YouDoNotKnowMyName Posted August 26, 2020 Share Posted August 26, 2020 Good evening everybody! Would something like this be possible: Step 1: Player presses a key on the keyboard and gets teleportet into an interior cell (basically COC into the cell)Step 2: Player does some stuff in that cell (don't worry about this part)Step 3: When player is finished doing some stuff in that cell (pushes a button that says "back"), the player gets teleported back to where he/she/whatever stood when pressing the key in step 1 So, basically the question is:How to "save" the position of the player in some kind of "variable" that can be "accessed" later (to teleport the player back there)? Like, maybe save the X and Y cell coordinates in two variables (one for the X, one for the Y) and then 3 variables for the X Y and Z position in that cell, or something like that ...(And a variable for the "worldspace", so like if that variable is 0, the player was in the commonwealth, if it is 1, the player was in the DiamondCity-worldspace and so on. I would also have to "assign" a number for each interior cell, so that this could also be used indoors ...)(But that wouldn't really work if some mod added an interior cell, and the player tried to teleport from there .....) Or is there a better solution? Link to comment Share on other sites More sharing options...
DieFeM Posted August 26, 2020 Share Posted August 26, 2020 Use an XMarker. You just need to move the marker to the player before teleporting and then, when you push "back", move the player to the marker. Link to comment Share on other sites More sharing options...
Zorkaz Posted August 26, 2020 Share Posted August 26, 2020 As DieFeM said.When entering the cell use "Xmarker.moveto(PlayerRef)" and afterwards "PlayerRef.moveto(Xmarker)"When making the .esl look out for possible persistence issues. Moveto() will not advance the time, but it's safer than the teleport command, since you can travel overencumbered. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted August 26, 2020 Author Share Posted August 26, 2020 As DieFeM said.When making the .esl look out for possible persistence issues.Thanks to both of you!No no no, there will be no .ESL files, not for something big like a "crafting perk overhaul" ...I have enough trouble with "regular" (ESP & ESM) plugin files, no need to mess around with that "weird ESL stuff" ... Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted August 26, 2020 Author Share Posted August 26, 2020 But wair a second ....Something like an X marker can be moved from an unloaded cell to the "player position"? Because the X maker will get "stored" in a "X-Marker holding cell" when it is not used .... Link to comment Share on other sites More sharing options...
Zorkaz Posted August 27, 2020 Share Posted August 27, 2020 If the marker is peristent. Which is the thing in an esp but not automatically in esm/esl Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted August 27, 2020 Author Share Posted August 27, 2020 If the marker is peristent. Which is the thing in an esp but not automatically in esm/eslOk, thanks! Link to comment Share on other sites More sharing options...
SKKmods Posted August 27, 2020 Share Posted August 27, 2020 Tip: Use your quest to create an Xmarker at the player in an alias say LocationMarker As long as the [ ] Temp box is unchecked it will persist regardless of the file type. Make it optional so you can clear it if needed. Then Alias_LocationMarker.GetReference().MoveToPlayer() If you set Objective 10 Text: Teleport Return Target: Alias_LocationMarker and the quest is Type: Misc you can (Self as Quest).SetObjectiveDisplayed(10, true) for a wonderful map marker user experience. Link to comment Share on other sites More sharing options...
Zorkaz Posted August 27, 2020 Share Posted August 27, 2020 That is quite clever and I might use that Link to comment Share on other sites More sharing options...
SKKmods Posted August 27, 2020 Share Posted August 27, 2020 Alias_RecallMarker.GetReference().MoveTo(pPlayerRef) Alias.ThisLocation.ForceLocationTo(Alias_RecallMarker.GetReference().GetCurrentLocation()) (Self as Quest).SetObjectiveDisplayed(10,True) ;Total Recall return point in <Alias=ThisLocation> (Self as Quest).SetActive() Link to comment Share on other sites More sharing options...
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