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Making furniture not use "Interaction Markers" and animations


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Good evening / morning!

 

While working on a rather compact interior space I came across a problem:

 

When using furniture (like a chair or a bench) the player / NPC normally gets "teleported" to certain points before the "sitting down" animation plays.

 

73722383-1588039682.png

 

Those yellos / blue markers you see in the picture.

 

Is there a way for NPCs / player to use the furniture without those markers? Because the blue markers here would be in a wall (not accessible). I tested it in the game and it just didn'T work.

So is there a way to have that "sitting down" animation not play (and therefore to have the furniture not use those markers)?

So the NPCs / player will just "teleport" to sitting on the bench when standing next to it and activating it?

 

 

This is how it should look like:

73722383-1588040219.png

 

If anybody know how to do this, let me know.

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Do a copy of the bench and customize the Marker Available Entry Types for each of the Interact Points of the Active Markers. Or you can simply disable or remove the interact points that you don't want.

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Ok, I tried that (disabled all those markers) and when activating the bench I get a message that says "You can't use this right now" ...

 

I also noticed that when I disable those "interaction points", the little blue "preview" of where a npc / player would sit, dissapears.

 

It seems like the disabling of the "interaction markers" also disables the "sitting positions".

 

 

That is not really what I want.

I want to be able to have the player or an NPC sit on the bench without having to have about 2 meters of space around the furniture.

Same problem with weapons workbench / chem-station / ...

 

I have enough space next to the furniture that a player / NPC can walk there without problems, but no more then that.

Edited by YouDoNotKnowMyName
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Ok, I tried that (disabled all those markers)

I have not said such a thing... :sleep:

 

Don't disable all of them, remove 2 and leave 2, one on each side, and adjust the entry types so the NPC sits closer to the center of the coach, and leave only the entry type that doesn't go through the wall.

Edited by DieFeM
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No, I want to have 4 NPCs / Player sitting at one of those benches, like normal, but not have them use those Interaction markers to "use" the furniture.

If I disable 2 of those markers, that would make it so that only 2 people can sit on the thing, not 4.

 

I think that I didn't explain what I want to do clearly enough ... Sorry ...

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The diner booth furniture has a problem with the eating animation. When the animation is triggered on 2 actors sitting facing each other, the 2 steak dishes will appear overlapping. If that sort of thing bothers you, I'd suggest not using this furniture. :teehee:

 

That's another furniture I have to edit/rebuild. :confused: Workaround is to just use 2 seats combinations.

Edited by DiodeLadder
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Oh my ....

I think this whole thing is way more trouble than it's worth ...

So I would have to create a activator that when you activate it runs a scrit with that function that makes the player "sit" down.

And I would also have to figure out something so that NPCs can "use" the furniture.

 

You know, the funny thing is that I started working on this little project to "get a break" from some other frustrating things that I am working on ...

 

I think I will just use regular chairs and a table for this. Or try to move them apart a little bit more / put less of those benches in that room ...

Or something else ...

 

Because this isn't supposed to be the "scripting" part of the mod, that's a whole other story ....

 

Anyway, thanks for all of the answers! This really showed me that even the most "simple" things can be a real pain ... (As if I didn't know that already ...)

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