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Is it possible?


Quirkyblonde

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I have an idea for an immersion mod that enables the player to remove the saddle and bridle from their horse when they put them out to pasture. The saddle and bridle are separate models so I'm thinking that - in theory - the script would involve temporarily disabling them.

 

However, I can foresee a number of problems that one could run into, not the least of which is the number of horse mods there are out there.

 

Since I am not very good at scripting, I'm asking you guys. Do you think it could be done? And if so, would one of you do it? :D :thumbsup: :dance: :wub:

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The easiest way would be to have two versions of your owned, rideable horse. When you removed the saddle and bridle, you would disable one horse and enable the other and use "AAMyHorse02.MoveTo Player" to teleport it to the player. The main problem would be that your horse would appear to vanish when you took off the saddle and it would reappear in a different spot nearby.

 

The problem is that creatures are not like NPCs. The game views them as one preset unit. They are treated as a single model. You can not dress and undress them in-game the way you can dress and undress NPCs which are a body model + upper body clothing model + lower body clothing model + headgear model + footgear model + gloves model + 2 ring models + an amulet model. Hopefully Skyrim will be different.

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hm. You don't tihnk a script could be written to temporarily disable the bridle/saddle model? I relaly don't know enough about scripting to fully understand your answer I'm afraid. (The only script I'm brave enough to write myself is the ingredient sorter script I've used in a couple of my mods)

 

Well, even if you did do it your way it would be workable. You activate the horse like you're going to mount it, only you get two options:

 

Do you want to mount your horse or turn it out to pasture?

 

You pick the pasture option, and the second, identical in appearance, horse appears with slightly different AI. The saddled horse will stay put no matter where you leave it, the unsaddled horse will wander around a pasture and eat grass, etc.

Edited by Quirkyblonde
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hm. You don't tihnk a script could be written to temporarily disable the bridle/saddle model? I relaly don't know enough about scripting to fully understand your answer I'm afraid. (The only script I'm brave enough to write myself is the ingredient sorter script I've used in a couple of my mods)

 

Well, even if you did do it your way it would be workable. You activate the horse like you're going to mount it, only you get two options:

 

Do you want to mount your horse or turn it out to pasture?

 

You pick the pasture option, and the second, identical in appearance, horse appears with slightly different AI. The saddled horse will stay put no matter where you leave it, the unsaddled horse will wander around a pasture and eat grass, etc.

 

As David said, the creatures are a single mesh, not multiple meshes. You can't disable individual faces or vertexes of a single mesh, only complete meshes. In the case of a Horse, you would need to do as David suggested, which is to use 2 horses, one with sadle and bridle, one without... then alternately enable-disable them as needed and do a movetoplayer (and likely move the hidden one to a hidden cell just for safety).

 

Now, it might be possible to create the saddle and bridle in a way that swapping out textures would be possible but you'd still need to disable-enable the horse to get the texture swap to show. Assuming you built the horse model in a way so that when you swap textures you could use a transparent part of the texture for saddle and bridle *without* the appearance of a mesh hole in the rest of the horse.

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To expand on that, I do a lot of sculpty creation for SecondLife and when making sculpties we commonly use what's known as a "pinch" to create multiple objects that consist only of one mesh. The basic concept is you take your mesh and pinch it at the point where you want the mesh to be split. You pinch it in two locations that end up becoming the join between the two parts of the mesh. The key to this technique is that 3d engines will NOT render a face if all parts of that face are colocated.

 

Here is a link to a YouTube video of a tutorial explaining the commonly used "pinching" technique for creating one mesh that seems to have multiple parts:

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I'm not looking to create new meshes, just a script to enable the player to make it appear as though the saddle and bridle is removed from the horse in-game. I think I like Brasher's idea...now I just need to find someone who can/will actually create the script.
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