Something I would like to do in this project is create a custom model, let's just call it a platform for now, that has all of it's collisions in-tact, that the player can stand on, activate, and when doing so, will serve as a vehicle so the player is "rooted" stationary in a sitting position (like the opening scene with the carriage), and so I can use translateto commands to move said model and the player smoothly along with it.
I have done some research and it appears this can work, so long as the custom model is set up appropriately in NIFSkope:
To get Static object collisions to work with TranslateTo (to avoid leaving them behind as you describe), you must edit the bhkRigidBody settings in NifSkope to change:
Layer: Change OL_STATIC to OL_ANIM_STATIC.
Layer Copy: Change OL_STATIC to OL_ANIM_STATIC.
Motion System: Change MO_SYS_BOX_STABILIZED to MO_SYS_BOX.
Also, the static itself must be re-created under MovableStatic in the CK, not the regular Static section
(Source: http://www.creationkit.com/Talk:TranslateTo_-_ObjectReference)
Layer: Change OL_STATIC to OL_ANIM_STATIC.
Layer Copy: Change OL_STATIC to OL_ANIM_STATIC.
Motion System: Change MO_SYS_BOX_STABILIZED to MO_SYS_BOX.
Also, the static itself must be re-created under MovableStatic in the CK, not the regular Static section
(Source: http://www.creationkit.com/Talk:TranslateTo_-_ObjectReference)
The challenge I am facing, is how to get the special "nodes" into the model that control the model orientation (sitting, standing) of the player when they are in the custom vehicle, and also how to get them to ride it in the first place.
In the past I did a bit of research on this, and if I recall correctly the process was something like finding the special vehicle rider node in an existing model with the desired riding position, a chair for example, copying that branch in NIFScope, and pasting it somewhere into the node tree on my custom model, then editing position information in the properties of that branch to get it situated in the proper place relative to the model so when the player sits there it appears they are seated appropriately on that model.
I also want to duplicate this process three or four times to account for additional "seats" like with the riding carriage, for people with companions.
I am also in need of clarification regarding how to assign companions to these seats, and how to properly "tag" the nodes so the player always goes to position 1, and other nodes are populated in order by any companions within a radius of the player when they activate the vehicle.
All the rest I am sure I can work out, as scripting is one of my strong suits. It is getting the model set up correctly that poses the greatest challenge to me, so I would sincerely appreciate any guidance you could offer to that end.