A ring for time travel?

Post » Sat Nov 17, 2012 3:48 pm

Greetings, everyone. I've been working on this mod, since February, and have put over 300 hours into it. Now, when it's said like that, it sounds impressive... but this is the very first attempt at modding anything, for me. I have all actors, and cells completed, along with navmesh, clutter, and lighting. My main hurdle now, is this ring that is a quest reward.

When the ring is not worn, the player house is destroyed, run-down, and nearly caved in completely. Yet, when it is worn, you have a massive home with all the luxuries.

My problem, is I have no idea how to get the ring to force load the destroyed cells when removed in real time, inside the player home. Is it possible to force a hot load via equipping and unequipping a gold ring?
The reason I need this to work in real time, is because the main plot continues after the reward is given.

I know its not much to go on, it's hard for me to explain things, without actually showing you. I'm at my wits end, and thinking about just giving up, deleting all the destroyed cells, forget the quests completely, and just give the public a nice home... Just figured as a last ditch effort, I'd ask you all, if you have any ideas that might help.
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Kayla Bee
 
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Post » Sat Nov 17, 2012 6:40 pm

I guess one way is to have:

TWO Cells (or at least, two SETS of cells) for your interior - You may have done this already? - One (set) is destroyed state and one in lovely state

Then add TWO doors to the EXTERIOR World (or sets of doors, depending on how many entrances you have).

(You only need the one Exit Door from Interior to exterior)

One door loads into the Destroyed-State cell
The other door loads into the Beautiful-State cell

Then, disable the Beautiful-State-Door (in the CK).

Then, add OnEquipped and OnUnequipped Events to your ring - http://www.creationkit.com/OnEquipped_-_ObjectReference

On OnEquip, DISABLE the Destroyed-State-Door and the ENABLE the Beautiful-State-Door
On UnEquip, DISABLE the Beautiful-State-Door and the ENABLE the Destroyed-State-Door


if the doors are identical models, and placed in an identical spot, you shouldn't get navmesh issues (any more than you get navmesh issues when you add anything to exterior cells)


You could have the two state-doors in different places in the exterior world ... depending on how you are selling the change to the player in your "story". So you could place the two doors, "side-by-side", if the PC stodd in front of them (or the visible one, at any rate) and then popped the ring on/off the PC would see one door disappear and another appear (kinda like a Magika Secuirty System!), which might be cool (or might not ...)
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TIhIsmc L Griot
 
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Post » Sat Nov 17, 2012 6:12 am

That's the dillema I'm having... I need it to change on the fly, wherever the player stands, instead of just the load doors. I tried populating both cells (Destroyed version and restored version) With x marker headings, but every time I remove the ring, it ends up crashing the game.

Yet, when a cell is loaded, via a load door, and the ring is put on, it works just fine. (The screen goes black, and loads the restored version, no matter where I stand, thanks to the x marker headings)
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Ashley Tamen
 
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Post » Sat Nov 17, 2012 4:30 pm

Yeah, I was going to put "use an Enable/Disable parent object(s)" ... But I suspect that if you have 100s of objects - and big state changes - then the game will go *poof* when you try to flip between them.

That's why I thought about the Magika Security System ... It's the doors that are magic, not the house ... And that would work everywhere (except in the actual interior cells) ... You could be ten cells away, slip on the ring and when you walked to the doors, only the beautiful one would be visible.

(You COULD use teleport ... and so a load screen, sadly ... if you must/want to take the ring off while IN the cell and have the player go to the "destroyed state cell". No need to disable anything, just use the OnEquipped/OnUnEquipped events and script a MoveTo. That should definately work ... but it's not a brilliant solution)
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Enny Labinjo
 
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Post » Sat Nov 17, 2012 6:51 pm

Alright, thanks for the info. I too, thought "Why would anyone want to see the ruined areas after getting the restored version", but all my nearby friends who tested it out had tried taking it back off, to compare them. So I figured, if just a few people all was curious about comparing, most likely others would too. I tell you, this is really turned out to be a can of worms. Thank you for the info. If I cant get it to load smoothly and seamlessly and still be optimized for all PCs, i think I'll just abandon that idea, and just find a workaround through quest modification
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Marcin Tomkow
 
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Post » Sat Nov 17, 2012 6:31 pm

I think I would tailor the idea (I quite like it, so from my point of view abandonning it would be sad).

As you have it now, even if you get teleporting to work well enough, you are in for problems that you have to keep fighting.

For example: If the player has left a weapon in a chest in the beautiful cell, that trunk is not available in the ruined-cell ... Does that matter? If it does, you would need to teleport the chest (and any dropped player items ... ingredients ... furs ... iron ore ... whatever) when you teleported the player (that's messy)

It's a cute idea you have ... It's just one of those ideas that is either a metric-tonne of work, or isn't going to be ideal from a player perspective.

But if a magic security system doesn't fit with your story ... then sadly it's probably one of another million ideas that are cool, but not achieveable in an easy-enough fashion

(Maybe someone else has an idea on how to do it? ... keep this bumped and you'll find out ... but be subtle with the bumping :wink:)



And to be clear: Just teleporting on Equip/UnEquip the ring should work ... whether they are in one of the interior cells or elsewhere ... That should not be crashing your game (or anyones game). If that is happening, is everything OK with the navmesh in the interior cells?
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kitten maciver
 
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Post » Sat Nov 17, 2012 8:33 pm

As far as the navmeshing is concerned, I get no errors when finalizing and optimizing. As for the items and chests disappearing when removing the ring, doesnt matter, as long as they are there when the ring is put back on. But as for now, I think I'm burnt out. I backed up everything I've done, then copied the mod, removed all questlines, and published to the workshop until I can get this figured out. I'm saddened by this decision, but at the moment, I'm finding myself over-thinking things. Might be best to just take a step back for a while. Been working every day on this... Its time for a break, I think.

Its called The Dovahkiin Birthright if you're interested in taking a look. And if anyone is bored, and wouldnt mind tag teaming this, I'd certainly welcome the help. Like I said, I'm at my wits end, at the moment.
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Mark
 
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Post » Sat Nov 17, 2012 3:55 pm

One whacky idea that might work: have two copies of the room in the cell, either side by side or one above the other. Player puts on or takes off the ring and you move him to the same location in the other room. No load screen since you're not changing cell.

You'd need to do some simple co-ordinate maths to work out where the player is, transform those co-ords to the other room's origin, and then use those to move the player relative to a marker so he's still standing in the same place. Maybe an imagespace modifier for the move so it doesn't jar quite so much. Otherwise, it should work fine.
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Javier Borjas
 
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Post » Sat Nov 17, 2012 4:15 pm

you can build the interiors in the same cell, just directly on top of each other (like literally have the destroyed version, then the clean version serveral z-units elevated above it so that you cannot tell there is 2 interiors in the map view).

i suggest using a very even number of Z-unit offset so that when you script the move-to, you can move the player on the z-axis in the same number of offset units upward/downward. this will teleport your player in between floors in real time and without a load screen.

i also suggest using a non-portal'd room bound so that only one of the interiors is loaded at a time.


you will find that the moveto will not bring your followers with you in between interiors, and you can overcome this by having an initially disable trigger box cover the entire interior (one each). when the ring is put on, it enables the trigger box and "catches" any of the specified actors within the trigger volume and sends them between interiors with moveto.

of course, all of the above only works if your destroyed and clean versions share the exact same floor layout


EDIT: LOL docclox has the right idea! great mind think alike
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Susan Elizabeth
 
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Post » Sat Nov 17, 2012 8:11 am

I like the sound of all this. Some great concept idea's here.
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Nymph
 
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Post » Sat Nov 17, 2012 5:50 pm

So it crashes using enable/disable parent because of the number of items? I would try to divide the objects over multiple parent objects then, like 25-50 objects per parent, and enable/disable them one by one with a pause of half a second between each. Meanwhile I'd add some magic effect to the ring that obscures the player's view for a few seconds (it's rather believable that time travel is a bumpy ride).

It kinda depends on how you want player dropped/picked up items to behave when choosing what method to use. Time travel is full of paradoxes, so no matter what you choose something is always off. :D
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Bigze Stacks
 
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