Multiple Furniture Markers on Single Beds and Chairs

Post » Tue May 17, 2011 9:45 am

I sell single beds and chairs in my mod Imperial Furniture Renovated. These items would normally only have one furniture marker activated. This isn't a problem for the player character, but I've had people complain that companions will try to walk through the wall all night rather than sleep in the beds because the marker winds up being on the wrong side. Is it possible to activate both furniture markers on a single bed? I tried it in a quick test and it seemed to work, but I wasn't sure what the reprecussions of doing this might be. I would think it would only matter if the player had multiple companions - is that even possible? I don't know too much about companion mods.

I was looking at doing the same thing for the chairs so the NPC could access a chair from either side, but once again, am not sure if it would cause problems or not.

Thanks...
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Ron
 
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Post » Tue May 17, 2011 6:39 am

When making the bunk bed resource I made awhile back I found the problem with having more than 1 marker activated on each bed (the resource stacked 2 single beds so had 4 possible markers - 2 on each bed) was that if the bed had 4 markers (2 on each bed instead of just 1 per bed) and 2 NPCs tried to use that bed they would at times both get into the same top or bottom bunk and the game would have them both in the same spot instead of 1 using the upper and 1 the lower bed (and it looked pretty weird having one NPC inside the other) -- so that is probably why they usually only have 1 marker active so that if a 2nd NPC goes to use the bed only 1 will use it and the other will see the bed as occupied.
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George PUluse
 
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Post » Tue May 17, 2011 2:51 pm

Yeah, that's what I figured would happen. How did you solve it? Did you remove the extra markers? I know that I can create separate instances of the object and have the player choose which instance gets placed from a menu, but I'm not sure all this messing about is necessary. Imperial Furniture Renovated is primarily used to decorate player homes, so unless the player has multiple companions, I don't think the extra markers will be an issue. Is it possible to have more than one companion?

Thanks for comfirming the behaviour. Now I just need to figure out if it could happen often enough to be an issue...
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Alexandra walker
 
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Post » Tue May 17, 2011 6:44 am

I'm fairly sure that some of the stools have four markers, as they're totally four-way symmetrical. However, sitting locations tend to be more abundant than sleeping ones, so the "two-in-one-place" situation is less likely. Two-sided single beds are in the vanilla set, but aren't used often, I'd suspect there usually another bed in the room when they are. On the other hand, if a bed is placed against a wall, and there's a marker on that side, the game engine will keep sending characters into the wall to enter the bed, so having an option without the second marker is required.

I would expect multiple versions (left, right and both) to be provided. It's a while since I made a furniture piece, but IIRC the CS has to declare the marker, as well as the nif using it, so it may be feasible to point multiple instances to one nif, with the CS definition effectively choosing which ones are available.

And yes, it's possible to have multiple companions. I think they are subject to the same limit as any followers (eight?)
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Jacob Phillips
 
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Post » Tue May 17, 2011 1:02 pm

Ghastley, I don't believe there are stools that have multiple markers. Can you confirm that?
Chairs with extra markers have more then 1 position for sitting, like benches, double chairs etc. For beds, it is the same.

Andalaybay, does that mod use obse? Maybe you could add script to change model in game? For example activating bed while holding some button (K, M, whatever). The command is SetModelPath.

Edit: I checked, there are indeed 4 markers on lower class stool.
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His Bella
 
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Post » Tue May 17, 2011 6:09 am

Thanks for the suggestions and information, guys! Yes, I've just recently changed it so the mod now requires OBSE. I know that multiple CS instances of an object can use the same nif - that's pretty much how Imperial Furniture Reno works. So using SetModelPath might be the way to go. These items all have menus already, although how to explain to someone not familiar with furniture markers how to pick the right one is going to be tricky. Especially since they seem to be set up so that "left" or "right" is from the point of view of standing and facing the bed from the headboard end...
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sally R
 
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Post » Tue May 17, 2011 4:50 pm

For me it was just a resource I was making so all I did was mention the problem in the readme so that users of the resource would know to only use one of the markers per bed when using the resource or they might encounter the problem ( so never realy had to make a decision one way or the other ). But the best option would probably be to create a seperate model for the different placements of the bed with say one version for left entry and one for right side entry so the user could buy the appropriate version for their placement.
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IsAiah AkA figgy
 
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Post » Tue May 17, 2011 12:46 am

Yeah, I just looked up SetModelPath and I'm not sure it would work. For one thing, the changed model is not saved with the saved game. The other issue is that the mesh has the different markers defined - it's a matter of selecting which marker is used in a particular instance. So I guess I would have to create a left and right version and the player would have to pick which one is instantiated when they place the bed. Basically the player drops a marker from his inventory, clicks on the marker and a havoked version of the object is created. Once the player has adjusted the position, he would click on it again and select Lock position, which converts the havoked object into a static one that can used normally. So instead of Lock Position I could have Right-hand side or Left-hand side or something like that...
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Kelly John
 
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