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Moving objects very very slowly and other questions ...


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Good evening everybody!

 

Recently I have been thinking about how to implement some (interesting / realistic / highly technical) stuff into Fallout 4 (again) and some questions came to mind:

 

Question 1:

If a script in an interior cell changes the position of an object in that cell, will the "new position" of the object be saved, even if the player does not visit that interior cell for a long time (in-game weeks / months)?

Specifically a static object or an activator.

 

Question 2:

What is the maximum "duration" of animations for animated statics?

Specifically, is it possible to have something move very slowly over a few in-game monts? (Without a script that checks the day and then moves it a bit)

 

Question 3:

If the player exits an interior cell and then re-enters it some time later, does a animated static "continue" it's animation at the point where the player "left the cell" or does it start "from 0"?

Or does the animation "continue in the background" even when the cell is not loaded?

 

 

Maybe it would be helpful / interesting for somebody to know what exactly I want to do ...

 

I want to make a static (or animated static or activator, basically a mesh) move up a few meters, but over the time of a few in-game months.

The "moving objects" do not necessarily have to have collision, they will be behind a transparent enclosure.

And I want like 10 of these things, so I hought I could make animated statics or something like that ...

During this time, the play will most likely not visit the cell in which this is taking place, but you never know ...

 

It is just for a little "background decoration thing", just me beeing "overly realistic and focused on little details".

 

 

If anybody has answers to those questions, or an idea for the implementation of what I descibed, let me know here ...

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  • 3 weeks later...

If the object is persistent its xyz position will be saved. It can be scripted MoveTo unloaded (which can make it persistent). Search on what is/can be persistent its complicated.

 

Breaking animations by unloading the object is bad news the base game does a lot to stop the player doing that with vault doors, prydwen arrival and such. From some of my mods:

 

(4) Do not fast travel while animations are playing, that can cause all sorts of problems on long running sequences like vault doors (and the Prydwen arrival which this solution does not touch).

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If the object is persistent its xyz position will be saved. It can be scripted MoveTo unloaded (which can make it persistent). Search on what is/can be persistent its complicated.

Good!

 

Breaking animations by unloading the object is bad news the base game does a lot to stop the player doing that with vault doors, prydwen arrival and such. From some of my mods:

 

(4) Do not fast travel while animations are playing, that can cause all sorts of problems on long running sequences like vault doors (and the Prydwen arrival which this solution does not touch).

 

Not a problem for me personally, because I never fast travel.

But what about going in another cell (from interior to exterior and then back)?

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exterior/interior the player is effectively changing worldspace. fast travel/ load doors/moveto /whatever will unload the original worldspace/location/cells whichever unit of area you enjoy.

 

the only thing one can prevent the player from doing in script is fast travel. otherwise its game design, dont put complex long running animations near accessible load doors and other such quality considerations.

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Ok, since the thing should move very very slowly (over a span of a in-game month) I will probably just use a script that checks every OnLoad how many days the thing has been "running" and adjusts the position according to that.

 

That would also make it work if the "timescale" variable gets changed. (I personally set it to 4, always).

 

Because animations don't take that into account, it's not like the animation "adjusts itself" if the timescale gets changed.

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