olha2 Posted June 23, 2011 Share Posted June 23, 2011 hey i was playing 28days and a bite and i saw those barricades and i thought: hey woulden't it be nice if i could move them around? so my reqeust is simple: i want like 5 barricades that i can buy somewhere or the will be added in my inventory and th will jus work like this mod:http://www.tesnexus.com/downloads/file.php?id=5684 if someone could do this for me i would be verry happy now good luck and have a nice day Link to comment Share on other sites More sharing options...
Skevitj Posted June 23, 2011 Share Posted June 23, 2011 The problem with this request is that the only people the barricades will effect will be you. They might stop movement of creatures, but the creatures will act as if they aren't there, always trying to walk through them, never trying to go around, unless they would've without them. A cell's navmesh is what controls where creatures can move, but it isn't something which can be changed while the game is running. The basic premise of the mod is doable, but only if you accept this problem will be present and there isn't a whole heap you can do about it. The same problem will be present in the campsite mod, but since it's only really the PC who will ever interact with the site it isn't a huge problem. Link to comment Share on other sites More sharing options...
TheEliminater Posted June 24, 2011 Share Posted June 24, 2011 What's the point creatures in oblivion will move around them unles there trapped Link to comment Share on other sites More sharing options...
ub3rman123 Posted June 24, 2011 Share Posted June 24, 2011 What's the point creatures in oblivion will move around them unles there trapped Indeed, and that's exactly what a barricade does in real life. You use a barricade to slow your opponent down so they can be arrow'd, or you can block a chokepoint completely. I made a script a while ago that's used in my Sundered Keep mod (Based off the scripting for Treleth's portable tent) that would work for this. Problem is that it uses Placeatme for the static version, so excessive use could clog up the game. Link to comment Share on other sites More sharing options...
TheEliminater Posted June 24, 2011 Share Posted June 24, 2011 Well said Link to comment Share on other sites More sharing options...
fg109 Posted June 24, 2011 Share Posted June 24, 2011 What's the point creatures in oblivion will move around them unles there trapped Indeed, and that's exactly what a barricade does in real life. You use a barricade to slow your opponent down so they can be arrow'd, or you can block a chokepoint completely. I made a script a while ago that's used in my Sundered Keep mod (Based off the scripting for Treleth's portable tent) that would work for this. Problem is that it uses Placeatme for the static version, so excessive use could clog up the game. The request was for a specific number of barricades, so can't you use MoveTo instead of PlaceAtMe? Although I'm not sure how reliable the game is with moving static objects around... How about instead of having them be static, you script them to be unmovable with SetRigidBodyMass? Link to comment Share on other sites More sharing options...
lgpmichael Posted June 24, 2011 Share Posted June 24, 2011 [The request was for a specific number of barricades, so can't you use MoveTo instead of PlaceAtMe? Although I'm not sure how reliable the game is with moving static objects around... How about instead of having them be static, you script them to be unmovable with SetRigidBodyMass? The game is fine moving statics as long as they are disabled for the move, otherwise their collision doesnt update. Move then enable and it is fine. Link to comment Share on other sites More sharing options...
ub3rman123 Posted June 24, 2011 Share Posted June 24, 2011 No, the problem was with the way the script worked. You can't call move on an item, so it had to be Placeatme. Link to comment Share on other sites More sharing options...
fg109 Posted June 24, 2011 Share Posted June 24, 2011 OK, how about making the barricades activators then? They're static, and I know that you can move them around. So whenever you place them, first you disable them, then you move them, then you destroy them with SetDestroyed so they'll seem like a regular static object, and then you enable them again. Link to comment Share on other sites More sharing options...
ub3rman123 Posted June 24, 2011 Share Posted June 24, 2011 Yeah, but then you'll be unable to pick them up to your inventory. It has to be an item at some point, and that means you'll have to swap out the item for a static. Link to comment Share on other sites More sharing options...
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