Scaling Auto Load doors

Post » Tue Nov 20, 2012 4:36 am

Is there any way to scale the auto-load doors so that their "trigger-zone" is smaller?

I'd like to use two relatively close to each other. In their current setting their initial trigger (on screen text) occupies almost the entire room. It would be amazing if they matched their CK scale (zone's and all) but unfortunately in-game this does not seem to be the case, they take up a static volume. :(
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pinar
 
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Post » Mon Nov 19, 2012 8:22 pm

Do you have the space to move the trigger outside your room so only the edge of the trigger zone intersects with the room? Only works for an outside wall obviously, but if your structure allows, you can keep from triggering the door out in the middle of the room.
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BethanyRhain
 
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Post » Tue Nov 20, 2012 2:16 am

Do you have the space to move the trigger outside your room so only the edge of the trigger zone intersects with the room? Only works for an outside wall obviously, but if your structure allows, you can keep from triggering the door out in the middle of the room.

It's messy, but I think I remember being able to get the actual teleporting zones into appropriate positions. The only problem was the on screen text was still viewable in far too much of the room.
Basically if the doors matched their CK scaled down versions this would be a non-issue.

I tried all sorts of dastardly rotations, even putting the "core" of the door in the ceiling.

*EDIT: I'll post a pic of the ideal setup shortly.
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Bitter End
 
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Post » Tue Nov 20, 2012 3:34 am

When I made my http://skyrim.nexusmods.com/mods/21207 and http://skyrim.nexusmods.com/downloads/file.php?id=4514, I tried scaling autoload doors but it didn't work. I had to do what ch0k3hold suggested; moving the autoload door back into the walls. As was said above, this is fine unless you have accessible areas BEHIND those walls (like another room). But if you don't, moving it back so that only the green 'belt' is visible works (the green one is what seems to trigger the autoload). Also, I seem to recall that rotating them works - but I don't remember if the CK lets you do that or if I had to use 3rd party tools (http://skyrim.nexusmods.com/mods/21202 in my case).

Something I just thought of, and thus haven't tested yet, is that there may be a way to scale the actual mesh which autoloads use (in the NIF files). If it uses a standardized 'marker' node and not some kind of invisi-trigger/collision mesh, then I doubt it'll work. I'll see if I can find anything more about this, as now I'm curious for my OWN needs heheheh. If it DOES work, the obvious limitation would be one would have to have separate NIF files for each different size (which really is not a big deal at all... just extra files to include in the download).
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Andy durkan
 
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Post » Tue Nov 20, 2012 8:02 am

Something I just thought of, and thus haven't tested yet, is that there may be a way to scale the actual mesh which autoloads use (in the NIF files). If it uses a standardized 'marker' node and not some kind of invisi-trigger/collision mesh, then I doubt it'll work. I'll see if I can find anything more about this, as now I'm curious for my OWN needs heheheh. If it DOES work, the obvious limitation would be one would have to have separate NIF files for each different size (which really is not a big deal at all... just extra files to include in the download).

That's an awesome idea. I'd appreciate it if you let me know how this turns out. I'll defer to your presumably greater NifSkope experience before I start fumbling around in the dark with this. I only need a single smaller size so packaging extra models is hardly an issue.

Unfortunately for the aforementioned work-around, the layout of my room is pretty restrictive so I don't have a lot of freedom to move them around. They are both near the middle of my room which means their green belts overlap (intolerable), so moving them as much as possible into an available wall and ground hasn't improved the situation.

*EDIT: With picture. You can see one load door on the upper right (scale 1.0) where the green belt takes up far too much space. Simply moving it back further into the wall is not viable as then the player cannot access the actual teleporting trigger zone. The door on the lower left shows roughly the ideal scale (0.XX, can't remember the exact scale)

http://i101.photobucket.com/albums/m57/will_cuthill/Auto-LoadDoors.png?t=1350705444
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Chloe Yarnall
 
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Post » Mon Nov 19, 2012 11:17 pm

I just tried all I know and none of it works. Scaling the root node, scaling the niTriShape, shrinking the radius, shrinking the entire mesh in 3DSMAX (export/import/sub for old data)... nothing.

In my opinion, the mesh we see (the green circle/etc) is just a visual aid to notify User where a hard-coded distance begins. Something I haven't tried yet, but have no time to right now (gotta go to work), is to make an entirely new mesh and somehow assign it to be an autoload door. If that doesn't work, I would suggest using triggerBoxes scripted to 'teleport' Player wherever... they can be scaled and are relatively easy to set up and script.
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Sam Parker
 
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Post » Mon Nov 19, 2012 9:58 pm

I just tried all I know and none of it works. Scaling the root node, scaling the niTriShape, shrinking the radius, shrinking the entire mesh in 3DSMAX (export/import/sub for old data)... nothing.

In my opinion, the mesh we see (the green circle/etc) is just a visual aid to notify User where a hard-coded distance begins. Something I haven't tried yet, but have no time to right now (gotta go to work), is to make an entirely new mesh and somehow assign it to be an autoload door. If that doesn't work, I would suggest using triggerBoxes scripted to 'teleport' Player wherever... they can be scaled and are relatively easy to set up and script.

Man, that's some disappointing news :(
Thanks for taking the time to test that out though.

Actually my first thought was to use trigger boxes but then I thought "Hey! Auto Load doors, awesome!", obviously not as awesome as I was hoping. I really like the on-screen prompt text that you get with auto-load doors, do you think it will still be possible to have this with trigger boxes? Nothing immediately comes to mind for me.....
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Silvia Gil
 
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Post » Mon Nov 19, 2012 4:35 pm

Cannot be done. Believe me, I tried *everything* when I was making my teleport mod. I eventually had to bury autoload doors inside cliffs and large rock formations to reduce the active area enough.

I believe the activation distances may be hard-coded in the game engine.

I tried using triggers to remotely activate doors, or to run a player.fasttravel script. The first of these falls down in that followers are not teleported with the player, the second of these causes time to pass in-game. Neither of these worked for my purposes.
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Svenja Hedrich
 
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Post » Tue Nov 20, 2012 5:16 am

I've had an idea for a bit of a work-around.
If you have an actual door (non-auto-load) located where you want to teleport it can be scaled down to be innocuous but still retain correct navmeshing (alternatively I suppose importing a marker model as a DOOR form would work just as well, if not better).

You set up a trigger zone for the player which points activation to your actual door, this should ensure any followers won't get left behind. (it's probably ideal for your trigger to have the same Cartesian coordinates as your hidden door)

Finally, if you really want the on screen text that you get with Auto-Load Doors you simply have a dummy set of auto-load's nearby. These doors are never ever travelled through, they are far enough out of the way that triggering teleportation will be impossible by normal means but close enough to still have the on screen text come up.

I haven't put this into practice yet as I'm busy with other parts of my mod, but I'll post back here to confirm how well it works/doesn't :/
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Matt Bee
 
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Post » Mon Nov 19, 2012 8:52 pm

...Finally, if you really want the on screen text that you get with Auto-Load Doors you simply have a dummy set of auto-load's nearby. These doors are never ever travelled through, they are far enough out of the way that triggering teleportation will be impossible by normal means but close enough to still have the on screen text come up.

I haven't put this into practice yet as I'm busy with other parts of my mod, but I'll post back here to confirm how well it works/doesn't :/
This is the method I used, see here -
http://homepage.ntlworld.com/tambos.turf/Skyrim/Autoload_door.jpg
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Paula Rose
 
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Post » Tue Nov 20, 2012 2:51 am

This is the method I used, see here -
http://homepage.ntlworld.com/tambos.turf/Skyrim/Autoload_door.jpg

Yeah that's great, pretty much what I had in mind. Thanks for the post
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Nathan Barker
 
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