[REQ] Carriage Drives You Places?

Post » Sat May 26, 2012 3:12 pm

Took me a bit to find this... really wish the workshop actually had a search feature:
http://steamcommunity.com/sharedfiles/filedetails/?id=13790

It does. While I admit it's not the easiest to use but it does work.
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:)Colleenn
 
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Post » Sat May 26, 2012 11:07 pm

i dont like steam,it crashed and i was only able to play my game offline thats why i like nexus.
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stevie trent
 
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Post » Sat May 26, 2012 11:08 am

i dont like steam,it crashed and i was only able to play my game offline thats why i like nexus.
You could download the mod with the vanilla launcher and then go offline after it's downloaded.
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Suzy Santana
 
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Post » Sat May 26, 2012 1:55 pm

Took me a bit to find this... really wish the workshop actually had a search feature:
http://steamcommunity.com/sharedfiles/filedetails/?id=13790
Thanks! :goodjob:
Is there anyway to put this up at nexus?
:nod:
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Paul Rice
 
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Post » Sat May 26, 2012 1:52 pm

Nexus please. I can't download from Steam Workshop as it gives me an error (Steam Error 16) :down:
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Elisabete Gaspar
 
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Post » Sat May 26, 2012 10:15 pm

I'm still awaiting someone to implement a 'Follow an Actor' mod (wink-wink). Something where you can just auto-follow any npc around the gameworld.
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Benjamin Holz
 
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Post » Sat May 26, 2012 11:55 pm

I just posted my Real Carriages mod to Steam Workshop. It illustrates the main reasons why this didn't ship with the game:

a - save/load doesn't work with the carriage
b - there's a huge amount of work to set up patrol routes that keep the carriage from clipping into obstacles along the way, and the physics of the carriage itself leaves something to be desired - it's much "lighter/bouncier" than you would expect

That said, I still find it fun and relaxing to just tour Skyrim by carriage. Have fun with it, and feel free to mine it for ideas.

Looking at some of the comments on the Workshop, I can see why it wasnt used XD

But damn if Im not going to use it anyway.
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Clea Jamerson
 
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Post » Sat May 26, 2012 3:16 pm

I find it to be reasonably solid in that it doesn't seem to get stuck; it always returns to the path. Unfortunately I can only get it to work with a new game though.
Edit: I just looked at the comments on SW and it's not as stable as I thought. Still, it's a good start, even though the uninstall issue really needs to be fixed. I really like the dialogue as you go through certain towns.
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Breanna Van Dijk
 
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Post » Sat May 26, 2012 7:44 pm

short before i read your thread i found this mod on steam workshop
http://steamcommunity.com/sharedfiles/filedetails/?id=13790
i havent tested it out yet but i think thats what you are looking for...
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Crystal Clear
 
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Post » Sat May 26, 2012 11:34 am

I just posted my Real Carriages mod to Steam Workshop. It illustrates the main reasons why this didn't ship with the game:

a - save/load doesn't work with the carriage
b - there's a huge amount of work to set up patrol routes that keep the carriage from clipping into obstacles along the way, and the physics of the carriage itself leaves something to be desired - it's much "lighter/bouncier" than you would expect

That said, I still find it fun and relaxing to just tour Skyrim by carriage. Have fun with it, and feel free to mine it for ideas.
Thanks for making this! I can't wait to try it out! :thanks:
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I’m my own
 
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Post » Sat May 26, 2012 3:19 pm

If someone can describe in more detail the problems you're seeing with save games, it would be helpful. I did notice that you can get part of the original cart overlapping with the new cart (which I will fix - apparently deleting something in a plugin doesn't necessarily delete it from the save game...), but in my own saves that hasn't prevented the cart itself from actually working.
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Campbell
 
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Post » Sat May 26, 2012 1:08 pm

With my existing saves whenever I speak with the driver he gives me the original dialogue, telling me to get in the back. The animation that happens in a new game when I speak with him and get placed on the carriage automatically doesn't happen with older saves - and of course when I go to get in the back the doubling means I end up sitting down while he is still telling me to take a seat!
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Etta Hargrave
 
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Post » Sat May 26, 2012 12:32 pm

You're using the updated mod? (I don't even know if there's a way not to automatically download the newest version) First thing I noticed after I put it up was that the global that turns on the "real carriage" dialogue was of course already set to 0 in existing saves, but I thought I fixed that in the updated version (it sets the global explicitly each time the cart driver loads in).

(You can check from the console:

GetGlobalValue realCartOn

Should be 1 - if it's 0, try fast traveling away and then back, and see if the driver gives the correct dialogue then)
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Rebekah Rebekah Nicole
 
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Post » Sat May 26, 2012 11:58 pm

aha...maybe not - I'm using SKSE for normal gameplay so bypassing the normal launcher which does the steam workshop updates - I checked earlier and there didn't seem to be an update, will go check via the launcher now....

Edit - ok, just tried via launcher, "failed to download a subscribed file, steam error 16"...am looking into it now...

Edit 2 - nope, there seems to be a problem with the workshop at the moment - my other subscribed mod ("bards instrument fix" - to get rid of the quest items already in my inventory) also gets the same error when trying to download. Same error 16. I tried unsubscribing to both, deleting the relevant esp/bsa files from the game folder, and resubscribing but still no luck...

Edit 3 - Luckily I back up a lot - I put the esp and bsa back in the steam folder and selected again, but GetGlobalValue realCartOn was still set to 0, even when fast travelling away and back - so it's quite possible that I just wasn't using the latest version - which the workshop won't even let me download now!
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Andrew Lang
 
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Post » Sat May 26, 2012 11:04 am

You're using the updated mod? (I don't even know if there's a way not to automatically download the newest version) First thing I noticed after I put it up was that the global that turns on the "real carriage" dialogue was of course already set to 0 in existing saves, but I thought I fixed that in the updated version (it sets the global explicitly each time the cart driver loads in).

(You can check from the console:

GetGlobalValue realCartOn

Should be 1 - if it's 0, try fast traveling away and then back, and see if the driver gives the correct dialogue then)

After downloading the mod from steam can you mess with it like you would if downloaded from somewhere else? Change load order, add/remove it(with out messing with steam),etc?

Also do you know if any other people on the team are working on there own mods, I don't recall devs in the past releasing mods, does Todd encourage this, has it been done before?

Is there a way to have carriages riding around on there own, like Guards on horseback patrolling the roads?
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Isabell Hoffmann
 
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Post » Sat May 26, 2012 10:14 am

After downloading the mod from steam can you mess with it like you would if downloaded from somewhere else? Change load order, add/remove it(with out messing with steam),etc?

Also do you know if any other people on the team are working on there own mods, I don't recall devs in the past releasing mods, does Todd encourage this, has it been done before?

Is there a way to have carriages riding around on there own, like Guards on horseback patrolling the roads?

1. Yes, I believe so but I'm not very familiar with getting mods from Steam. (I think the last CK update added the ability to set load order.) You've always been able to specify which mods to load or not from the launcher.
2. Not sure how common this is. This was something I had spent a fair bit of time on during development so I wanted to get it out there so other people could use it as a basis for their own mods.
3. Carriages could easily ride around on their own - that's what you're seeing, you just happen to be in it - but you introduce even more potential problems if you don't have the player locked down - very very easy to interfere with the carriage in motion, for instance, and again you have the save/load problem, etc.
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Kieren Thomson
 
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Post » Sat May 26, 2012 10:57 am

Steam Workshop is now working for me again, and has successfully redownloaded the mod (after fully deleting again) - but I'm still getting GetGlobalValue realCartOn returning a 0 on save games (even after fast travelling away and back again).

Is anyone else getting the mod to work with existing saves? Apparently Steam were having issues over the weekend - is it possible that something glitched with the workshop and the update wasn't successfully uploaded?
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Cayal
 
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Post » Sat May 26, 2012 7:52 pm

can this be put on nexus to?
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Zualett
 
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Post » Sat May 26, 2012 10:48 pm

I didn't follow any of the Skyrim hype as I prefer to have my own opinion and not be influenced by pre-release tidbits, but wasn't this something that was originally going to be in the game? Or am I just mistaking that for the opening sequence?
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Rik Douglas
 
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Post » Sat May 26, 2012 10:53 am

So gents, is this mod reasonably usable right now as-is? I simply love real-carriages but don't want to 'bonk' my game.
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Josh Sabatini
 
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Post » Sat May 26, 2012 10:03 pm

If someone can describe in more detail the problems you're seeing with save games, it would be helpful. I did notice that you can get part of the original cart overlapping with the new cart (which I will fix - apparently deleting something in a plugin doesn't necessarily delete it from the save game...), but in my own saves that hasn't prevented the cart itself from actually working.
Well yes I see the overlap when I load my game. When I try to ride a carriage, it just functions like a normal carriage. Not sure what other details I can give.
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Albert Wesker
 
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Post » Sat May 26, 2012 9:14 am

If you use this, only try it out and provide feedback right now. For me I tried it on an existing character, when I tried to use a carriage and the havok engine had a 'fit' and the cart exploded, and when I tried to use the same save without the mod carriages no longer function as they used to.
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Cartoon
 
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Post » Sat May 26, 2012 2:08 pm

I just posted my Real Carriages mod to Steam Workshop. It illustrates the main reasons why this didn't ship with the game:

a - save/load doesn't work with the carriage
b - there's a huge amount of work to set up patrol routes that keep the carriage from clipping into obstacles along the way, and the physics of the carriage itself leaves something to be desired - it's much "lighter/bouncier" than you would expect

That said, I still find it fun and relaxing to just tour Skyrim by carriage. Have fun with it, and feel free to mine it for ideas.

Oh boy I just love it, took a carriage from Whiterun to Windhelm, a few critical spots mostly an adorable trip. At the time the carriage got to Windhelm Bjorlan then said: "Hope youve enjoyed the ride!" - Dude, I'm so thrilled I'm about to cry - greatest addition to the game since its release.
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Kelvin Diaz
 
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Post » Sat May 26, 2012 1:07 pm

If someone can describe in more detail the problems you're seeing with save games, it would be helpful. I did notice that you can get part of the original cart overlapping with the new cart (which I will fix - apparently deleting something in a plugin doesn't necessarily delete it from the save game...), but in my own saves that hasn't prevented the cart itself from actually working.

I've been enjoying the heck out of this one, thank you so much for this mod, Maturin. The driver's banter is quite endearing and it's great to be able to stop the carriage, take care of enemies on the roads and resume the journey. Not to mention that your followers join you for the ride! :goodjob:

The carriage seems to be blocked when traveling from Windhelm to Riften. I hired the carriage driver at the Riften stables and he took the wrong path initially, heading all the way to Honingbrew Meadery before turning around and heading all the way back to Windhelm and then past Kynesgrove.

Then we reached a spot where the horse gets stuck in between Kynesgrove and http://www.uesp.net/maps/srmap/srmap.shtml?centeron=Steamcrag+Camp

The horse kept stoping in the middle of the road, turning around and pushing the carriage backwards, then turning around again and getting stuck. This happened quite a few times and he seemed to be permanently stuck.

http://cloud.steampowered.com/ugc/469736513757501363/F1D7E85026475A39C17A734EAE1463E52905B0A0/

Also, I thought perhaps the horse was avoiding a giant blocking the road up ahead, so I got out and attacked him. This resulted in the giant attacking the carriage and the horse fleeing, but still attached to the carriage by http://cloud.steampowered.com/ugc/469736513757506051/49D4F1C8CC8720BBB6E73AE869A3E8BB9AA1B03A/
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kevin ball
 
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Post » Sat May 26, 2012 11:05 pm

I got a bit dizzy going from Winterhold to Dawnstar as the journey involved crossing glaciers and narrow paths. Even so, this is a fantastic mod and I wish you had the time to have put this into the game properly. Hopefully for the next game?

Anyway, looks like I'm stuck with it as removing it buggers up the default carriages. Not that I mind much, hearing new dialogue about places I've been to many times freshens up the game a bit and I can always roleplay a drunk person. Not that I need to roleplay being drunk...

:thumbsup:
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x a million...
 
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