Moving the passenger furniture in a cart

Post » Sun Sep 06, 2015 6:50 am

Here's a weird one for you all:

I want to move the passenger furniture out of the back of a cart. Really I just want the seats taken out to temporarily make a little more room.
The trouble is the seats are enable parented to the driver, and he's the parent of the whole setup - cart, horse the lot. And I need to only lose the seats.

I tried moving them under the ground, but that doesn't work - I get an error in the log file "cannot be moved"

Any ideas? I mean short of disabling the whole lot and adding clones of Bjorlam and his horse and cart. Ideally I'd like to be able to remove and re-add the enable parent, but I don't see any way to do that.
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Gemma Woods Illustration
 
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Post » Sun Sep 06, 2015 5:33 pm

just tie it to a different enabling parent than the driver, disable that, no?

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Noely Ulloa
 
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Post » Sun Sep 06, 2015 2:45 pm

I don't know what there is in the game that expects that relationship to exist though. I suspect it's there so Bjorlam and his horse can arrange to be elsewhere during the attack on Whiterun. If I change the enable parent, I'll likely have a set of floating seats during the attack.

What might work is to pack the bottom part out with goods so it's level with the seating. That would give me a level enough surface - maybe with a collision plane over the top just to make sure...
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Taylor Thompson
 
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Post » Sun Sep 06, 2015 7:44 pm

you could put a script on your enabling marker that checks if bjorlam is enabled OnLoad or OnCellAttach and dis/enables itself accordingly.

or for a method to move that bench away by script that i came up with for some hell of persistent inn bench used in bards quest:

start a helper quest with a reeeeeeaaaally high priority, furniture in alias, alias script moves furniture, clear alias, stop quest.

if that doesn't help, i guess nothing's gonna move it :-)

if you want that bench gone for good (and not just temporarily and then back to normal) and the carriage stuffed with other stuff anyway so collision wouldn't matter, you could also retexture it with good old "null" texture set :-)

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vicki kitterman
 
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Post » Sun Sep 06, 2015 3:44 pm

Err wait, you can actually MOVE via papyrus the furniture(the orange/blue thingies) and it can still be used??

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Laura Shipley
 
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Post » Sun Sep 06, 2015 8:42 pm

why not? it's just furniture after all, no different from dunno a chair or stg

...gonna check in the evening when i find the time anyway, just to make sure :-)

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Anna Krzyzanowska
 
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Post » Sun Sep 06, 2015 6:02 am

Well, you can't move this item. I tried moving it to bjorlam's co-ords -100z which should have put it underground, but it stayed put. The error log said something along the lines of "unable to move".

I think I'll just pad it out.

The onload event sounds good too, but padding it sounds like less to debug.
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Benji
 
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Post » Sun Sep 06, 2015 3:33 pm

might be stg with moving furniture in general, no ck open to test right now, but if it's not that, that's what's the point in putting it into an alias for this would have been: you can't move it because the carriage quest has a hold on it, override that and you can.

...

just checked the according script for what i had to do to move that bloody bench (that's what i had called my particular inn bench :-)

this is how i got it to work:

Spoiler
Scriptname s7oSOS01aliasThatBloodyBenchSCRIPT   extends ReferenceAliasQuest                    Property    BardAudQuest        AutoScene                    Property    BardAudScene        AutoReferenceAlias            Property    BardAudLoc5        AutoReferenceAlias            Property    BardAud5            AutoObjectReference        Property    BenchRef            AutoEvent OnInit ()    DeBench ()    if !BenchRef.IsDisabled ()        if BardAudScene.IsPlaying ()            BardAudScene.Stop ()        endif        Debench ()                if !BenchRef.IsDisabled ()            if BardAudQuest.IsRunning ()                BardAudQuest.        Stop ()            endif            Debench ()            if !BenchRef.IsDisabled ()                Debug.Trace         ( "s7oSOS01 DeBench failed" )            endif        endif    endif    GetOwningQuest ().                CompleteQuest ()    GetOwningQuest ().                Stop ()endEventFunction DeBench ()    if BardAud5.        GetRef ()        BardAud5.        Clear ()    endif    if BardAudLoc5.        GetRef ()        BardAudLoc5.    Clear ()    endif    BenchRef.        Disable         ( false );    BenchRef.        SetPosition     ( BenchRef.GetPositionX (), BenchRef.GetPositionY (), ( BenchRef.GetPositionZ () + 1000 ) )    BenchRef.        SetScale     ( 0 )endFunction

...i SAID it was a hell of effort to move the thing :-)=)

edit: should you want to try stg similar with your carriage bench, check if the carraige quest is safe to stop it like this (for the bard's quest, it just stops a current show if any)

edit2: ...and it's been ages since i wrote this, no guarantee this is in any way efficient or anything... ,-)

edit3: uhm, just re-read the thing, apparently i did NOT manage to move the thing with this anyway (line commented out, i wouldn't have if it had worked), but WHAT apparently worked that way was disabling it and setting it's scale to zero (!!), this might be for you

edit4: ...i just remembered though i DID move the whole solitude carriage (the one that takes you to thalmor embassy though) in my park your ride mod, bench included, so it definitely IS possible to move that thing, but i'd need ck to check that, but i reeally really finally gotta get back to work now daaamn :-), l8r

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Neil
 
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Post » Sun Sep 06, 2015 7:48 pm

Yeah, I think it might be possible to move the whole thing - I'm just not sure about the one part.

The alias keeping it in place is interesting. I'd have to re-jig some dialogue so I could restart it on the fly again (I'm giving the player a lot of chances to back out of what will turn out to be a very bad decision :smile:) but that should work. Thanks for the script - that looks useful indeed :smile:

I'll see how I get on with my false floor. Ive got the bed of the cart filled up with sacks and rolled carpets and with a collision plane over the top. Let's see if I can navmesh that :smile:
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Matthew Warren
 
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