LvxMagick Posted June 5, 2020 Share Posted June 5, 2020 I'm trying to build a galleon that works & I'm recieving no help from th emod authors discord anymore.. It's been really quite there... I need help With activators moving & staying in place after the ship stops.. So think of it as the ship is static with the activators there such as a door & the Ship steeringwheel which activates the whole ship switching it into the state where it moves.. I am having a problem with the static version of the ship.. the galleon already works https://www.youtube.com/watch?v=a7kBRPYaJwY But when I am at a loss of trying to figure out the logistics of getting the galleon to place the activators on the static ship when its in partk.. I am in dire need of help I've been racking my brain for over 2 weeks & I'm behind schedule.. I took my inspiration from dapries Dev Airship,, but his is allot more complicated then mine.. I came to the conclusion that the nodes on the nif in nifscope can be used in papyrus for placing objects.. I maybe miss guided on this but I am running out of Ideahs for this project & If anyone out there that can help explain to me how to place activators on a static ship move the ship to me or disable/enable with all the objects inplace please I inplore you to speak up.. I am very frustrated with this project because I usually crack the problems I come across.. Also the people I have spoken to are getting confused by what I mean when I say activators moving with the model to the new location but are still stationary in there desiganated positions that I put before hand such as doors & xmarkers or any object for that matter .. thank you Link to comment Share on other sites More sharing options...
Thandal Posted June 5, 2020 Share Posted June 5, 2020 Which game? Link to comment Share on other sites More sharing options...
LvxMagick Posted June 6, 2020 Author Share Posted June 6, 2020 Skyrim SSE Link to comment Share on other sites More sharing options...
steve40 Posted June 10, 2020 Share Posted June 10, 2020 I'm trying to build a galleon that works & I'm recieving no help from th emod authors discord anymore.. It's been really quite there... I need help With activators moving & staying in place after the ship stops.. So think of it as the ship is static with the activators there such as a door & the Ship steeringwheel which activates the whole ship switching it into the state where it moves.. I am having a problem with the static version of the ship.. the galleon already works https://www.youtube.com/watch?v=a7kBRPYaJwY But when I am at a loss of trying to figure out the logistics of getting the galleon to place the activators on the static ship when its in partk.. I am in dire need of help I've been racking my brain for over 2 weeks & I'm behind schedule.. I took my inspiration from dapries Dev Airship,, but his is allot more complicated then mine.. I came to the conclusion that the nodes on the nif in nifscope can be used in papyrus for placing objects.. I maybe miss guided on this but I am running out of Ideahs for this project & If anyone out there that can help explain to me how to place activators on a static ship move the ship to me or disable/enable with all the objects inplace please I inplore you to speak up.. I am very frustrated with this project because I usually crack the problems I come across.. Also the people I have spoken to are getting confused by what I mean when I say activators moving with the model to the new location but are still stationary in there desiganated positions that I put before hand such as doors & xmarkers or any object for that matter .. thank you So if I understand correctly, you have placed activators around your ship to operate stuff. When you move the ship model about, the activators get left behind. So what you need to do is have a script that stores the references of each activator on the ship into ObjectReference variables. Then after travelling, the script should simply do some MoveToNode() or SplineTranslateToRefNode() Papyrus commands on each of the stored activator ObjectReferences to move the activators back to their correct AddOnNodes on the ship nif. You can add the AddOnNodes to your ship nif using NifSkope. Use node type BSValueNode. Translate it to the position on the ship where you need it to be (that might require a bit of trial-and-error to work out the best position for proper alignment). Edit the node's Name string to AddOnNodexxx where xxx is a number used to identify the node. Now, type in a NEGATIVE index number into the "Value" field on the node (the reason for using a negative index is because you don't want any special effects from the Creation Kit to auto-attach to this node, you are going to attach something else). Now, in your script you can assign your activators to a variable when you place them. e.g. ObjectReference myDoorActivatorRef = PlaceAtMe(DoorActivatorFormProperty). Now, in your script, you can use the string name of your node (i.e. "AddOnNodexxx") in your MoveToNode commands, e.g. myDoorActivatorRef.MoveToNode(myShipRef, "AddOnNodexxx"). Similarly, after your ship has moved, you can update the positions of all the activators using MoveToNode again. While it *might* be possible to attach the activators to AddOnNodes and have them "stick" to the moving model (like attaching riders to horses, etc), I haven't figured out how to make that work. I think it uses a combination of special attachment nodes and keywords (at least it does in Fallout4) but I haven't figured it out yet. 1 Link to comment Share on other sites More sharing options...
Recommended Posts