NexusComa Posted March 10, 2020 Share Posted March 10, 2020 (edited) Today is my Birthday! ... woot!But it's me giving out the gifts :tongue: A fully envisioned version of this mod. Now with four room bounding for smooth occlusion.It took me a bit but I finished off the decorations and added a few new surprises. Optimized the mod in the editor also (names, scripts, .bsa load /size). Guess I should add the link ... Enchanted Ship in a Bottle Edited March 13, 2020 by NexusComa Link to comment Share on other sites More sharing options...
NexusComa Posted March 13, 2020 Author Share Posted March 13, 2020 Just did a full Nav-Mesh remake ... Followers move freely now an don't run into the furniture anymore. New version 4.0 looks to be the finalized version. Thank you for your support. Glad to say it's finally done. Link to comment Share on other sites More sharing options...
NexusComa Posted March 21, 2020 Author Share Posted March 21, 2020 (edited) Well 4.0 had a total of 3 errors. One that had to go. Also fixed a double load problem under certain circumstances. Really made sure to test the mod fully.Everything is working better than ever. You will how ever need to remove old saves and start the mod on a fresh save. Sorry about that. This time it's a must.Added new stacking crates and it gave me a chance to use an old favorite script ...Scriptname Ship00_Crates extends ObjectReference;* Misc Rack * By: NexusComa * ; nexusmods.comObjectReference[] Property Item AutoMiscObject Property ItemType AutoActor Property PlayerRef AutoInt Property ItemMax AutoInt r0 = 0Int r1 = 0;Event OnInit() GoToState("Done")EndEvent;Event OnActivate(ObjectReference akActionRef) If(akActionRef==(PlayerRef)) r0=(Self.GetItemCount(ItemType)) EndifEndEvent;Event OnItemRemoved(Form akBaseItem, Int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) If(akBaseItem==(ItemType)) Stack() EndifEndEvent;Event OnItemAdded(Form akBaseItem, Int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) If(akBaseItem==(ItemType)) If((aiItemCount+(r0))<=(ItemMax)) r0+=(aiItemCount) Else r0=(ItemMax) Self.RemoveItem(akBaseItem, Self.GetItemCount(akBaseItem)-(r0), true, akSourceContainer) Endif Stack() Else Self.RemoveItem(akBaseItem, aiItemCount, true, akSourceContainer) EndifEndEvent;Function Stack() r1=(0) r0=(Self.GetItemCount(ItemType)) While(r1<(ItemMax)) If(r0>(r1)) Item[r1].Enable() Else Item[r1].Disable() Endif r1+=(1) EndWhileEndFunction;State Done ;do nothingEndState; This script goes on a container ... I use the orange rectangle an Invisible container (Markers\Misc\InvisibleCollision01.nif). The one bookcases use. Then is linked to static items.The scripts controls the enable /disable call according to how many items are in the container. It allows you to create pretty much any type of rack, stack or item setting.In this case it's a pallet of stack-able wine cases. But I've used it on most anything. The script is 5 years old and has never failed me. Any number of items can be used. Edited March 22, 2020 by NexusComa Link to comment Share on other sites More sharing options...
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