Strider Riding -- Back on Track!

Post » Mon Apr 04, 2011 3:52 am

does it require mwse?

if not, I'd like to test it.

About you previous video, was it a creature or an activator?

You'll use ToggleAi during the travel to avoid the attacks of some evil cliffracers, right? :)
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Bethany Watkin
 
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Post » Sun Apr 03, 2011 7:01 pm

Awesome :)

That's something I didn't know I missed but now do, haha.
Morrowind gets better and better
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Beast Attire
 
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Post » Sun Apr 03, 2011 9:51 pm

This does not require MWSE, which is why I am presented with the companion riddle. Using MWSE I could easily scan through the cell and get all of the companions and just teleport them after the travel is complete; without it that isn't possible. The closest I could do is set a dialogue option or something that would require the player speak with each companion before traveling....which is certainly less than ideal. The other possibility is to just rely on the fact that most companions now do warping and so should be able to keep up on their own...except that since the striders often travel through water they may not make it. See why it's a riddle?

Activators work well for short distances, but not long ones. Imagine having to determine the exact coordinates for each and every bit of directional movement between Suran and Molag Mar. That's why this has never been done before. Even relying on AIWander involves getting a coordinate every 100-200 units. So far the longest path I have is from Ald-Ruhn to Balmora, and there are about 130 points along the path. I am at the point where if it was any longer I would have to split it up into multiple scripts....which I'd like to avoid if at all possible.

I may slow down the striders once I get the mechanics all worked out. The jerkiness mainly happens because they are set at something like 650 speed, so the animations go very quickly. But having it much slower than that seems too slow....also being so fast allows it to outrun all cliffracers. In fact, if you'll notice in the video there is a point where you catch a glimpse of a racer taking notice of me but being left behind.
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Assumptah George
 
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Post » Mon Apr 04, 2011 7:37 am

This does not require MWSE, .


if you want, I'd like to test it then.


I may slow down the striders once I get the mechanics all worked out. The jerkiness mainly happens because they are set at something like 650 speed, so the animations go very quickly.


SInce the animated legs are not seen during the travel here, I thought we could try using another model, that has movement, but no animated bones.

http://arcimaestroantares.webs.com/SSNoAnimatedLegs.zip

This model just moves forward, and has only a main bone. Maybe this can help. Then, you may use a model with animated legs, as a silt strider that travels along other routes, walks slower, and that the pc cannot use.

About the attacks, I think the best option, is to use the ToggleAi command during the travel.
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Joie Perez
 
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Post » Sun Apr 03, 2011 6:46 pm

Doesn't MCP have a feature that would fix this? It completely removed the jerkiness of Scripted Spells, for me. You could just have it in your "Required Mods" section.

Unless I'm horribly mistaken, of course.
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Alessandra Botham
 
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Post » Mon Apr 04, 2011 4:30 am

Awesome Fliggerty! Morrowind is truly being brought to life by modders!
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Chenae Butler
 
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Post » Mon Apr 04, 2011 7:10 am

This is a great mod Fligg! I'm looking forward to the release.

It's always bugged me that you never see a siltstrider walking along its route. If you can get them walking (even rarely) I'd absolutely love it. :)



KF
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Tammie Flint
 
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Post » Sun Apr 03, 2011 10:04 pm

The problem with watching them move along their paths is that since they are so big collision becomes a major problem. While riding I turn off collision, which is fine. But once you aren't riding, we can't very well have collision disabled. So I just have to figure out how to make a strider that has no collision whatsoever.
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Christie Mitchell
 
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Post » Sun Apr 03, 2011 9:33 pm

Cool.

The mod that takes the 'fast' out of 'fast travel' :celebration:


Nice work :trophy:
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quinnnn
 
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Post » Mon Apr 04, 2011 12:54 am

Awesome! :)
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Nicole Mark
 
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Post » Sun Apr 03, 2011 7:08 pm

Cool.

The mod that takes the 'fast' out of 'fast travel' :celebration:


Nice work :trophy:


It'll still be faster than walking. :P

Edit: Can't wait for this to come out! ^^ I'm glad your working on it again! My friend was just asking me about the mod that made silt striders walk to their destination.
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katie TWAVA
 
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Post » Mon Apr 04, 2011 8:49 am

Any news on this?
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Rude Gurl
 
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Post » Sun Apr 03, 2011 7:40 pm

Not much to report. I'm still working out some of the routes, it's very slow going.

I think I did figure out how I can make them move when you aren't riding them, but the details of that still need to be worked out.
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Adam
 
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Post » Mon Apr 04, 2011 12:57 am

Why don't you make it require MWSE if it'll make things easier and better? If people complain because they don't want to install MWSE or MGE (which contains the latest MWSE any ways) then tough kitty paws for them.
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Ells
 
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Post » Sun Apr 03, 2011 7:02 pm

I certainly would if it could help...I've never cared one whit for those who complain about an MWSE requirement. ;)

There really isn't anything that MWSE has to offer which would help. Most of what I am dealing with is collision and animation, and MWSE doesn't help much with either of those.
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Farrah Lee
 
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Post » Mon Apr 04, 2011 6:34 am

That looks very nice!

It might be a premature question, but will it be possible, you think, to adjust the speeds of the striders so, that the real-time travelling time matches with the quick, fade-out fade-in travel time? I've got no idea whether the distances and times are realistic or not.
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.X chantelle .x Smith
 
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Post » Mon Apr 04, 2011 5:53 am

Oh no, not in the least. It takes much longer to travel most of the routes than the quick-travel does. If I was to make it that fast, the entire journey would be just a blur and cell loading times.
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Ronald
 
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Post » Mon Apr 04, 2011 4:52 am

How's it coming along Flig? Hope this doesn't come across as demanding, just that I've been waiting for this before playing Morrowind again but if you've met some hurdle or are busy I'd like to know so as to be able to start playing.
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Chloe Botham
 
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Post » Mon Apr 04, 2011 7:12 am

My nephew was really disappointed that the strider was not functional. I remember expecting something more from that too. Great work.
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Robert
 
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