatures, different scaled skeletons are required. If the included ones aren't of use, ie lions and dogs/wolves, there's a tutorial on the CS Wiki on how to make your own rideable creature. Requires the use of Nifskope and also explains the skeleton with regard to re-sizing.http://cs.elderscrolls.com/constwiki/index.php/Making_Ridable_Creatures Link to comment Share on other sites More sharing options...
Recommended Posts