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[LE] Teleporting around in game while testing, Reference I'ds usage


sornan

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Hey guys

 

I certainly don't want to spam the forums with questions, and these last few have been lingering issues that I have not been able to figure out, with web searches not helping.. beyond this I'm backing off the forums to leave room for others.

 

The questions are pretty simple, and general in nature:

 

 

Moving around your quest mod in game - how to move around to various positions to test things

 

I have not really found an ideal way to teleport to various areas in game to test things, I would really appreciate knowing the methods that more experienced modders use - I have only been able to use the console command Coc effectively for interiors, for exteriors the only thing I have found is Player.MoveTo <RefId> , which has limitations when there may not be objects in a certain area that have a named Reference Id.

 

 

Reference Id's

 

A strange thing to me so far, as it seems almost all of the various editor functions rely on either objects/actors base names or you have the other option to pick manually from the Cell-View a reference (unnamed or named). I'm working on a mod that uses a variety of very important Npc's, and I want to go ahead and give them reference Id names, but I am wondering if this is even helpful and furthermore do numerous objects/actors with added hand named reference id's potentially add cpu load from the game keeping track of them?

 

 

After having rested at a bed, preventing the text from showing "You awaken feeling refreshed"

 

I know, kind of an odd question. I have a pretty decent 'dream' type scene working, but the player gets this text showing once they are teleported into the "dream", where of course due to the MoveTo command, the sleep process is ended, and hence the text shows. I wondered if there might be a command that disables the text or even a way to spam empty debug messages or something? I haven't found an answer, my suspicion is there is no way to remove it, but I felt it was worth asking about before leaving it as is.

 

 

Lastly, thanks everyone for the help lately, and this is my last topic on the forums for some time, it's time to leave room for other people's questions.

Edited by sornan
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"Moving around your quest mod in game - how to move around to various positions to test things"


'COC' it's ok for checking the building process of your cell or for testing simple scripts.


But when it comes in doing testings that involves heavy scripts scenes, quest, dialogues, a fully finish cell with all its functions and npcs, and/or all of the previous together, those cells needs to be correctly 'Fully Load'.


What i do is, from my 'PreFab' cell (the cell in which i do all my quick tests and the player has no access), i connect with 'Load Doors' the PreFab cell with the cell that needs testing, this way the testing cell gets 'Fully Correctly Loaded'.


* At one point my 'PreFab' cell had like 70+ load doors for all my cells or different parts of those cells and for the Skyrim exterior cells.


* Console command should never be use for your 'Finals Mod's' testings, especially on heavy scripted mods.



"Reference Id's"


They actually play no role to the game engine, they serve mostly to rename objects in the same cell that are the same 'Base Object' without "Editing Base" them.


"and I want to go ahead and give them reference Id names"

If you are using 'Vanilla Actors' it's way better and safer to not "give them reference Id names", but make your own unique actors that will exist only in your mod.



"After having rested at a bed, preventing the text from showing "You awaken feeling refreshed"


With the bed mesh/model make an activator and use the activator instead of a furniture.

1) Bed Activator upon getting activated will

2) Play an "ImageSpace Modifier" > 'Fade to Black', to simiulate the bed's (furniture) going to sleep

3) Then your script that its's living on the bed activator will "MoveTo()" the player.


* This way you will never see the "You awaken feeling refreshed" message.

* The player does not actually needs to sleep for any part of your idea to work, it just needs to play the "Fade To Black" imagespace modifier, and that's it !.


I hope it helps.

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Thanks maxarturo :smile:

 

 

I do see what you are saying about relying on Coc or MoveTo, and I can agree that ideally making use of test quests can solve issues, yet for my case because of loading times due to using big mods and creating a lengthy quest line, time consumption becomes a problem when trying to split things up. Also most of my mod content happens in exterior areas, so apart from fast traveling in game, there is no other way beyond console commands. I thank you for the heads up though, and it sounds like there are no other methods. Good to know.

 

Thanks for the info on the reference id's, great to know! That clears things up a lot.

 

Yea, the issue with the whole sleep/dream scene, is that the player can sleep anywhere, there is no intended specific place to sleep, and I did some research on the imagespace modifier previously, and usage seems out of my comfort zone right now, as it could really complicate the script and who knows what bugs may come up in the process as well - there is a few posted scripts that use the fade process with that command, and they seem pretty hefty and a bit complex for me. It's all good, that little message isn't that big of a deal, the scene works and returns the player back to the bed side.

 

Thanks again! :smile:

Edited by sornan
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Thanks IsharaMeradin

 

And thanks for the link there, I will have to see if that works in the the mod exterior areas I'm working with (MIddle-Earth Redone Mod), as I'm not using Tamriel basically at all. Hopefully get some time tomorrow evening to get it some tests.

Edited by sornan
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Some (though by no means all, or even most) exterior cells have editor names, and you can use COC to get to them. These typically include all cells in a city's worldspace (e.g., CityNameOrigin), and in small towns, the cell of the town itself. There's also usually named cells at or immediately surrounding named locations of various sorts, e.g. stables, entrances to dungeons, immediate city exteriors, and so on.

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Thanks foamyesque

 

That is helpful, I didn't know that Coc would work with those exterior named cells.

 

And beyond that, for universal purposes in exterior areas (wilderness in particular) I'm pretty sure I've just decided to use an Xmarker with the name TeleportPlayer (something like that), and just pop it in the editor where I'm doing testing, then when things move along, delete it and throw in a new same named one at the new spot. And then just MoveTo console command in game for getting there.

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