Rodolfo165 Posted September 21, 2016 Share Posted September 21, 2016 (edited) Might be almost impossible, but ive seen touring carriages mod and a few boats that actually work, so what i want is a mod where you can pull a cart (like the ones with cabbages) so i can either do the following:-Using hunterborn instead of "taking" the dead animal in my inventory for carrying it to my camp, i could just put the dead animal on top/in the cart an pull the cart to my camp with all the dead animals.-Whenever im over encumbered and i dont have my horse nearby, i can just load up all the extra items inside the cart and pull it to the nearest vendor/chest-Instead of using chests in my camp, i could use the cart as a storage-Put farm products inside the cart to pull them to a chest in a more immersive/realistic way, instead of just putting 50 potatoes in my pocketsI know there another mod where you pull a chest on a cart, but it dosnt work as i expected and its a chest instead of just the cart.Do you think its possible to do it? or hard? Edited September 22, 2016 by Rodolfo165 Link to comment Share on other sites More sharing options...
Swordsguy2010 Posted September 22, 2016 Share Posted September 22, 2016 (edited) . Edited September 22, 2016 by Swordsguy2010 Link to comment Share on other sites More sharing options...
Rodolfo165 Posted September 22, 2016 Author Share Posted September 22, 2016 .? Link to comment Share on other sites More sharing options...
csbx Posted September 22, 2016 Share Posted September 22, 2016 (edited) Gypsy Eyes Caravan mod isn't exactly what you're looking for, but given what it does, I think your request is possible. It's not a bad idea--basically a pared down GEC with only 1 container (it doesn't have to look like a container, just act like one), a different mesh, and a way to display pelts in a pile if you put any in the container. Edited September 22, 2016 by csbx Link to comment Share on other sites More sharing options...
Swordsguy2010 Posted September 22, 2016 Share Posted September 22, 2016 .? Ah, sorry bout that :/ i was gonna suggest you a mod that gives you a hand cart with a chest in it...and then i read the last bit of your request and i found out that's not what you're looking for. and i can't delete posts when there posted for some stupid reason so... that's what the ( . ) was about. hm :/ Link to comment Share on other sites More sharing options...
csbx Posted September 22, 2016 Share Posted September 22, 2016 I took a couple of minutes messing around in the CK and confirmed that (unsurprisingly) you can take a container object, swap the mesh out with the cart mesh, and bingo: you have a moving cart that acts like a container when you click on it. I'm then in over my head and have no idea where to go from there. Perhaps treat as piece of equipment to occupy unused slot (like backpack mods) ? I hope someone has a go at this. Link to comment Share on other sites More sharing options...
palingard Posted September 22, 2016 Share Posted September 22, 2016 I have some ideas on this and have a concept to create a Wagoneer mod. The problem is that I am a complete idiot when it comes to generating 3D. I can create the static meshes mashups in NifSkope without too much challenge, but I have no clue where to start creating the appropriate havok and collision components to make a working cart. I have dug all over google to the best of my ability (which is not really that limited there) but I only found a few good tutorials from berticus001 (creator of Gypsy Eyes) but they don't cover the havok and collision generation. If there is someone who is good at the modeling but weak at scripting and interested in collaborating, I would really like to help make this happen. For this specific thread, I am thinking of taking one of the full size carriages, reduce it to about 25% of current size, remove the seats and add a full size chest. It should then be sized about right for a goat or perhaps we then reduce a horse to 25% (calling it a Shetland pony) for locomotion. If there is a modeling expert (or intermediate, just someone who knows what they are doing with Blender or 3DMax) interested in this idea, PM me. Palilngard Link to comment Share on other sites More sharing options...
Rodolfo165 Posted September 22, 2016 Author Share Posted September 22, 2016 Good to see im not the only one interested in this idea! I have some ideas on this and have a concept to create a Wagoneer mod. The problem is that I am a complete idiot when it comes to generating 3D. I can create the static meshes mashups in NifSkope without too much challenge, but I have no clue where to start creating the appropriate havok and collision components to make a working cart. I have dug all over google to the best of my ability (which is not really that limited there) but I only found a few good tutorials from berticus001 (creator of Gypsy Eyes) but they don't cover the havok and collision generation. If there is someone who is good at the modeling but weak at scripting and interested in collaborating, I would really like to help make this happen. For this specific thread, I am thinking of taking one of the full size carriages, reduce it to about 25% of current size, remove the seats and add a full size chest. It should then be sized about right for a goat or perhaps we then reduce a horse to 25% (calling it a Shetland pony) for locomotion. If there is a modeling expert (or intermediate, just someone who knows what they are doing with Blender or 3DMax) interested in this idea, PM me. PalilngardI dont know much about 3d modelling, but do you think its possible to "reverse engineer" a mesh from skyrim maybe? to check how the havok works? i dont really remember but i think that you can copy/paste a nod in nifskope to make the havok/collision simillar to another object. Link to comment Share on other sites More sharing options...
palingard Posted September 22, 2016 Share Posted September 22, 2016 That's the theory, but therein is my weakness. I simply cannot figure out how to make that happen. That is why I need someone who is better experienced with those tools to dig into it. I can manage basic nif manipulation. Carts are more involved than even normal havok items, at least from what I can see. Hence the request for help. Link to comment Share on other sites More sharing options...
csbx Posted September 23, 2016 Share Posted September 23, 2016 @palingard- I know this isn't the best way to do this and it's probably not even doable in this manner; but I was curious if you have tried to make an ARMO+ARMA based on a custom slotted equipment mod. E.g. take a backpack mod (which uses custom slot), change the ARMO/ARMA to reference the (small) cart mesh. The placement would have to be moved in nifskope, but if that is equipped, I wonder if the havok of the cart is still in place. Equippable maps makes a similar move by adapting a shield to use map meshes (so equipping results in holding the map). Link to comment Share on other sites More sharing options...
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